qzdoom-gpl/src/g_shared/a_action.cpp
Christoph Oelckers 6227906072 - Fixed: SNDINFO must be loaded before the textures. However, this required
some changes to the MAPINFO parser which tried to access the texture manager
  to check if the level name patches exist. That check had to be moved to
  where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
  of integers.
  Please note that this creates an incompatibility between old and new 
  versions so if you want to create something that works with both 2.2.0
  and current versions better use the string format version for the color
  parameter!
- Rewrote the DECORATE property parser so that the parser is completely
  separated from the property handlers. This should allow reuse of all 
  the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
  defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
  and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
  Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
  this was ever used for - Raven's invulnerability item - has already been
  split up into a Heretic and Hexen version.

SVN r1240 (trunk)
2008-09-21 18:02:38 +00:00

585 lines
15 KiB
C++

#include "actor.h"
#include "thingdef/thingdef.h"
#include "p_conversation.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "p_local.h"
#include "p_terrain.h"
#include "p_enemy.h"
#include "statnums.h"
#include "templates.h"
#include "r_translate.h"
static FRandom pr_freezedeath ("FreezeDeath");
static FRandom pr_icesettics ("IceSetTics");
static FRandom pr_freeze ("FreezeDeathChunks");
// SwitchableDecoration: Activate and Deactivate change state ---------------
class ASwitchableDecoration : public AActor
{
DECLARE_CLASS (ASwitchableDecoration, AActor)
public:
void Activate (AActor *activator);
void Deactivate (AActor *activator);
};
IMPLEMENT_CLASS (ASwitchableDecoration)
void ASwitchableDecoration::Activate (AActor *activator)
{
SetState (FindState(NAME_Active));
}
void ASwitchableDecoration::Deactivate (AActor *activator)
{
SetState (FindState(NAME_Inactive));
}
// SwitchingDecoration: Only Activate changes state -------------------------
class ASwitchingDecoration : public ASwitchableDecoration
{
DECLARE_CLASS (ASwitchingDecoration, ASwitchableDecoration)
public:
void Deactivate (AActor *activator) {}
};
IMPLEMENT_CLASS (ASwitchingDecoration)
//----------------------------------------------------------------------------
//
// PROC A_NoBlocking
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
{
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->alpha = OPAQUE;
self->visdir = 0;
}
self->flags &= ~MF_SOLID;
// If the self has a conversation that sets an item to drop, drop that.
if (self->Conversation != NULL && self->Conversation->DropType != NULL)
{
P_DropItem (self, self->Conversation->DropType, -1, 256);
self->Conversation = NULL;
return;
}
self->Conversation = NULL;
// If the self has attached metadata for items to drop, drop those.
if (!self->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
{
FDropItem *di = self->GetDropItems();
if (di != NULL)
{
while (di != NULL)
{
if (di->Name != NAME_None)
{
const PClass *ti = PClass::FindClass(di->Name);
if (ti) P_DropItem (self, ti, di->amount, di->probability);
}
di = di->Next;
}
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_Fall)
{
CALL_ACTION(A_NoBlocking, self);
}
//==========================================================================
//
// A_SetFloorClip
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetFloorClip)
{
self->flags2 |= MF2_FLOORCLIP;
self->AdjustFloorClip ();
}
//==========================================================================
//
// A_UnSetFloorClip
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetFloorClip)
{
self->flags2 &= ~MF2_FLOORCLIP;
self->floorclip = 0;
}
//==========================================================================
//
// A_HideThing
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_HideThing)
{
self->renderflags |= RF_INVISIBLE;
}
//==========================================================================
//
// A_UnHideThing
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnHideThing)
{
self->renderflags &= ~RF_INVISIBLE;
}
//============================================================================
//
// A_FreezeDeath
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeath)
{
int t = pr_freezedeath();
self->tics = 75+t+pr_freezedeath();
self->flags |= MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_ICECORPSE;
self->flags2 |= MF2_PUSHABLE|MF2_TELESTOMP|MF2_PASSMOBJ|MF2_SLIDE;
self->flags3 |= MF3_CRASHED;
self->height = self->GetDefault()->height;
S_Sound (self, CHAN_BODY, "misc/freeze", 1, ATTN_NORM);
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->alpha = OPAQUE;
self->visdir = 0;
}
if (self->player)
{
self->player->damagecount = 0;
self->player->poisoncount = 0;
self->player->bonuscount = 0;
}
else if (self->flags3&MF3_ISMONSTER && self->special)
{ // Initiate monster death actions
LineSpecials [self->special] (NULL, self, false, self->args[0],
self->args[1], self->args[2], self->args[3], self->args[4]);
self->special = 0;
}
}
//==========================================================================
//
// A_GenericFreezeDeath
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_GenericFreezeDeath)
{
self->Translation = TRANSLATION(TRANSLATION_Standard, 7);
CALL_ACTION(A_FreezeDeath, self);
}
//============================================================================
//
// A_IceSetTics
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceSetTics)
{
int floor;
self->tics = 70+(pr_icesettics()&63);
floor = P_GetThingFloorType (self);
if (Terrains[floor].DamageMOD == NAME_Fire)
{
self->tics >>= 2;
}
else if (Terrains[floor].DamageMOD == NAME_Ice)
{
self->tics <<= 1;
}
}
//============================================================================
//
// A_FreezeDeathChunks
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
{
int i;
int numChunks;
AActor *mo;
if (self->momx || self->momy || self->momz)
{
self->tics = 3*TICRATE;
return;
}
S_Sound (self, CHAN_BODY, "misc/icebreak", 1, ATTN_NORM);
// [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<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
i = (pr_freeze.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
mo = Spawn("IceChunk",
self->x + (((pr_freeze()-128)*self->radius)>>7),
self->y + (((pr_freeze()-128)*self->radius)>>7),
self->z + (pr_freeze()*self->height/255), ALLOW_REPLACE);
mo->SetState (mo->SpawnState + (pr_freeze()%3));
if (mo)
{
mo->momz = FixedDiv(mo->z-self->z, self->height)<<2;
mo->momx = pr_freeze.Random2 () << (FRACBITS-7);
mo->momy = pr_freeze.Random2 () << (FRACBITS-7);
CALL_ACTION(A_IceSetTics, mo); // set a random tic wait
mo->RenderStyle = self->RenderStyle;
mo->alpha = self->alpha;
}
}
if (self->player)
{ // attach the player's view to a chunk of ice
AActor *head = Spawn("IceChunkHead", self->x, self->y,
self->z + self->player->mo->ViewHeight, ALLOW_REPLACE);
head->momz = FixedDiv(head->z-self->z, self->height)<<2;
head->momx = pr_freeze.Random2 () << (FRACBITS-7);
head->momy = pr_freeze.Random2 () << (FRACBITS-7);
head->health = self->health;
head->angle = self->angle;
if (head->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
head->player = self->player;
head->player->mo = static_cast<APlayerPawn*>(head);
self->player = NULL;
head->ObtainInventory (self);
}
head->pitch = 0;
head->RenderStyle = self->RenderStyle;
head->alpha = self->alpha;
if (head->player->camera == self)
{
head->player->camera = head;
}
}
// [RH] Do some stuff to make this more useful outside Hexen
if (self->flags4 & MF4_BOSSDEATH)
{
CALL_ACTION(A_BossDeath, self);
}
CALL_ACTION(A_NoBlocking, self);
self->Destroy ();
}
//----------------------------------------------------------------------------
//
// CorpseQueue Routines (used by Hexen)
//
//----------------------------------------------------------------------------
// Corpse queue for monsters - this should be saved out
class DCorpsePointer : public DThinker
{
DECLARE_CLASS (DCorpsePointer, DThinker)
HAS_OBJECT_POINTERS
public:
DCorpsePointer (AActor *ptr);
void Destroy ();
void Serialize (FArchive &arc);
TObjPtr<AActor> Corpse;
DWORD Count; // Only the first corpse pointer's count is valid.
private:
DCorpsePointer () {}
};
IMPLEMENT_POINTY_CLASS(DCorpsePointer)
DECLARE_POINTER(Corpse)
END_POINTERS
CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO)
{
if (self > 0)
{
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
while (first != NULL && first->Count > (DWORD)self)
{
DCorpsePointer *next = iterator.Next ();
next->Count = first->Count;
first->Destroy ();
first = next;
}
}
}
DCorpsePointer::DCorpsePointer (AActor *ptr)
: DThinker (STAT_CORPSEPOINTER), Corpse (ptr)
{
Count = 0;
// Thinkers are added to the end of their respective lists, so
// the first thinker in the list is the oldest one.
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
if (first != this)
{
if (first->Count >= (DWORD)sv_corpsequeuesize)
{
DCorpsePointer *next = iterator.Next ();
next->Count = first->Count;
first->Destroy ();
return;
}
}
++first->Count;
}
void DCorpsePointer::Destroy ()
{
// Store the count of corpses in the first thinker in the list
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
int prevCount = first->Count;
if (first == this)
{
first = iterator.Next ();
}
if (first != NULL)
{
first->Count = prevCount - 1;
}
if (Corpse != NULL)
{
Corpse->Destroy ();
}
Super::Destroy ();
}
void DCorpsePointer::Serialize (FArchive &arc)
{
Super::Serialize(arc);
arc << Corpse << Count;
}
// throw another corpse on the queue
DEFINE_ACTION_FUNCTION(AActor, A_QueueCorpse)
{
if (sv_corpsequeuesize > 0)
new DCorpsePointer (self);
}
// Remove an self from the queue (for resurrection)
DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
{
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *corpsePtr;
while ((corpsePtr = iterator.Next()) != NULL)
{
if (corpsePtr->Corpse == self)
{
corpsePtr->Corpse = NULL;
corpsePtr->Destroy ();
return;
}
}
}
//============================================================================
//
// A_SetInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetInvulnerable)
{
self->flags2 |= MF2_INVULNERABLE;
}
//============================================================================
//
// A_UnSetInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetInvulnerable)
{
self->flags2 &= ~MF2_INVULNERABLE;
}
//============================================================================
//
// A_SetReflective
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetReflective)
{
self->flags2 |= MF2_REFLECTIVE;
}
//============================================================================
//
// A_UnSetReflective
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflective)
{
self->flags2 &= ~MF2_REFLECTIVE;
}
//============================================================================
//
// A_SetReflectiveInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetReflectiveInvulnerable)
{
self->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE;
}
//============================================================================
//
// A_UnSetReflectiveInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflectiveInvulnerable)
{
self->flags2 &= ~(MF2_REFLECTIVE|MF2_INVULNERABLE);
}
//==========================================================================
//
// A_SetShootable
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetShootable)
{
self->flags2 &= ~MF2_NONSHOOTABLE;
self->flags |= MF_SHOOTABLE;
}
//==========================================================================
//
// A_UnSetShootable
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetShootable)
{
self->flags2 |= MF2_NONSHOOTABLE;
self->flags &= ~MF_SHOOTABLE;
}
//===========================================================================
//
// A_NoGravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_NoGravity)
{
self->flags |= MF_NOGRAVITY;
}
//===========================================================================
//
// A_Gravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Gravity)
{
self->flags &= ~MF_NOGRAVITY;
self->gravity = FRACUNIT;
}
//===========================================================================
//
// A_LowGravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LowGravity)
{
self->flags &= ~MF_NOGRAVITY;
self->gravity = FRACUNIT/8;
}
//===========================================================================
//
// FaceMovementDirection
//
//===========================================================================
void FaceMovementDirection (AActor *actor)
{
switch (actor->movedir)
{
case DI_EAST:
actor->angle = 0<<24;
break;
case DI_NORTHEAST:
actor->angle = 32<<24;
break;
case DI_NORTH:
actor->angle = 64<<24;
break;
case DI_NORTHWEST:
actor->angle = 96<<24;
break;
case DI_WEST:
actor->angle = 128<<24;
break;
case DI_SOUTHWEST:
actor->angle = 160<<24;
break;
case DI_SOUTH:
actor->angle = 192<<24;
break;
case DI_SOUTHEAST:
actor->angle = 224<<24;
break;
}
}