/* ** thingdef.cpp ** ** Code pointers for Actor definitions ** **--------------------------------------------------------------------------- ** Copyright 2002-2006 Christoph Oelckers ** Copyright 2004-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be ** covered by the terms of the GNU General Public License as published by ** the Free Software Foundation; either version 2 of the License, or (at ** your option) any later version. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gi.h" #include "g_level.h" #include "actor.h" #include "info.h" #include "sc_man.h" #include "tarray.h" #include "w_wad.h" #include "templates.h" #include "r_defs.h" #include "a_pickups.h" #include "s_sound.h" #include "cmdlib.h" #include "p_lnspec.h" #include "p_enemy.h" #include "a_action.h" #include "decallib.h" #include "m_random.h" #include "i_system.h" #include "p_local.h" #include "c_console.h" #include "doomerrors.h" #include "a_sharedglobal.h" #include "thingdef/thingdef.h" #include "v_video.h" #include "v_font.h" #include "doomstat.h" #include "v_palette.h" #include "g_shared/a_specialspot.h" #include "actorptrselect.h" #include "m_bbox.h" static FRandom pr_camissile ("CustomActorfire"); static FRandom pr_camelee ("CustomMelee"); static FRandom pr_cabullet ("CustomBullet"); static FRandom pr_cajump ("CustomJump"); static FRandom pr_cwbullet ("CustomWpBullet"); static FRandom pr_cwjump ("CustomWpJump"); static FRandom pr_cwpunch ("CustomWpPunch"); static FRandom pr_grenade ("ThrowGrenade"); static FRandom pr_crailgun ("CustomRailgun"); static FRandom pr_spawndebris ("SpawnDebris"); static FRandom pr_spawnitemex ("SpawnItemEx"); static FRandom pr_burst ("Burst"); static FRandom pr_monsterrefire ("MonsterRefire"); static FRandom pr_teleport("A_Teleport"); //========================================================================== // // ACustomInventory :: CallStateChain // // Executes the code pointers in a chain of states // until there is no next state // //========================================================================== bool ACustomInventory::CallStateChain (AActor *actor, FState * State) { StateCallData StateCall; bool result = false; int counter = 0; StateCall.Item = this; while (State != NULL) { // Assume success. The code pointer will set this to false if necessary StateCall.State = State; StateCall.Result = true; if (State->CallAction(actor, this, &StateCall)) { // collect all the results. Even one successful call signifies overall success. result |= StateCall.Result; } // Since there are no delays it is a good idea to check for infinite loops here! counter++; if (counter >= 10000) break; if (StateCall.State == State) { // Abort immediately if the state jumps to itself! if (State == State->GetNextState()) { return false; } // If both variables are still the same there was no jump // so we must advance to the next state. State = State->GetNextState(); } else { State = StateCall.State; } } return result; } //========================================================================== // // A_RearrangePointers // // Allow an actor to change its relationship to other actors by // copying pointers freely between TARGET MASTER and TRACER. // Can also assign null value, but does not duplicate A_ClearTarget. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers) { ACTION_PARAM_START(4); ACTION_PARAM_INT(ptr_target, 0); ACTION_PARAM_INT(ptr_master, 1); ACTION_PARAM_INT(ptr_tracer, 2); ACTION_PARAM_INT(flags, 3); // Rearrange pointers internally // Fetch all values before modification, so that all fields can get original values AActor *gettarget = self->target, *getmaster = self->master, *gettracer = self->tracer; switch (ptr_target) // pick the new target { case AAPTR_MASTER: self->target = getmaster; if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self); break; case AAPTR_TRACER: self->target = gettracer; if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self); break; case AAPTR_NULL: self->target = NULL; // THIS IS NOT "A_ClearTarget", so no other targeting info is removed break; } // presently permitting non-monsters to set master switch (ptr_master) // pick the new master { case AAPTR_TARGET: self->master = gettarget; if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self); break; case AAPTR_TRACER: self->master = gettracer; if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self); break; case AAPTR_NULL: self->master = NULL; break; } switch (ptr_tracer) // pick the new tracer { case AAPTR_TARGET: self->tracer = gettarget; break; // no verification deemed necessary; the engine never follows a tracer chain(?) case AAPTR_MASTER: self->tracer = getmaster; break; // no verification deemed necessary; the engine never follows a tracer chain(?) case AAPTR_NULL: self->tracer = NULL; break; } } //========================================================================== // // A_TransferPointer // // Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF), // or from this actor's MASTER, TARGET or TRACER. // // You can copy any one of that actor's pointers // // Assign the copied pointer to any one pointer in SELF, // MASTER, TARGET or TRACER. // // Any attempt to make an actor point to itself will replace the pointer // with a null value. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer) { ACTION_PARAM_START(5); ACTION_PARAM_INT(ptr_source, 0); ACTION_PARAM_INT(ptr_recepient, 1); ACTION_PARAM_INT(ptr_sourcefield, 2); ACTION_PARAM_INT(ptr_recepientfield, 3); ACTION_PARAM_INT(flags, 4); AActor *source, *recepient; // Exchange pointers with actors to whom you have pointers (or with yourself, if you must) source = COPY_AAPTR(self, ptr_source); COPY_AAPTR_NOT_NULL(self, recepient, ptr_recepient); // pick an actor to store the provided pointer value // convert source from dataprovider to data source = COPY_AAPTR(source, ptr_sourcefield); if (source == recepient) source = NULL; // The recepient should not acquire a pointer to itself; will write NULL if (ptr_recepientfield == AAPTR_DEFAULT) ptr_recepientfield = ptr_sourcefield; // If default: Write to same field as data was read from ASSIGN_AAPTR(recepient, ptr_recepientfield, source, flags); } //========================================================================== // // A_CopyFriendliness // // Join forces with one of the actors you are pointing to (MASTER by default) // // Normal CopyFriendliness reassigns health. This function will not. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness) { ACTION_PARAM_START(1); ACTION_PARAM_INT(ptr_source, 0); if (self->player) return; AActor *source; COPY_AAPTR_NOT_NULL(self, source, ptr_source); self->CopyFriendliness(source, false, false); // No change in current target or health } //========================================================================== // // Simple flag changers // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_SetSolid) { self->flags |= MF_SOLID; } DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid) { self->flags &= ~MF_SOLID; } DEFINE_ACTION_FUNCTION(AActor, A_SetFloat) { self->flags |= MF_FLOAT; } DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat) { self->flags &= ~(MF_FLOAT|MF_INFLOAT); } //========================================================================== // // Customizable attack functions which use actor parameters. // //========================================================================== static void DoAttack (AActor *self, bool domelee, bool domissile, int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight) { if (self->target == NULL) return; A_FaceTarget (self); if (domelee && MeleeDamage>0 && self->CheckMeleeRange ()) { int damage = pr_camelee.HitDice(MeleeDamage); if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM); P_DamageMobj (self->target, self, self, damage, NAME_Melee); P_TraceBleed (damage, self->target, self); } else if (domissile && MissileType != NULL) { // This seemingly senseless code is needed for proper aiming. self->z+=MissileHeight-32*FRACUNIT; AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false); self->z-=MissileHeight-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); } } } DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack) { int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0); FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0); DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0); } DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack) { const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None)); fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT); DoAttack(self, false, true, 0, 0, MissileType, MissileHeight); } DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack) { int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0); FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0); const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None)); fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT); DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack) { ACTION_PARAM_START(4); ACTION_PARAM_INT(MeleeDamage, 0); ACTION_PARAM_SOUND(MeleeSound, 1); ACTION_PARAM_CLASS(MissileType, 2); ACTION_PARAM_FIXED(MissileHeight, 3); if (MissileType == NULL) return; DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight); } //========================================================================== // // Custom sound functions. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound) { ACTION_PARAM_START(5); ACTION_PARAM_SOUND(soundid, 0); ACTION_PARAM_INT(channel, 1); ACTION_PARAM_FLOAT(volume, 2); ACTION_PARAM_BOOL(looping, 3); ACTION_PARAM_FLOAT(attenuation, 4); if (!looping) { S_Sound (self, channel, soundid, volume, attenuation); } else { if (!S_IsActorPlayingSomething (self, channel&7, soundid)) { S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation); } } } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound) { ACTION_PARAM_START(1); ACTION_PARAM_INT(slot, 0); S_StopSound(self, slot); } //========================================================================== // // These come from a time when DECORATE constants did not exist yet and // the sound interface was less flexible. As a result the parameters are // not optimal and these functions have been deprecated in favor of extending // A_PlaySound and A_StopSound. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound) { ACTION_PARAM_START(1); ACTION_PARAM_SOUND(soundid, 0); S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx) { ACTION_PARAM_START(4); ACTION_PARAM_SOUND(soundid, 0); ACTION_PARAM_NAME(channel, 1); ACTION_PARAM_BOOL(looping, 2); ACTION_PARAM_INT(attenuation_raw, 3); float attenuation; switch (attenuation_raw) { case -1: attenuation = ATTN_STATIC; break; // drop off rapidly default: case 0: attenuation = ATTN_NORM; break; // normal case 1: case 2: attenuation = ATTN_NONE; break; // full volume } if (channel < NAME_Auto || channel > NAME_SoundSlot7) { channel = NAME_Auto; } if (!looping) { S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation); } else { if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid)) { S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation); } } } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx) { ACTION_PARAM_START(1); ACTION_PARAM_NAME(channel, 0); if (channel > NAME_Auto && channel <= NAME_SoundSlot7) { S_StopSound (self, int(channel) - NAME_Auto); } } //========================================================================== // // Generic seeker missile function // //========================================================================== static FRandom pr_seekermissile ("SeekerMissile"); enum { SMF_LOOK = 1, SMF_PRECISE = 2, SMF_CURSPEED = 4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile) { ACTION_PARAM_START(5); ACTION_PARAM_INT(ang1, 0); ACTION_PARAM_INT(ang2, 1); ACTION_PARAM_INT(flags, 2); ACTION_PARAM_INT(chance, 3); ACTION_PARAM_INT(distance, 4); if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()tracer = P_RoughMonsterSearch (self, distance); } P_SeekerMissile(self, clamp(ang1, 0, 90) * ANGLE_1, clamp(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED)); } //========================================================================== // // Hitscan attack with a customizable amount of bullets (specified in damage) // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack) { int i; int bangle; int slope; if (!self->target) return; A_FaceTarget (self); bangle = self->angle; slope = P_AimLineAttack (self, bangle, MISSILERANGE); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); for (i = self->GetMissileDamage (0, 1); i > 0; --i) { int angle = bangle + (pr_cabullet.Random2() << 20); int damage = ((pr_cabullet()%5)+1)*3; P_LineAttack(self, angle, MISSILERANGE, slope, damage, NAME_None, NAME_BulletPuff); } } //========================================================================== // // Do the state jump // //========================================================================== static void DoJump(AActor * self, FState * CallingState, FState *jumpto, StateCallData *statecall) { if (jumpto == NULL) return; if (statecall != NULL) { statecall->State = jumpto; } else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state) { P_SetPsprite(self->player, ps_weapon, jumpto); } else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state) { P_SetPsprite(self->player, ps_flash, jumpto); } else if (CallingState == self->state) { self->SetState (jumpto); } else { // something went very wrong. This should never happen. assert(false); } } // This is just to avoid having to directly reference the internally defined // CallingState and statecall parameters in the code below. #define ACTION_JUMP(offset) DoJump(self, CallingState, offset, statecall) //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump) { ACTION_PARAM_START(3); ACTION_PARAM_INT(count, 0); ACTION_PARAM_INT(maxchance, 1); if (count >= 2 && (maxchance >= 256 || pr_cajump() < maxchance)) { int jumps = 2 + (count == 2? 0 : (pr_cajump() % (count - 1))); ACTION_PARAM_STATE(jumpto, jumps); ACTION_JUMP(jumpto); } ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower) { ACTION_PARAM_START(2); ACTION_PARAM_INT(health, 0); ACTION_PARAM_STATE(jump, 1); if (self->health < health) ACTION_JUMP(jump); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! } //========================================================================== // // State jump function // //========================================================================== void DoJumpIfCloser(AActor *target, DECLARE_PARAMINFO) { ACTION_PARAM_START(2); ACTION_PARAM_FIXED(dist, 0); ACTION_PARAM_STATE(jump, 1); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! // No target - no jump if (target != NULL && 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) ) ) { ACTION_JUMP(jump); } } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser) { AActor *target; if (!self->player) { target = self->target; } else { // Does the player aim at something that can be shot? P_BulletSlope(self, &target); } DoJumpIfCloser(target, PUSH_PARAMINFO); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTracerCloser) { DoJumpIfCloser(self->tracer, PUSH_PARAMINFO); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser) { DoJumpIfCloser(self->master, PUSH_PARAMINFO); } //========================================================================== // // State jump function // //========================================================================== void DoJumpIfInventory(AActor * owner, DECLARE_PARAMINFO) { ACTION_PARAM_START(4); ACTION_PARAM_CLASS(Type, 0); ACTION_PARAM_INT(ItemAmount, 1); ACTION_PARAM_STATE(JumpOffset, 2); ACTION_PARAM_INT(setowner, 3); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (!Type) return; COPY_AAPTR_NOT_NULL(owner, owner, setowner); // returns if owner ends up being NULL AInventory *Item = owner->FindInventory(Type); if (Item) { if (ItemAmount > 0) { if (Item->Amount >= ItemAmount) ACTION_JUMP(JumpOffset); } else if (Item->Amount >= Item->MaxAmount) { ACTION_JUMP(JumpOffset); } } } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory) { DoJumpIfInventory(self, PUSH_PARAMINFO); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory) { DoJumpIfInventory(self->target, PUSH_PARAMINFO); } //========================================================================== // // State jump function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType) { ACTION_PARAM_START(3); ACTION_PARAM_NAME(Type, 0); ACTION_PARAM_STATE(JumpOffset, 1); ACTION_PARAM_INT(amount, 2); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! ABasicArmor * armor = (ABasicArmor *) self->FindInventory(NAME_BasicArmor); if (armor && armor->ArmorType == Type && armor->Amount >= amount) ACTION_JUMP(JumpOffset); } //========================================================================== // // Parameterized version of A_Explode // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) { ACTION_PARAM_START(7); ACTION_PARAM_INT(damage, 0); ACTION_PARAM_INT(distance, 1); ACTION_PARAM_BOOL(hurtSource, 2); ACTION_PARAM_BOOL(alert, 3); ACTION_PARAM_INT(fulldmgdistance, 4); ACTION_PARAM_INT(nails, 5); ACTION_PARAM_INT(naildamage, 6); if (damage < 0) // get parameters from metadata { 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; } else { if (distance <= 0) distance = damage; } // NailBomb effect, from SMMU but not from its source code: instead it was implemented and // generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html if (nails) { angle_t ang; for (int i = 0; i < nails; i++) { ang = i*(ANGLE_MAX/nails); // Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim P_LineAttack (self, ang, MISSILERANGE, 0, //P_AimLineAttack (self, ang, MISSILERANGE), naildamage, NAME_None, NAME_BulletPuff); } } P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance); P_CheckSplash(self, distance<target != NULL && self->target->player != NULL) { validcount++; P_RecursiveSound (self->Sector, self->target, false, 0); } } //========================================================================== // // A_RadiusThrust // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust) { ACTION_PARAM_START(3); ACTION_PARAM_INT(force, 0); ACTION_PARAM_INT(distance, 1); ACTION_PARAM_BOOL(affectSource, 2); ACTION_PARAM_INT(fullthrustdistance, 3); bool sourcenothrust = false; if (force <= 0) force = 128; if (distance <= 0) distance = force; // Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless. if (self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST) { sourcenothrust = true; self->target->flags2 &= ~MF2_NODMGTHRUST; } int sourceflags2 = self->target != NULL ? self->target->flags2 : 0; P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, fullthrustdistance); P_CheckSplash(self, distance << FRACBITS); if (sourcenothrust) { self->target->flags2 |= MF2_NODMGTHRUST; } } //========================================================================== // // Execute a line special / script // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial) { ACTION_PARAM_START(6); ACTION_PARAM_INT(special, 0); ACTION_PARAM_INT(arg1, 1); ACTION_PARAM_INT(arg2, 2); ACTION_PARAM_INT(arg3, 3); ACTION_PARAM_INT(arg4, 4); ACTION_PARAM_INT(arg5, 5); bool res = !!P_ExecuteSpecial(special, NULL, self, false, arg1, arg2, arg3, arg4, arg5); ACTION_SET_RESULT(res); } //========================================================================== // // The ultimate code pointer: Fully customizable missiles! // //========================================================================== enum CM_Flags { CMF_AIMMODE = 3, CMF_TRACKOWNER = 4, CMF_CHECKTARGETDEAD = 8, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile) { ACTION_PARAM_START(6); ACTION_PARAM_CLASS(ti, 0); ACTION_PARAM_FIXED(SpawnHeight, 1); ACTION_PARAM_INT(Spawnofs_XY, 2); ACTION_PARAM_ANGLE(Angle, 3); ACTION_PARAM_INT(flags, 4); ACTION_PARAM_ANGLE(pitch, 5); int aimmode = flags & CMF_AIMMODE; AActor * targ; AActor * missile; if (self->target != NULL || aimmode==2) { 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 velocity is correct. // Therefore use 0 as the missile's angle and simplify the calculations accordingly. // The actual velocity vector is set below. if (missile) { fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT]; fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT]; missile->velx = FixedMul (vx, missile->Speed); missile->vely = 0; missile->velz = FixedMul (vz, missile->Speed); } break; } if (missile) { // Use the actual velocity instead of the missile's Speed property // so that this can handle missiles with a high vertical velocity // component properly. FVector3 velocity (missile->velx, missile->vely, 0); fixed_t missilespeed = (fixed_t)velocity.Length(); missile->angle += Angle; ang = missile->angle >> ANGLETOFINESHIFT; missile->velx = FixedMul (missilespeed, finecosine[ang]); missile->vely = FixedMul (missilespeed, finesine[ang]); // handle projectile shooting projectiles - track the // links back to a real owner if (self->isMissile(!!(flags & CMF_TRACKOWNER))) { AActor * owner=self ;//->target; while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target; targ=owner; missile->target=owner; // automatic handling of seeker missiles if (self->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 // //========================================================================== enum CBA_Flags { CBAF_AIMFACING = 1, CBAF_NORANDOM = 2, CBAF_EXPLICITANGLE = 4, CBAF_NOPITCH = 8, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack) { ACTION_PARAM_START(7); ACTION_PARAM_ANGLE(Spread_XY, 0); ACTION_PARAM_ANGLE(Spread_Z, 1); ACTION_PARAM_INT(NumBullets, 2); ACTION_PARAM_INT(DamagePerBullet, 3); ACTION_PARAM_CLASS(pufftype, 4); ACTION_PARAM_FIXED(Range, 5); ACTION_PARAM_INT(Flags, 6); if(Range==0) Range=MISSILERANGE; int i; int bangle; int bslope = 0; if (self->target || (Flags & CBAF_AIMFACING)) { if (!(Flags & CBAF_AIMFACING)) A_FaceTarget (self); bangle = self->angle; if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff); if (!(Flags & CBAF_NOPITCH)) bslope = P_AimLineAttack (self, bangle, MISSILERANGE); S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM); for (i=0 ; itarget) 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 // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack) { ACTION_PARAM_START(6); ACTION_PARAM_CLASS(ti, 0); ACTION_PARAM_FIXED(SpawnHeight, 1); ACTION_PARAM_INT(damage, 2); ACTION_PARAM_SOUND(MeleeSound, 3); ACTION_PARAM_NAME(DamageType, 4); ACTION_PARAM_BOOL(bleed, 5); 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 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 // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo) { ACTION_PARAM_START(1); ACTION_PARAM_STATE(jump, 0); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (!ACTION_CALL_FROM_WEAPON()) return; if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true)) { ACTION_JUMP(jump); } } //========================================================================== // // An even more customizable hitscan attack // //========================================================================== enum FB_Flags { FBF_USEAMMO = 1, FBF_NORANDOM = 2, FBF_EXPLICITANGLE = 4, FBF_NOPITCH = 8, FBF_NOFLASH = 16, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets) { ACTION_PARAM_START(7); ACTION_PARAM_ANGLE(Spread_XY, 0); ACTION_PARAM_ANGLE(Spread_Z, 1); ACTION_PARAM_INT(NumberOfBullets, 2); ACTION_PARAM_INT(DamagePerBullet, 3); ACTION_PARAM_CLASS(PuffType, 4); ACTION_PARAM_INT(Flags, 5); ACTION_PARAM_FIXED(Range, 6); if (!self->player) return; player_t * player=self->player; AWeapon * weapon=player->ReadyWeapon; int i; int bangle; int bslope = 0; if ((Flags & FBF_USEAMMO) && weapon) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo } if (Range == 0) Range = PLAYERMISSILERANGE; if (!(Flags & FBF_NOFLASH)) static_cast(self)->PlayAttacking2 (); if (!(Flags & FBF_NOPITCH)) bslope = P_BulletSlope(self); bangle = self->angle; 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 = DamagePerBullet; if (!(Flags & FBF_NORANDOM)) damage *= ((pr_cwbullet()%3)+1); P_LineAttack(self, bangle, Range, bslope, damage, NAME_None, PuffType); } else { if (NumberOfBullets == -1) NumberOfBullets = 1; for (i=0 ; iplayer) return; player_t *player=self->player; AWeapon * weapon=player->ReadyWeapon; AActor *linetarget; if (UseAmmo && weapon) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo } 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; // Temporarily adjusts the pitch fixed_t SavedPlayerPitch = self->pitch; self->pitch -= pitch; AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget); self->pitch = SavedPlayerPitch; // 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->velx, misl->vely, 0); fixed_t missilespeed = (fixed_t)velocity.Length(); misl->angle += Angle; angle_t an = misl->angle >> ANGLETOFINESHIFT; misl->velx = FixedMul (missilespeed, finecosine[an]); misl->vely = FixedMul (missilespeed, finesine[an]); } } } } //========================================================================== // // A_CustomPunch // // Berserk is not handled here. That can be done with A_CheckIfInventory // //========================================================================== enum { CPF_USEAMMO = 1, CPF_DAGGER = 2, CPF_PULLIN = 4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) { ACTION_PARAM_START(5); ACTION_PARAM_INT(Damage, 0); ACTION_PARAM_BOOL(norandom, 1); ACTION_PARAM_INT(flags, 2); ACTION_PARAM_CLASS(PuffType, 3); ACTION_PARAM_FIXED(Range, 4); ACTION_PARAM_FIXED(LifeSteal, 5); if (!self->player) return; 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 ((flags & CPF_USEAMMO) && linetarget && weapon) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo } if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff); P_LineAttack (self, angle, Range, pitch, Damage, NAME_None, PuffType, true, &linetarget); // turn to face target if (linetarget) { if (LifeSteal) P_GiveBody (self, (Damage * LifeSteal) >> FRACBITS); S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); self->angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y); if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED; if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget); } } enum { RAF_SILENT = 1, RAF_NOPIERCE = 2, RAF_EXPLICITANGLE = 4, }; //========================================================================== // // customizable railgun attack function // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack) { ACTION_PARAM_START(10); ACTION_PARAM_INT(Damage, 0); ACTION_PARAM_INT(Spawnofs_XY, 1); ACTION_PARAM_BOOL(UseAmmo, 2); ACTION_PARAM_COLOR(Color1, 3); ACTION_PARAM_COLOR(Color2, 4); ACTION_PARAM_INT(Flags, 5); ACTION_PARAM_FLOAT(MaxDiff, 6); ACTION_PARAM_CLASS(PuffType, 7); ACTION_PARAM_ANGLE(Spread_XY, 8); ACTION_PARAM_ANGLE(Spread_Z, 9); if (!self->player) return; AWeapon * weapon=self->player->ReadyWeapon; // only use ammo when actually hitting something! if (UseAmmo) { if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo } angle_t angle; angle_t slope; if (Flags & RAF_EXPLICITANGLE) { angle = Spread_XY; slope = Spread_Z; } else { angle = pr_crailgun.Random2() * (Spread_XY / 255); slope = pr_crailgun.Random2() * (Spread_Z / 255); } P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)), angle, slope); } //========================================================================== // // also for monsters // //========================================================================== enum { CRF_DONTAIM = 0, CRF_AIMPARALLEL = 1, CRF_AIMDIRECT = 2, CRF_EXPLICITANGLE = 4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun) { ACTION_PARAM_START(10); ACTION_PARAM_INT(Damage, 0); ACTION_PARAM_INT(Spawnofs_XY, 1); ACTION_PARAM_COLOR(Color1, 2); ACTION_PARAM_COLOR(Color2, 3); ACTION_PARAM_INT(Flags, 4); ACTION_PARAM_INT(aim, 5); ACTION_PARAM_FLOAT(MaxDiff, 6); ACTION_PARAM_CLASS(PuffType, 7); ACTION_PARAM_ANGLE(Spread_XY, 8); ACTION_PARAM_ANGLE(Spread_Z, 9); AActor *linetarget; fixed_t saved_x = self->x; fixed_t saved_y = self->y; angle_t saved_angle = self->angle; fixed_t saved_pitch = self->pitch; if (aim && self->target == NULL) { return; } // [RH] Andy Baker's stealth monsters if (self->flags & MF_STEALTH) { self->visdir = 1; } self->flags &= ~MF_AMBUSH; if (aim) { self->angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y); } self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL); if (linetarget == NULL && aim) { // We probably won't hit the target, but aim at it anyway so we don't look stupid. FVector2 xydiff(self->target->x - self->x, self->target->y - self->y); double zdiff = (self->target->z + (self->target->height>>1)) - (self->z + (self->height>>1) - self->floorclip); self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI); } // Let the aim trail behind the player if (aim) { saved_angle = self->angle = R_PointToAngle2 (self->x, self->y, self->target->x - self->target->velx * 3, self->target->y - self->target->vely * 3); if (aim == CRF_AIMDIRECT) { // Tricky: We must offset to the angle of the current position // but then change the angle again to ensure proper aim. self->x += Spawnofs_XY * finecosine[self->angle]; self->y += Spawnofs_XY * finesine[self->angle]; Spawnofs_XY = 0; self->angle = R_PointToAngle2 (self->x, self->y, self->target->x - self->target->velx * 3, self->target->y - self->target->vely * 3); } if (self->target->flags & MF_SHADOW) { angle_t rnd = pr_crailgun.Random2() << 21; self->angle += rnd; saved_angle = rnd; } } angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT; angle_t angleoffset; angle_t slopeoffset; if (Flags & CRF_EXPLICITANGLE) { angleoffset = Spread_XY; slopeoffset = Spread_Z; } else { angleoffset = pr_crailgun.Random2() * (Spread_XY / 255); slopeoffset = pr_crailgun.Random2() * (Spread_Z / 255); } P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)), angleoffset, slopeoffset); self->x = saved_x; self->y = saved_y; self->angle = saved_angle; self->pitch = saved_pitch; } //=========================================================================== // // DoGiveInventory // //=========================================================================== static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO) { ACTION_PARAM_START(3); ACTION_PARAM_CLASS(mi, 0); ACTION_PARAM_INT(amount, 1); ACTION_PARAM_INT(setreceiver, 2); COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver); bool res=true; if (amount==0) amount=1; if (mi) { AInventory *item = static_cast(Spawn (mi, 0, 0, 0, NO_REPLACE)); if (item->IsKindOf(RUNTIME_CLASS(AHealth))) { item->Amount *= amount; } else { item->Amount = amount; } item->flags |= MF_DROPPED; item->ClearCounters(); if (!item->CallTryPickup (receiver)) { item->Destroy (); res = false; } else res = true; } else res = false; ACTION_SET_RESULT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory) { DoGiveInventory(self, PUSH_PARAMINFO); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget) { DoGiveInventory(self->target, PUSH_PARAMINFO); } //=========================================================================== // // A_TakeInventory // //=========================================================================== enum { TIF_NOTAKEINFINITE = 1, }; void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO) { ACTION_PARAM_START(4); ACTION_PARAM_CLASS(item, 0); ACTION_PARAM_INT(amount, 1); ACTION_PARAM_INT(flags, 2); ACTION_PARAM_INT(setreceiver, 3); if (!item) return; COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver); bool res = false; AInventory * inv = receiver->FindInventory(item); if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor))) { if (inv->Amount > 0) { res = true; } // Do not take ammo if the "no take infinite/take as ammo depletion" flag is set // and infinite ammo is on if (flags & TIF_NOTAKEINFINITE && ((dmflags & DF_INFINITE_AMMO) || (receiver->player->cheats & CF_INFINITEAMMO)) && inv->IsKindOf(RUNTIME_CLASS(AAmmo))) { // Nothing to do here, except maybe res = false;? Would it make sense? } else if (!amount || amount>=inv->Amount) { if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0; else inv->Destroy(); } else inv->Amount-=amount; } ACTION_SET_RESULT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory) { DoTakeInventory(self, PUSH_PARAMINFO); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget) { DoTakeInventory(self->target, PUSH_PARAMINFO); } //=========================================================================== // // Common code for A_SpawnItem and A_SpawnItemEx // //=========================================================================== enum SIX_Flags { SIXF_TRANSFERTRANSLATION=1, SIXF_ABSOLUTEPOSITION=2, SIXF_ABSOLUTEANGLE=4, SIXF_ABSOLUTEVELOCITY=8, SIXF_SETMASTER=16, SIXF_NOCHECKPOSITION=32, SIXF_TELEFRAG=64, // 128 is used by Skulltag! SIXF_TRANSFERAMBUSHFLAG=256, SIXF_TRANSFERPITCH=512, SIXF_TRANSFERPOINTERS=1024, }; static bool InitSpawnedItem(AActor *self, AActor *mo, int flags) { if (mo) { AActor * originator = self; if ((flags & SIXF_TRANSFERTRANSLATION) && !(mo->flags2 & MF2_DONTTRANSLATE)) { mo->Translation = self->Translation; } if (flags & SIXF_TRANSFERPOINTERS) { mo->target = self->target; mo->master = self->master; // This will be overridden later if SIXF_SETMASTER is set mo->tracer = self->tracer; } mo->angle=self->angle; if (flags & SIXF_TRANSFERPITCH) mo->pitch = self->pitch; while (originator && originator->isMissile()) 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! mo->ClearCounters(); mo->Destroy(); return false; } 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 = int(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 (!(flags & SIXF_TRANSFERPOINTERS)) { // If this is a missile or something else set the target to the originator mo->target=originator? originator : self; } } return true; } //=========================================================================== // // A_SpawnItem // // Spawns an item in front of the caller like Heretic's time bomb // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem) { ACTION_PARAM_START(5); ACTION_PARAM_CLASS(missile, 0); ACTION_PARAM_FIXED(distance, 1); ACTION_PARAM_FIXED(zheight, 2); ACTION_PARAM_BOOL(useammo, 3); ACTION_PARAM_BOOL(transfer_translation, 4); if (!missile) { ACTION_SET_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 (ACTION_CALL_FROM_WEAPON()) { // 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); bool res = InitSpawnedItem(self, mo, flags); ACTION_SET_RESULT(res); // for an inventory item's use state } //=========================================================================== // // A_SpawnItemEx // // Enhanced spawning function // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx) { ACTION_PARAM_START(10); ACTION_PARAM_CLASS(missile, 0); ACTION_PARAM_FIXED(xofs, 1); ACTION_PARAM_FIXED(yofs, 2); ACTION_PARAM_FIXED(zofs, 3); ACTION_PARAM_FIXED(xvel, 4); ACTION_PARAM_FIXED(yvel, 5); ACTION_PARAM_FIXED(zvel, 6); ACTION_PARAM_ANGLE(Angle, 7); ACTION_PARAM_INT(flags, 8); ACTION_PARAM_INT(chance, 9); if (!missile) { ACTION_SET_RESULT(false); return; } if (chance > 0 && pr_spawnitemex()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_ABSOLUTEVELOCITY)) { // Same orientation issue here! fixed_t newxvel = FixedMul(xvel, finecosine[ang]) + FixedMul(yvel, finesine[ang]); yvel = FixedMul(xvel, finesine[ang]) - FixedMul(yvel, finecosine[ang]); xvel = newxvel; } AActor * mo = Spawn(missile, x, y, self->z - self->floorclip + zofs, ALLOW_REPLACE); bool res = InitSpawnedItem(self, mo, flags); ACTION_SET_RESULT(res); // for an inventory item's use state if (mo) { mo->velx = xvel; mo->vely = yvel; mo->velz = zvel; 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) // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade) { ACTION_PARAM_START(5); ACTION_PARAM_CLASS(missile, 0); ACTION_PARAM_FIXED(zheight, 1); ACTION_PARAM_FIXED(xyvel, 2); ACTION_PARAM_FIXED(zvel, 3); ACTION_PARAM_BOOL(useammo, 4); if (missile == NULL) return; if (ACTION_CALL_FROM_WEAPON()) { // 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) { P_PlaySpawnSound(bo, self); if (xyvel != 0) bo->Speed = xyvel; bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24); angle_t pitch = angle_t(-self->pitch) >> ANGLETOFINESHIFT; angle_t angle = bo->angle >> ANGLETOFINESHIFT; // There are two vectors we are concerned about here: xy and z. We rotate // them separately according to the shooter's pitch and then sum them to // get the final velocity vector to shoot with. fixed_t xy_xyscale = FixedMul(bo->Speed, finecosine[pitch]); fixed_t xy_velz = FixedMul(bo->Speed, finesine[pitch]); fixed_t xy_velx = FixedMul(xy_xyscale, finecosine[angle]); fixed_t xy_vely = FixedMul(xy_xyscale, finesine[angle]); pitch = angle_t(self->pitch) >> ANGLETOFINESHIFT; fixed_t z_xyscale = FixedMul(zvel, finesine[pitch]); fixed_t z_velz = FixedMul(zvel, finecosine[pitch]); fixed_t z_velx = FixedMul(z_xyscale, finecosine[angle]); fixed_t z_vely = FixedMul(z_xyscale, finesine[angle]); bo->velx = xy_velx + z_velx + (self->velx >> 1); bo->vely = xy_vely + z_vely + (self->vely >> 1); bo->velz = xy_velz + z_velz; bo->target= self; P_CheckMissileSpawn (bo); } else ACTION_SET_RESULT(false); } //=========================================================================== // // A_Recoil // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil) { ACTION_PARAM_START(1); ACTION_PARAM_FIXED(xyvel, 0); angle_t angle = self->angle + ANG180; angle >>= ANGLETOFINESHIFT; self->velx += FixedMul (xyvel, finecosine[angle]); self->vely += FixedMul (xyvel, finesine[angle]); } //=========================================================================== // // A_SelectWeapon // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon) { ACTION_PARAM_START(1); ACTION_PARAM_CLASS(cls, 0); if (cls == NULL || self->player == NULL) { ACTION_SET_RESULT(false); return; } AWeapon * weaponitem = static_cast(self->FindInventory(cls)); if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon))) { if (self->player->ReadyWeapon != weaponitem) { self->player->PendingWeapon = weaponitem; } } else ACTION_SET_RESULT(false); } //=========================================================================== // // A_Print // //=========================================================================== EXTERN_CVAR(Float, con_midtime) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print) { ACTION_PARAM_START(3); ACTION_PARAM_STRING(text, 0); ACTION_PARAM_FLOAT(time, 1); ACTION_PARAM_NAME(fontname, 2); if (self->CheckLocalView (consoleplayer) || (self->target!=NULL && self->target->CheckLocalView (consoleplayer))) { float saved = con_midtime; FFont *font = NULL; if (fontname != NAME_None) { font = V_GetFont(fontname); } if (time > 0) { con_midtime = time; } FString formatted = strbin1(text); C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars()); con_midtime = saved; } ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! } //=========================================================================== // // A_PrintBold // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold) { ACTION_PARAM_START(3); ACTION_PARAM_STRING(text, 0); ACTION_PARAM_FLOAT(time, 1); ACTION_PARAM_NAME(fontname, 2); float saved = con_midtime; FFont *font = NULL; if (fontname != NAME_None) { font = V_GetFont(fontname); } if (time > 0) { con_midtime = time; } FString formatted = strbin1(text); C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars()); con_midtime = saved; ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! } //=========================================================================== // // A_Log // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log) { ACTION_PARAM_START(1); ACTION_PARAM_STRING(text, 0); Printf("%s\n", text); ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! } //=========================================================================== // // A_LogInt // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt) { ACTION_PARAM_START(1); ACTION_PARAM_INT(num, 0); Printf("%d\n", num); ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains! } //=========================================================================== // // A_SetTranslucent // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent) { ACTION_PARAM_START(2); ACTION_PARAM_FIXED(alpha, 0); ACTION_PARAM_INT(mode, 1); mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add; self->RenderStyle.Flags &= ~STYLEF_Alpha1; self->alpha = clamp(alpha, 0, FRACUNIT); self->RenderStyle = ERenderStyle(mode); } //=========================================================================== // // A_FadeIn // // Fades the actor in // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn) { ACTION_PARAM_START(1); ACTION_PARAM_FIXED(reduce, 0); if (reduce == 0) { reduce = FRACUNIT/10; } self->RenderStyle.Flags &= ~STYLEF_Alpha1; self->alpha += reduce; // Should this clamp alpha to 1.0? } //=========================================================================== // // A_FadeOut // // fades the actor out and destroys it when done // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut) { ACTION_PARAM_START(2); ACTION_PARAM_FIXED(reduce, 0); ACTION_PARAM_BOOL(remove, 1); if (reduce == 0) { reduce = FRACUNIT/10; } self->RenderStyle.Flags &= ~STYLEF_Alpha1; self->alpha -= reduce; if (self->alpha <= 0 && remove) { self->Destroy(); } } //=========================================================================== // // A_FadeTo // // fades the actor to a specified transparency by a specified amount and // destroys it if so desired // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo) { ACTION_PARAM_START(3); ACTION_PARAM_FIXED(target, 0); ACTION_PARAM_FIXED(amount, 1); ACTION_PARAM_BOOL(remove, 2); self->RenderStyle.Flags &= ~STYLEF_Alpha1; if (self->alpha > target) { self->alpha -= amount; if (self->alpha < target) { self->alpha = target; } } else if (self->alpha < target) { self->alpha += amount; if (self->alpha > target) { self->alpha = target; } } if (self->alpha == target && remove) { self->Destroy(); } } //=========================================================================== // // A_Scale(float scalex, optional float scaley) // // Scales the actor's graphics. If scaley is 0, use scalex. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale) { ACTION_PARAM_START(2); ACTION_PARAM_FIXED(scalex, 0); ACTION_PARAM_FIXED(scaley, 1); self->scaleX = scalex; self->scaleY = scaley ? scaley : scalex; } //=========================================================================== // // A_SetMass(int mass) // // Sets the actor's mass. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass) { ACTION_PARAM_START(2); ACTION_PARAM_INT(mass, 0); self->Mass = mass; } //=========================================================================== // // A_SpawnDebris // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris) { int i; AActor * mo; ACTION_PARAM_START(4); ACTION_PARAM_CLASS(debris, 0); ACTION_PARAM_BOOL(transfer_translation, 1); ACTION_PARAM_FIXED(mult_h, 2); ACTION_PARAM_FIXED(mult_v, 3); if (debris == NULL) return; // 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->velz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT); mo->velx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); mo->vely = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6)); } } } //=========================================================================== // // A_CheckSight // jumps if no player can see this actor // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight) { ACTION_PARAM_START(1); ACTION_PARAM_STATE(jump, 0); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! for (int i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { // Always check sight from each player. if (P_CheckSight(players[i].mo, self, SF_IGNOREVISIBILITY)) { return; } // If a player is viewing from a non-player, then check that too. if (players[i].camera != NULL && players[i].camera->player == NULL && P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY)) { return; } } } ACTION_JUMP(jump); } //=========================================================================== // // A_CheckSightOrRange // Jumps if this actor is out of range of all players *and* out of sight. // Useful for maps with many multi-actor special effects. // //=========================================================================== static bool DoCheckSightOrRange(AActor *self, AActor *camera, double range) { if (camera == NULL) { return false; } // Check distance first, since it's cheaper than checking sight. double dx = self->x - camera->x; double dy = self->y - camera->y; double dz; fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight if (eyez > self->z + self->height) { dz = self->z + self->height - eyez; } else if (eyez < self->z) { dz = self->z - eyez; } else { dz = 0; } if ((dx*dx) + (dy*dy) + (dz*dz) <= range) { // Within range return true; } // Now check LOS. if (P_CheckSight(camera, self, SF_IGNOREVISIBILITY)) { // Visible return true; } return false; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange) { ACTION_PARAM_START(2); double range = EvalExpressionF(ParameterIndex+0, self); ACTION_PARAM_STATE(jump, 1); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { // Always check from each player. if (DoCheckSightOrRange(self, players[i].mo, range)) { return; } // If a player is viewing from a non-player, check that too. if (players[i].camera != NULL && players[i].camera->player == NULL && DoCheckSightOrRange(self, players[i].camera, range)) { return; } } } ACTION_JUMP(jump); } //=========================================================================== // // Inventory drop // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory) { ACTION_PARAM_START(1); ACTION_PARAM_CLASS(drop, 0); if (drop) { AInventory * inv = self->FindInventory(drop); if (inv) { self->DropInventory(inv); } } } //=========================================================================== // // A_SetBlend // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend) { ACTION_PARAM_START(4); ACTION_PARAM_COLOR(color, 0); ACTION_PARAM_FLOAT(alpha, 1); ACTION_PARAM_INT(tics, 2); ACTION_PARAM_COLOR(color2, 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 // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf) { ACTION_PARAM_START(2); ACTION_PARAM_BOOL(expression, 0); ACTION_PARAM_STATE(jump, 1); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (expression) ACTION_JUMP(jump); } //=========================================================================== // // A_KillMaster // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster) { ACTION_PARAM_START(1); ACTION_PARAM_NAME(damagetype, 0); if (self->master != NULL) { P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR); } } //=========================================================================== // // A_KillChildren // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren) { ACTION_PARAM_START(1); ACTION_PARAM_NAME(damagetype, 0); TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if (mo->master == self) { P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR); } } } //=========================================================================== // // A_KillSiblings // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings) { ACTION_PARAM_START(1); ACTION_PARAM_NAME(damagetype, 0); TThinkerIterator it; AActor *mo; while ( (mo = it.Next()) ) { if (mo->master == self->master && mo != self) { P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR); } } } //=========================================================================== // // A_CountdownArg // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg) { ACTION_PARAM_START(2); ACTION_PARAM_INT(cnt, 0); ACTION_PARAM_STATE(state, 1); if (cnt<0 || cnt>=5) return; if (!self->args[cnt]--) { if (self->flags&MF_MISSILE) { P_ExplodeMissile(self, NULL, NULL); } else if (self->flags&MF_SHOOTABLE) { P_DamageMobj (self, NULL, NULL, self->health, NAME_None, DMG_FORCED); } else { // can't use "Death" as default parameter with current DECORATE parser. if (state == NULL) state = self->FindState(NAME_Death); self->SetState(state); } } } //============================================================================ // // A_Burst // //============================================================================ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst) { ACTION_PARAM_START(1); ACTION_PARAM_CLASS(chunk, 0); int i, numChunks; AActor * mo; if (chunk == NULL) return; self->velx = self->vely = self->velz = 0; self->height = self->GetDefault()->height; // [RH] In Hexen, this creates a random number of shards (range [24,56]) // with no relation to the size of the self shattering. I think it should // base the number of shards on the size of the dead thing, so bigger // things break up into more shards than smaller things. // An self with radius 20 and height 64 creates ~40 chunks. numChunks = MAX (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32); i = (pr_burst.Random2()) % (numChunks/4); for (i = MAX (24, numChunks + i); i >= 0; i--) { mo = Spawn(chunk, self->x + (((pr_burst()-128)*self->radius)>>7), self->y + (((pr_burst()-128)*self->radius)>>7), self->z + (pr_burst()*self->height/255), ALLOW_REPLACE); if (mo) { mo->velz = FixedDiv(mo->z - self->z, self->height)<<2; mo->velx = pr_burst.Random2 () << (FRACBITS-7); mo->vely = pr_burst.Random2 () << (FRACBITS-7); mo->RenderStyle = self->RenderStyle; mo->alpha = self->alpha; mo->CopyFriendliness(self, true); } } // [RH] Do some stuff to make this more useful outside Hexen if (self->flags4 & MF4_BOSSDEATH) { CALL_ACTION(A_BossDeath, self); } A_Unblock(self, true); self->Destroy (); } //=========================================================================== // // A_CheckFloor // [GRB] Jumps if actor is standing on floor // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor) { ACTION_PARAM_START(1); ACTION_PARAM_STATE(jump, 0); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (self->z <= self->floorz) { ACTION_JUMP(jump); } } //=========================================================================== // // A_CheckCeiling // [GZ] Totally copied on A_CheckFloor, jumps if actor touches ceiling // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling) { ACTION_PARAM_START(1); ACTION_PARAM_STATE(jump, 0); ACTION_SET_RESULT(false); if (self->z+self->height >= self->ceilingz) // Height needs to be counted { ACTION_JUMP(jump); } } //=========================================================================== // // A_Stop // resets all velocity of the actor to 0 // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_Stop) { self->velx = self->vely = self->velz = 0; if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING)) { self->player->mo->PlayIdle(); self->player->velx = self->player->vely = 0; } } static void CheckStopped(AActor *self) { if (self->player != NULL && self->player->mo == self && !(self->player->cheats & CF_PREDICTING) && !(self->velx | self->vely | self->velz)) { self->player->mo->PlayIdle(); self->player->velx = self->player->vely = 0; } } //=========================================================================== // // A_Respawn // //=========================================================================== extern void AF_A_RestoreSpecialPosition(DECLARE_PARAMINFO); enum RS_Flags { RSF_FOG=1, RSF_KEEPTARGET=2, RSF_TELEFRAG=4, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn) { ACTION_PARAM_START(1); ACTION_PARAM_INT(flags, 0); bool oktorespawn = false; self->flags |= MF_SOLID; self->height = self->GetDefault()->height; CALL_ACTION(A_RestoreSpecialPosition, self); if (flags & RSF_TELEFRAG) { // [KS] DIE DIE DIE DIE erm *ahem* =) oktorespawn = P_TeleportMove(self, self->x, self->y, self->z, true); if (oktorespawn) { // Need to do this over again, since P_TeleportMove() will redo // it with the proper point-on-side calculation. self->UnlinkFromWorld(); self->LinkToWorld(true); sector_t *sec = self->Sector; self->dropoffz = self->floorz = sec->floorplane.ZatPoint(self->x, self->y); self->ceilingz = sec->ceilingplane.ZatPoint(self->x, self->y); P_FindFloorCeiling(self, true); } } else { oktorespawn = P_CheckPosition(self, self->x, self->z, true); } if (oktorespawn) { AActor *defs = self->GetDefault(); self->health = defs->health; // [KS] Don't keep target, because it could be self if the monster committed suicide // ...Actually it's better off an option, so you have better control over monster behavior. if (!(flags & RSF_KEEPTARGET)) { self->target = NULL; self->LastHeard = NULL; self->lastenemy = NULL; } else { // Don't attack yourself (Re: "Marine targets itself after suicide") if (self->target == self) self->target = NULL; if (self->lastenemy == self) self->lastenemy = NULL; } self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY); self->flags2 = defs->flags2; self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)); self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS); self->flags5 = defs->flags5; self->SetState (self->SpawnState); self->renderflags &= ~RF_INVISIBLE; if (flags & RSF_FOG) { Spawn (self->x, self->y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE); } if (self->CountsAsKill()) { level.total_monsters++; } } else { self->flags &= ~MF_SOLID; } } //========================================================================== // // A_PlayerSkinCheck // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck) { ACTION_PARAM_START(1); ACTION_PARAM_STATE(jump, 0); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (self->player != NULL && skins[self->player->userinfo.skin].othergame) { ACTION_JUMP(jump); } } //=========================================================================== // // A_SetGravity // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity) { ACTION_PARAM_START(1); ACTION_PARAM_FIXED(val, 0); self->gravity = clamp (val, 0, FRACUNIT*10); } // [KS] *** Start of my modifications *** //=========================================================================== // // A_ClearTarget // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget) { self->target = NULL; self->LastHeard = NULL; self->lastenemy = NULL; } //========================================================================== // // A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags, // optional fixed dist_max, optional fixed dist_close) // // Jumps if the actor can see its target, or if the player has a linetarget. // ProjectileTarget affects how projectiles are treated. If set, it will use // the target of the projectile for seekers, and ignore the target for // normal projectiles. If not set, it will use the missile's owner instead // (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max // sets the maximum distance that actor can see, 0 means forever. dist_close // uses special behavior if certain flags are set, 0 means no checks. // //========================================================================== enum JLOS_flags { JLOSF_PROJECTILE=1, JLOSF_NOSIGHT=2, JLOSF_CLOSENOFOV=4, JLOSF_CLOSENOSIGHT=8, JLOSF_CLOSENOJUMP=16, JLOSF_DEADNOJUMP=32, JLOSF_CHECKMASTER=64, JLOSF_TARGETLOS=128, JLOSF_FLIPFOV=256, JLOSF_ALLYNOJUMP=512, JLOSF_COMBATANTONLY=1024 }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS) { ACTION_PARAM_START(5); ACTION_PARAM_STATE(jump, 0); ACTION_PARAM_ANGLE(fov, 1); ACTION_PARAM_INT(flags, 2); ACTION_PARAM_FIXED(dist_max, 3); ACTION_PARAM_FIXED(dist_close, 4); angle_t an; AActor *target, *viewport; ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! bool doCheckSight; if (!self->player) { if (flags & JLOSF_CHECKMASTER) { target = self->master; } else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE)) { if (self->flags2 & MF2_SEEKERMISSILE) target = self->tracer; else target = NULL; } else { target = self->target; } if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case. if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return; doCheckSight = !(flags & JLOSF_NOSIGHT); } else { // Does the player aim at something that can be shot? P_BulletSlope(self, &target); if (!target) return; switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV)) { case JLOSF_TARGETLOS|JLOSF_FLIPFOV: // target makes sight check, player makes fov check; player has verified fov fov = 0; // fall-through case JLOSF_TARGETLOS: doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov break; default: // player has verified sight and fov fov = 0; // fall-through case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov doCheckSight = false; break; } } // [FDARI] If target is not a combatant, don't jump if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER)) return; // [FDARI] If actors share team, don't jump if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) return; fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y); distance = P_AproxDistance(distance, target->z - self->z); if (dist_max && (distance > dist_max)) return; if (dist_close && (distance < dist_close)) { if (flags & JLOSF_CLOSENOJUMP) return; if (flags & JLOSF_CLOSENOFOV) fov = 0; if (flags & JLOSF_CLOSENOSIGHT) doCheckSight = false; } if (flags & JLOSF_TARGETLOS) { viewport = target; target = self; } else { viewport = self; } if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY)) return; if (flags & JLOSF_FLIPFOV) { if (viewport == self) { viewport = target; target = self; } else { target = viewport; viewport = self; } } if (fov && (fov < ANGLE_MAX)) { an = R_PointToAngle2 (viewport->x, viewport->y, target->x, target->y) - viewport->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { return; // [KS] Outside of FOV - return } } ACTION_JUMP(jump); } //========================================================================== // // A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags // optional fixed dist_max, optional fixed dist_close) // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS) { ACTION_PARAM_START(5); ACTION_PARAM_STATE(jump, 0); ACTION_PARAM_ANGLE(fov, 1); ACTION_PARAM_INT(flags, 2); ACTION_PARAM_FIXED(dist_max, 3); ACTION_PARAM_FIXED(dist_close, 4); angle_t an; AActor *target; ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (flags & JLOSF_CHECKMASTER) { target = self->master; } else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE)) { if (self->flags2 & MF2_SEEKERMISSILE) target = self->tracer; else target = NULL; } else { target = self->target; } if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case. if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return; fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y); distance = P_AproxDistance(distance, target->z - self->z); if (dist_max && (distance > dist_max)) return; bool doCheckSight = !(flags & JLOSF_NOSIGHT); if (dist_close && (distance < dist_close)) { if (flags & JLOSF_CLOSENOJUMP) return; if (flags & JLOSF_CLOSENOFOV) fov = 0; if (flags & JLOSF_CLOSENOSIGHT) doCheckSight = false; } if (fov && (fov < ANGLE_MAX)) { an = R_PointToAngle2 (target->x, target->y, self->x, self->y) - target->angle; if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2))) { return; // [KS] Outside of FOV - return } } if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY)) return; ACTION_JUMP(jump); } //=========================================================================== // // A_DamageMaster (int amount) // Damages the master of this child by the specified amount. Negative values heal. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster) { ACTION_PARAM_START(2); ACTION_PARAM_INT(amount, 0); ACTION_PARAM_NAME(DamageType, 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. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren) { TThinkerIterator it; AActor * mo; ACTION_PARAM_START(2); ACTION_PARAM_INT(amount, 0); ACTION_PARAM_NAME(DamageType, 1); 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 *** //=========================================================================== // // A_DamageSiblings (amount) // Damages the siblings of this master by the specified amount. Negative values heal. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings) { TThinkerIterator it; AActor * mo; ACTION_PARAM_START(2); ACTION_PARAM_INT(amount, 0); ACTION_PARAM_NAME(DamageType, 1); while ( (mo = it.Next()) ) { if (mo->master == self->master && mo != self) { if (amount > 0) { P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR); } else if (amount < 0) { amount = -amount; P_GiveBody(mo, amount); } } } } //=========================================================================== // // Modified code pointer from Skulltag // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload) { if ( self->player == NULL || self->player->ReadyWeapon == NULL ) return; ACTION_PARAM_START(2); ACTION_PARAM_INT(count, 0); ACTION_PARAM_STATE(jump, 1); ACTION_PARAM_BOOL(dontincrement, 2) if (count <= 0) return; AWeapon *weapon = self->player->ReadyWeapon; int ReloadCounter = weapon->ReloadCounter; if(!dontincrement || ReloadCounter != 0) ReloadCounter = (weapon->ReloadCounter+1) % count; else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though. ReloadCounter = 1; // If we have not made our last shot... if (ReloadCounter != 0) { // Go back to the refire frames, instead of continuing on to the reload frames. ACTION_JUMP(jump); } else { // We need to reload. However, don't reload if we're out of ammo. weapon->CheckAmmo( false, false ); } if(!dontincrement) weapon->ReloadCounter = ReloadCounter; } //=========================================================================== // // Resets the counter for the above function // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter) { if ( self->player == NULL || self->player->ReadyWeapon == NULL ) return; AWeapon *weapon = self->player->ReadyWeapon; weapon->ReloadCounter = 0; } //=========================================================================== // // A_ChangeFlag // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag) { ACTION_PARAM_START(2); ACTION_PARAM_STRING(flagname, 0); ACTION_PARAM_BOOL(expression, 1); const char *dot = strchr (flagname, '.'); FFlagDef *fd; const PClass *cls = self->GetClass(); if (dot != NULL) { FString part1(flagname, dot-flagname); fd = FindFlag (cls, part1, dot+1); } else { fd = FindFlag (cls, flagname, NULL); } if (fd != NULL) { bool kill_before, kill_after; INTBOOL item_before, item_after; INTBOOL secret_before, secret_after; kill_before = self->CountsAsKill(); item_before = self->flags & MF_COUNTITEM; secret_before = self->flags5 & MF5_COUNTSECRET; if (fd->structoffset == -1) { HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit); } else { DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset); // If these 2 flags get changed we need to update the blockmap and sector links. bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR); if (linkchange) self->UnlinkFromWorld(); if (expression) { *flagp |= fd->flagbit; } else { *flagp &= ~fd->flagbit; } if (linkchange) self->LinkToWorld(); } kill_after = self->CountsAsKill(); item_after = self->flags & MF_COUNTITEM; secret_after = self->flags5 & MF5_COUNTSECRET; // Was this monster previously worth a kill but no longer is? // Or vice versa? if (kill_before != kill_after) { if (kill_after) { // It counts as a kill now. level.total_monsters++; } else { // It no longer counts as a kill. level.total_monsters--; } } // same for items if (item_before != item_after) { if (item_after) { // It counts as an item now. level.total_items++; } else { // It no longer counts as an item level.total_items--; } } // and secretd if (secret_before != secret_after) { if (secret_after) { // It counts as an secret now. level.total_secrets++; } else { // It no longer counts as an secret level.total_secrets--; } } } else { Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars()); } } //=========================================================================== // // A_CheckFlag // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag) { ACTION_PARAM_START(3); ACTION_PARAM_STRING(flagname, 0); ACTION_PARAM_STATE(jumpto, 1); ACTION_PARAM_INT(checkpointer, 2); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! AActor *owner; COPY_AAPTR_NOT_NULL(self, owner, checkpointer); const char *dot = strchr (flagname, '.'); FFlagDef *fd; const PClass *cls = owner->GetClass(); if (dot != NULL) { FString part1(flagname, dot-flagname); fd = FindFlag (cls, part1, dot+1); } else { fd = FindFlag (cls, flagname, NULL); } if (fd != NULL) { if (fd->structoffset == -1) { if (CheckDeprecatedFlags(owner, cls->ActorInfo, fd->flagbit)) { ACTION_JUMP(jumpto); } } else if ( fd->flagbit & *(DWORD*)(((char*)owner) + fd->structoffset)) { ACTION_JUMP(jumpto); } } else { Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars()); } } //=========================================================================== // // A_RemoveMaster // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster) { if (self->master != NULL) { P_RemoveThing(self->master); } } //=========================================================================== // // A_RemoveChildren // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren) { TThinkerIterator it; AActor * mo; ACTION_PARAM_START(1); ACTION_PARAM_BOOL(removeall,0); while ( (mo = it.Next()) ) { if ( ( mo->master == self ) && ( ( mo->health <= 0 ) || removeall) ) { P_RemoveThing(mo); } } } //=========================================================================== // // A_RemoveSiblings // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings) { TThinkerIterator it; AActor * mo; ACTION_PARAM_START(1); ACTION_PARAM_BOOL(removeall,0); while ( (mo = it.Next()) ) { if ( ( mo->master == self->master ) && ( mo != self ) && ( ( mo->health <= 0 ) || removeall) ) { P_RemoveThing(mo); } } } //=========================================================================== // // A_RaiseMaster // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster) { if (self->master != NULL) { P_Thing_Raise(self->master); } } //=========================================================================== // // A_RaiseChildren // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren) { TThinkerIterator it; AActor * mo; while ((mo = it.Next())) { if ( mo->master == self ) { P_Thing_Raise(mo); } } } //=========================================================================== // // A_RaiseSiblings // //=========================================================================== DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings) { TThinkerIterator it; AActor * mo; while ( (mo = it.Next()) ) { if ( ( mo->master == self->master ) && ( mo != self ) ) { P_Thing_Raise(mo); } } } //=========================================================================== // // A_MonsterRefire // // Keep firing unless target got out of sight // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire) { ACTION_PARAM_START(2); ACTION_PARAM_INT(prob, 0); ACTION_PARAM_STATE(jump, 1); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! A_FaceTarget (self); if (pr_monsterrefire() < prob) return; if (!self->target || P_HitFriend (self) || self->target->health <= 0 || !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) ) { ACTION_JUMP(jump); } } //=========================================================================== // // A_SetAngle // // Set actor's angle (in degrees). // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle) { ACTION_PARAM_START(1); ACTION_PARAM_ANGLE(angle, 0); self->angle = angle; } //=========================================================================== // // A_SetPitch // // Set actor's pitch (in degrees). // //=========================================================================== enum { SPF_FORCECLAMP = 1, // players always clamp }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch) { ACTION_PARAM_START(2); ACTION_PARAM_ANGLE(pitch, 0); ACTION_PARAM_INT(flags, 1); if (self->player != NULL || (flags & SPF_FORCECLAMP)) { // clamp the pitch we set int min, max; if (self->player != NULL) { min = self->player->MinPitch; max = self->player->MaxPitch; } else { min = -ANGLE_90 + (1 << ANGLETOFINESHIFT); max = ANGLE_90 - (1 << ANGLETOFINESHIFT); } pitch = clamp(pitch, min, max); } self->pitch = pitch; } //=========================================================================== // // A_ScaleVelocity // // Scale actor's velocity. // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity) { ACTION_PARAM_START(1); ACTION_PARAM_FIXED(scale, 0); INTBOOL was_moving = self->velx | self->vely | self->velz; self->velx = FixedMul(self->velx, scale); self->vely = FixedMul(self->vely, scale); self->velz = FixedMul(self->velz, scale); // If the actor was previously moving but now is not, and is a player, // update its player variables. (See A_Stop.) if (was_moving) { CheckStopped(self); } } //=========================================================================== // // A_ChangeVelocity // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity) { ACTION_PARAM_START(4); ACTION_PARAM_FIXED(x, 0); ACTION_PARAM_FIXED(y, 1); ACTION_PARAM_FIXED(z, 2); ACTION_PARAM_INT(flags, 3); INTBOOL was_moving = self->velx | self->vely | self->velz; fixed_t vx = x, vy = y, vz = z; fixed_t sina = finesine[self->angle >> ANGLETOFINESHIFT]; fixed_t cosa = finecosine[self->angle >> ANGLETOFINESHIFT]; if (flags & 1) // relative axes - make x, y relative to actor's current angle { vx = DMulScale16(x, cosa, -y, sina); vy = DMulScale16(x, sina, y, cosa); } if (flags & 2) // discard old velocity - replace old velocity with new velocity { self->velx = vx; self->vely = vy; self->velz = vz; } else // add new velocity to old velocity { self->velx += vx; self->vely += vy; self->velz += vz; } if (was_moving) { CheckStopped(self); } } //=========================================================================== // // A_SetArg // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg) { ACTION_PARAM_START(2); ACTION_PARAM_INT(pos, 0); ACTION_PARAM_INT(value, 1); // Set the value of the specified arg if ((size_t)pos < countof(self->args)) { self->args[pos] = value; } } //=========================================================================== // // A_SetSpecial // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial) { ACTION_PARAM_START(6); ACTION_PARAM_INT(spec, 0); ACTION_PARAM_INT(arg0, 1); ACTION_PARAM_INT(arg1, 2); ACTION_PARAM_INT(arg2, 3); ACTION_PARAM_INT(arg3, 4); ACTION_PARAM_INT(arg4, 5); self->special = spec; self->args[0] = arg0; self->args[1] = arg1; self->args[2] = arg2; self->args[3] = arg3; self->args[4] = arg4; } //=========================================================================== // // A_SetUserVar // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar) { ACTION_PARAM_START(2); ACTION_PARAM_NAME(varname, 0); ACTION_PARAM_INT(value, 1); PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true); PSymbolVariable *var; if (sym == NULL || sym->SymbolType != SYM_Variable || !(var = static_cast(sym))->bUserVar || var->ValueType.Type != VAL_Int) { Printf("%s is not a user variable in class %s\n", varname.GetChars(), self->GetClass()->TypeName.GetChars()); return; } // Set the value of the specified user variable. *(int *)(reinterpret_cast(self) + var->offset) = value; } //=========================================================================== // // A_SetUserArray // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray) { ACTION_PARAM_START(3); ACTION_PARAM_NAME(varname, 0); ACTION_PARAM_INT(pos, 1); ACTION_PARAM_INT(value, 2); PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true); PSymbolVariable *var; if (sym == NULL || sym->SymbolType != SYM_Variable || !(var = static_cast(sym))->bUserVar || var->ValueType.Type != VAL_Array || var->ValueType.BaseType != VAL_Int) { Printf("%s is not a user array in class %s\n", varname.GetChars(), self->GetClass()->TypeName.GetChars()); return; } if (pos < 0 || pos >= var->ValueType.size) { Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(), self->GetClass()->TypeName.GetChars()); return; } // Set the value of the specified user array at index pos. ((int *)(reinterpret_cast(self) + var->offset))[pos] = value; } //=========================================================================== // // A_Teleport(optional state teleportstate, optional class targettype, // optional class fogtype, optional int flags, optional fixed mindist, // optional fixed maxdist) // // Attempts to teleport to a targettype at least mindist away and at most // maxdist away (0 means unlimited). If successful, spawn a fogtype at old // location and place calling actor in teleportstate. // //=========================================================================== enum T_Flags { TF_TELEFRAG = 1, // Allow telefrag in order to teleport. TF_RANDOMDECIDE = 2, // Randomly fail based on health. (A_Srcr2Decide) }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport) { ACTION_PARAM_START(6); ACTION_PARAM_STATE(TeleportState, 0); ACTION_PARAM_CLASS(TargetType, 1); ACTION_PARAM_CLASS(FogType, 2); ACTION_PARAM_INT(Flags, 3); ACTION_PARAM_FIXED(MinDist, 4); ACTION_PARAM_FIXED(MaxDist, 5); // Randomly choose not to teleport like A_Srcr2Decide. if (Flags & TF_RANDOMDECIDE) { static const int chance[] = { 192, 120, 120, 120, 64, 64, 32, 16, 0 }; unsigned int chanceindex = self->health / ((self->SpawnHealth()/8 == 0) ? 1 : self->SpawnHealth()/8); if (chanceindex >= countof(chance)) { chanceindex = countof(chance) - 1; } if (pr_teleport() >= chance[chanceindex]) return; } if (TeleportState == NULL) { // Default to Teleport. TeleportState = self->FindState("Teleport"); // If still nothing, then return. if (!TeleportState) return; } DSpotState *state = DSpotState::GetSpotState(); if (state == NULL) return; if (!TargetType) TargetType = PClass::FindClass("BossSpot"); AActor * spot = state->GetSpotWithMinMaxDistance(TargetType, self->x, self->y, MinDist, MaxDist); if (spot == NULL) return; fixed_t prevX = self->x; fixed_t prevY = self->y; fixed_t prevZ = self->z; if (P_TeleportMove (self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG)) { ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! if (FogType) { Spawn(FogType, prevX, prevY, prevZ, ALLOW_REPLACE); } ACTION_JUMP(TeleportState); self->z = self->floorz; self->angle = spot->angle; self->velx = self->vely = self->velz = 0; } } //=========================================================================== // // A_Turn // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn) { ACTION_PARAM_START(1); ACTION_PARAM_ANGLE(angle, 0); self->angle += angle; } //=========================================================================== // // A_Quake // //=========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake) { ACTION_PARAM_START(5); ACTION_PARAM_INT(intensity, 0); ACTION_PARAM_INT(duration, 1); ACTION_PARAM_INT(damrad, 2); ACTION_PARAM_INT(tremrad, 3); ACTION_PARAM_SOUND(sound, 4); P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound); } //=========================================================================== // // A_Weave // //=========================================================================== void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist) { fixed_t newX, newY; int weaveXY, weaveZ; int angle; fixed_t dist; weaveXY = self->WeaveIndexXY & 63; weaveZ = self->WeaveIndexZ & 63; angle = (self->angle + ANG90) >> ANGLETOFINESHIFT; if (xydist != 0 && xyspeed != 0) { dist = FixedMul(FloatBobOffsets[weaveXY], xydist); newX = self->x - FixedMul (finecosine[angle], dist); newY = self->y - FixedMul (finesine[angle], dist); weaveXY = (weaveXY + xyspeed) & 63; dist = FixedMul(FloatBobOffsets[weaveXY], xydist); newX += FixedMul (finecosine[angle], dist); newY += FixedMul (finesine[angle], dist); if (!(self->flags5 & MF5_NOINTERACTION)) { P_TryMove (self, newX, newY, true); } else { self->UnlinkFromWorld (); self->flags |= MF_NOBLOCKMAP; self->x = newX; self->y = newY; self->LinkToWorld (); } self->WeaveIndexXY = weaveXY; } if (zdist != 0 && zspeed != 0) { self->z -= FixedMul(FloatBobOffsets[weaveZ], zdist); weaveZ = (weaveZ + zspeed) & 63; self->z += FixedMul(FloatBobOffsets[weaveZ], zdist); self->WeaveIndexZ = weaveZ; } } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave) { ACTION_PARAM_START(4); ACTION_PARAM_INT(xspeed, 0); ACTION_PARAM_INT(yspeed, 1); ACTION_PARAM_FIXED(xdist, 2); ACTION_PARAM_FIXED(ydist, 3); A_Weave(self, xspeed, yspeed, xdist, ydist); } //=========================================================================== // // A_LineEffect // // This allows linedef effects to be activated inside deh frames. // //=========================================================================== void P_TranslateLineDef (line_t *ld, maplinedef_t *mld); DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect) { ACTION_PARAM_START(2); ACTION_PARAM_INT(special, 0); ACTION_PARAM_INT(tag, 1); line_t junk; maplinedef_t oldjunk; bool res = false; if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up { if ((oldjunk.special = special)) // Linedef type { oldjunk.tag = tag; // Sector tag for linedef P_TranslateLineDef(&junk, &oldjunk); // Turn into native type res = !!P_ExecuteSpecial(junk.special, NULL, self, false, junk.args[0], junk.args[1], junk.args[2], junk.args[3], junk.args[4]); if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once, self->flags6 |= MF6_LINEDONE; // no more for this thing } } ACTION_SET_RESULT(res); } //========================================================================== // // A Wolf3D-style attack codepointer // //========================================================================== enum WolfAttackFlags { WAF_NORANDOM = 1, WAF_USEPUFF = 2, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack) { ACTION_PARAM_START(9); ACTION_PARAM_INT(flags, 0); ACTION_PARAM_SOUND(sound, 1); ACTION_PARAM_FIXED(snipe, 2); ACTION_PARAM_INT(maxdamage, 3); ACTION_PARAM_INT(blocksize, 4); ACTION_PARAM_INT(pointblank, 5); ACTION_PARAM_INT(longrange, 6); ACTION_PARAM_FIXED(runspeed, 7); ACTION_PARAM_CLASS(pufftype, 8); if (!self->target) return; // Enemy can't see target if (!P_CheckSight(self, self->target)) return; A_FaceTarget (self); // Target can dodge if it can see enemy angle_t angle = R_PointToAngle2(self->target->x, self->target->y, self->x, self->y) - self->target->angle; angle >>= 24; bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30)); // Distance check is simplistic fixed_t dx = abs (self->x - self->target->x); fixed_t dy = abs (self->y - self->target->y); fixed_t dz; fixed_t dist = dx > dy ? dx : dy; // Some enemies are more precise dist = FixedMul(dist, snipe); // Convert distance into integer number of blocks dist >>= FRACBITS; dist /= blocksize; // Now for the speed accuracy thingie fixed_t speed = FixedMul(self->target->velx, self->target->velx) + FixedMul(self->target->vely, self->target->vely) + FixedMul(self->target->velz, self->target->velz); int hitchance = speed < runspeed ? 256 : 160; // Distance accuracy (factoring dodge) hitchance -= dist * (dodge ? 16 : 8); // While we're here, we may as well do something for this: if (self->target->flags & MF_SHADOW) { hitchance >>= 2; } // The attack itself if (pr_cabullet() < hitchance) { // Compute position for spawning blood/puff dx = self->target->x; dy = self->target->y; dz = self->target->z + (self->target->height>>1); angle = R_PointToAngle2(dx, dy, self->x, self->y); dx += FixedMul(self->target->radius, finecosine[angle>>ANGLETOFINESHIFT]); dy += FixedMul(self->target->radius, finesine[angle>>ANGLETOFINESHIFT]); int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage)); if (dist >= pointblank) damage >>= 1; if (dist >= longrange) damage >>= 1; FName mod = NAME_None; bool spawnblood = !((self->target->flags & MF_NOBLOOD) || (self->target->flags2 & (MF2_INVULNERABLE|MF2_DORMANT))); if (flags & WAF_USEPUFF && pufftype) { AActor * dpuff = GetDefaultByType(pufftype->GetReplacement()); mod = dpuff->DamageType; if (dpuff->flags2 & MF2_THRUGHOST && self->target->flags3 & MF3_GHOST) damage = 0; if ((0 && dpuff->flags3 & MF3_PUFFONACTORS) || !spawnblood) { spawnblood = false; P_SpawnPuff(self, pufftype, dx, dy, dz, angle, 0); } } else if (self->target->flags3 & MF3_GHOST) damage >>= 2; if (damage) { P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS); if (spawnblood) { P_SpawnBlood(dx, dy, dz, angle, damage, self); P_TraceBleed(damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0); } } } // And finally, let's play the sound S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM); } //========================================================================== // // A_Warp // //========================================================================== enum WARPF { WARPF_ABSOLUTEOFFSET = 0x1, WARPF_ABSOLUTEANGLE = 0x2, WARPF_USECALLERANGLE = 0x4, WARPF_NOCHECKPOSITION = 0x8, WARPF_INTERPOLATE = 0x10, WARPF_WARPINTERPOLATION = 0x20, WARPF_COPYINTERPOLATION = 0x40, WARPF_STOP = 0x80, WARPF_TOFLOOR = 0x100, WARPF_TESTONLY = 0x200 }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp) { ACTION_PARAM_START(7); ACTION_PARAM_INT(destination_selector, 0); ACTION_PARAM_FIXED(xofs, 1); ACTION_PARAM_FIXED(yofs, 2); ACTION_PARAM_FIXED(zofs, 3); ACTION_PARAM_ANGLE(angle, 4); ACTION_PARAM_INT(flags, 5); ACTION_PARAM_STATE(success_state, 6); fixed_t oldx, oldy, oldz; AActor *reference = COPY_AAPTR(self, destination_selector); if (!reference) { ACTION_SET_RESULT(false); return; } if (!(flags & WARPF_ABSOLUTEANGLE)) { angle += (flags & WARPF_USECALLERANGLE) ? self->angle : reference->angle; } if (!(flags & WARPF_ABSOLUTEOFFSET)) { angle_t fineangle = angle>>ANGLETOFINESHIFT; oldx = xofs; // (borrowed from A_SpawnItemEx, assumed workable) // in relative mode negative y values mean 'left' and positive ones mean 'right' // This is the inverse orientation of the absolute mode! xofs = FixedMul(oldx, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]); yofs = FixedMul(oldx, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]); } oldx = self->x; oldy = self->y; oldz = self->z; if (flags & WARPF_TOFLOOR) { // set correct xy self->SetOrigin( reference->x + xofs, reference->y + yofs, reference->z); // now the caller's floorz should be appropriate for the assigned xy-position // assigning position again with if (zofs) { // extra unlink, link and environment calculation self->SetOrigin( self->x, self->y, self->floorz + zofs); } else { // if there is no offset, there should be no ill effect from moving down to the // already identified floor // A_Teleport does the same thing anyway self->z = self->floorz; } } else { self->SetOrigin( reference->x + xofs, reference->y + yofs, reference->z + zofs); } if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(self)) { if (flags & WARPF_TESTONLY) { self->SetOrigin(oldx, oldy, oldz); } else { self->angle = angle; if (flags & WARPF_STOP) { self->velx = 0; self->vely = 0; self->velz = 0; } if (flags & WARPF_WARPINTERPOLATION) { self->PrevX += self->x - oldx; self->PrevY += self->y - oldy; self->PrevZ += self->z - oldz; } else if (flags & WARPF_COPYINTERPOLATION) { self->PrevX = self->x + reference->PrevX - reference->x; self->PrevY = self->y + reference->PrevY - reference->y; self->PrevZ = self->z + reference->PrevZ - reference->z; } else if (! (flags & WARPF_INTERPOLATE)) { self->PrevX = self->x; self->PrevY = self->y; self->PrevZ = self->z; } } if (success_state) { ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains! // in this case, you have the statejump to help you handle all the success anyway. ACTION_JUMP(success_state); return; } ACTION_SET_RESULT(true); } else { self->SetOrigin(oldx, oldy, oldz); ACTION_SET_RESULT(false); } } //========================================================================== // // ACS_Named* stuff // // These are exactly like their un-named line special equivalents, except // they take strings instead of integers to indicate which script to run. // Some of these probably aren't very useful, but they are included for // the sake of completeness. // //========================================================================== DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult) { ACTION_PARAM_START(4); ACTION_PARAM_NAME(scriptname, 0); ACTION_PARAM_INT(arg1, 2); ACTION_PARAM_INT(arg2, 3); ACTION_PARAM_INT(arg3, 4); bool res = !!P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, 0); ACTION_SET_RESULT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute) { ACTION_PARAM_START(5); ACTION_PARAM_NAME(scriptname, 0); ACTION_PARAM_INT(mapnum, 1); ACTION_PARAM_INT(arg1, 2); ACTION_PARAM_INT(arg2, 3); ACTION_PARAM_INT(arg3, 4); bool res = !!P_ExecuteSpecial(ACS_Execute, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); ACTION_SET_RESULT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways) { ACTION_PARAM_START(5); ACTION_PARAM_NAME(scriptname, 0); ACTION_PARAM_INT(mapnum, 1); ACTION_PARAM_INT(arg1, 2); ACTION_PARAM_INT(arg2, 3); ACTION_PARAM_INT(arg3, 4); bool res = !!P_ExecuteSpecial(ACS_ExecuteAlways, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3); ACTION_SET_RESULT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute) { ACTION_PARAM_START(5); ACTION_PARAM_NAME(scriptname, 0); ACTION_PARAM_INT(mapnum, 1); ACTION_PARAM_INT(arg1, 2); ACTION_PARAM_INT(arg2, 3); ACTION_PARAM_INT(lock, 4); bool res = !!P_ExecuteSpecial(ACS_LockedExecute, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); ACTION_SET_RESULT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor) { ACTION_PARAM_START(5); ACTION_PARAM_NAME(scriptname, 0); ACTION_PARAM_INT(mapnum, 1); ACTION_PARAM_INT(arg1, 2); ACTION_PARAM_INT(arg2, 3); ACTION_PARAM_INT(lock, 4); bool res = !!P_ExecuteSpecial(ACS_LockedExecuteDoor, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock); ACTION_SET_RESULT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend) { ACTION_PARAM_START(2); ACTION_PARAM_NAME(scriptname, 0); ACTION_PARAM_INT(mapnum, 1); bool res = !!P_ExecuteSpecial(ACS_Suspend, NULL, self, false, -scriptname, mapnum, 0, 0, 0); ACTION_SET_RESULT(res); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate) { ACTION_PARAM_START(2); ACTION_PARAM_NAME(scriptname, 0); ACTION_PARAM_INT(mapnum, 1); bool res = !!P_ExecuteSpecial(ACS_Terminate, NULL, self, false, -scriptname, mapnum, 0, 0, 0); ACTION_SET_RESULT(res); } //========================================================================== // // A_RadiusGive // // Uses code roughly similar to A_Explode (but without all the compatibility // baggage and damage computation code to give an item to all eligible mobjs // in range. // //========================================================================== enum RadiusGiveFlags { RGF_GIVESELF = 1, RGF_PLAYERS = 2, RGF_MONSTERS = 4, RGF_OBJECTS = 8, RGF_VOODOO = 16, RGF_CORPSES = 32, RGF_MASK = 63, RGF_NOTARGET = 64, RGF_NOTRACER = 128, RGF_NOMASTER = 256, RGF_CUBE = 512, }; DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive) { ACTION_PARAM_START(7); ACTION_PARAM_CLASS(item, 0); ACTION_PARAM_FIXED(distance, 1); ACTION_PARAM_INT(flags, 2); ACTION_PARAM_INT(amount, 3); // We need a valid item, valid targets, and a valid range if (item == NULL || (flags & RGF_MASK) == 0 || distance <= 0) { return; } if (amount == 0) { amount = 1; } FBlockThingsIterator it(FBoundingBox(self->x, self->y, distance)); double distsquared = double(distance) * double(distance); AActor *thing; while ((thing = it.Next())) { // Don't give to inventory items if (thing->flags & MF_SPECIAL) { continue; } // Avoid giving to self unless requested if (thing == self && !(flags & RGF_GIVESELF)) { continue; } // Avoiding special pointers if requested if (((thing == self->target) && (flags & RGF_NOTARGET)) || ((thing == self->tracer) && (flags & RGF_NOTRACER)) || ((thing == self->master) && (flags & RGF_NOMASTER))) { continue; } // Don't give to dead thing unless requested if (thing->flags & MF_CORPSE) { if (!(flags & RGF_CORPSES)) { continue; } } else if (thing->health <= 0 || thing->flags6 & MF6_KILLED) { continue; } // Players, monsters, and other shootable objects if (thing->player) { if ((thing->player->mo == thing) && !(flags & RGF_PLAYERS)) { continue; } if ((thing->player->mo != thing) && !(flags & RGF_VOODOO)) { continue; } } else if (thing->flags3 & MF3_ISMONSTER) { if (!(flags & RGF_MONSTERS)) { continue; } } else if (thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE) { if (!(flags & RGF_OBJECTS)) { continue; } } else { continue; } if (flags & RGF_CUBE) { // check if inside a cube if (abs(thing->x - self->x) > distance || abs(thing->y - self->y) > distance || abs((thing->z + thing->height/2) - (self->z + self->height/2)) > distance) { continue; } } else { // check if inside a sphere TVector3 tpos(thing->x, thing->y, thing->z + thing->height/2); TVector3 spos(self->x, self->y, self->z + self->height/2); if ((tpos - spos).LengthSquared() > distsquared) { continue; } } fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2)); if (P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY)) { // OK to give; target is in direct path AInventory *gift = static_cast(Spawn (item, 0, 0, 0, NO_REPLACE)); if (gift->IsKindOf(RUNTIME_CLASS(AHealth))) { gift->Amount *= amount; } else { gift->Amount = amount; } gift->flags |= MF_DROPPED; gift->ClearCounters(); if (!gift->CallTryPickup (thing)) { gift->Destroy (); } } } }