qzdoom-gpl/src/p_mobj.cpp
Christoph Oelckers 5175d56129 - made adjustments to P_LineAttack and P_RailAttack to deal with altered angles by passing through a non-parallel portal.
- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.

Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
2016-03-06 21:58:36 +01:00

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// Emacs style mode select -*- C++ -*-
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Moving object handling. Spawn functions.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include "templates.h"
#include "i_system.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_maputl.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_terrain.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "s_sound.h"
#include "doomstat.h"
#include "v_video.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "b_bot.h" //Added by MC:
#include "stats.h"
#include "a_hexenglobal.h"
#include "a_sharedglobal.h"
#include "gi.h"
#include "sbar.h"
#include "p_acs.h"
#include "cmdlib.h"
#include "decallib.h"
#include "ravenshared.h"
#include "a_action.h"
#include "a_keys.h"
#include "p_conversation.h"
#include "thingdef/thingdef.h"
#include "g_game.h"
#include "teaminfo.h"
#include "r_data/r_translate.h"
#include "r_sky.h"
#include "g_level.h"
#include "d_event.h"
#include "colormatcher.h"
#include "v_palette.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "farchive.h"
#include "r_data/colormaps.h"
#include "r_renderer.h"
#include "po_man.h"
#include "p_spec.h"
#include "p_checkposition.h"
// MACROS ------------------------------------------------------------------
#define WATER_SINK_FACTOR 3
#define WATER_SINK_SMALL_FACTOR 4
#define WATER_SINK_SPEED (FRACUNIT/2)
#define WATER_JUMP_SPEED (FRACUNIT*7/2)
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void G_PlayerReborn (int player);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int BotWTG;
EXTERN_CVAR (Int, cl_rockettrails)
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static FRandom pr_explodemissile ("ExplodeMissile");
FRandom pr_bounce ("Bounce");
static FRandom pr_reflect ("Reflect");
static FRandom pr_nightmarerespawn ("NightmareRespawn");
static FRandom pr_botspawnmobj ("BotSpawnActor");
static FRandom pr_spawnmapthing ("SpawnMapThing");
static FRandom pr_spawnpuff ("SpawnPuff");
static FRandom pr_spawnblood ("SpawnBlood");
static FRandom pr_splatter ("BloodSplatter");
static FRandom pr_takedamage ("TakeDamage");
static FRandom pr_splat ("FAxeSplatter");
static FRandom pr_ripperblood ("RipperBlood");
static FRandom pr_chunk ("Chunk");
static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
static FRandom pr_spawnmissile ("SpawnMissile");
static FRandom pr_missiledamage ("MissileDamage");
static FRandom pr_multiclasschoice ("MultiClassChoice");
static FRandom pr_rockettrail("RocketTrail");
static FRandom pr_uniquetid("UniqueTID");
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FRandom pr_spawnmobj ("SpawnActor");
CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
{
level.gravity = self;
}
CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
// CODE --------------------------------------------------------------------
IMPLEMENT_POINTY_CLASS (AActor)
DECLARE_POINTER (target)
DECLARE_POINTER (lastenemy)
DECLARE_POINTER (tracer)
DECLARE_POINTER (goal)
DECLARE_POINTER (LastLookActor)
DECLARE_POINTER (Inventory)
DECLARE_POINTER (LastHeard)
DECLARE_POINTER (master)
DECLARE_POINTER (Poisoner)
DECLARE_POINTER (Damage)
END_POINTERS
AActor::~AActor ()
{
// Please avoid calling the destructor directly (or through delete)!
// Use Destroy() instead.
}
//==========================================================================
//
// CalcDamageValue
//
// Given a script function, returns an integer to represent it in a
// savegame. This encoding is compatible with previous incarnations
// where damage was an integer.
//
// 0 : use null function
// 0x40000000 : use default function
// anything else : use function that returns this number
//
//==========================================================================
static int CalcDamageValue(VMFunction *func)
{
if (func == NULL)
{
return 0;
}
VMScriptFunction *sfunc = dyn_cast<VMScriptFunction>(func);
if (sfunc == NULL)
{
return 0x40000000;
}
VMOP *op = sfunc->Code;
// If the function was created by CreateDamageFunction(), extract
// the value used to create it and return that. Otherwise, return
// indicating to use the default function.
if (op->op == OP_RETI && op->a == 0)
{
return op->i16;
}
if (op->op == OP_RET && op->a == 0 && op->b == (REGT_INT | REGT_KONST))
{
return sfunc->KonstD[op->c];
}
return 0x40000000;
}
//==========================================================================
//
// UncalcDamageValue
//
// Given a damage integer, returns a script function for it.
//
//==========================================================================
static VMFunction *UncalcDamageValue(int dmg, VMFunction *def)
{
if (dmg == 0)
{
return NULL;
}
if ((dmg & 0xC0000000) == 0x40000000)
{
return def;
}
// Does the default version return this? If so, use it. Otherwise,
// create a new function.
if (CalcDamageValue(def) == dmg)
{
return def;
}
return CreateDamageFunction(dmg);
}
//==========================================================================
//
// AActor :: Serialize
//
//==========================================================================
void AActor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
if (arc.IsStoring ())
{
arc.WriteSprite (sprite);
}
else
{
sprite = arc.ReadSprite ();
}
arc << __pos.x
<< __pos.y
<< __pos.z
<< angle
<< frame
<< scaleX
<< scaleY
<< RenderStyle
<< renderflags
<< picnum
<< floorpic
<< ceilingpic
<< TIDtoHate
<< LastLookPlayerNumber
<< LastLookActor
<< effects
<< alpha
<< fillcolor
<< pitch
<< roll
<< Sector
<< floorz
<< ceilingz
<< dropoffz
<< floorsector
<< ceilingsector
<< radius
<< height
<< projectilepassheight
<< velx
<< vely
<< velz
<< tics
<< state;
if (arc.IsStoring())
{
int dmg;
dmg = CalcDamageValue(Damage);
arc << dmg;
}
else
{
int dmg;
arc << dmg;
Damage = UncalcDamageValue(dmg, GetDefault()->Damage);
}
if (SaveVersion >= 4530)
{
P_SerializeTerrain(arc, floorterrain);
}
if (SaveVersion >= 3227)
{
arc << projectileKickback;
}
arc << flags
<< flags2
<< flags3
<< flags4
<< flags5
<< flags6;
if (SaveVersion >= 4504)
{
arc << flags7;
}
if (SaveVersion >= 4512)
{
arc << weaponspecial;
}
arc << special1
<< special2
<< health
<< movedir
<< visdir
<< movecount
<< strafecount
<< target
<< lastenemy
<< LastHeard
<< reactiontime
<< threshold
<< player
<< SpawnPoint[0] << SpawnPoint[1] << SpawnPoint[2]
<< SpawnAngle;
if (SaveVersion >= 4506)
{
arc << StartHealth;
}
arc << skillrespawncount
<< tracer
<< floorclip
<< tid
<< special;
if (P_IsACSSpecial(special))
{
P_SerializeACSScriptNumber(arc, args[0], false);
}
else
{
arc << args[0];
}
arc << args[1] << args[2] << args[3] << args[4];
if (SaveVersion >= 3427)
{
arc << accuracy << stamina;
}
arc << goal
<< waterlevel
<< MinMissileChance
<< SpawnFlags
<< Inventory
<< InventoryID;
if (SaveVersion < 4513)
{
SDWORD id;
arc << id;
}
arc << FloatBobPhase
<< Translation
<< SeeSound
<< AttackSound
<< PainSound
<< DeathSound
<< ActiveSound
<< UseSound
<< BounceSound
<< WallBounceSound
<< CrushPainSound
<< Speed
<< FloatSpeed
<< Mass
<< PainChance
<< SpawnState
<< SeeState
<< MeleeState
<< MissileState
<< MaxDropOffHeight
<< MaxStepHeight
<< BounceFlags
<< bouncefactor
<< wallbouncefactor
<< bouncecount
<< maxtargetrange
<< meleethreshold
<< meleerange
<< DamageType;
if (SaveVersion >= 4501)
{
arc << DamageTypeReceived;
}
if (SaveVersion >= 3237)
{
arc
<< PainType
<< DeathType;
}
arc << gravity
<< FastChaseStrafeCount
<< master
<< smokecounter
<< BlockingMobj
<< BlockingLine
<< VisibleToTeam // [BB]
<< pushfactor
<< Species
<< Score;
if (SaveVersion >= 3113)
{
arc << DesignatedTeam;
}
arc << lastpush << lastbump
<< PainThreshold
<< DamageFactor;
if (SaveVersion >= 4516)
{
arc << DamageMultiply;
}
else
{
DamageMultiply = FRACUNIT;
}
arc << WeaveIndexXY << WeaveIndexZ
<< PoisonDamageReceived << PoisonDurationReceived << PoisonPeriodReceived << Poisoner
<< PoisonDamage << PoisonDuration << PoisonPeriod;
if (SaveVersion >= 3235)
{
arc << PoisonDamageType << PoisonDamageTypeReceived;
}
arc << ConversationRoot << Conversation;
if (SaveVersion >= 4509)
{
arc << FriendPlayer;
}
if (SaveVersion >= 4517)
{
arc << TeleFogSourceType
<< TeleFogDestType;
}
if (SaveVersion >= 4518)
{
arc << RipperLevel
<< RipLevelMin
<< RipLevelMax;
}
if (SaveVersion >= 4533)
{
arc << DefThreshold;
}
{
FString tagstr;
if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag;
arc << tagstr;
if (arc.IsLoading())
{
if (tagstr.Len() == 0) Tag = NULL;
else Tag = mStringPropertyData.Alloc(tagstr);
}
}
if (arc.IsLoading ())
{
touching_sectorlist = NULL;
LinkToWorld (false, NULL, Sector);
AddToHash ();
SetShade (fillcolor);
if (player)
{
if (playeringame[player - players] &&
player->cls != NULL &&
!(flags4 & MF4_NOSKIN) &&
state->sprite == GetDefaultByType (player->cls)->SpawnState->sprite)
{ // Give player back the skin
sprite = skins[player->userinfo.GetSkin()].sprite;
}
if (Speed == 0)
{
Speed = GetDefault()->Speed;
}
}
ClearInterpolation();
UpdateWaterLevel(Z(), false);
}
}
AActor::AActor () throw()
{
}
AActor::AActor (const AActor &other) throw()
: DThinker()
{
memcpy (&snext, &other.snext, (BYTE *)&this[1] - (BYTE *)&snext);
}
AActor &AActor::operator= (const AActor &other)
{
memcpy (&snext, &other.snext, (BYTE *)&this[1] - (BYTE *)&snext);
return *this;
}
//==========================================================================
//
// AActor::InStateSequence
//
// Checks whether the current state is in a contiguous sequence that
// starts with basestate
//
//==========================================================================
bool AActor::InStateSequence(FState * newstate, FState * basestate)
{
if (basestate == NULL) return false;
FState * thisstate = basestate;
do
{
if (newstate == thisstate) return true;
basestate = thisstate;
thisstate = thisstate->GetNextState();
}
while (thisstate == basestate+1);
return false;
}
//==========================================================================
//
// AActor::GetTics
//
// Get the actual duration of the next state
// We are using a state flag now to indicate a state that should be
// accelerated in Fast mode or slowed in Slow mode.
//
//==========================================================================
int AActor::GetTics(FState * newstate)
{
int tics = newstate->GetTics();
if (isFast() && newstate->Fast)
{
return tics - (tics>>1);
}
else if (isSlow() && newstate->Slow)
{
return tics<<1;
}
return tics;
}
//==========================================================================
//
// AActor::SetState
//
// Returns true if the mobj is still present.
//
//==========================================================================
bool AActor::SetState (FState *newstate, bool nofunction)
{
if (debugfile && player && (player->cheats & CF_PREDICTING))
fprintf (debugfile, "for pl %td: SetState while predicting!\n", player-players);
do
{
if (newstate == NULL)
{
state = NULL;
Destroy ();
return false;
}
int prevsprite, newsprite;
if (state != NULL)
{
prevsprite = state->sprite;
}
else
{
prevsprite = -1;
}
state = newstate;
tics = GetTics(newstate);
renderflags = (renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (newstate->GetFullbright());
newsprite = newstate->sprite;
if (newsprite != SPR_FIXED)
{ // okay to change sprite and/or frame
if (!newstate->GetSameFrame())
{ // okay to change frame
frame = newstate->GetFrame();
}
if (newsprite != SPR_NOCHANGE)
{ // okay to change sprite
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite)
{ // [RH] If the new sprite is the same as the original sprite, and
// this actor is attached to a player, use the player's skin's
// sprite. If a player is not attached, do not change the sprite
// unless it is different from the previous state's sprite; a
// player may have been attached, died, and respawned elsewhere,
// and we do not want to lose the skin on the body. If it wasn't
// for Dehacked, I would move sprite changing out of the states
// altogether, since actors rarely change their sprites after
// spawning.
if (player != NULL && skins != NULL)
{
sprite = skins[player->userinfo.GetSkin()].sprite;
}
else if (newsprite != prevsprite)
{
sprite = newsprite;
}
}
else
{
sprite = newsprite;
}
}
}
if (!nofunction)
{
FState *returned_state;
if (newstate->CallAction(this, this, &returned_state))
{
// Check whether the called action function resulted in destroying the actor
if (ObjectFlags & OF_EuthanizeMe)
{
return false;
}
if (returned_state != NULL)
{ // The action was an A_Jump-style function that wants to change the next state.
newstate = returned_state;
tics = 0; // make sure we loop and set the new state properly
continue;
}
}
}
newstate = newstate->GetNextState();
} while (tics == 0);
if (Renderer != NULL)
{
Renderer->StateChanged(this);
}
return true;
}
//============================================================================
//
// AActor :: AddInventory
//
//============================================================================
void AActor::AddInventory (AInventory *item)
{
// Check if it's already attached to an actor
if (item->Owner != NULL)
{
// Is it attached to us?
if (item->Owner == this)
return;
// No, then remove it from the other actor first
item->Owner->RemoveInventory (item);
}
item->Owner = this;
item->Inventory = Inventory;
Inventory = item;
// Each item receives an unique ID when added to an actor's inventory.
// This is used by the DEM_INVUSE command to identify the item. Simply
// using the item's position in the list won't work, because ticcmds get
// run sometime in the future, so by the time it runs, the inventory
// might not be in the same state as it was when DEM_INVUSE was sent.
Inventory->InventoryID = InventoryID++;
}
//============================================================================
//
// AActor :: RemoveInventory
//
//============================================================================
void AActor::RemoveInventory(AInventory *item)
{
AInventory *inv, **invp;
if (item != NULL && item->Owner != NULL) // can happen if the owner was destroyed by some action from an item's use state.
{
invp = &item->Owner->Inventory;
for (inv = *invp; inv != NULL; invp = &inv->Inventory, inv = *invp)
{
if (inv == item)
{
*invp = item->Inventory;
item->DetachFromOwner();
item->Owner = NULL;
item->Inventory = NULL;
break;
}
}
}
}
//============================================================================
//
// AActor :: TakeInventory
//
//============================================================================
bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
{
AInventory *item = FindInventory(itemclass);
if (item == NULL)
return false;
if (!fromdecorate)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
item->DepleteOrDestroy();
}
// It won't be used in non-decorate context, so return false here
return false;
}
bool result = false;
if (item->Amount > 0)
{
result = true;
}
if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
return false;
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
// and infinite ammo is on
if (notakeinfinite &&
((dmflags & DF_INFINITE_AMMO) || (player && player->cheats & CF_INFINITEAMMO)) &&
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Nothing to do here, except maybe res = false;? Would it make sense?
}
else if (!amount || amount>=item->Amount)
{
item->DepleteOrDestroy();
}
else item->Amount-=amount;
return result;
}
//============================================================================
//
// AActor :: DestroyAllInventory
//
//============================================================================
void AActor::DestroyAllInventory ()
{
while (Inventory != NULL)
{
AInventory *item = Inventory;
item->Destroy ();
assert (item != Inventory);
}
}
//============================================================================
//
// AActor :: FirstInv
//
// Returns the first item in this actor's inventory that has IF_INVBAR set.
//
//============================================================================
AInventory *AActor::FirstInv ()
{
if (Inventory == NULL)
{
return NULL;
}
if (Inventory->ItemFlags & IF_INVBAR)
{
return Inventory;
}
return Inventory->NextInv ();
}
//============================================================================
//
// AActor :: UseInventory
//
// Attempts to use an item. If the use succeeds, one copy of the item is
// removed from the inventory. If all copies are removed, then the item is
// destroyed.
//
//============================================================================
bool AActor::UseInventory (AInventory *item)
{
// No using items if you're dead.
if (health <= 0)
{
return false;
}
// Don't use it if you don't actually have any of it.
if (item->Amount <= 0 || (item->ObjectFlags & OF_EuthanizeMe))
{
return false;
}
if (!item->Use (false))
{
return false;
}
if (dmflags2 & DF2_INFINITE_INVENTORY)
return true;
if (--item->Amount <= 0)
{
item->DepleteOrDestroy ();
}
return true;
}
//===========================================================================
//
// AActor :: DropInventory
//
// Removes a single copy of an item and throws it out in front of the actor.
//
//===========================================================================
AInventory *AActor::DropInventory (AInventory *item)
{
angle_t an;
AInventory *drop = item->CreateTossable ();
if (drop == NULL)
{
return NULL;
}
an = angle >> ANGLETOFINESHIFT;
drop->SetOrigin(PosPlusZ(10*FRACUNIT), false);
drop->angle = angle;
drop->velx = velx + 5 * finecosine[an];
drop->vely = vely + 5 * finesine[an];
drop->velz = velz + FRACUNIT;
drop->flags &= ~MF_NOGRAVITY; // Don't float
drop->ClearCounters(); // do not count for statistics again
return drop;
}
//============================================================================
//
// AActor :: FindInventory
//
//============================================================================
AInventory *AActor::FindInventory (PClassActor *type, bool subclass)
{
AInventory *item;
if (type == NULL)
{
return NULL;
}
for (item = Inventory; item != NULL; item = item->Inventory)
{
if (!subclass)
{
if (item->GetClass() == type)
{
break;
}
}
else
{
if (item->IsKindOf(type))
{
break;
}
}
}
return item;
}
AInventory *AActor::FindInventory (FName type)
{
return FindInventory(PClass::FindActor(type));
}
//============================================================================
//
// AActor :: GiveInventoryType
//
//============================================================================
AInventory *AActor::GiveInventoryType (PClassActor *type)
{
AInventory *item = NULL;
if (type != NULL)
{
item = static_cast<AInventory *>(Spawn (type, 0,0,0, NO_REPLACE));
if (!item->CallTryPickup (this))
{
item->Destroy ();
return NULL;
}
}
return item;
}
//============================================================================
//
// AActor :: GiveAmmo
//
// Returns true if the ammo was added, false if not.
//
//============================================================================
bool AActor::GiveAmmo (PClassAmmo *type, int amount)
{
if (type != NULL)
{
AInventory *item = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
if (item)
{
item->Amount = amount;
item->flags |= MF_DROPPED;
if (!item->CallTryPickup (this))
{
item->Destroy ();
return false;
}
return true;
}
}
return false;
}
//============================================================================
//
// AActor :: ClearInventory
//
// Clears the inventory of a single actor.
//
//============================================================================
void AActor::ClearInventory()
{
// In case destroying an inventory item causes another to be destroyed
// (e.g. Weapons destroy their sisters), keep track of the pointer to
// the next inventory item rather than the next inventory item itself.
// For example, if a weapon is immediately followed by its sister, the
// next weapon we had tracked would be to the sister, so it is now
// invalid and we won't be able to find the complete inventory by
// following it.
//
// When we destroy an item, we leave invp alone, since the destruction
// process will leave it pointing to the next item we want to check. If
// we don't destroy an item, then we move invp to point to its Inventory
// pointer.
//
// It should be safe to assume that an item being destroyed will only
// destroy items further down in the chain, because if it was going to
// destroy something we already processed, we've already destroyed it,
// so it won't have anything to destroy.
AInventory **invp = &Inventory;
while (*invp != NULL)
{
AInventory *inv = *invp;
if (!(inv->ItemFlags & IF_UNDROPPABLE))
{
// For the sake of undroppable weapons, never remove ammo once
// it has been acquired; just set its amount to 0.
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
AAmmo *ammo = static_cast<AAmmo*>(inv);
ammo->Amount = 0;
invp = &inv->Inventory;
}
else
{
inv->Destroy ();
}
}
else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
{
AHexenArmor *harmor = static_cast<AHexenArmor *> (inv);
harmor->Slots[3] = harmor->Slots[2] = harmor->Slots[1] = harmor->Slots[0] = 0;
invp = &inv->Inventory;
}
else
{
invp = &inv->Inventory;
}
}
if (player != NULL)
{
player->ReadyWeapon = NULL;
player->PendingWeapon = WP_NOCHANGE;
player->psprites[ps_weapon].state = NULL;
player->psprites[ps_flash].state = NULL;
}
}
//============================================================================
//
// AActor :: CopyFriendliness
//
// Makes this actor hate (or like) the same things another actor does.
//
//============================================================================
void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealth)
{
level.total_monsters -= CountsAsKill();
TIDtoHate = other->TIDtoHate;
LastLookActor = other->LastLookActor;
LastLookPlayerNumber = other->LastLookPlayerNumber;
flags = (flags & ~MF_FRIENDLY) | (other->flags & MF_FRIENDLY);
flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED));
FriendPlayer = other->FriendPlayer;
DesignatedTeam = other->DesignatedTeam;
if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET) && !(other->target->flags7 & MF7_NEVERTARGET))
{
// LastHeard must be set as well so that A_Look can react to the new target if called
LastHeard = target = other->target;
}
if (resetHealth) health = SpawnHealth();
level.total_monsters += CountsAsKill();
}
//============================================================================
//
// AActor :: ObtainInventory
//
// Removes the items from the other actor and puts them in this actor's
// inventory. The actor receiving the inventory must not have any items.
//
//============================================================================
void AActor::ObtainInventory (AActor *other)
{
assert (Inventory == NULL);
Inventory = other->Inventory;
InventoryID = other->InventoryID;
other->Inventory = NULL;
other->InventoryID = 0;
if (other->IsKindOf(RUNTIME_CLASS(APlayerPawn)) && this->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
APlayerPawn *you = static_cast<APlayerPawn *>(other);
APlayerPawn *me = static_cast<APlayerPawn *>(this);
me->InvFirst = you->InvFirst;
me->InvSel = you->InvSel;
you->InvFirst = NULL;
you->InvSel = NULL;
}
AInventory *item = Inventory;
while (item != NULL)
{
item->Owner = this;
item = item->Inventory;
}
}
//============================================================================
//
// AActor :: CheckLocalView
//
// Returns true if this actor is local for the player. Here, local means the
// player is either looking out this actor's eyes, or this actor is the player
// and the player is looking out the eyes of something non-"sentient."
//
//============================================================================
bool AActor::CheckLocalView (int playernum) const
{
if (players[playernum].camera == this)
{
return true;
}
if (players[playernum].mo != this || players[playernum].camera == NULL)
{
return false;
}
if (players[playernum].camera->player == NULL &&
!(players[playernum].camera->flags3 & MF3_ISMONSTER))
{
return true;
}
return false;
}
//============================================================================
//
// AActor :: IsVisibleToPlayer
//
// Returns true if this actor should be seen by the console player.
//
//============================================================================
bool AActor::IsVisibleToPlayer() const
{
// [BB] Safety check. This should never be NULL. Nevertheless, we return true to leave the default ZDoom behavior unaltered.
if ( players[consoleplayer].camera == NULL )
return true;
if (VisibleToTeam != 0 && teamplay &&
(signed)(VisibleToTeam-1) != players[consoleplayer].userinfo.GetTeam() )
return false;
const player_t* pPlayer = players[consoleplayer].camera->player;
if (pPlayer && pPlayer->mo && GetClass()->VisibleToPlayerClass.Size() > 0)
{
bool visible = false;
for(unsigned int i = 0;i < GetClass()->VisibleToPlayerClass.Size();++i)
{
PClassPlayerPawn *cls = GetClass()->VisibleToPlayerClass[i];
if (cls && pPlayer->mo->GetClass()->IsDescendantOf(cls))
{
visible = true;
break;
}
}
if (!visible)
return false;
}
// [BB] Passed all checks.
return true;
}
//============================================================================
//
// AActor :: ConversationAnimation
//
// Plays a conversation-related animation:
// 0 = greeting
// 1 = "yes"
// 2 = "no"
//
//============================================================================
void AActor::ConversationAnimation (int animnum)
{
FState * state = NULL;
switch (animnum)
{
case 0:
state = FindState(NAME_Greetings);
break;
case 1:
state = FindState(NAME_Yes);
break;
case 2:
state = FindState(NAME_No);
break;
}
if (state != NULL) SetState(state);
}
//============================================================================
//
// AActor :: Touch
//
// Something just touched this actor. Normally used only for inventory items,
// but some Strife monsters also use it.
//
//============================================================================
void AActor::Touch (AActor *toucher)
{
}
//============================================================================
//
// AActor :: Grind
//
// Handles the an actor being crushed by a door, crusher or polyobject.
// Originally part of P_DoCrunch(), it has been made into its own actor
// function so that it could be called from a polyobject without hassle.
// Bool items is true if it should destroy() dropped items, false otherwise.
//============================================================================
bool AActor::Grind(bool items)
{
// crunch bodies to giblets
if ((flags & MF_CORPSE) && !(flags3 & MF3_DONTGIB) && (health <= 0))
{
FState * state = FindState(NAME_Crush);
// In Heretic and Chex Quest we don't change the actor's sprite, just its size.
if (state == NULL && gameinfo.dontcrunchcorpses)
{
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
height = radius = 0;
return false;
}
bool isgeneric = false;
// ZDoom behavior differs from standard as crushed corpses cannot be raised.
// The reason for the change was originally because of a problem with players,
// see rh_log entry for February 21, 1999. Don't know if it is still relevant.
if (state == NULL // Only use the default crushed state if:
&& !(flags & MF_NOBLOOD) // 1. the monster bleeeds,
&& (i_compatflags & COMPATF_CORPSEGIBS) // 2. the compat setting is on,
&& player == NULL) // 3. and the thing isn't a player.
{
isgeneric = true;
state = FindState(NAME_GenericCrush);
if (state != NULL && (sprites[state->sprite].numframes <= 0))
state = NULL; // If one of these tests fails, do not use that state.
}
if (state != NULL && !(flags & MF_ICECORPSE))
{
if (this->flags4 & MF4_BOSSDEATH)
{
A_BossDeath(this);
}
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
height = radius = 0;
SetState (state);
if (isgeneric) // Not a custom crush state, so colorize it appropriately.
{
S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
PalEntry bloodcolor = GetBloodColor();
if (bloodcolor!=0) Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
return false;
}
if (!(flags & MF_NOBLOOD))
{
if (this->flags4 & MF4_BOSSDEATH)
{
A_BossDeath(this);
}
PClassActor *i = PClass::FindActor("RealGibs");
if (i != NULL)
{
i = i->GetReplacement();
const AActor *defaults = GetDefaultByType (i);
if (defaults->SpawnState == NULL ||
sprites[defaults->SpawnState->sprite].numframes == 0)
{
i = NULL;
}
}
if (i == NULL)
{
// if there's no gib sprite don't crunch it.
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
height = radius = 0;
return false;
}
AActor *gib = Spawn (i, Pos(), ALLOW_REPLACE);
if (gib != NULL)
{
gib->RenderStyle = RenderStyle;
gib->alpha = alpha;
gib->height = 0;
gib->radius = 0;
PalEntry bloodcolor = GetBloodColor();
if (bloodcolor != 0)
gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
}
if (flags & MF_ICECORPSE)
{
tics = 1;
velx = vely = velz = 0;
}
else if (player)
{
flags |= MF_NOCLIP;
flags3 |= MF3_DONTGIB;
renderflags |= RF_INVISIBLE;
}
else
{
Destroy ();
}
return false; // keep checking
}
// killough 11/98: kill touchy things immediately
if (flags6 & MF6_TOUCHY && (flags6 & MF6_ARMED || IsSentient()))
{
flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj (this, NULL, NULL, health, NAME_Crush, DMG_FORCED); // kill object
return true; // keep checking
}
if (!(flags & MF_SOLID) || (flags & MF_NOCLIP))
{
return false;
}
if (!(flags & MF_SHOOTABLE))
{
return false; // assume it is bloody gibs or something
}
return true;
}
//============================================================================
//
// AActor :: Massacre
//
// Called by the massacre cheat to kill monsters. Returns true if the monster
// was killed and false if it was already dead.
//============================================================================
bool AActor::Massacre ()
{
int prevhealth;
if (health > 0)
{
flags |= MF_SHOOTABLE;
flags2 &= ~(MF2_DORMANT|MF2_INVULNERABLE);
do
{
prevhealth = health;
P_DamageMobj (this, NULL, NULL, TELEFRAG_DAMAGE, NAME_Massacre);
}
while (health != prevhealth && health > 0); //abort if the actor wasn't hurt.
return health <= 0;
}
return false;
}
//----------------------------------------------------------------------------
//
// PROC P_ExplodeMissile
//
//----------------------------------------------------------------------------
void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
{
if (mo->flags3 & MF3_EXPLOCOUNT)
{
if (++mo->threshold < mo->DefThreshold)
{
return;
}
}
mo->velx = mo->vely = mo->velz = 0;
mo->effects = 0; // [RH]
mo->flags &= ~MF_SHOOTABLE;
FState *nextstate=NULL;
if (target != NULL && ((target->flags & (MF_SHOOTABLE|MF_CORPSE)) || (target->flags6 & MF6_KILLED)) )
{
if (mo->flags7 & MF7_HITTARGET) mo->target = target;
if (mo->flags7 & MF7_HITMASTER) mo->master = target;
if (mo->flags7 & MF7_HITTRACER) mo->tracer = target;
if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
}
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death);
if (line != NULL && line->special == Line_Horizon && !(mo->flags3 & MF3_SKYEXPLODE))
{
// [RH] Don't explode missiles on horizon lines.
mo->Destroy ();
return;
}
if (line != NULL && cl_missiledecals)
{
fixedvec3 pos = mo->PosRelative(line);
int side = P_PointOnLineSidePrecise (pos.x, pos.y, line);
if (line->sidedef[side] == NULL)
side ^= 1;
if (line->sidedef[side] != NULL)
{
FDecalBase *base = mo->DecalGenerator;
if (base != NULL)
{
// Find the nearest point on the line, and stick a decal there
fixed_t x, y, z;
SQWORD num, den;
den = (SQWORD)line->dx*line->dx + (SQWORD)line->dy*line->dy;
if (den != 0)
{
SDWORD frac;
num = (SQWORD)(pos.x-line->v1->x)*line->dx+(SQWORD)(pos.y-line->v1->y)*line->dy;
if (num <= 0)
{
frac = 0;
}
else if (num >= den)
{
frac = 1<<30;
}
else
{
frac = (SDWORD)(num / (den>>30));
}
x = line->v1->x + MulScale30 (line->dx, frac);
y = line->v1->y + MulScale30 (line->dy, frac);
z = pos.z;
F3DFloor * ffloor=NULL;
if (line->sidedef[side^1] != NULL)
{
sector_t * backsector = line->sidedef[side^1]->sector;
extsector_t::xfloor &xf = backsector->e->XFloor;
// find a 3D-floor to stick to
for(unsigned int i=0;i<xf.ffloors.Size();i++)
{
F3DFloor * rover=xf.ffloors[i];
if ((rover->flags&(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))==(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))
{
if (z<=rover->top.plane->ZatPoint(x, y) && z>=rover->bottom.plane->ZatPoint( x, y))
{
ffloor=rover;
break;
}
}
}
}
DImpactDecal::StaticCreate(base->GetDecal(), { x, y, z }, line->sidedef[side], ffloor);
}
}
}
}
// play the sound before changing the state, so that AActor::Destroy can call S_RelinkSounds on it and the death state can override it.
if (mo->DeathSound)
{
S_Sound (mo, CHAN_VOICE, mo->DeathSound, 1,
(mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM);
}
mo->SetState (nextstate);
if (!(mo->ObjectFlags & OF_EuthanizeMe))
{
// The rest only applies if the missile actor still exists.
// [RH] Change render style of exploding rockets
if (mo->flags5 & MF5_DEHEXPLOSION)
{
if (deh.ExplosionStyle == 255)
{
if (addrocketexplosion)
{
mo->RenderStyle = STYLE_Add;
mo->alpha = FRACUNIT;
}
else
{
mo->RenderStyle = STYLE_Translucent;
mo->alpha = FRACUNIT*2/3;
}
}
else
{
mo->RenderStyle = ERenderStyle(deh.ExplosionStyle);
mo->alpha = deh.ExplosionAlpha;
}
}
if (mo->flags4 & MF4_RANDOMIZE)
{
mo->tics -= (pr_explodemissile() & 3) * TICRATE / 35;
if (mo->tics < 1)
mo->tics = 1;
}
mo->flags &= ~MF_MISSILE;
}
}
void AActor::PlayBounceSound(bool onfloor)
{
if (!onfloor && (BounceFlags & BOUNCE_NoWallSound))
{
return;
}
if (!(BounceFlags & BOUNCE_Quiet))
{
if (BounceFlags & BOUNCE_UseSeeSound)
{
S_Sound (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE);
}
else if (onfloor || WallBounceSound <= 0)
{
S_Sound (this, CHAN_VOICE, BounceSound, 1, ATTN_IDLE);
}
else
{
S_Sound (this, CHAN_VOICE, WallBounceSound, 1, ATTN_IDLE);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_FloorBounceMissile
//
// Returns true if the missile was destroyed
//----------------------------------------------------------------------------
bool AActor::FloorBounceMissile (secplane_t &plane)
{
if (Z() <= floorz && P_HitFloor (this))
{
// Landed in some sort of liquid
if (BounceFlags & BOUNCE_ExplodeOnWater)
{
if (flags & MF_MISSILE)
P_ExplodeMissile(this, NULL, NULL);
else
Die(NULL, NULL);
return true;
}
if (!(BounceFlags & BOUNCE_CanBounceWater))
{
Destroy ();
return true;
}
}
if (plane.c < 0)
{ // on ceiling
if (!(BounceFlags & BOUNCE_Ceilings))
return true;
}
else
{ // on floor
if (!(BounceFlags & BOUNCE_Floors))
return true;
}
// The amount of bounces is limited
if (bouncecount>0 && --bouncecount==0)
{
if (flags & MF_MISSILE)
P_ExplodeMissile(this, NULL, NULL);
else
Die(NULL, NULL);
return true;
}
fixed_t dot = TMulScale16 (velx, plane.a, vely, plane.b, velz, plane.c);
if (BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF))
{
velx -= MulScale15 (plane.a, dot);
vely -= MulScale15 (plane.b, dot);
velz -= MulScale15 (plane.c, dot);
angle = R_PointToAngle2 (0, 0, velx, vely);
if (!(BounceFlags & BOUNCE_MBF)) // Heretic projectiles die, MBF projectiles don't.
{
flags |= MF_INBOUNCE;
SetState (FindState(NAME_Death));
flags &= ~MF_INBOUNCE;
return false;
}
else velz = FixedMul(velz, bouncefactor);
}
else // Don't run through this for MBF-style bounces
{
// The reflected velocity keeps only about 70% of its original speed
velx = FixedMul (velx - MulScale15 (plane.a, dot), bouncefactor);
vely = FixedMul (vely - MulScale15 (plane.b, dot), bouncefactor);
velz = FixedMul (velz - MulScale15 (plane.c, dot), bouncefactor);
angle = R_PointToAngle2 (0, 0, velx, vely);
}
PlayBounceSound(true);
// Set bounce state
if (BounceFlags & BOUNCE_UseBounceState)
{
FName names[2];
FState *bouncestate;
names[0] = NAME_Bounce;
names[1] = plane.c < 0 ? NAME_Ceiling : NAME_Floor;
bouncestate = FindState(2, names);
if (bouncestate != NULL)
{
SetState(bouncestate);
}
}
if (BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed
{
if (abs(velz) < (fixed_t)(Mass * GetGravity() / 64))
velz = 0;
}
else if (BounceFlags & (BOUNCE_AutoOff|BOUNCE_AutoOffFloorOnly))
{
if (plane.c > 0 || (BounceFlags & BOUNCE_AutoOff))
{
// AutoOff only works when bouncing off a floor, not a ceiling (or in compatibility mode.)
if (!(flags & MF_NOGRAVITY) && (velz < 3*FRACUNIT))
BounceFlags &= ~BOUNCE_TypeMask;
}
}
return false;
}
//----------------------------------------------------------------------------
//
// PROC P_ThrustMobj
//
//----------------------------------------------------------------------------
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->velx += FixedMul (move, finecosine[angle]);
mo->vely += FixedMul (move, finesine[angle]);
}
//----------------------------------------------------------------------------
//
// FUNC P_FaceMobj
//
// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs
// to turn counter clockwise. 'delta' is set to the amount 'source'
// needs to turn.
//
//----------------------------------------------------------------------------
int P_FaceMobj (AActor *source, AActor *target, angle_t *delta)
{
angle_t diff;
angle_t angle1;
angle_t angle2;
angle1 = source->angle;
angle2 = source->AngleTo(target);
if (angle2 > angle1)
{
diff = angle2 - angle1;
if (diff > ANGLE_180)
{
*delta = ANGLE_MAX - diff;
return 0;
}
else
{
*delta = diff;
return 1;
}
}
else
{
diff = angle1 - angle2;
if (diff > ANGLE_180)
{
*delta = ANGLE_MAX - diff;
return 1;
}
else
{
*delta = diff;
return 0;
}
}
}
//----------------------------------------------------------------------------
//
// CanSeek
//
// Checks if a seeker missile can home in on its target
//
//----------------------------------------------------------------------------
bool AActor::CanSeek(AActor *target) const
{
if (target->flags5 & MF5_CANTSEEK) return false;
if ((flags2 & MF2_DONTSEEKINVISIBLE) &&
((target->flags & MF_SHADOW) ||
(target->renderflags & RF_INVISIBLE) ||
!target->RenderStyle.IsVisible(target->alpha)
)
) return false;
return true;
}
//----------------------------------------------------------------------------
//
// FUNC P_SeekerMissile
//
// The missile's tracer field must be the target. Returns true if
// target was tracked, false if not.
//
//----------------------------------------------------------------------------
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool precise, bool usecurspeed)
{
int dir;
int dist;
angle_t delta;
angle_t angle;
AActor *target;
fixed_t speed;
speed = !usecurspeed ? actor->Speed : xs_CRoundToInt(TVector3<double>(actor->velx, actor->vely, actor->velz).Length());
target = actor->tracer;
if (target == NULL || !actor->CanSeek(target))
{
return false;
}
if (!(target->flags & MF_SHOOTABLE))
{ // Target died
actor->tracer = NULL;
return false;
}
if (speed == 0)
{ // Technically, we're not seeking since our speed is 0, but the target *is* seekable.
return true;
}
dir = P_FaceMobj (actor, target, &delta);
if (delta > thresh)
{
delta >>= 1;
if (delta > turnMax)
{
delta = turnMax;
}
}
if (dir)
{ // Turn clockwise
actor->angle += delta;
}
else
{ // Turn counter clockwise
actor->angle -= delta;
}
angle = actor->angle>>ANGLETOFINESHIFT;
if (!precise)
{
actor->velx = FixedMul (speed, finecosine[angle]);
actor->vely = FixedMul (speed, finesine[angle]);
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
if (actor->Top() < target->Z() ||
target->Top() < actor->Z())
{ // Need to seek vertically
dist = actor->AproxDistance (target) / speed;
if (dist < 1)
{
dist = 1;
}
actor->velz = ((target->Z() + target->height / 2) - (actor->Z() + actor->height / 2)) / dist;
}
}
}
else
{
angle_t pitch = 0;
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{ // Need to seek vertically
fixedvec2 vec = actor->Vec2To(target);
double dist = MAX(1.0, TVector2<double>(vec.x, vec.y).Length());
// Aim at a player's eyes and at the middle of the actor for everything else.
fixed_t aimheight = target->height/2;
if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
aimheight = static_cast<APlayerPawn *>(target)->ViewHeight;
}
pitch = R_PointToAngle2(0, actor->Z() + actor->height/2, xs_CRoundToInt(dist), target->Z() + aimheight);
pitch >>= ANGLETOFINESHIFT;
}
fixed_t xyscale = FixedMul(speed, finecosine[pitch]);
actor->velz = FixedMul(speed, finesine[pitch]);
actor->velx = FixedMul(xyscale, finecosine[angle]);
actor->vely = FixedMul(xyscale, finesine[angle]);
}
return true;
}
//
// P_XYMovement
//
// Returns the actor's old floorz.
//
#define STOPSPEED 0x1000
#define CARRYSTOPSPEED (STOPSPEED*32/3)
fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
{
static int pushtime = 0;
bool bForceSlide = scrollx || scrolly;
angle_t angle;
fixed_t ptryx, ptryy;
player_t *player;
fixed_t xmove, ymove;
const secplane_t * walkplane;
static const int windTab[3] = {2048*5, 2048*10, 2048*25};
int steps, step, totalsteps;
fixed_t startx, starty;
fixed_t oldfloorz = mo->floorz;
fixed_t oldz = mo->Z();
fixed_t maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) ||
(mo->player && mo->player->crouchoffset<-10*FRACUNIT) ? MAXMOVE : MAXMOVE/4;
if (mo->flags2 & MF2_WINDTHRUST && mo->waterlevel < 2 && !(mo->flags & MF_NOCLIP))
{
int special = mo->Sector->special;
switch (special)
{
case 40: case 41: case 42: // Wind_East
P_ThrustMobj (mo, 0, windTab[special-40]);
break;
case 43: case 44: case 45: // Wind_North
P_ThrustMobj (mo, ANG90, windTab[special-43]);
break;
case 46: case 47: case 48: // Wind_South
P_ThrustMobj (mo, ANG270, windTab[special-46]);
break;
case 49: case 50: case 51: // Wind_West
P_ThrustMobj (mo, ANG180, windTab[special-49]);
break;
}
}
// [RH] No need to clamp these now. However, wall running needs it so
// that large thrusts can't propel an actor through a wall, because wall
// running depends on the player's original movement continuing even after
// it gets blocked.
if ((mo->player != NULL && (i_compatflags & COMPATF_WALLRUN)) || (mo->waterlevel >= 1) ||
(mo->player != NULL && mo->player->crouchfactor < FRACUNIT*3/4))
{
// preserve the direction instead of clamping x and y independently.
xmove = clamp (mo->velx, -maxmove, maxmove);
ymove = clamp (mo->vely, -maxmove, maxmove);
fixed_t xfac = FixedDiv(xmove, mo->velx);
fixed_t yfac = FixedDiv(ymove, mo->vely);
fixed_t fac = MIN(xfac, yfac);
xmove = mo->velx = FixedMul(mo->velx, fac);
ymove = mo->vely = FixedMul(mo->vely, fac);
}
else
{
xmove = mo->velx;
ymove = mo->vely;
}
// [RH] Carrying sectors didn't work with low speeds in BOOM. This is
// because BOOM relied on the speed being fast enough to accumulate
// despite friction. If the speed is too low, then its movement will get
// cancelled, and it won't accumulate to the desired speed.
mo->flags4 &= ~MF4_SCROLLMOVE;
if (abs(scrollx) > CARRYSTOPSPEED)
{
scrollx = FixedMul (scrollx, CARRYFACTOR);
mo->velx += scrollx;
mo->flags4 |= MF4_SCROLLMOVE;
}
if (abs(scrolly) > CARRYSTOPSPEED)
{
scrolly = FixedMul (scrolly, CARRYFACTOR);
mo->vely += scrolly;
mo->flags4 |= MF4_SCROLLMOVE;
}
xmove += scrollx;
ymove += scrolly;
if ((xmove | ymove) == 0)
{
if (mo->flags & MF_SKULLFLY)
{
// the skull slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->velx = mo->vely = mo->velz = 0;
if (!(mo->flags2 & MF2_DORMANT))
{
if (mo->SeeState != NULL) mo->SetState (mo->SeeState);
else mo->SetIdle();
}
else
{
mo->SetIdle();
mo->tics = -1;
}
}
return oldfloorz;
}
player = mo->player;
// [RH] Adjust player movement on sloped floors
fixed_t startxmove = xmove;
fixed_t startymove = ymove;
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
// [RH] Take smaller steps when moving faster than the object's size permits.
// Moving as fast as the object's "diameter" is bad because it could skip
// some lines because the actor could land such that it is just touching the
// line. For Doom to detect that the line is there, it needs to actually cut
// through the actor.
{
maxmove = mo->radius - FRACUNIT;
if (maxmove <= 0)
{ // gibs can have radius 0, so don't divide by zero below!
maxmove = MAXMOVE;
}
const fixed_t xspeed = abs (xmove);
const fixed_t yspeed = abs (ymove);
steps = 1;
if (xspeed > yspeed)
{
if (xspeed > maxmove)
{
steps = 1 + xspeed / maxmove;
}
}
else
{
if (yspeed > maxmove)
{
steps = 1 + yspeed / maxmove;
}
}
}
// P_SlideMove needs to know the step size before P_CheckSlopeWalk
// because it also calls P_CheckSlopeWalk on its clipped steps.
fixed_t onestepx = startxmove / steps;
fixed_t onestepy = startymove / steps;
startx = mo->X();
starty = mo->Y();
step = 1;
totalsteps = steps;
// [RH] Instead of doing ripping damage each step, do it each tic.
// This makes it compatible with Heretic and Hexen, which only did
// one step for their missiles with ripping damage (excluding those
// that don't use P_XYMovement). It's also more intuitive since it
// makes the damage done dependant on the amount of time the projectile
// spends inside a target rather than on the projectile's size. The
// last actor ripped through is recorded so that if the projectile
// passes through more than one actor this tic, each one takes damage
// and not just the first one.
pushtime++;
FCheckPosition tm(!!(mo->flags2 & MF2_RIP));
do
{
if (i_compatflags & COMPATF_WALLRUN) pushtime++;
tm.PushTime = pushtime;
ptryx = startx + Scale (xmove, step, steps);
ptryy = starty + Scale (ymove, step, steps);
/* if (mo->player)
Printf ("%d,%d/%d: %d %d %d %d %d %d %d\n", level.time, step, steps, startxmove, Scale(xmove,step,steps), startymove, Scale(ymove,step,steps), mo->x, mo->y, mo->z);
*/
// [RH] If walking on a slope, stay on the slope
// killough 3/15/98: Allow objects to drop off
fixed_t startvelx = mo->velx, startvely = mo->vely;
if (!P_TryMove (mo, ptryx, ptryy, true, walkplane, tm))
{
// blocked move
AActor *BlockingMobj = mo->BlockingMobj;
line_t *BlockingLine = mo->BlockingLine;
if (!(mo->flags & MF_MISSILE) && (mo->BounceFlags & BOUNCE_MBF)
&& (BlockingMobj != NULL ? P_BounceActor(mo, BlockingMobj, false) : P_BounceWall(mo)))
{
// Do nothing, relevant actions already done in the condition.
// This allows to avoid setting velocities to 0 in the final else of this series.
}
else if ((mo->flags2 & (MF2_SLIDE|MF2_BLASTED) || bForceSlide) && !(mo->flags&MF_MISSILE))
{ // try to slide along it
if (BlockingMobj == NULL)
{ // slide against wall
if (BlockingLine != NULL &&
mo->player && mo->waterlevel && mo->waterlevel < 3 &&
(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove) &&
mo->BlockingLine->sidedef[1] != NULL)
{
mo->velz = WATER_JUMP_SPEED;
}
// If the blocked move executed any push specials that changed the
// actor's velocity, do not attempt to slide.
if (mo->velx == startvelx && mo->vely == startvely)
{
if (player && (i_compatflags & COMPATF_WALLRUN))
{
// [RH] Here is the key to wall running: The move is clipped using its full speed.
// If the move is done a second time (because it was too fast for one move), it
// is still clipped against the wall at its full speed, so you effectively
// execute two moves in one tic.
P_SlideMove (mo, mo->velx, mo->vely, 1);
}
else
{
P_SlideMove (mo, onestepx, onestepy, totalsteps);
}
if ((mo->velx | mo->vely) == 0)
{
steps = 0;
}
else
{
if (!player || !(i_compatflags & COMPATF_WALLRUN))
{
xmove = mo->velx;
ymove = mo->vely;
onestepx = xmove / steps;
onestepy = ymove / steps;
P_CheckSlopeWalk (mo, xmove, ymove);
}
startx = mo->X() - Scale (xmove, step, steps);
starty = mo->Y() - Scale (ymove, step, steps);
}
}
else
{
steps = 0;
}
}
else
{ // slide against another actor
fixed_t tx, ty;
tx = 0, ty = onestepy;
walkplane = P_CheckSlopeWalk (mo, tx, ty);
if (P_TryMove (mo, mo->X() + tx, mo->Y() + ty, true, walkplane, tm))
{
mo->velx = 0;
}
else
{
tx = onestepx, ty = 0;
walkplane = P_CheckSlopeWalk (mo, tx, ty);
if (P_TryMove (mo, mo->X() + tx, mo->Y() + ty, true, walkplane, tm))
{
mo->vely = 0;
}
else
{
mo->velx = mo->vely = 0;
}
}
if (player && player->mo == mo)
{
if (mo->velx == 0)
player->velx = 0;
if (mo->vely == 0)
player->vely = 0;
}
steps = 0;
}
}
else if (mo->flags & MF_MISSILE)
{
steps = 0;
if (BlockingMobj)
{
if (mo->BounceFlags & BOUNCE_Actors)
{
// Bounce test and code moved to P_BounceActor
if (!P_BounceActor(mo, BlockingMobj, false))
{ // Struck a player/creature
P_ExplodeMissile (mo, NULL, BlockingMobj);
}
return oldfloorz;
}
}
else
{
// Struck a wall
if (P_BounceWall (mo))
{
mo->PlayBounceSound(false);
return oldfloorz;
}
}
if (BlockingMobj && (BlockingMobj->flags2 & MF2_REFLECTIVE))
{
bool seeker = (mo->flags2 & MF2_SEEKERMISSILE) ? true : false;
// Don't change the angle if there's THRUREFLECT on the monster.
if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
{
angle = BlockingMobj->AngleTo(mo);
bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
// Change angle for deflection/reflection
if (!dontReflect)
{
bool tg = (mo->target != NULL);
bool blockingtg = (BlockingMobj->target != NULL);
if ((BlockingMobj->flags7 & MF7_AIMREFLECT) && (tg | blockingtg))
{
AActor *origin = tg ? mo->target : BlockingMobj->target;
float speed = (float)(mo->Speed);
//dest->x - source->x
fixedvec3 vect = mo->Vec3To(origin);
vect.z += origin->height / 2;
TVector3<double> velocity(vect.x, vect.y, vect.z);
velocity.Resize(speed);
mo->velx = (fixed_t)(velocity.X);
mo->vely = (fixed_t)(velocity.Y);
mo->velz = (fixed_t)(velocity.Z);
}
else
{
if ((BlockingMobj->flags7 & MF7_MIRRORREFLECT) && (tg | blockingtg))
{
mo->angle += ANGLE_180;
mo->velx = -mo->velx / 2;
mo->vely = -mo->vely / 2;
mo->velz = -mo->velz / 2;
}
else
{
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
mo->velz = -mo->velz / 2;
}
}
}
else
{
goto explode;
}
}
if (mo->flags2 & MF2_SEEKERMISSILE)
{
mo->tracer = mo->target;
}
mo->target = BlockingMobj;
return oldfloorz;
}
explode:
// explode a missile
if (!(mo->flags3 & MF3_SKYEXPLODE))
{
if (tm.ceilingline &&
tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
mo->Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo->PosRelative(tm.ceilingline)))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
mo->Destroy ();
return oldfloorz;
}
// [RH] Don't explode on horizon lines.
if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
{
mo->Destroy ();
return oldfloorz;
}
}
P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj);
return oldfloorz;
}
else
{
mo->velx = mo->vely = 0;
steps = 0;
}
}
else
{
if (mo->X() != ptryx || mo->Y() != ptryy)
{
// If the new position does not match the desired position, the player
// must have gone through a teleporter, so stop moving right now if it
// was a regular teleporter. If it was a line-to-line or fogless teleporter,
// the move should continue, but startx and starty need to change.
if (mo->velx == 0 && mo->vely == 0)
{
step = steps;
}
else
{
startx = mo->X() - Scale (xmove, step, steps);
starty = mo->Y() - Scale (ymove, step, steps);
}
}
}
} while (++step <= steps);
// Friction
if (player && player->mo == mo && player->cheats & CF_NOVELOCITY)
{ // debug option for no sliding at all
mo->velx = mo->vely = 0;
player->velx = player->vely = 0;
return oldfloorz;
}
if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
{ // no friction for missiles
return oldfloorz;
}
if (mo->Z() > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) &&
!mo->IsNoClip2() &&
(!(mo->flags2 & MF2_FLY) || !(mo->flags & MF_NOGRAVITY)) &&
!mo->waterlevel)
{ // [RH] Friction when falling is available for larger aircontrols
if (player != NULL && level.airfriction != FRACUNIT)
{
mo->velx = FixedMul (mo->velx, level.airfriction);
mo->vely = FixedMul (mo->vely, level.airfriction);
if (player->mo == mo) // Not voodoo dolls
{
player->velx = FixedMul (player->velx, level.airfriction);
player->vely = FixedMul (player->vely, level.airfriction);
}
}
return oldfloorz;
}
// killough 8/11/98: add bouncers
// killough 9/15/98: add objects falling off ledges
// killough 11/98: only include bouncers hanging off ledges
if ((mo->flags & MF_CORPSE) || (mo->BounceFlags & BOUNCE_MBF && mo->Z() > mo->dropoffz) || (mo->flags6 & MF6_FALLING))
{ // Don't stop sliding if halfway off a step with some velocity
if (mo->velx > FRACUNIT/4 || mo->velx < -FRACUNIT/4 || mo->vely > FRACUNIT/4 || mo->vely < -FRACUNIT/4)
{
if (mo->floorz > mo->Sector->floorplane.ZatPoint(mo))
{
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
{
unsigned i;
for(i=0;i<mo->Sector->e->XFloor.ffloors.Size();i++)
{
// Sliding around on 3D floors looks extremely bad so
// if the floor comes from one in the current sector stop sliding the corpse!
F3DFloor * rover=mo->Sector->e->XFloor.ffloors[i];
if (!(rover->flags&FF_EXISTS)) continue;
if (rover->flags&FF_SOLID && rover->top.plane->ZatPoint(mo) == mo->floorz) break;
}
if (i==mo->Sector->e->XFloor.ffloors.Size())
return oldfloorz;
}
}
}
}
// killough 11/98:
// Stop voodoo dolls that have come to rest, despite any
// moving corresponding player:
if (mo->velx > -STOPSPEED && mo->velx < STOPSPEED
&& mo->vely > -STOPSPEED && mo->vely < STOPSPEED
&& (!player || (player->mo != mo)
|| !(player->cmd.ucmd.forwardmove | player->cmd.ucmd.sidemove)))
{
// if in a walking frame, stop moving
// killough 10/98:
// Don't affect main player when voodoo dolls stop:
if (player && player->mo == mo && !(player->cheats & CF_PREDICTING))
{
player->mo->PlayIdle ();
}
mo->velx = mo->vely = 0;
mo->flags4 &= ~MF4_SCROLLMOVE;
// killough 10/98: kill any bobbing velocity too (except in voodoo dolls)
if (player && player->mo == mo)
player->velx = player->vely = 0;
}
else
{
// phares 3/17/98
// Friction will have been adjusted by friction thinkers for icy
// or muddy floors. Otherwise it was never touched and
// remained set at ORIG_FRICTION
//
// killough 8/28/98: removed inefficient thinker algorithm,
// instead using touching_sectorlist in P_GetFriction() to
// determine friction (and thus only when it is needed).
//
// killough 10/98: changed to work with new bobbing method.
// Reducing player velocity is no longer needed to reduce
// bobbing, so ice works much better now.
fixed_t friction = P_GetFriction (mo, NULL);
mo->velx = FixedMul (mo->velx, friction);
mo->vely = FixedMul (mo->vely, friction);
// killough 10/98: Always decrease player bobbing by ORIG_FRICTION.
// This prevents problems with bobbing on ice, where it was not being
// reduced fast enough, leading to all sorts of kludges being developed.
if (player && player->mo == mo) // Not voodoo dolls
{
player->velx = FixedMul (player->velx, ORIG_FRICTION);
player->vely = FixedMul (player->vely, ORIG_FRICTION);
}
}
return oldfloorz;
}
// Move this to p_inter ***
void P_MonsterFallingDamage (AActor *mo)
{
int damage;
int vel;
if (!(level.flags2 & LEVEL2_MONSTERFALLINGDAMAGE))
return;
if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE)
return;
vel = abs(mo->velz);
if (vel > 35*FRACUNIT)
{ // automatic death
damage = TELEFRAG_DAMAGE;
}
else
{
damage = ((vel - (23*FRACUNIT))*6)>>FRACBITS;
}
damage = TELEFRAG_DAMAGE; // always kill 'em
P_DamageMobj (mo, NULL, NULL, damage, NAME_Falling);
}
//
// P_ZMovement
//
void P_ZMovement (AActor *mo, fixed_t oldfloorz)
{
fixed_t dist;
fixed_t delta;
fixed_t oldz = mo->Z();
fixed_t grav = mo->GetGravity();
//
// check for smooth step up
//
if (mo->player && mo->player->mo == mo && mo->Z() < mo->floorz)
{
mo->player->viewheight -= mo->floorz - mo->Z();
mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
}
mo->AddZ(mo->velz);
//
// apply gravity
//
if (mo->Z() > mo->floorz && !(mo->flags & MF_NOGRAVITY))
{
fixed_t startvelz = mo->velz;
if (mo->waterlevel == 0 || (mo->player &&
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
{
// [RH] Double gravity only if running off a ledge. Coming down from
// an upward thrust (e.g. a jump) should not double it.
if (mo->velz == 0 && oldfloorz > mo->floorz && mo->Z() == oldfloorz)
{
mo->velz -= grav + grav;
}
else
{
mo->velz -= grav;
}
}
if (mo->player == NULL)
{
if (mo->waterlevel >= 1)
{
fixed_t sinkspeed;
if ((mo->flags & MF_SPECIAL) && !(mo->flags3 & MF3_ISMONSTER))
{ // Pickup items don't sink if placed and drop slowly if dropped
sinkspeed = (mo->flags & MF_DROPPED) ? -WATER_SINK_SPEED / 8 : 0;
}
else
{
sinkspeed = -WATER_SINK_SPEED;
// If it's not a player, scale sinkspeed by its mass, with
// 100 being equivalent to a player.
if (mo->player == NULL)
{
sinkspeed = Scale(sinkspeed, clamp(mo->Mass, 1, 4000), 100);
}
}
if (mo->velz < sinkspeed)
{ // Dropping too fast, so slow down toward sinkspeed.
mo->velz -= MAX(sinkspeed*2, -FRACUNIT*8);
if (mo->velz > sinkspeed)
{
mo->velz = sinkspeed;
}
}
else if (mo->velz > sinkspeed)
{ // Dropping too slow/going up, so trend toward sinkspeed.
mo->velz = startvelz + MAX(sinkspeed/3, -FRACUNIT*8);
if (mo->velz < sinkspeed)
{
mo->velz = sinkspeed;
}
}
}
}
else
{
if (mo->waterlevel > 1)
{
fixed_t sinkspeed = -WATER_SINK_SPEED;
if (mo->velz < sinkspeed)
{
mo->velz = (startvelz < sinkspeed) ? startvelz : sinkspeed;
}
else
{
mo->velz = startvelz + ((mo->velz - startvelz) >>
(mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
}
}
}
}
// Hexen compatibility handling for floatbobbing. Ugh...
// Hexen yanked all items to the floor, except those being spawned at map start in the air.
// Those were kept at their original height.
// Do this only if the item was actually spawned by the map above ground to avoid problems.
if (mo->special1 > 0 && (mo->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
{
mo->SetZ(mo->floorz + mo->special1);
}
//
// adjust height
//
if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
{ // float down towards target if too close
if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
{
dist = mo->AproxDistance (mo->target);
delta = (mo->target->Z() + (mo->height>>1)) - mo->Z();
if (delta < 0 && dist < -(delta*3))
mo->AddZ(-mo->FloatSpeed);
else if (delta > 0 && dist < (delta*3))
mo->AddZ(mo->FloatSpeed);
}
}
if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->Z() > mo->floorz))
{
if (!mo->IsNoClip2())
{
mo->AddZ(finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8);
}
mo->velz = FixedMul (mo->velz, FRICTION_FLY);
}
if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY))
{
mo->velz = FixedMul (mo->velz, mo->Sector->friction);
}
//
// clip movement
//
if (mo->Z() <= mo->floorz)
{ // Hit the floor
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->floorplane.ZatPoint(mo) == mo->floorz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
}
P_CheckFor3DFloorHit(mo);
// [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer below the floor.
if (mo->Z() <= mo->floorz)
{
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
{
mo->SetZ(mo->floorz);
if (mo->BounceFlags & BOUNCE_Floors)
{
mo->FloorBounceMissile (mo->floorsector->floorplane);
/* if (!(mo->flags6 & MF6_CANJUMP)) */ return;
}
else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
{
P_HitFloor (mo);
mo->velz = 0;
return;
}
else if (mo->flags3 & MF3_FLOORHUGGER)
{ // Floor huggers can go up steps
return;
}
else
{
if (mo->floorpic == skyflatnum && !(mo->flags3 & MF3_SKYEXPLODE))
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
mo->Destroy ();
return;
}
P_HitFloor (mo);
P_ExplodeMissile (mo, NULL, NULL);
return;
}
}
else if (mo->BounceFlags & BOUNCE_MBF && mo->velz) // check for MBF-like bounce on non-missiles
{
mo->FloorBounceMissile(mo->floorsector->floorplane);
}
if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling
{
if (mo->velz < -(23*FRACUNIT))
{
P_MonsterFallingDamage (mo);
}
}
mo->SetZ(mo->floorz);
if (mo->velz < 0)
{
const fixed_t minvel = -8*FRACUNIT; // landing speed from a jump with normal gravity
// Spawn splashes, etc.
P_HitFloor (mo);
if (mo->DamageType == NAME_Ice && mo->velz < minvel)
{
mo->tics = 1;
mo->velx = 0;
mo->vely = 0;
mo->velz = 0;
return;
}
// Let the actor do something special for hitting the floor
mo->HitFloor ();
if (mo->player)
{
if (mo->player->jumpTics < 0 || mo->velz < minvel)
{ // delay any jumping for a short while
mo->player->jumpTics = 7;
}
if (mo->velz < minvel && !(mo->flags & MF_NOGRAVITY))
{
// Squat down.
// Decrease viewheight for a moment after hitting the ground (hard),
// and utter appropriate sound.
PlayerLandedOnThing (mo, NULL);
}
}
mo->velz = 0;
}
if (mo->flags & MF_SKULLFLY)
{ // The skull slammed into something
mo->velz = -mo->velz;
}
mo->Crash();
}
}
if (mo->flags2 & MF2_FLOORCLIP)
{
mo->AdjustFloorClip ();
}
if (mo->Top() > mo->ceilingz)
{ // hit the ceiling
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->ceilingplane.ZatPoint(mo) == mo->ceilingz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
}
P_CheckFor3DCeilingHit(mo);
// [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer above the ceiling.
if (mo->Top() > mo->ceilingz)
{
mo->SetZ(mo->ceilingz - mo->height);
if (mo->BounceFlags & BOUNCE_Ceilings)
{ // ceiling bounce
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
/*if (!(mo->flags6 & MF6_CANJUMP))*/ return;
}
if (mo->flags & MF_SKULLFLY)
{ // the skull slammed into something
mo->velz = -mo->velz;
}
if (mo->velz > 0)
mo->velz = 0;
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
{
if (mo->flags3 & MF3_CEILINGHUGGER)
{
return;
}
if (mo->ceilingpic == skyflatnum && !(mo->flags3 & MF3_SKYEXPLODE))
{
mo->Destroy ();
return;
}
P_ExplodeMissile (mo, NULL, NULL);
return;
}
}
}
P_CheckFakeFloorTriggers (mo, oldz);
}
void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight)
{
if (mo->player && (mo->player->cheats & CF_PREDICTING))
{
return;
}
sector_t *sec = mo->Sector;
assert (sec != NULL);
if (sec == NULL)
{
return;
}
if (sec->heightsec != NULL && sec->SecActTarget != NULL)
{
sector_t *hs = sec->heightsec;
fixed_t waterz = hs->floorplane.ZatPoint(mo);
fixed_t newz;
fixed_t viewheight;
if (mo->player != NULL)
{
viewheight = mo->player->viewheight;
}
else
{
viewheight = mo->height / 2;
}
if (oldz > waterz && mo->Z() <= waterz)
{ // Feet hit fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_HitFakeFloor);
}
newz = mo->Z() + viewheight;
if (!oldz_has_viewheight)
{
oldz += viewheight;
}
if (oldz <= waterz && newz > waterz)
{ // View went above fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesSurface);
}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesDive);
}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
{
waterz = hs->ceilingplane.ZatPoint(mo);
if (oldz <= waterz && newz > waterz)
{ // View went above fake ceiling
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC);
}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake ceiling
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesBelowC);
}
}
}
}
//===========================================================================
//
// PlayerLandedOnThing
//
//===========================================================================
static void PlayerLandedOnThing (AActor *mo, AActor *onmobj)
{
bool grunted;
if (!mo->player)
return;
if (mo->player->mo == mo)
{
mo->player->deltaviewheight = mo->velz >> 3;
}
if (mo->player->cheats & CF_PREDICTING)
return;
P_FallingDamage (mo);
// [RH] only make noise if alive
if (!mo->player->morphTics && mo->health > 0)
{
grunted = false;
// Why should this number vary by gravity?
if (mo->health > 0 && mo->velz < -mo->player->mo->GruntSpeed)
{
S_Sound (mo, CHAN_VOICE, "*grunt", 1, ATTN_NORM);
grunted = true;
}
if (onmobj != NULL || !Terrains[P_GetThingFloorType (mo)].IsLiquid)
{
if (!grunted || !S_AreSoundsEquivalent (mo, "*grunt", "*land"))
{
S_Sound (mo, CHAN_AUTO, "*land", 1, ATTN_NORM);
}
}
}
// mo->player->centering = true;
}
//
// P_NightmareRespawn
//
void P_NightmareRespawn (AActor *mobj)
{
fixed_t x, y, z;
AActor *mo;
AActor *info = mobj->GetDefault();
mobj->skillrespawncount++;
// spawn the new monster (assume the spawn will be good)
if (info->flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else if (info->flags2 & MF2_SPAWNFLOAT)
z = FLOATRANDZ;
else
z = ONFLOORZ;
// spawn it
x = mobj->SpawnPoint[0];
y = mobj->SpawnPoint[1];
mo = AActor::StaticSpawn(mobj->GetClass(), x, y, z, NO_REPLACE, true);
if (z == ONFLOORZ)
{
mo->AddZ(mobj->SpawnPoint[2]);
if (mo->Z() < mo->floorz)
{ // Do not respawn monsters in the floor, even if that's where they
// started. The initial P_ZMovement() call would have put them on
// the floor right away, but we need them on the floor now so we
// can use P_CheckPosition() properly.
mo->SetZ(mo->floorz);
}
if (mo->Top() > mo->ceilingz)
{
mo->SetZ(mo->ceilingz - mo->height);
}
}
else if (z == ONCEILINGZ)
{
mo->AddZ(-mobj->SpawnPoint[2]);
}
// If there are 3D floors, we need to find floor/ceiling again.
P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
if (z == ONFLOORZ)
{
if (mo->Z() < mo->floorz)
{ // Do not respawn monsters in the floor, even if that's where they
// started. The initial P_ZMovement() call would have put them on
// the floor right away, but we need them on the floor now so we
// can use P_CheckPosition() properly.
mo->SetZ(mo->floorz);
}
if (mo->Top() > mo->ceilingz)
{ // Do the same for the ceiling.
mo->SetZ(mo->ceilingz - mo->height);
}
}
// something is occupying its position?
if (!P_CheckPosition(mo, mo->X(), mo->Y(), true))
{
//[GrafZahl] MF_COUNTKILL still needs to be checked here.
mo->ClearCounters();
mo->Destroy ();
return; // no respawn
}
z = mo->Z();
// inherit attributes from deceased one
mo->SpawnPoint[0] = mobj->SpawnPoint[0];
mo->SpawnPoint[1] = mobj->SpawnPoint[1];
mo->SpawnPoint[2] = mobj->SpawnPoint[2];
mo->SpawnAngle = mobj->SpawnAngle;
mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
mo->angle = ANG45 * (mobj->SpawnAngle/45);
mo->HandleSpawnFlags ();
mo->reactiontime = 18;
mo->CopyFriendliness (mobj, false);
mo->Translation = mobj->Translation;
mo->skillrespawncount = mobj->skillrespawncount;
mo->PrevZ = z; // Do not interpolate Z position if we changed it since spawning.
// spawn a teleport fog at old spot because of removal of the body?
P_SpawnTeleportFog(mobj, mobj->PosPlusZ(TELEFOGHEIGHT), true, true);
// spawn a teleport fog at the new spot
P_SpawnTeleportFog(mobj, x, y, z + TELEFOGHEIGHT, false, true);
// remove the old monster
mobj->Destroy ();
}
AActor *AActor::TIDHash[128];
//
// P_ClearTidHashes
//
// Clears the tid hashtable.
//
void AActor::ClearTIDHashes ()
{
memset(TIDHash, 0, sizeof(TIDHash));
}
//
// P_AddMobjToHash
//
// Inserts an mobj into the correct chain based on its tid.
// If its tid is 0, this function does nothing.
//
void AActor::AddToHash ()
{
if (tid == 0)
{
iprev = NULL;
inext = NULL;
return;
}
else
{
int hash = TIDHASH (tid);
inext = TIDHash[hash];
iprev = &TIDHash[hash];
TIDHash[hash] = this;
if (inext)
{
inext->iprev = &inext;
}
}
}
//
// P_RemoveMobjFromHash
//
// Removes an mobj from its hash chain.
//
void AActor::RemoveFromHash ()
{
if (tid != 0 && iprev)
{
*iprev = inext;
if (inext)
{
inext->iprev = iprev;
}
iprev = NULL;
inext = NULL;
}
tid = 0;
}
//==========================================================================
//
// P_IsTIDUsed
//
// Returns true if there is at least one actor with the specified TID
// (dead or alive).
//
//==========================================================================
bool P_IsTIDUsed(int tid)
{
AActor *probe = AActor::TIDHash[tid & 127];
while (probe != NULL)
{
if (probe->tid == tid)
{
return true;
}
probe = probe->inext;
}
return false;
}
//==========================================================================
//
// P_FindUniqueTID
//
// Returns an unused TID. If start_tid is 0, then a random TID will be
// chosen. Otherwise, it will perform a linear search starting from
// start_tid. If limit is non-0, then it will not check more than <limit>
// number of TIDs. Returns 0 if no suitable TID was found.
//
//==========================================================================
int P_FindUniqueTID(int start_tid, int limit)
{
int tid;
if (start_tid != 0)
{ // Do a linear search.
if (start_tid > INT_MAX-limit+1)
{ // If 'limit+start_tid-1' overflows, clamp 'limit' to INT_MAX
limit = INT_MAX;
}
else
{
limit += start_tid-1;
}
for (tid = start_tid; tid <= limit; ++tid)
{
if (tid != 0 && !P_IsTIDUsed(tid))
{
return tid;
}
}
// Nothing free found.
return 0;
}
// Do a random search. To try and be a bit more performant, this
// actually does several linear searches. In the case of *very*
// dense TID usage, this could potentially perform worse than doing
// a complete linear scan starting at 1. However, you would need
// to use an absolutely ridiculous number of actors before this
// becomes a real concern.
if (limit == 0)
{
limit = INT_MAX;
}
for (int i = 0; i < limit; i += 5)
{
// Use a positive starting TID.
tid = pr_uniquetid.GenRand32() & INT_MAX;
tid = P_FindUniqueTID(tid == 0 ? 1 : tid, 5);
if (tid != 0)
{
return tid;
}
}
// Nothing free found.
return 0;
}
CCMD(utid)
{
Printf("%d\n",
P_FindUniqueTID(argv.argc() > 1 ? atoi(argv[1]) : 0,
(argv.argc() > 2 && atoi(argv[2]) >= 0) ? atoi(argv[2]) : 0));
}
//==========================================================================
//
// AActor :: GetMissileDamage
//
// If the actor's damage amount is an expression, evaluate it and return
// the result. Otherwise, return ((random() & mask) + add) * damage.
//
//==========================================================================
int AActor::GetMissileDamage (int mask, int add)
{
if (Damage == NULL)
{
return 0;
}
VMFrameStack stack;
VMValue param = this;
VMReturn results[2];
int amount, calculated = false;
results[0].IntAt(&amount);
results[1].IntAt(&calculated);
if (stack.Call(Damage, &param, 1, results, 2) < 1)
{ // No results
return 0;
}
if (calculated)
{
return amount;
}
else if (mask == 0)
{
return add * amount;
}
else
{
return ((pr_missiledamage() & mask) + add) * amount;
}
}
void AActor::Howl ()
{
FSoundID howl = GetClass()->HowlSound;
if (!S_IsActorPlayingSomething(this, CHAN_BODY, howl))
{
S_Sound (this, CHAN_BODY, howl, 1, ATTN_NORM);
}
}
void AActor::HitFloor ()
{
}
bool AActor::Slam (AActor *thing)
{
flags &= ~MF_SKULLFLY;
velx = vely = velz = 0;
if (health > 0)
{
if (!(flags2 & MF2_DORMANT))
{
int dam = GetMissileDamage (7, 1);
int newdam = P_DamageMobj (thing, this, this, dam, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : dam, thing, this);
// The charging monster may have died by the target's actions here.
if (health > 0)
{
if (SeeState != NULL) SetState (SeeState);
else SetIdle();
}
}
else
{
SetIdle();
tics = -1;
}
}
return false; // stop moving
}
bool AActor::SpecialBlastHandling (AActor *source, fixed_t strength)
{
return true;
}
int AActor::SpecialMissileHit (AActor *victim)
{
return -1;
}
bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
{
if (flags2 & MF2_DONTREFLECT) return true;
if (thing->flags7 & MF7_THRUREFLECT) return false;
// Change angle for reflection
if (thing->flags4&MF4_SHIELDREFLECT)
{
// Shield reflection (from the Centaur
if (absangle(angle - thing->angle)>>24 > 45)
return true; // Let missile explode
if (thing->IsKindOf (RUNTIME_CLASS(AHolySpirit))) // shouldn't this be handled by another flag???
return true;
if (pr_reflect () < 128)
angle += ANGLE_45;
else
angle -= ANGLE_45;
}
else if (thing->flags4&MF4_DEFLECT)
{
// deflect (like the Heresiarch)
if(pr_reflect() < 128)
angle += ANG45;
else
angle -= ANG45;
}
else
{
angle += ANGLE_1 * ((pr_reflect() % 16) - 8);
}
//Always check for AIMREFLECT, no matter what else is checked above.
if (thing->flags7 & MF7_AIMREFLECT)
{
if (this->target != NULL)
{
A_Face(this, this->target);
}
else if (thing->target != NULL)
{
A_Face(this, thing->target);
}
}
return false;
}
void AActor::PlayActiveSound ()
{
if (ActiveSound && !S_IsActorPlayingSomething (this, CHAN_VOICE, -1))
{
S_Sound (this, CHAN_VOICE, ActiveSound, 1,
(flags3 & MF3_FULLVOLACTIVE) ? ATTN_NONE : ATTN_IDLE);
}
}
bool AActor::IsOkayToAttack (AActor *link)
{
if (!(player // Original AActor::IsOkayToAttack was only for players
// || (flags & MF_FRIENDLY) // Maybe let friendly monsters use the function as well?
|| (flags5 & MF5_SUMMONEDMONSTER) // AMinotaurFriend has its own version, generalized to other summoned monsters
|| (flags2 & MF2_SEEKERMISSILE))) // AHolySpirit and AMageStaffFX2 as well, generalized to other seeker missiles
{ // Normal monsters and other actors always return false.
return false;
}
// Standard things to eliminate: an actor shouldn't attack itself,
// or a non-shootable, dormant, non-player-and-non-monster actor.
if (link == this) return false;
if (!(link->player||(link->flags3 & MF3_ISMONSTER)))return false;
if (!(link->flags & MF_SHOOTABLE)) return false;
if (link->flags2 & MF2_DORMANT) return false;
// An actor shouldn't attack friendly actors. The reference depends
// on the type of actor: for a player's actor, itself; for a projectile,
// its target; and for a summoned minion, its tracer.
AActor * Friend = NULL;
if (player) Friend = this;
else if (flags5 & MF5_SUMMONEDMONSTER) Friend = tracer;
else if (flags2 & MF2_SEEKERMISSILE) Friend = target;
else if ((flags & MF_FRIENDLY) && FriendPlayer) Friend = players[FriendPlayer-1].mo;
// Friend checks
if (link == Friend) return false;
if (Friend == NULL) return false;
if (Friend->IsFriend(link)) return false;
if ((link->flags5 & MF5_SUMMONEDMONSTER) // No attack against minions on the same side
&& (link->tracer == Friend)) return false;
if (multiplayer && !deathmatch // No attack against fellow players in coop
&& link->player && Friend->player) return false;
if (((flags & link->flags) & MF_FRIENDLY) // No friendly infighting amongst minions
&& IsFriend(link)) return false;
// Now that all the actor checks are made, the line of sight can be checked
if (P_CheckSight (this, link))
{
// AMageStaffFX2::IsOkayToAttack had an extra check here, generalized with a flag,
// to only allow the check to succeed if the enemy was in a ~84<38> FOV of the player
if (flags3 & MF3_SCREENSEEKER)
{
angle_t angle = Friend->AngleTo(link) - Friend->angle;
angle >>= 24;
if (angle>226 || angle<30)
{
return true;
}
}
// Other actors are not concerned by this check
else return true;
}
// The sight check was failed, or the angle wasn't right for a screenseeker
return false;
}
void AActor::SetShade (DWORD rgb)
{
PalEntry *entry = (PalEntry *)&rgb;
fillcolor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
}
void AActor::SetShade (int r, int g, int b)
{
fillcolor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
}
void AActor::SetPitch(int p, bool interpolate, bool forceclamp)
{
if (player != NULL || forceclamp)
{ // clamp the pitch we set
int min, max;
if (player != NULL)
{
min = player->MinPitch;
max = player->MaxPitch;
}
else
{
min = -ANGLE_90 + (1 << ANGLETOFINESHIFT);
max = ANGLE_90 - (1 << ANGLETOFINESHIFT);
}
p = clamp<int>(p, min, max);
}
if (p != pitch)
{
pitch = p;
if (player != NULL && interpolate)
{
player->cheats |= CF_INTERPVIEW;
}
}
}
void AActor::SetAngle(angle_t ang, bool interpolate)
{
if (ang != angle)
{
angle = ang;
if (player != NULL && interpolate)
{
player->cheats |= CF_INTERPVIEW;
}
}
}
void AActor::SetRoll(angle_t r, bool interpolate)
{
if (r != roll)
{
roll = r;
if (player != NULL && interpolate)
{
player->cheats |= CF_INTERPVIEW;
}
}
}
fixedvec3 AActor::GetPortalTransition(fixed_t byoffset)
{
bool moved = false;
sector_t *sec = Sector;
fixed_t testz = Z() + byoffset;
fixedvec3 pos = Pos();
while (!sec->PortalBlocksMovement(sector_t::ceiling))
{
AActor *port = sec->SkyBoxes[sector_t::ceiling];
if (testz > port->threshold)
{
pos = PosRelative(port->Sector);
sec = P_PointInSector(pos.x, pos.y);
moved = true;
}
else break;
}
if (!moved)
{
while (!sec->PortalBlocksMovement(sector_t::floor))
{
AActor *port = sec->SkyBoxes[sector_t::floor];
if (testz <= port->threshold)
{
pos = PosRelative(port->Sector);
sec = P_PointInSector(pos.x, pos.y);
}
else break;
}
}
return pos;
}
void AActor::CheckPortalTransition(bool islinked)
{
bool moved = false;
while (!Sector->PortalBlocksMovement(sector_t::ceiling))
{
AActor *port = Sector->SkyBoxes[sector_t::ceiling];
if (Z() > port->threshold)
{
fixedvec3 oldpos = Pos();
if (islinked && !moved) UnlinkFromWorld();
SetXYZ(PosRelative(port->Sector));
PrevX += X() - oldpos.x;
PrevY += Y() - oldpos.y;
PrevZ += Z() - oldpos.z;
Sector = P_PointInSector(X(), Y());
PrevPortalGroup = Sector->PortalGroup;
moved = true;
}
else break;
}
if (!moved)
{
while (!Sector->PortalBlocksMovement(sector_t::floor))
{
AActor *port = Sector->SkyBoxes[sector_t::floor];
if (Z() < port->threshold && floorz < port->threshold)
{
fixedvec3 oldpos = Pos();
if (islinked && !moved) UnlinkFromWorld();
SetXYZ(PosRelative(port->Sector));
PrevX += X() - oldpos.x;
PrevY += Y() - oldpos.y;
PrevZ += Z() - oldpos.z;
Sector = P_PointInSector(X(), Y());
PrevPortalGroup = Sector->PortalGroup;
moved = true;
}
else break;
}
}
if (islinked && moved) LinkToWorld();
}
//
// P_MobjThinker
//
void AActor::Tick ()
{
// [RH] Data for Heretic/Hexen scrolling sectors
static const BYTE HexenScrollDirs[8] = { 64, 0, 192, 128, 96, 32, 224, 160 };
static const BYTE HexenSpeedMuls[3] = { 5, 10, 25 };
static const SBYTE HexenScrollies[24][2] =
{
{ 0, 1 }, { 0, 2 }, { 0, 4 },
{ -1, 0 }, { -2, 0 }, { -4, 0 },
{ 0, -1 }, { 0, -2 }, { 0, -4 },
{ 1, 0 }, { 2, 0 }, { 4, 0 },
{ 1, 1 }, { 2, 2 }, { 4, 4 },
{ -1, 1 }, { -2, 2 }, { -4, 4 },
{ -1, -1 }, { -2, -2 }, { -4, -4 },
{ 1, -1 }, { 2, -2 }, { 4, -4 }
};
static const BYTE HereticScrollDirs[4] = { 6, 9, 1, 4 };
static const BYTE HereticSpeedMuls[5] = { 5, 10, 25, 30, 35 };
AActor *onmo;
int i;
//assert (state != NULL);
if (state == NULL)
{
Printf("Actor of type %s at (%f,%f) left without a state\n", GetClass()->TypeName.GetChars(),
X()/65536., Y()/65536.);
Destroy();
return;
}
// This is necessary to properly interpolate movement outside this function
// like from an ActorMover
ClearInterpolation();
if (flags5 & MF5_NOINTERACTION)
{
// only do the minimally necessary things here to save time:
// Check the time freezer
// apply velocity
// ensure that the actor is not linked into the blockmap
if (!(flags5 & MF5_NOTIMEFREEZE))
{
//Added by MC: Freeze mode.
if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
{
// Boss cubes shouldn't be accelerated by timefreeze
if (flags6 & MF6_BOSSCUBE)
{
special2++;
}
return;
}
}
UnlinkFromWorld ();
flags |= MF_NOBLOCKMAP;
SetXYZ(Vec3Offset(velx, vely, velz));
CheckPortalTransition(false);
LinkToWorld ();
}
else
{
AInventory * item = Inventory;
// Handle powerup effects here so that the order is controlled
// by the order in the inventory, not the order in the thinker table
while (item != NULL && item->Owner == this)
{
item->DoEffect();
item = item->Inventory;
}
if (flags & MF_UNMORPHED)
{
return;
}
if (!(flags5 & MF5_NOTIMEFREEZE))
{
// Boss cubes shouldn't be accelerated by timefreeze
if (flags6 & MF6_BOSSCUBE)
{
special2++;
}
//Added by MC: Freeze mode.
if (bglobal.freeze && !(player && player->Bot == NULL))
{
return;
}
// Apply freeze mode.
if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
{
return;
}
}
if (effects & FX_ROCKET)
{
if (++smokecounter == 4)
{
// add some smoke behind the rocket
smokecounter = 0;
AActor *th = Spawn("RocketSmokeTrail", Vec3Offset(-velx, -vely, -velz), ALLOW_REPLACE);
if (th)
{
th->tics -= pr_rockettrail()&3;
if (th->tics < 1) th->tics = 1;
if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE;
}
}
}
else if (effects & FX_GRENADE)
{
if (++smokecounter == 8)
{
smokecounter = 0;
angle_t moveangle = R_PointToAngle2(0,0,velx,vely);
fixed_t xo = -FixedMul(finecosine[(moveangle) >> ANGLETOFINESHIFT], radius * 2) + (pr_rockettrail() << 10);
fixed_t yo = -FixedMul(finesine[(moveangle) >> ANGLETOFINESHIFT], radius * 2) + (pr_rockettrail() << 10);
AActor * th = Spawn("GrenadeSmokeTrail", Vec3Offset(xo, yo, - (height>>3) * (velz>>16) + (2*height)/3), ALLOW_REPLACE);
if (th)
{
th->tics -= pr_rockettrail()&3;
if (th->tics < 1) th->tics = 1;
if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE;
}
}
}
fixed_t oldz = Z();
// [RH] Give the pain elemental vertical friction
// This used to be in APainElemental::Tick but in order to use
// A_PainAttack with other monsters it has to be here
if (flags4 & MF4_VFRICTION)
{
if (health >0)
{
if (abs (velz) < FRACUNIT/4)
{
velz = 0;
flags4 &= ~MF4_VFRICTION;
}
else
{
velz = FixedMul (velz, 0xe800);
}
}
}
// [RH] Pulse in and out of visibility
if (effects & FX_VISIBILITYPULSE)
{
if (visdir > 0)
{
alpha += 0x800;
if (alpha >= OPAQUE)
{
alpha = OPAQUE;
visdir = -1;
}
}
else
{
alpha -= 0x800;
if (alpha <= TRANSLUC25)
{
alpha = TRANSLUC25;
visdir = 1;
}
}
}
else if (flags & MF_STEALTH)
{
// [RH] Fade a stealth monster in and out of visibility
RenderStyle.Flags &= ~STYLEF_Alpha1;
if (visdir > 0)
{
alpha += 2*FRACUNIT/TICRATE;
if (alpha > OPAQUE)
{
alpha = OPAQUE;
visdir = 0;
}
}
else if (visdir < 0)
{
alpha -= 3*FRACUNIT/TICRATE/2;
if (alpha < 0)
{
alpha = 0;
visdir = 0;
}
}
}
if (bglobal.botnum && !demoplayback &&
((flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER)))
{
BotSupportCycles.Clock();
bglobal.m_Thinking = true;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].Bot == NULL)
continue;
if (flags3 & MF3_ISMONSTER)
{
if (health > 0
&& !players[i].Bot->enemy
&& player ? !IsTeammate (players[i].mo) : true
&& AproxDistance (players[i].mo) < MAX_MONSTER_TARGET_DIST
&& P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING))
{ //Probably a monster, so go kill it.
players[i].Bot->enemy = this;
}
}
else if (flags & MF_SPECIAL)
{ //Item pickup time
//clock (BotWTG);
players[i].Bot->WhatToGet (this);
//unclock (BotWTG);
BotWTG++;
}
else if (flags & MF_MISSILE)
{
if (!players[i].Bot->missile && (flags3 & MF3_WARNBOT))
{ //warn for incoming missiles.
if (target != players[i].mo && players[i].Bot->Check_LOS (this, ANGLE_90))
players[i].Bot->missile = this;
}
}
}
bglobal.m_Thinking = false;
BotSupportCycles.Unclock();
}
//End of MC
// [RH] Consider carrying sectors here
fixed_t cummx = 0, cummy = 0;
if ((level.Scrolls != NULL || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
{
fixed_t height, waterheight; // killough 4/4/98: add waterheight
const msecnode_t *node;
int countx, county;
// killough 3/7/98: Carry things on floor
// killough 3/20/98: use new sector list which reflects true members
// killough 3/27/98: fix carrier bug
// killough 4/4/98: Underwater, carry things even w/o gravity
// Move objects only if on floor or underwater,
// non-floating, and clipped.
countx = county = 0;
for (node = touching_sectorlist; node; node = node->m_tnext)
{
sector_t *sec = node->m_sector;
fixed_t scrollx, scrolly;
if (level.Scrolls != NULL)
{
const FSectorScrollValues *scroll = &level.Scrolls[sec - sectors];
scrollx = scroll->ScrollX;
scrolly = scroll->ScrollY;
}
else
{
scrollx = scrolly = 0;
}
if (player != NULL)
{
int scrolltype = sec->special;
if (scrolltype >= Scroll_North_Slow &&
scrolltype <= Scroll_SouthWest_Fast)
{ // Hexen scroll special
scrolltype -= Scroll_North_Slow;
if (i_compatflags&COMPATF_RAVENSCROLL)
{
angle_t fineangle = HexenScrollDirs[scrolltype / 3] * 32;
fixed_t carryspeed = DivScale32 (HexenSpeedMuls[scrolltype % 3], 32*CARRYFACTOR);
scrollx += FixedMul (carryspeed, finecosine[fineangle]);
scrolly += FixedMul (carryspeed, finesine[fineangle]);
}
else
{
// Use speeds that actually match the scrolling textures!
scrollx -= HexenScrollies[scrolltype][0] << (FRACBITS-1);
scrolly += HexenScrollies[scrolltype][1] << (FRACBITS-1);
}
}
else if (scrolltype >= Carry_East5 &&
scrolltype <= Carry_West35)
{ // Heretic scroll special
scrolltype -= Carry_East5;
BYTE dir = HereticScrollDirs[scrolltype / 5];
fixed_t carryspeed = DivScale32 (HereticSpeedMuls[scrolltype % 5], 32*CARRYFACTOR);
if (scrolltype<=Carry_East35 && !(i_compatflags&COMPATF_RAVENSCROLL))
{
// Use speeds that actually match the scrolling textures!
carryspeed = (1 << ((scrolltype%5) + FRACBITS-1));
}
scrollx += carryspeed * ((dir & 3) - 1);
scrolly += carryspeed * (((dir & 12) >> 2) - 1);
}
else if (scrolltype == dScroll_EastLavaDamage)
{ // Special Heretic scroll special
if (i_compatflags&COMPATF_RAVENSCROLL)
{
scrollx += DivScale32 (28, 32*CARRYFACTOR);
}
else
{
// Use a speed that actually matches the scrolling texture!
scrollx += DivScale32 (12, 32*CARRYFACTOR);
}
}
else if (scrolltype == Scroll_StrifeCurrent)
{ // Strife scroll special
int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
fixed_t carryspeed = DivScale32 (anglespeed % 10, 16*CARRYFACTOR);
angle_t fineangle = (anglespeed / 10) << (32-3);
fineangle >>= ANGLETOFINESHIFT;
scrollx += FixedMul (carryspeed, finecosine[fineangle]);
scrolly += FixedMul (carryspeed, finesine[fineangle]);
}
}
if ((scrollx | scrolly) == 0)
{
continue;
}
sector_t *heightsec = sec->GetHeightSec();
if (flags & MF_NOGRAVITY && heightsec == NULL)
{
continue;
}
fixedvec3 pos = PosRelative(sec);
height = sec->floorplane.ZatPoint (pos);
if (Z() > height)
{
if (heightsec == NULL)
{
continue;
}
waterheight = heightsec->floorplane.ZatPoint (pos);
if (waterheight > height && Z() >= waterheight)
{
continue;
}
}
cummx += scrollx;
cummy += scrolly;
if (scrollx) countx++;
if (scrolly) county++;
}
// Some levels designed with Boom in mind actually want things to accelerate
// at neighboring scrolling sector boundaries. But it is only important for
// non-player objects.
if (player != NULL || !(i_compatflags & COMPATF_BOOMSCROLL))
{
if (countx > 1)
{
cummx /= countx;
}
if (county > 1)
{
cummy /= county;
}
}
}
// [RH] If standing on a steep slope, fall down it
if ((flags & MF_SOLID) && !(flags & (MF_NOCLIP|MF_NOGRAVITY)) &&
!(flags & MF_NOBLOCKMAP) &&
velz <= 0 &&
floorz == Z())
{
secplane_t floorplane;
// Check 3D floors as well
floorplane = P_FindFloorPlane(floorsector, X(), Y(), floorz);
if (floorplane.c < STEEPSLOPE &&
floorplane.ZatPoint (PosRelative(floorsector)) <= floorz)
{
const msecnode_t *node;
bool dopush = true;
if (floorplane.c > STEEPSLOPE*2/3)
{
for (node = touching_sectorlist; node; node = node->m_tnext)
{
const sector_t *sec = node->m_sector;
if (sec->floorplane.c >= STEEPSLOPE)
{
if (floorplane.ZatPoint (PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
{
dopush = false;
break;
}
}
}
}
if (dopush)
{
velx += floorplane.a;
vely += floorplane.b;
}
}
}
// [RH] Missiles moving perfectly vertical need some X/Y movement, or they
// won't hurt anything. Don't do this if damage is 0! That way, you can
// still have missiles that go straight up and down through actors without
// damaging anything.
// (for backwards compatibility this must check for lack of damage function, not for zero damage!)
if ((flags & MF_MISSILE) && (velx|vely) == 0 && Damage != NULL)
{
velx = 1;
}
// Handle X and Y velocities
BlockingMobj = NULL;
fixed_t oldfloorz = P_XYMovement (this, cummx, cummy);
if (ObjectFlags & OF_EuthanizeMe)
{ // actor was destroyed
return;
}
if ((velx | vely) == 0) // Actors at rest
{
if (flags2 & MF2_BLASTED)
{ // Reset to not blasted when velocities are gone
flags2 &= ~MF2_BLASTED;
}
if ((flags6 & MF6_TOUCHY) && !IsSentient())
{ // Arm a mine which has come to rest
flags6 |= MF6_ARMED;
}
}
if (velz || BlockingMobj || Z() != floorz)
{ // Handle Z velocity and gravity
if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{
if (!(onmo = P_CheckOnmobj (this)))
{
P_ZMovement (this, oldfloorz);
flags2 &= ~MF2_ONMOBJ;
}
else
{
if (player)
{
if (velz < (fixed_t)(level.gravity * Sector->gravity * -655.36f)
&& !(flags&MF_NOGRAVITY))
{
PlayerLandedOnThing (this, onmo);
}
}
if (onmo->Top() - Z() <= MaxStepHeight)
{
if (player && player->mo == this)
{
player->viewheight -= onmo->Top() - Z();
fixed_t deltaview = player->GetDeltaViewHeight();
if (deltaview > player->deltaviewheight)
{
player->deltaviewheight = deltaview;
}
}
SetZ(onmo->Top());
}
// Check for MF6_BUMPSPECIAL
// By default, only players can activate things by bumping into them
// We trigger specials as long as we are on top of it and not just when
// we land on it. This could be considered as gravity making us continually
// bump into it, but it also avoids having to worry about walking on to
// something without dropping and not triggering anything.
if ((onmo->flags6 & MF6_BUMPSPECIAL) && ((player != NULL)
|| ((onmo->activationtype & THINGSPEC_MonsterTrigger) && (flags3 & MF3_ISMONSTER))
|| ((onmo->activationtype & THINGSPEC_MissileTrigger) && (flags & MF_MISSILE))
) && (level.maptime > onmo->lastbump)) // Leave the bumper enough time to go away
{
if (player == NULL || !(player->cheats & CF_PREDICTING))
{
if (P_ActivateThingSpecial(onmo, this))
onmo->lastbump = level.maptime + TICRATE;
}
}
if (velz != 0 && (BounceFlags & BOUNCE_Actors))
{
P_BounceActor(this, onmo, true);
}
else
{
flags2 |= MF2_ONMOBJ;
velz = 0;
Crash();
}
}
}
else
{
P_ZMovement (this, oldfloorz);
}
if (ObjectFlags & OF_EuthanizeMe)
return; // actor was destroyed
}
else if (Z() <= floorz)
{
Crash();
}
CheckPortalTransition(true);
UpdateWaterLevel (oldz);
// [RH] Don't advance if predicting a player
if (player && (player->cheats & CF_PREDICTING))
{
return;
}
// Check for poison damage, but only once per PoisonPeriod tics (or once per second if none).
if (PoisonDurationReceived && (level.time % (PoisonPeriodReceived ? PoisonPeriodReceived : TICRATE) == 0))
{
P_DamageMobj(this, NULL, Poisoner, PoisonDamageReceived, PoisonDamageTypeReceived ? PoisonDamageTypeReceived : (FName)NAME_Poison, 0);
--PoisonDurationReceived;
// Must clear damage when duration is done, otherwise it
// could be added to with ADDITIVEPOISONDAMAGE.
if (!PoisonDurationReceived) PoisonDamageReceived = 0;
}
}
assert (state != NULL);
if (state == NULL)
{
Destroy();
return;
}
if (!CheckNoDelay())
return; // freed itself
// cycle through states, calling action functions at transitions
if (tics != -1)
{
// [RH] Use tics <= 0 instead of == 0 so that spawnstates
// of 0 tics work as expected.
if (--tics <= 0)
{
if (!SetState(state->GetNextState()))
return; // freed itself
}
}
else
{
int respawn_monsters = G_SkillProperty(SKILLP_Respawn);
// check for nightmare respawn
if (!(flags5 & MF5_ALWAYSRESPAWN))
{
if (!respawn_monsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT) || (flags5 & MF5_NEVERRESPAWN))
return;
int limit = G_SkillProperty (SKILLP_RespawnLimit);
if (limit > 0 && skillrespawncount >= limit)
return;
}
movecount++;
if (movecount < respawn_monsters)
return;
if (level.time & 31)
return;
if (pr_nightmarerespawn() > 4)
return;
P_NightmareRespawn (this);
}
}
//==========================================================================
//
// AActor :: CheckNoDelay
//
//==========================================================================
bool AActor::CheckNoDelay()
{
if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
{
flags7 &= ~MF7_HANDLENODELAY;
if (state->GetNoDelay())
{
// For immediately spawned objects with the NoDelay flag set for their
// Spawn state, explicitly call the current state's function.
FState *newstate;
if (state->CallAction(this, this, &newstate))
{
if (ObjectFlags & OF_EuthanizeMe)
{
return false; // freed itself
}
if (newstate != NULL)
{
return SetState(newstate);
}
}
}
}
return true;
}
//==========================================================================
//
// AActor :: CheckSectorTransition
//
// Fire off some sector triggers if the actor has changed sectors.
//
//==========================================================================
void AActor::CheckSectorTransition(sector_t *oldsec)
{
if (oldsec != Sector)
{
if (oldsec->SecActTarget != NULL)
{
oldsec->SecActTarget->TriggerAction(this, SECSPAC_Exit);
}
if (Sector->SecActTarget != NULL)
{
int act = SECSPAC_Enter;
if (Z() <= Sector->floorplane.ZatPoint(this))
{
act |= SECSPAC_HitFloor;
}
if (Z() + height >= Sector->ceilingplane.ZatPoint(this))
{
act |= SECSPAC_HitCeiling;
}
if (Sector->heightsec != NULL && Z() == Sector->heightsec->floorplane.ZatPoint(this))
{
act |= SECSPAC_HitFakeFloor;
}
Sector->SecActTarget->TriggerAction(this, act);
}
if (Z() == floorz)
{
P_CheckFor3DFloorHit(this);
}
if (Top() == ceilingz)
{
P_CheckFor3DCeilingHit(this);
}
}
}
//==========================================================================
//
// AActor::UpdateWaterLevel
//
// Returns true if actor should splash
//
//==========================================================================
bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
{
BYTE lastwaterlevel = waterlevel;
fixed_t fh = FIXED_MIN;
bool reset=false;
waterlevel = 0;
if (Sector == NULL)
{
return false;
}
if (Sector->MoreFlags & SECF_UNDERWATER) // intentionally not SECF_UNDERWATERMASK
{
waterlevel = 3;
}
else
{
const sector_t *hsec = Sector->GetHeightSec();
if (hsec != NULL)
{
fh = hsec->floorplane.ZatPoint (this);
//if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors
{
if (Z() < fh)
{
waterlevel = 1;
if (Z() + height/2 < fh)
{
waterlevel = 2;
if ((player && Z() + player->viewheight <= fh) ||
(Z() + height <= fh))
{
waterlevel = 3;
}
}
}
else if (!(hsec->MoreFlags & SECF_FAKEFLOORONLY) && (Top() > hsec->ceilingplane.ZatPoint (this)))
{
waterlevel = 3;
}
else
{
waterlevel = 0;
}
}
// even non-swimmable deep water must be checked here to do the splashes correctly
// But the water level must be reset when this function returns
if (!(hsec->MoreFlags&SECF_UNDERWATERMASK))
{
reset = true;
}
}
else
{
// Check 3D floors as well!
for(unsigned int i=0;i<Sector->e->XFloor.ffloors.Size();i++)
{
F3DFloor* rover=Sector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if(!(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID) continue;
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(this);
fixed_t ff_top=rover->top.plane->ZatPoint(this);
if(ff_top <= Z() || ff_bottom > (Z() + (height >> 1))) continue;
fh=ff_top;
if (Z() < fh)
{
waterlevel = 1;
if (Z() + height/2 < fh)
{
waterlevel = 2;
if ((player && Z() + player->viewheight <= fh) ||
(Z() + height <= fh))
{
waterlevel = 3;
}
}
}
break;
}
}
}
// some additional checks to make deep sectors like Boom's splash without setting
// the water flags.
if (boomwaterlevel == 0 && waterlevel != 0 && dosplash)
{
P_HitWater(this, Sector, FIXED_MIN, FIXED_MIN, fh, true);
}
boomwaterlevel = waterlevel;
if (reset)
{
waterlevel = lastwaterlevel;
}
return false; // we did the splash ourselves
}
//==========================================================================
//
// P_SpawnMobj
//
//==========================================================================
AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t iz, replace_t allowreplacement, bool SpawningMapThing)
{
if (type == NULL)
{
I_Error ("Tried to spawn a class-less actor\n");
}
if (allowreplacement)
{
type = type->GetReplacement();
}
AActor *actor;
actor = static_cast<AActor *>(const_cast<PClassActor *>(type)->CreateNew ());
// Set default dialogue
actor->ConversationRoot = GetConversation(actor->GetClass()->TypeName);
if (actor->ConversationRoot != -1)
{
actor->Conversation = StrifeDialogues[actor->ConversationRoot];
}
else
{
actor->Conversation = NULL;
}
actor->SetXYZ(ix, iy, iz);
actor->picnum.SetInvalid();
actor->health = actor->SpawnHealth();
// Actors with zero gravity need the NOGRAVITY flag set.
if (actor->gravity == 0) actor->flags |= MF_NOGRAVITY;
FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
if (actor->isFast() && actor->flags3 & MF3_ISMONSTER)
actor->reactiontime = 0;
if (actor->flags3 & MF3_ISMONSTER)
{
actor->LastLookPlayerNumber = rng() % MAXPLAYERS;
actor->TIDtoHate = 0;
}
// Set the state, but do not use SetState, because action
// routines can't be called yet. If the spawnstate has an action
// routine, it will not be called.
FState *st = actor->SpawnState;
actor->state = st;
actor->tics = st->GetTics();
actor->sprite = st->sprite;
actor->frame = st->GetFrame();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0)
actor->Speed = actor->GetClass()->FastSpeed;
actor->DamageMultiply = FRACUNIT;
// set subsector and/or block links
actor->LinkToWorld (SpawningMapThing);
actor->ClearInterpolation();
actor->dropoffz = // killough 11/98: for tracking dropoffs
actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
actor->ceilingz = actor->Sector->ceilingplane.ZatPoint (ix, iy);
// The z-coordinate needs to be set once before calling P_FindFloorCeiling
// For FLOATRANDZ just use the floor here.
if (iz == ONFLOORZ || iz == FLOATRANDZ)
{
actor->SetZ(actor->floorz, false);
}
else if (iz == ONCEILINGZ)
{
actor->SetZ(actor->ceilingz - actor->height);
}
if (SpawningMapThing || !type->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
{
// Check if there's something solid to stand on between the current position and the
// current sector's floor. For map spawns this must be delayed until after setting the
// z-coordinate.
if (!SpawningMapThing)
{
P_FindFloorCeiling(actor, FFCF_ONLYSPAWNPOS);
}
else
{
actor->floorsector = actor->Sector;
actor->floorpic = actor->floorsector->GetTexture(sector_t::floor);
actor->floorterrain = actor->floorsector->GetTerrain(sector_t::floor);
actor->ceilingsector = actor->Sector;
actor->ceilingpic = actor->ceilingsector->GetTexture(sector_t::ceiling);
}
}
else if (!(actor->flags5 & MF5_NOINTERACTION))
{
P_FindFloorCeiling (actor);
}
else
{
actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
actor->floorterrain = actor->Sector->GetTerrain(sector_t::floor);
actor->floorsector = actor->Sector;
actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);
actor->ceilingsector = actor->Sector;
}
actor->SpawnPoint[0] = ix;
actor->SpawnPoint[1] = iy;
if (iz == ONFLOORZ)
{
actor->SetZ(actor->floorz);
}
else if (iz == ONCEILINGZ)
{
actor->SetZ(actor->ceilingz - actor->height);
}
else if (iz == FLOATRANDZ)
{
fixed_t space = actor->ceilingz - actor->height - actor->floorz;
if (space > 48*FRACUNIT)
{
space -= 40*FRACUNIT;
actor->SetZ(MulScale8 (space, rng()) + actor->floorz + 40*FRACUNIT);
}
else
{
actor->SetZ(actor->floorz);
}
}
else
{
actor->SpawnPoint[2] = (actor->Z() - actor->Sector->floorplane.ZatPoint(actor));
}
if (actor->FloatBobPhase == (BYTE)-1) actor->FloatBobPhase = rng(); // Don't make everything bob in sync (unless deliberately told to do)
if (actor->flags2 & MF2_FLOORCLIP)
{
actor->AdjustFloorClip ();
}
else
{
actor->floorclip = 0;
}
actor->UpdateWaterLevel (actor->Z(), false);
if (!SpawningMapThing)
{
actor->BeginPlay ();
if (actor->ObjectFlags & OF_EuthanizeMe)
{
return NULL;
}
}
if (level.flags & LEVEL_NOALLIES && !actor->player)
{
actor->flags &= ~MF_FRIENDLY;
}
// [RH] Count monsters whenever they are spawned.
if (actor->CountsAsKill())
{
level.total_monsters++;
}
// [RH] Same, for items
if (actor->flags & MF_COUNTITEM)
{
level.total_items++;
}
// And for secrets
if (actor->flags5 & MF5_COUNTSECRET)
{
level.total_secrets++;
}
return actor;
}
AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
{
FName classname(type, true);
if (classname == NAME_None)
{
I_Error("Attempt to spawn actor of unknown type '%s'\n", type);
}
return Spawn(classname, x, y, z, allowreplacement);
}
AActor *Spawn (FName classname, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
{
const PClass *cls = PClass::FindClass(classname);
if (cls == NULL)
{
I_Error("Attempt to spawn actor of unknown type '%s'\n", classname.GetChars());
}
if (!cls->IsKindOf(RUNTIME_CLASS(PClassActor)))
{
I_Error("Attempt to spawn non-actor of type '%s'\n", classname.GetChars());
}
return AActor::StaticSpawn (const_cast<PClassActor *>(static_cast<const PClassActor *>(cls)), x, y, z, allowreplacement);
}
void AActor::LevelSpawned ()
{
if (tics > 0 && !(flags4 & MF4_SYNCHRONIZED))
{
tics = 1 + (pr_spawnmapthing() % tics);
}
// [RH] Clear MF_DROPPED flag if the default version doesn't have it set.
// (AInventory::BeginPlay() makes all inventory items spawn with it set.)
if (!(GetDefault()->flags & MF_DROPPED))
{
flags &= ~MF_DROPPED;
}
HandleSpawnFlags ();
}
void AActor::HandleSpawnFlags ()
{
if (SpawnFlags & MTF_AMBUSH)
{
flags |= MF_AMBUSH;
}
if (SpawnFlags & MTF_DORMANT)
{
Deactivate (NULL);
}
if (SpawnFlags & MTF_STANDSTILL)
{
flags4 |= MF4_STANDSTILL;
}
if (SpawnFlags & MTF_FRIENDLY)
{
flags |= MF_FRIENDLY;
// Friendlies don't count as kills!
if (flags & MF_COUNTKILL)
{
flags &= ~MF_COUNTKILL;
level.total_monsters--;
}
}
if (SpawnFlags & MTF_SHADOW)
{
flags |= MF_SHADOW;
RenderStyle = STYLE_Translucent;
alpha = TRANSLUC25;
}
else if (SpawnFlags & MTF_ALTSHADOW)
{
RenderStyle = STYLE_None;
}
if (SpawnFlags & MTF_SECRET)
{
if (!(flags5 & MF5_COUNTSECRET))
{
//Printf("Secret %s in sector %i!\n", GetTag(), Sector->sectornum);
flags5 |= MF5_COUNTSECRET;
level.total_secrets++;
}
}
}
void AActor::BeginPlay ()
{
// If the actor is spawned with the dormant flag set, clear it, and use
// the normal deactivation logic to make it properly dormant.
if (flags2 & MF2_DORMANT)
{
flags2 &= ~MF2_DORMANT;
Deactivate (NULL);
}
}
void AActor::PostBeginPlay ()
{
if (Renderer != NULL)
{
Renderer->StateChanged(this);
}
PrevAngle = angle;
flags7 |= MF7_HANDLENODELAY;
}
void AActor::MarkPrecacheSounds() const
{
SeeSound.MarkUsed();
AttackSound.MarkUsed();
PainSound.MarkUsed();
DeathSound.MarkUsed();
ActiveSound.MarkUsed();
UseSound.MarkUsed();
BounceSound.MarkUsed();
WallBounceSound.MarkUsed();
CrushPainSound.MarkUsed();
}
bool AActor::isFast()
{
if (flags5&MF5_ALWAYSFAST) return true;
if (flags5&MF5_NEVERFAST) return false;
return !!G_SkillProperty(SKILLP_FastMonsters);
}
bool AActor::isSlow()
{
return !!G_SkillProperty(SKILLP_SlowMonsters);
}
void AActor::Activate (AActor *activator)
{
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
{
if (flags2 & MF2_DORMANT)
{
flags2 &= ~MF2_DORMANT;
FState *state = FindState(NAME_Active);
if (state != NULL)
{
SetState(state);
}
else
{
tics = 1;
}
}
}
}
void AActor::Deactivate (AActor *activator)
{
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
{
if (!(flags2 & MF2_DORMANT))
{
flags2 |= MF2_DORMANT;
FState *state = FindState(NAME_Inactive);
if (state != NULL)
{
SetState(state);
}
else
{
tics = -1;
}
}
}
}
//
// P_RemoveMobj
//
void AActor::Destroy ()
{
// [RH] Destroy any inventory this actor is carrying
DestroyAllInventory ();
// [RH] Unlink from tid chain
RemoveFromHash ();
// unlink from sector and block lists
UnlinkFromWorld ();
flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
// Delete all nodes on the current sector_list phares 3/16/98
P_DelSector_List();
// Transform any playing sound into positioned, non-actor sounds.
S_RelinkSound (this, NULL);
Super::Destroy ();
}
//===========================================================================
//
// AdjustFloorClip
//
//===========================================================================
void AActor::AdjustFloorClip ()
{
if (flags3 & MF3_SPECIALFLOORCLIP)
{
return;
}
fixed_t oldclip = floorclip;
fixed_t shallowestclip = FIXED_MAX;
const msecnode_t *m;
// possibly standing on a 3D-floor
if (Sector->e->XFloor.ffloors.Size() && Z() > Sector->floorplane.ZatPoint(this)) floorclip = 0;
// [RH] clip based on shallowest floor player is standing on
// If the sector has a deep water effect, then let that effect
// do the floorclipping instead of the terrain type.
for (m = touching_sectorlist; m; m = m->m_tnext)
{
fixedvec3 pos = PosRelative(m->m_sector);
sector_t *hsec = m->m_sector->GetHeightSec();
if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == Z())
{
fixed_t clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
if (clip < shallowestclip)
{
shallowestclip = clip;
}
}
}
if (shallowestclip == FIXED_MAX)
{
floorclip = 0;
}
else
{
floorclip = shallowestclip;
}
if (player && player->mo == this && oldclip != floorclip)
{
player->viewheight -= oldclip - floorclip;
player->deltaviewheight = player->GetDeltaViewHeight();
}
}
//
// P_SpawnPlayer
// Called when a player is spawned on the level.
// Most of the player structure stays unchanged between levels.
//
EXTERN_CVAR (Bool, chasedemo)
extern bool demonew;
APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
{
player_t *p;
APlayerPawn *mobj, *oldactor;
BYTE state;
fixed_t spawn_x, spawn_y, spawn_z;
angle_t spawn_angle;
// not playing?
if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum])
return NULL;
// Old lerp data needs to go
if (playernum == consoleplayer)
{
P_PredictionLerpReset();
}
p = &players[playernum];
if (p->cls == NULL)
{
// [GRB] Pick a class from player class list
if (PlayerClasses.Size () > 1)
{
int type;
if (!deathmatch || !multiplayer)
{
type = SinglePlayerClass[playernum];
}
else
{
type = p->userinfo.GetPlayerClassNum();
if (type < 0)
{
type = pr_multiclasschoice() % PlayerClasses.Size ();
}
}
p->CurrentPlayerClass = type;
}
else
{
p->CurrentPlayerClass = 0;
}
p->cls = PlayerClasses[p->CurrentPlayerClass].Type;
}
if (( dmflags2 & DF2_SAME_SPAWN_SPOT ) &&
( p->playerstate == PST_REBORN ) &&
( deathmatch == false ) &&
( gameaction != ga_worlddone ) &&
( p->mo != NULL ) &&
( !(p->mo->Sector->Flags & SECF_NORESPAWN) ) &&
( NULL != p->attacker ) && // don't respawn on damaging floors
( p->mo->Sector->damageamount < TELEFRAG_DAMAGE )) // this really should be a bit smarter...
{
spawn_x = p->mo->X();
spawn_y = p->mo->Y();
spawn_z = p->mo->Z();
spawn_angle = p->mo->angle;
}
else
{
spawn_x = mthing->x;
spawn_y = mthing->y;
// Allow full angular precision but avoid roundoff errors for multiples of 45 degrees.
if (mthing->angle % 45 != 0)
{
spawn_angle = mthing->angle * (ANG45 / 45);
}
else
{
spawn_angle = ANG45 * (mthing->angle / 45);
}
if (i_compatflags2 & COMPATF2_BADANGLES)
{
spawn_angle += 1 << ANGLETOFINESHIFT;
}
if (GetDefaultByType(p->cls)->flags & MF_SPAWNCEILING)
spawn_z = ONCEILINGZ;
else if (GetDefaultByType(p->cls)->flags2 & MF2_SPAWNFLOAT)
spawn_z = FLOATRANDZ;
else
spawn_z = ONFLOORZ;
}
mobj = static_cast<APlayerPawn *>
(Spawn (p->cls, spawn_x, spawn_y, spawn_z, NO_REPLACE));
if (level.flags & LEVEL_USEPLAYERSTARTZ)
{
if (spawn_z == ONFLOORZ)
mobj->AddZ(mthing->z);
else if (spawn_z == ONCEILINGZ)
mobj->AddZ(-mthing->z);
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
}
mobj->FriendPlayer = playernum + 1; // [RH] players are their own friends
oldactor = p->mo;
p->mo = mobj;
mobj->player = p;
state = p->playerstate;
if (state == PST_REBORN || state == PST_ENTER)
{
G_PlayerReborn (playernum);
}
else if (oldactor != NULL && oldactor->player == p && !(flags & SPF_TEMPPLAYER))
{
// Move the voodoo doll's inventory to the new player.
mobj->ObtainInventory (oldactor);
FBehavior::StaticStopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
}
// [GRB] Reset skin
p->userinfo.SkinNumChanged(R_FindSkin (skins[p->userinfo.GetSkin()].name, p->CurrentPlayerClass));
if (!(mobj->flags2 & MF2_DONTTRANSLATE))
{
// [RH] Be sure the player has the right translation
R_BuildPlayerTranslation (playernum);
// [RH] set color translations for player sprites
mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
}
mobj->angle = spawn_angle;
mobj->pitch = mobj->roll = 0;
mobj->health = p->health;
// [RH] Set player sprite based on skin
if (!(mobj->flags4 & MF4_NOSKIN))
{
mobj->sprite = skins[p->userinfo.GetSkin()].sprite;
}
p->DesiredFOV = p->FOV = 90.f;
p->camera = p->mo;
p->playerstate = PST_LIVE;
p->refire = 0;
p->damagecount = 0;
p->bonuscount = 0;
p->morphTics = 0;
p->MorphedPlayerClass = 0;
p->MorphStyle = 0;
p->MorphExitFlash = NULL;
p->extralight = 0;
p->fixedcolormap = NOFIXEDCOLORMAP;
p->fixedlightlevel = -1;
p->viewheight = mobj->ViewHeight;
p->inconsistant = 0;
p->attacker = NULL;
p->spreecount = 0;
p->multicount = 0;
p->lastkilltime = 0;
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
p->mo->ResetAirSupply(false);
p->Uncrouch();
p->MinPitch = p->MaxPitch = 0; // will be filled in by PostBeginPlay()/netcode
p->MUSINFOactor = NULL;
p->MUSINFOtics = -1;
p->velx = p->vely = 0; // killough 10/98: initialize bobbing to 0.
for (int ii = 0; ii < MAXPLAYERS; ++ii)
{
if (playeringame[ii] && players[ii].camera == oldactor)
{
players[ii].camera = mobj;
}
}
// [RH] Allow chasecam for demo watching
if ((demoplayback || demonew) && chasedemo)
p->cheats = CF_CHASECAM;
// setup gun psprite
if (!(flags & SPF_TEMPPLAYER))
{ // This can also start a script so don't do it for the dummy player.
P_SetupPsprites (p, !!(flags & SPF_WEAPONFULLYUP));
}
if (deathmatch)
{ // Give all cards in death match mode.
p->mo->GiveDeathmatchInventory ();
}
else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
{ // Special inventory handling for respawning in coop
p->mo->FilterCoopRespawnInventory (oldactor);
}
if (oldactor != NULL)
{ // Remove any inventory left from the old actor. Coop handles
// it above, but the other modes don't.
oldactor->DestroyAllInventory();
}
// [BC] Handle temporary invulnerability when respawned
if ((state == PST_REBORN || state == PST_ENTER) &&
(dmflags2 & DF2_YES_RESPAWN_INVUL) &&
(multiplayer || alwaysapplydmflags))
{
APowerup *invul = static_cast<APowerup*>(p->mo->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable)));
invul->EffectTics = 3*TICRATE;
invul->BlendColor = 0; // don't mess with the view
invul->ItemFlags |= IF_UNDROPPABLE; // Don't drop this
p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect
}
if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
{
StatusBar->AttachToPlayer (p);
}
if (multiplayer)
{
unsigned an = mobj->angle >> ANGLETOFINESHIFT;
Spawn ("TeleportFog", mobj->Vec3Offset(20*finecosine[an], 20*finesine[an], TELEFOGHEIGHT), ALLOW_REPLACE);
}
// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,
// drop down below it, even if that means sinking into the floor.
if (mobj->Top() > mobj->ceilingz)
{
mobj->SetZ(mobj->ceilingz - mobj->height, false);
}
// [BC] Do script stuff
if (!(flags & SPF_TEMPPLAYER))
{
if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
{
FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
}
else if (state == PST_REBORN)
{
assert (oldactor != NULL);
// before relocating all pointers to the player all sound targets
// pointing to the old actor have to be NULLed. Otherwise all
// monsters who last targeted this player will wake up immediately
// after the player has respawned.
AActor *th;
TThinkerIterator<AActor> it;
while ((th = it.Next()))
{
if (th->LastHeard == oldactor) th->LastHeard = NULL;
}
for(int i = 0; i < numsectors; i++)
{
if (sectors[i].SoundTarget == oldactor) sectors[i].SoundTarget = NULL;
}
DObject::StaticPointerSubstitution (oldactor, p->mo);
// PointerSubstitution() will also affect the bodyque, so undo that now.
for (int ii=0; ii < BODYQUESIZE; ++ii)
if (bodyque[ii] == p->mo)
bodyque[ii] = oldactor;
FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true);
}
}
return mobj;
}
//
// P_SpawnMapThing
// The fields of the mapthing should
// already be in host byte order.
//
// [RH] position is used to weed out unwanted start spots
AActor *P_SpawnMapThing (FMapThing *mthing, int position)
{
PClassActor *i;
int mask;
AActor *mobj;
fixed_t x, y, z;
if (mthing->EdNum == 0 || mthing->EdNum == -1)
return NULL;
// find which type to spawn
FDoomEdEntry *mentry = mthing->info;
if (mentry == NULL)
{
// [RH] Don't die if the map tries to spawn an unknown thing
Printf ("Unknown type %i at (%i, %i)\n",
mthing->EdNum,
mthing->x>>FRACBITS, mthing->y>>FRACBITS);
mentry = DoomEdMap.CheckKey(0);
if (mentry == NULL) // we need a valid entry for the rest of this function so if we can't find a default, let's exit right away.
{
return NULL;
}
}
if (mentry->Type == NULL && mentry->Special <= 0)
{
// has been explicitly set to not spawning anything.
return NULL;
}
// copy args to mapthing so that we have them in one place for the rest of this function
if (mentry->ArgsDefined > 0)
{
if (mentry->Type!= NULL) mthing->special = mentry->Special;
memcpy(mthing->args, mentry->Args, sizeof(mthing->args[0]) * mentry->ArgsDefined);
}
int pnum = -1;
if (mentry->Type == NULL)
{
switch (mentry->Special)
{
case SMT_DeathmatchStart:
{
// count deathmatch start positions
FPlayerStart start(mthing, 0);
deathmatchstarts.Push(start);
return NULL;
}
case SMT_PolyAnchor:
case SMT_PolySpawn:
case SMT_PolySpawnCrush:
case SMT_PolySpawnHurt:
{
polyspawns_t *polyspawn = new polyspawns_t;
polyspawn->next = polyspawns;
polyspawn->x = mthing->x;
polyspawn->y = mthing->y;
polyspawn->angle = mthing->angle;
polyspawn->type = mentry->Special;
polyspawns = polyspawn;
if (mentry->Special != SMT_PolyAnchor)
po_NumPolyobjs++;
return NULL;
}
case SMT_Player1Start:
case SMT_Player2Start:
case SMT_Player3Start:
case SMT_Player4Start:
case SMT_Player5Start:
case SMT_Player6Start:
case SMT_Player7Start:
case SMT_Player8Start:
pnum = mentry->Special - SMT_Player1Start;
break;
// Sound sequence override will be handled later
default:
break;
}
}
if (pnum == -1 || (level.flags & LEVEL_FILTERSTARTS))
{
// check for appropriate game type
if (deathmatch)
{
mask = MTF_DEATHMATCH;
}
else if (multiplayer)
{
mask = MTF_COOPERATIVE;
}
else
{
mask = MTF_SINGLE;
}
if (!(mthing->flags & mask))
{
return NULL;
}
mask = G_SkillProperty(SKILLP_SpawnFilter);
if (!(mthing->SkillFilter & mask))
{
return NULL;
}
// Check class spawn masks. Now with player classes available
// this is enabled for all games.
if (!multiplayer)
{ // Single player
int spawnmask = players[consoleplayer].GetSpawnClass();
if (spawnmask != 0 && (mthing->ClassFilter & spawnmask) == 0)
{ // Not for current class
return NULL;
}
}
else if (!deathmatch)
{ // Cooperative
mask = 0;
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
int spawnmask = players[i].GetSpawnClass();
if (spawnmask != 0)
mask |= spawnmask;
else
mask = -1;
}
}
if (mask != -1 && (mthing->ClassFilter & mask) == 0)
{
return NULL;
}
}
}
if (pnum != -1)
{
// [RH] Only spawn spots that match position.
if (mthing->args[0] != position)
return NULL;
// save spots for respawning in network games
FPlayerStart start(mthing, pnum+1);
playerstarts[pnum] = start;
AllPlayerStarts.Push(start);
if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
{
return P_SpawnPlayer(&start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
}
return NULL;
}
// [RH] sound sequence overriders
if (mentry->Type == NULL && mentry->Special == SMT_SSeqOverride)
{
int type = mthing->args[0];
if (type == 255) type = -1;
if (type > 63)
{
Printf ("Sound sequence %d out of range\n", type);
}
else
{
P_PointInSector (mthing->x, mthing->y)->seqType = type;
}
return NULL;
}
// [RH] If the thing's corresponding sprite has no frames, also map
// it to the unknown thing.
// Handle decorate replacements explicitly here
// to check for missing frames in the replacement object.
i = mentry->Type->GetReplacement();
const AActor *defaults = GetDefaultByType (i);
if (defaults->SpawnState == NULL ||
sprites[defaults->SpawnState->sprite].numframes == 0)
{
// We don't load mods for shareware games so we'll just ignore
// missing actors. Heretic needs this since the shareware includes
// the retail weapons in Deathmatch.
if (gameinfo.flags & GI_SHAREWARE)
return NULL;
Printf ("%s at (%i, %i) has no frames\n",
i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
i = PClass::FindActor("Unknown");
assert(i->IsKindOf(RUNTIME_CLASS(PClassActor)));
}
const AActor *info = GetDefaultByType (i);
// don't spawn keycards and players in deathmatch
if (deathmatch && info->flags & MF_NOTDMATCH)
return NULL;
// [RH] don't spawn extra weapons in coop if so desired
if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN))
{
if (GetDefaultByType(i)->flags7 & MF7_WEAPONSPAWN)
{
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
return NULL;
}
}
// don't spawn any monsters if -nomonsters
if (((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
{
return NULL;
}
// [RH] Other things that shouldn't be spawned depending on dmflags
if (deathmatch || alwaysapplydmflags)
{
if (dmflags & DF_NO_HEALTH)
{
if (i->IsDescendantOf (RUNTIME_CLASS(AHealth)))
return NULL;
if (i->TypeName == NAME_Berserk)
return NULL;
if (i->TypeName == NAME_Megasphere)
return NULL;
}
if (dmflags & DF_NO_ITEMS)
{
// if (i->IsDescendantOf (RUNTIME_CLASS(AArtifact)))
// return;
}
if (dmflags & DF_NO_ARMOR)
{
if (i->IsDescendantOf (RUNTIME_CLASS(AArmor)))
return NULL;
if (i->TypeName == NAME_Megasphere)
return NULL;
}
}
// spawn it
x = mthing->x;
y = mthing->y;
if (info->flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else if (info->flags2 & MF2_SPAWNFLOAT)
z = FLOATRANDZ;
else
z = ONFLOORZ;
mobj = AActor::StaticSpawn (i, x, y, z, NO_REPLACE, true);
if (z == ONFLOORZ)
{
mobj->AddZ(mthing->z);
if ((mobj->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
{
mobj->special1 = mthing->z;
}
}
else if (z == ONCEILINGZ)
mobj->AddZ(-mthing->z);
mobj->SpawnPoint[0] = mthing->x;
mobj->SpawnPoint[1] = mthing->y;
mobj->SpawnPoint[2] = mthing->z;
mobj->SpawnAngle = mthing->angle;
mobj->SpawnFlags = mthing->flags;
if (mthing->FloatbobPhase >= 0 && mthing->FloatbobPhase < 64) mobj->FloatBobPhase = mthing->FloatbobPhase;
if (mthing->gravity < 0) mobj->gravity = -mthing->gravity;
else if (mthing->gravity > 0) mobj->gravity = FixedMul(mobj->gravity, mthing->gravity);
else mobj->flags &= ~MF_NOGRAVITY;
// For Hexen floatbob 'compatibility' we do not really want to alter the floorz.
if (mobj->special1 == 0 || !(mobj->flags2 & MF2_FLOATBOB) || !(ib_compatflags & BCOMPATF_FLOATBOB))
{
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
}
// if the actor got args defined either in DECORATE or MAPINFO we must ignore the map's properties.
if (!(mobj->flags2 & MF2_ARGSDEFINED))
{
// [RH] Set the thing's special
mobj->special = mthing->special;
for(int j=0;j<5;j++) mobj->args[j]=mthing->args[j];
}
// [RH] Add ThingID to mobj and link it in with the others
mobj->tid = mthing->thingid;
mobj->AddToHash ();
mobj->PrevAngle = mobj->angle = (DWORD)((mthing->angle * CONST64(0x100000000)) / 360);
// Check if this actor's mapthing has a conversation defined
if (mthing->Conversation > 0)
{
// Make sure that this does not partially overwrite the default dialogue settings.
int root = GetConversation(mthing->Conversation);
if (root != -1)
{
mobj->ConversationRoot = root;
mobj->Conversation = StrifeDialogues[mobj->ConversationRoot];
}
}
// Set various UDMF options
if (mthing->alpha != -1)
mobj->alpha = mthing->alpha;
if (mthing->RenderStyle != STYLE_Count)
mobj->RenderStyle = (ERenderStyle)mthing->RenderStyle;
if (mthing->scaleX)
mobj->scaleX = FixedMul(mthing->scaleX, mobj->scaleX);
if (mthing->scaleY)
mobj->scaleY = FixedMul(mthing->scaleY, mobj->scaleY);
if (mthing->pitch)
mobj->pitch = ANGLE_1 * mthing->pitch;
if (mthing->roll)
mobj->roll = ANGLE_1 * mthing->roll;
if (mthing->score)
mobj->Score = mthing->score;
if (mthing->fillcolor)
mobj->fillcolor = mthing->fillcolor;
mobj->BeginPlay ();
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
{
mobj->LevelSpawned ();
}
if (mthing->health > 0)
mobj->health *= mthing->health;
else
mobj->health = -mthing->health;
if (mthing->health == 0)
mobj->Die(NULL, NULL);
else if (mthing->health != 1)
mobj->StartHealth = mobj->health;
return mobj;
}
//
// GAME SPAWN FUNCTIONS
//
//
// P_SpawnPuff
//
AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t hitdir, angle_t particledir, int updown, int flags, AActor *vict)
{
AActor *puff;
if (!(flags & PF_NORANDOMZ))
z += pr_spawnpuff.Random2 () << 10;
puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE);
if (puff == NULL) return NULL;
if ((puff->flags4 & MF4_RANDOMIZE) && puff->tics > 0)
{
puff->tics -= pr_spawnpuff() & 3;
if (puff->tics < 1)
puff->tics = 1;
}
//Moved puff creation and target/master/tracer setting to here.
if (puff && vict)
{
if (puff->flags7 & MF7_HITTARGET) puff->target = vict;
if (puff->flags7 & MF7_HITMASTER) puff->master = vict;
if (puff->flags7 & MF7_HITTRACER) puff->tracer = vict;
}
// [BB] If the puff came from a player, set the target of the puff to this player.
if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER))
puff->target = source;
// Angle is the opposite of the hit direction (i.e. the puff faces the source.)
puff->angle = hitdir + ANGLE_180;
// If a puff has a crash state and an actor was not hit,
// it will enter the crash state. This is used by the StrifeSpark
// and BlasterPuff.
FState *crashstate;
if (!(flags & PF_HITTHING) && (crashstate = puff->FindState(NAME_Crash)) != NULL)
{
puff->SetState (crashstate);
}
else if ((flags & PF_HITTHINGBLEED) && (crashstate = puff->FindState(NAME_Death, NAME_Extreme, true)) != NULL)
{
puff->SetState (crashstate);
}
else if ((flags & PF_MELEERANGE) && puff->MeleeState != NULL)
{
// handle the hard coded state jump of Doom's bullet puff
// in a more flexible manner.
puff->SetState (puff->MeleeState);
}
if (!(flags & PF_TEMPORARY))
{
if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES))
{
P_DrawSplash2 (32, x, y, z, particledir, updown, 1);
puff->renderflags |= RF_INVISIBLE;
}
if ((flags & PF_HITTHING) && puff->SeeSound)
{ // Hit thing sound
S_Sound (puff, CHAN_BODY, puff->SeeSound, 1, ATTN_NORM);
}
else if (puff->AttackSound)
{
S_Sound (puff, CHAN_BODY, puff->AttackSound, 1, ATTN_NORM);
}
}
return puff;
}
//---------------------------------------------------------------------------
//
// P_SpawnBlood
//
//---------------------------------------------------------------------------
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator)
{
AActor *th;
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType();
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
if (bloodcls != NULL)
{
z += pr_spawnblood.Random2 () << 10;
th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement
th->velz = FRACUNIT*2;
th->angle = dir;
// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner
if (th->flags5 & MF5_PUFFGETSOWNER) th->target = originator;
if (gameinfo.gametype & GAME_DoomChex)
{
th->tics -= pr_spawnblood() & 3;
if (th->tics < 1)
th->tics = 1;
}
// colorize the blood
if (bloodcolor != 0 && !(th->flags2 & MF2_DONTTRANSLATE))
{
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
// Moved out of the blood actor so that replacing blood is easier
if (gameinfo.gametype & GAME_DoomStrifeChex)
{
if (gameinfo.gametype == GAME_Strife)
{
if (damage > 13)
{
FState *state = th->FindState(NAME_Spray);
if (state != NULL)
{
th->SetState (state);
goto statedone;
}
}
else damage += 2;
}
int advance = 0;
if (damage <= 12 && damage >= 9)
{
advance = 1;
}
else if (damage < 9)
{
advance = 2;
}
PClassActor *cls = th->GetClass();
while (cls != RUNTIME_CLASS(AActor))
{
int checked_advance = advance;
if (cls->OwnsState(th->SpawnState))
{
for (; checked_advance > 0; --checked_advance)
{
// [RH] Do not set to a state we do not own.
if (cls->OwnsState(th->SpawnState + checked_advance))
{
th->SetState(th->SpawnState + checked_advance);
goto statedone;
}
}
}
// We can safely assume the ParentClass is of type PClassActor
// since we stop when we see the Actor base class.
cls = static_cast<PClassActor *>(cls->ParentClass);
}
}
statedone:
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
}
//---------------------------------------------------------------------------
//
// PROC P_BloodSplatter
//
//---------------------------------------------------------------------------
void P_BloodSplatter (fixedvec3 pos, AActor *originator)
{
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType(1);
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
if (bloodcls != NULL)
{
AActor *mo;
mo = Spawn(bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
mo->target = originator;
mo->velx = pr_splatter.Random2 () << 10;
mo->vely = pr_splatter.Random2 () << 10;
mo->velz = 3*FRACUNIT;
// colorize the blood!
if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2 (40, pos.x, pos.y, pos.z, 0u - originator->AngleTo(pos), 2, bloodcolor);
}
}
//===========================================================================
//
// P_BloodSplatter2
//
//===========================================================================
void P_BloodSplatter2 (fixedvec3 pos, AActor *originator)
{
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType(2);
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
if (bloodcls != NULL)
{
AActor *mo;
pos.x += ((pr_splat()-128)<<11);
pos.y += ((pr_splat()-128)<<11);
mo = Spawn (bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
mo->target = originator;
// colorize the blood!
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2 (100, pos.x, pos.y, pos.z, 0u - originator->AngleTo(pos), 2, bloodcolor);
}
}
//---------------------------------------------------------------------------
//
// PROC P_RipperBlood
//
//---------------------------------------------------------------------------
void P_RipperBlood (AActor *mo, AActor *bleeder)
{
PalEntry bloodcolor = bleeder->GetBloodColor();
PClassActor *bloodcls = bleeder->GetBloodType();
fixed_t xo = (pr_ripperblood.Random2() << 12);
fixed_t yo = (pr_ripperblood.Random2() << 12);
fixed_t zo = (pr_ripperblood.Random2() << 12);
fixedvec3 pos = mo->Vec3Offset(xo, yo, zo);
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
if (bloodcls != NULL)
{
AActor *th;
th = Spawn (bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner
if (th->flags5 & MF5_PUFFGETSOWNER) th->target = bleeder;
if (gameinfo.gametype == GAME_Heretic)
th->flags |= MF_NOGRAVITY;
th->velx = mo->velx >> 1;
th->vely = mo->vely >> 1;
th->tics += pr_ripperblood () & 3;
// colorize the blood!
if (bloodcolor!=0 && !(th->flags2 & MF2_DONTTRANSLATE))
{
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2 (28, pos.x, pos.y, pos.z, 0, 0, bloodcolor);
}
}
//---------------------------------------------------------------------------
//
// FUNC P_GetThingFloorType
//
//---------------------------------------------------------------------------
int P_GetThingFloorType (AActor *thing)
{
if (thing->floorterrain >= 0)
{
return thing->floorterrain;
}
else
{
return thing->Sector->GetTerrain(sector_t::floor);
}
}
//---------------------------------------------------------------------------
//
// FUNC P_HitWater
//
// Returns true if hit liquid and splashed, false if not.
//---------------------------------------------------------------------------
bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove, bool alert, bool force)
{
if (thing->flags3 & MF3_DONTSPLASH)
return false;
if (thing->player && (thing->player->cheats & CF_PREDICTING))
return false;
AActor *mo = NULL;
FSplashDef *splash;
int terrainnum;
sector_t *hsec = NULL;
if (x == FIXED_MIN) x = thing->X();
if (y == FIXED_MIN) y = thing->Y();
if (z == FIXED_MIN) z = thing->Z();
// don't splash above the object
if (checkabove)
{
fixed_t compare_z = thing->Z() + (thing->height >> 1);
// Missiles are typically small and fast, so they might
// end up submerged by the move that calls P_HitWater.
if (thing->flags & MF_MISSILE)
compare_z -= thing->velz;
if (z > compare_z)
return false;
}
#if 0 // needs some rethinking before activation
// This avoids spawning splashes on invisible self referencing sectors.
// For network consistency do this only in single player though because
// it is not guaranteed that all players have GL nodes loaded.
if (!multiplayer && thing->subsector->sector != thing->subsector->render_sector)
{
fixed_t zs = thing->subsector->sector->floorplane.ZatPoint(x, y);
fixed_t zr = thing->subsector->render_sector->floorplane.ZatPoint(x, y);
if (zs > zr && thing->z >= zs) return false;
}
#endif
// 'force' means, we want this sector's terrain, no matter what.
if (!force)
{
for (unsigned int i = 0; i<sec->e->XFloor.ffloors.Size(); i++)
{
F3DFloor * rover = sec->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
fixed_t planez = rover->top.plane->ZatPoint(x, y);
if (z > planez - FRACUNIT / 2 && z < planez + FRACUNIT / 2) // allow minor imprecisions
{
if (rover->flags & (FF_SOLID | FF_SWIMMABLE))
{
terrainnum = rover->model->GetTerrain(rover->top.isceiling);
goto foundone;
}
}
planez = rover->bottom.plane->ZatPoint(x, y);
if (planez < z && !(planez < thing->floorz)) return false;
}
}
hsec = sec->GetHeightSec();
if (force || hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
{
terrainnum = sec->GetTerrain(sector_t::floor);
}
else
{
terrainnum = hsec->GetTerrain(sector_t::floor);
}
foundone:
int splashnum = Terrains[terrainnum].Splash;
bool smallsplash = false;
const secplane_t *plane;
if (splashnum == -1)
return Terrains[terrainnum].IsLiquid;
// don't splash when touching an underwater floor
if (thing->waterlevel>=1 && z<=thing->floorz) return Terrains[terrainnum].IsLiquid;
plane = hsec != NULL? &sec->heightsec->floorplane : &sec->floorplane;
// Don't splash for living things with small vertical velocities.
// There are levels where the constant splashing from the monsters gets extremely annoying
if (((thing->flags3&MF3_ISMONSTER || thing->player) && thing->velz >= -6*FRACUNIT) && !force)
return Terrains[terrainnum].IsLiquid;
splash = &Splashes[splashnum];
// Small splash for small masses
if (thing->Mass < 10)
smallsplash = true;
if (smallsplash && splash->SmallSplash)
{
mo = Spawn (splash->SmallSplash, x, y, z, ALLOW_REPLACE);
if (mo) mo->floorclip += splash->SmallSplashClip;
}
else
{
if (splash->SplashChunk)
{
mo = Spawn (splash->SplashChunk, x, y, z, ALLOW_REPLACE);
mo->target = thing;
if (splash->ChunkXVelShift != 255)
{
mo->velx = pr_chunk.Random2() << splash->ChunkXVelShift;
}
if (splash->ChunkYVelShift != 255)
{
mo->vely = pr_chunk.Random2() << splash->ChunkYVelShift;
}
mo->velz = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift);
}
if (splash->SplashBase)
{
mo = Spawn (splash->SplashBase, x, y, z, ALLOW_REPLACE);
}
if (thing->player && !splash->NoAlert && alert)
{
P_NoiseAlert (thing, thing, true);
}
}
if (mo)
{
S_Sound (mo, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
else
{
S_Sound (x, y, z, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
// Don't let deep water eat missiles
return plane == &sec->floorplane ? Terrains[terrainnum].IsLiquid : false;
}
//---------------------------------------------------------------------------
//
// FUNC P_HitFloor
//
// Returns true if hit liquid and splashed, false if not.
//---------------------------------------------------------------------------
bool P_HitFloor (AActor *thing)
{
const msecnode_t *m;
// killough 11/98: touchy objects explode on impact
// Allow very short drops to be safe, so that a touchy can be summoned without exploding.
if (thing->flags6 & MF6_TOUCHY && ((thing->flags6 & MF6_ARMED) || thing->IsSentient()) && ((thing->velz) < (-5 * FRACUNIT)))
{
thing->flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj (thing, NULL, NULL, thing->health, NAME_Crush, DMG_FORCED); // kill object
return false;
}
if (thing->flags3 & MF3_DONTSPLASH)
return false;
// don't splash if landing on the edge above water/lava/etc....
fixedvec3 pos;
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
{
pos = thing->PosRelative(m->m_sector);
if (thing->Z() == m->m_sector->floorplane.ZatPoint(pos.x, pos.y))
{
break;
}
// Check 3D floors
for(unsigned int i=0;i<m->m_sector->e->XFloor.ffloors.Size();i++)
{
F3DFloor * rover = m->m_sector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & (FF_SOLID|FF_SWIMMABLE))
{
if (rover->top.plane->ZatPoint(pos.x, pos.y) == thing->Z())
{
return P_HitWater (thing, m->m_sector, pos);
}
}
}
}
if (m == NULL || m->m_sector->GetHeightSec() != NULL)
{
return false;
}
return P_HitWater (thing, m->m_sector, pos);
}
//---------------------------------------------------------------------------
//
// P_CheckSplash
//
// Checks for splashes caused by explosions
//
//---------------------------------------------------------------------------
void P_CheckSplash(AActor *self, fixed_t distance)
{
sector_t *floorsec;
self->Sector->LowestFloorAt(self, &floorsec);
if (self->Z() <= self->floorz + (distance<<FRACBITS) && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL)
{
// Explosion splashes never alert monsters. This is because A_Explode has
// a separate parameter for that so this would get in the way of proper
// behavior.
fixedvec3 pos = self->PosRelative(floorsec);
P_HitWater (self, floorsec, pos.x, pos.y, self->floorz, false, false);
}
}
//---------------------------------------------------------------------------
//
// FUNC P_CheckMissileSpawn
//
// Returns true if the missile is at a valid spawn point, otherwise
// explodes it and returns false.
//
//---------------------------------------------------------------------------
bool P_CheckMissileSpawn (AActor* th, fixed_t maxdist)
{
// [RH] Don't decrement tics if they are already less than 1
if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
{
th->tics -= pr_checkmissilespawn() & 3;
if (th->tics < 1)
th->tics = 1;
}
if (maxdist > 0)
{
// move a little forward so an angle can be computed if it immediately explodes
TVector3<double> advance(FIXED2DBL(th->velx), FIXED2DBL(th->vely), FIXED2DBL(th->velz));
double maxsquared = FIXED2DBL(maxdist);
maxsquared *= maxsquared;
// Keep halving the advance vector until we get something less than maxdist
// units away, since we still want to spawn the missile inside the shooter.
do
{
advance *= 0.5f;
}
while (TVector2<double>(advance).LengthSquared() >= maxsquared);
th->SetXYZ(
th->X() + FLOAT2FIXED(advance.X),
th->Y() + FLOAT2FIXED(advance.Y),
th->Z() + FLOAT2FIXED(advance.Z));
}
FCheckPosition tm(!!(th->flags2 & MF2_RIP));
// killough 8/12/98: for non-missile objects (e.g. grenades)
//
// [GZ] MBF excludes non-missile objects from the P_TryMove test
// and subsequent potential P_ExplodeMissile call. That is because
// in MBF, a projectile is not an actor with the MF_MISSILE flag
// but an actor with either or both the MF_MISSILE and MF_BOUNCES
// flags, and a grenade is identified by not having MF_MISSILE.
// Killough wanted grenades not to explode directly when spawned,
// therefore they can be fired safely even when humping a wall as
// they will then just drop on the floor at their shooter's feet.
//
// However, ZDoom does allow non-missiles to be shot as well, so
// Killough's check for non-missiles is inadequate here. So let's
// replace it by a check for non-missile and MBF bounce type.
// This should allow MBF behavior where relevant without altering
// established ZDoom behavior for crazy stuff like a cacodemon cannon.
bool MBFGrenade = (!(th->flags & MF_MISSILE) || (th->BounceFlags & BOUNCE_MBF));
// killough 3/15/98: no dropoff (really = don't care for missiles)
if (!(P_TryMove (th, th->X(), th->Y(), false, NULL, tm, true)))
{
// [RH] Don't explode ripping missiles that spawn inside something
if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
{
// If this is a monster spawned by A_CustomMissile subtract it from the counter.
th->ClearCounters();
// [RH] Don't explode missiles that spawn on top of horizon lines
if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
{
th->Destroy ();
}
else if (MBFGrenade && th->BlockingLine != NULL)
{
P_BounceWall(th);
}
else
{
P_ExplodeMissile (th, NULL, th->BlockingMobj);
}
return false;
}
}
th->ClearInterpolation();
return true;
}
//---------------------------------------------------------------------------
//
// FUNC P_PlaySpawnSound
//
// Plays a missiles spawn sound. Location depends on the
// MF_SPAWNSOUNDSOURCE flag.
//
//---------------------------------------------------------------------------
void P_PlaySpawnSound(AActor *missile, AActor *spawner)
{
if (missile->SeeSound != 0)
{
if (!(missile->flags & MF_SPAWNSOUNDSOURCE))
{
S_Sound (missile, CHAN_VOICE, missile->SeeSound, 1, ATTN_NORM);
}
else if (spawner != NULL)
{
S_Sound (spawner, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
}
else
{
// If there is no spawner use the spawn position.
// But not in a silenced sector.
if (!(missile->Sector->Flags & SECF_SILENT))
S_Sound (missile->X(), missile->Y(), missile->Z(), CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
}
}
}
static fixed_t GetDefaultSpeed(PClassActor *type)
{
if (type == NULL)
return 0;
else if (G_SkillProperty(SKILLP_FastMonsters) && type->FastSpeed >= 0)
return type->FastSpeed;
else
return GetDefaultByType(type)->Speed;
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissile
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissile (AActor *source, AActor *dest, PClassActor *type, AActor *owner)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnMissileXYZ (source->X(), source->Y(), source->Z() + 32*FRACUNIT + source->GetBobOffset(),
source, dest, type, true, owner);
}
AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnMissileXYZ (source->X(), source->Y(), z, source, dest, type);
}
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner)
{
if (source == NULL)
{
return NULL;
}
if (dest == NULL)
{
Printf ("P_SpawnMissilyXYZ: Tried to shoot %s from %s with no dest\n",
type->TypeName.GetChars(), source->GetClass()->TypeName.GetChars());
return NULL;
}
if (z != ONFLOORZ && z != ONCEILINGZ)
{
z -= source->floorclip;
}
AActor *th = Spawn (type, x, y, z, ALLOW_REPLACE);
P_PlaySpawnSound(th, source);
// record missile's originator
if (owner == NULL) owner = source;
th->target = owner;
float speed = (float)(th->Speed);
// [RH]
// Hexen calculates the missile velocity based on the source's location.
// Would it be more useful to base it on the actual position of the
// missile?
// Answer: No, because this way, you can set up sets of parallel missiles.
fixedvec3 fixvel = source->Vec3To(dest);
TVector3<double> velocity(fixvel.x, fixvel.y, fixvel.z);
// Floor and ceiling huggers should never have a vertical component to their velocity
if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
velocity.Z = 0;
}
// [RH] Adjust the trajectory if the missile will go over the target's head.
else if (z - source->Z() >= dest->height)
{
velocity.Z += (dest->height - z + source->Z());
}
velocity.Resize (speed);
th->velx = xs_CRoundToInt(velocity.X);
th->vely = xs_CRoundToInt(velocity.Y);
th->velz = xs_CRoundToInt(velocity.Z);
// invisible target: rotate velocity vector in 2D
// [RC] Now monsters can aim at invisible player as if they were fully visible.
if (dest->flags & MF_SHADOW && !(source->flags6 & MF6_SEEINVISIBLE))
{
angle_t an = pr_spawnmissile.Random2 () << 20;
an >>= ANGLETOFINESHIFT;
fixed_t newx = DMulScale16 (th->velx, finecosine[an], -th->vely, finesine[an]);
fixed_t newy = DMulScale16 (th->velx, finesine[an], th->vely, finecosine[an]);
th->velx = newx;
th->vely = newy;
}
th->angle = R_PointToAngle2 (0, 0, th->velx, th->vely);
if (th->flags4 & MF4_SPECTRAL)
{
th->SetFriendPlayer(owner->player);
}
return (!checkspawn || P_CheckMissileSpawn (th, source->radius)) ? th : NULL;
}
AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
angle_t an;
fixed_t dist;
AActor *th = Spawn (type, source->PosPlusZ(4*8*FRACUNIT), ALLOW_REPLACE);
P_PlaySpawnSound(th, source);
th->target = owner; // record missile's originator
th->angle = an = source->AngleTo(dest);
an >>= ANGLETOFINESHIFT;
th->velx = FixedMul (th->Speed, finecosine[an]);
th->vely = FixedMul (th->Speed, finesine[an]);
dist = source->AproxDistance (dest);
if (th->Speed) dist = dist / th->Speed;
if (dist < 1)
dist = 1;
th->velz = (dest->Z() - source->Z()) / dist;
if (th->flags4 & MF4_SPECTRAL)
{
th->SetFriendPlayer(owner->player);
}
P_CheckMissileSpawn(th, source->radius);
return th;
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissileAngle
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type,
angle_t angle, fixed_t velz)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnMissileAngleZSpeed (source, source->Z() + 32*FRACUNIT + source->GetBobOffset(),
type, angle, velz, GetDefaultSpeed (type));
}
AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z,
PClassActor *type, angle_t angle, fixed_t velz)
{
return P_SpawnMissileAngleZSpeed (source, z, type, angle, velz,
GetDefaultSpeed (type));
}
AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
angle_t an;
fixed_t dist;
fixed_t speed;
fixed_t velz;
an = source->angle;
if (dest->flags & MF_SHADOW)
{
an += pr_spawnmissile.Random2() << 20;
}
dist = source->AproxDistance (dest);
speed = GetDefaultSpeed (type);
dist /= speed;
velz = dist != 0 ? (dest->Z() - source->Z())/dist : speed;
return P_SpawnMissileAngleZSpeed (source, z, type, an, velz, speed);
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissileAngleSpeed
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissileAngleSpeed (AActor *source, PClassActor *type,
angle_t angle, fixed_t velz, fixed_t speed)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnMissileAngleZSpeed (source, source->Z() + 32*FRACUNIT + source->GetBobOffset(),
type, angle, velz, speed);
}
AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
PClassActor *type, angle_t angle, fixed_t velz, fixed_t speed, AActor *owner, bool checkspawn)
{
if (source == NULL)
{
return NULL;
}
AActor *mo;
if (z != ONFLOORZ && z != ONCEILINGZ)
{
z -= source->floorclip;
}
mo = Spawn (type, source->X(), source->Y(), z, ALLOW_REPLACE);
P_PlaySpawnSound(mo, source);
if (owner == NULL) owner = source;
mo->target = owner;
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->velx = FixedMul (speed, finecosine[angle]);
mo->vely = FixedMul (speed, finesine[angle]);
mo->velz = velz;
if (mo->flags4 & MF4_SPECTRAL)
{
mo->SetFriendPlayer(owner->player);
}
return (!checkspawn || P_CheckMissileSpawn(mo, source->radius)) ? mo : NULL;
}
/*
================
=
= P_SpawnPlayerMissile
=
= Tries to aim at a nearby monster
================
*/
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->angle);
}
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, angle_t angle)
{
return P_SpawnPlayerMissile (source, 0, 0, 0, type, angle);
}
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
PClassActor *type, angle_t angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor,
bool nofreeaim, bool noautoaim, int aimflags)
{
static const int angdiff[3] = { -(1<<26), 1<<26, 0 };
angle_t an = angle;
angle_t pitch;
FTranslatedLineTarget scratch;
AActor *defaultobject = GetDefaultByType(type);
int vrange = nofreeaim ? ANGLE_1*35 : 0;
if (source == NULL)
{
return NULL;
}
if (!pLineTarget) pLineTarget = &scratch;
if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim))
{
// Keep exactly the same angle and pitch as the player's own aim
an = angle;
pitch = source->pitch;
pLineTarget->linetarget = NULL;
}
else // see which target is to be aimed at
{
// [XA] If MaxTargetRange is defined in the spawned projectile, use this as the
// maximum range for the P_AimLineAttack call later; this allows MaxTargetRange
// to function as a "maximum tracer-acquisition range" for seeker missiles.
fixed_t linetargetrange = defaultobject->maxtargetrange > 0 ? defaultobject->maxtargetrange*64 : 16*64*FRACUNIT;
int i = 2;
do
{
an = angle + angdiff[i];
pitch = P_AimLineAttack (source, an, linetargetrange, pLineTarget, vrange, aimflags);
if (source->player != NULL &&
!nofreeaim &&
level.IsFreelookAllowed() &&
source->player->userinfo.GetAimDist() <= ANGLE_1/2)
{
break;
}
} while (pLineTarget->linetarget == NULL && --i >= 0);
if (pLineTarget->linetarget == NULL)
{
an = angle;
if (nofreeaim || !level.IsFreelookAllowed())
{
pitch = 0;
}
}
}
if (z != ONFLOORZ && z != ONCEILINGZ)
{
// Doom spawns missiles 4 units lower than hitscan attacks for players.
z += source->Z() + (source->height>>1) - source->floorclip;
if (source->player != NULL) // Considering this is for player missiles, it better not be NULL.
{
z += FixedMul (source->player->mo->AttackZOffset - 4*FRACUNIT, source->player->crouchfactor);
}
else
{
z += 4*FRACUNIT;
}
// Do not fire beneath the floor.
if (z < source->floorz)
{
z = source->floorz;
}
}
fixedvec2 pos = source->Vec2Offset(x, y);
AActor *MissileActor = Spawn (type, pos.x, pos.y, z, ALLOW_REPLACE);
if (pMissileActor) *pMissileActor = MissileActor;
P_PlaySpawnSound(MissileActor, source);
MissileActor->target = source;
MissileActor->angle = an;
fixed_t vx, vy, vz, speed;
vx = FixedMul (finecosine[pitch>>ANGLETOFINESHIFT], finecosine[an>>ANGLETOFINESHIFT]);
vy = FixedMul (finecosine[pitch>>ANGLETOFINESHIFT], finesine[an>>ANGLETOFINESHIFT]);
vz = -finesine[pitch>>ANGLETOFINESHIFT];
speed = MissileActor->Speed;
TVector3<double> vec(vx, vy, vz);
if (MissileActor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
vec.Z = 0;
}
vec.Resize(speed);
MissileActor->velx = xs_CRoundToInt(vec.X);
MissileActor->vely = xs_CRoundToInt(vec.Y);
MissileActor->velz = xs_CRoundToInt(vec.Z);
if (MissileActor->flags4 & MF4_SPECTRAL)
{
MissileActor->SetFriendPlayer(source->player);
}
if (P_CheckMissileSpawn (MissileActor, source->radius))
{
return MissileActor;
}
return NULL;
}
int AActor::GetTeam()
{
if (player)
{
return player->userinfo.GetTeam();
}
int myTeam = DesignatedTeam;
// Check for monsters that belong to a player on the team but aren't part of the team themselves.
if (myTeam == TEAM_NONE && FriendPlayer != 0)
{
myTeam = players[FriendPlayer - 1].userinfo.GetTeam();
}
return myTeam;
}
bool AActor::IsTeammate (AActor *other)
{
if (!other)
{
return false;
}
else if (!deathmatch && player && other->player)
{
return true;
}
else if (teamplay)
{
int myTeam = GetTeam();
int otherTeam = other->GetTeam();
return (myTeam != TEAM_NONE && myTeam == otherTeam);
}
return false;
}
//==========================================================================
//
// AActor :: GetSpecies
//
// Species is defined as the lowest base class that is a monster
// with no non-monster class in between. If the actor specifies an explicit
// species (i.e. not 'None'), that is used. This is virtualized, so special
// monsters can change this behavior if they like.
//
//==========================================================================
FName AActor::GetSpecies()
{
if (Species != NAME_None)
{
return Species;
}
PClassActor *thistype = GetClass();
if (GetDefaultByType(thistype)->flags3 & MF3_ISMONSTER)
{
while (thistype->ParentClass)
{
if (GetDefaultByType(thistype->ParentClass)->flags3 & MF3_ISMONSTER)
thistype = static_cast<PClassActor *>(thistype->ParentClass);
else
break;
}
}
return Species = thistype->TypeName; // [GZ] Speeds up future calls.
}
//==========================================================================
//
// AActor :: IsFriend
//
// Checks if two monsters have to be considered friendly.
//
//==========================================================================
bool AActor::IsFriend (AActor *other)
{
if (flags & other->flags & MF_FRIENDLY)
{
if (deathmatch && teamplay)
return IsTeammate(other) ||
(FriendPlayer != 0 && other->FriendPlayer != 0 &&
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo));
return !deathmatch ||
FriendPlayer == other->FriendPlayer ||
FriendPlayer == 0 ||
other->FriendPlayer == 0 ||
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo);
}
return false;
}
//==========================================================================
//
// AActor :: IsHostile
//
// Checks if two monsters have to be considered hostile under any circumstances
//
//==========================================================================
bool AActor::IsHostile (AActor *other)
{
// Both monsters are non-friendlies so hostilities depend on infighting settings
if (!((flags | other->flags) & MF_FRIENDLY)) return false;
// Both monsters are friendly and belong to the same player if applicable.
if (flags & other->flags & MF_FRIENDLY)
{
if (deathmatch && teamplay)
return !IsTeammate(other) &&
!(FriendPlayer != 0 && other->FriendPlayer != 0 &&
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo));
return deathmatch &&
FriendPlayer != other->FriendPlayer &&
FriendPlayer !=0 &&
other->FriendPlayer != 0 &&
!players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo);
}
return true;
}
int AActor::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
if (target->player && target->player->mo == target && damage < 1000 &&
(target->player->cheats & CF_GODMODE || target->player->cheats & CF_GODMODE2))
{
return -1;
}
else
{
if (target->player)
{
// Only do this for old style poison damage.
if (PoisonDamage > 0 && PoisonDuration == INT_MIN)
{
P_PoisonPlayer (target->player, this, this->target, PoisonDamage);
damage >>= 1;
}
}
return damage;
}
}
int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
{
FState *death;
// If the actor does not have a corresponding death state, then it does not take damage.
// Note that DeathState matches every kind of damagetype, so an actor has that, it can
// be hurt with any type of damage. Exception: Massacre damage always succeeds, because
// it needs to work.
// Always kill if there is a regular death state or no death states at all.
if (FindState (NAME_Death) != NULL || !HasSpecialDeathStates() || damagetype == NAME_Massacre)
{
return damage;
}
if (inflictor && inflictor->DeathType != NAME_None)
damagetype = inflictor->DeathType;
if (damagetype == NAME_Ice)
{
death = FindState (NAME_Death, NAME_Ice, true);
if (death == NULL && !deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) &&
(player || (flags3 & MF3_ISMONSTER)))
{
death = FindState(NAME_GenericFreezeDeath);
}
}
else
{
death = FindState (NAME_Death, damagetype);
}
return (death == NULL) ? -1 : damage;
}
void AActor::Crash()
{
// [RC] Weird that this forces the Crash state regardless of flag.
if(!(flags6 & MF6_DONTCORPSE))
{
if (((flags & MF_CORPSE) || (flags6 & MF6_KILLED)) &&
!(flags3 & MF3_CRASHED) &&
!(flags & MF_ICECORPSE))
{
FState *crashstate = NULL;
if (DamageType != NAME_None)
{
if (health < GetGibHealth())
{ // Extreme death
FName labels[] = { NAME_Crash, NAME_Extreme, DamageType };
crashstate = FindState (3, labels, true);
}
if (crashstate == NULL)
{ // Normal death
crashstate = FindState(NAME_Crash, DamageType, true);
}
}
if (crashstate == NULL)
{
if (health < GetGibHealth())
{ // Extreme death
crashstate = FindState(NAME_Crash, NAME_Extreme);
}
else
{ // Normal death
crashstate = FindState(NAME_Crash);
}
}
if (crashstate != NULL) SetState(crashstate);
// Set MF3_CRASHED regardless of the presence of a crash state
// so this code doesn't have to be executed repeatedly.
flags3 |= MF3_CRASHED;
}
}
}
void AActor::SetIdle(bool nofunction)
{
FState *idle = FindState (NAME_Idle);
if (idle == NULL) idle = SpawnState;
SetState(idle, nofunction);
}
int AActor::SpawnHealth() const
{
int defhealth = StartHealth ? StartHealth : GetDefault()->health;
if (!(flags3 & MF3_ISMONSTER) || defhealth == 0)
{
return defhealth;
}
else if (flags & MF_FRIENDLY)
{
int adj = FixedMul(defhealth, G_SkillProperty(SKILLP_FriendlyHealth));
return (adj <= 0) ? 1 : adj;
}
else
{
int adj = FixedMul(defhealth, G_SkillProperty(SKILLP_MonsterHealth));
return (adj <= 0) ? 1 : adj;
}
}
FState *AActor::GetRaiseState()
{
if (!(flags & MF_CORPSE))
{
return NULL; // not a monster
}
if (tics != -1 && // not lying still yet
!state->GetCanRaise()) // or not ready to be raised yet
{
return NULL;
}
if (IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
return NULL; // do not resurrect players
}
return FindState(NAME_Raise);
}
void AActor::Revive()
{
AActor *info = GetDefault();
flags = info->flags;
flags2 = info->flags2;
flags3 = info->flags3;
flags4 = info->flags4;
flags5 = info->flags5;
flags6 = info->flags6;
flags7 = info->flags7;
DamageType = info->DamageType;
health = SpawnHealth();
target = NULL;
lastenemy = NULL;
// [RH] If it's a monster, it gets to count as another kill
if (CountsAsKill())
{
level.total_monsters++;
}
}
int AActor::GetGibHealth() const
{
int gibhealth = GetClass()->GibHealth;
if (gibhealth != INT_MIN)
{
return -abs(gibhealth);
}
else
{
return -FixedMul(SpawnHealth(), gameinfo.gibfactor);
}
}
fixed_t AActor::GetCameraHeight() const
{
return GetClass()->CameraHeight == FIXED_MIN ? height / 2 : GetClass()->CameraHeight;
}
DDropItem *AActor::GetDropItems() const
{
return GetClass()->DropItems;
}
fixed_t AActor::GetGravity() const
{
if (flags & MF_NOGRAVITY) return 0;
return fixed_t(level.gravity * Sector->gravity * FIXED2DBL(gravity) * 81.92);
}
// killough 11/98:
// Whether an object is "sentient" or not. Used for environmental influences.
// (left precisely the same as MBF even though it doesn't make much sense.)
bool AActor::IsSentient() const
{
return health > 0 && SeeState != NULL;
}
FSharedStringArena AActor::mStringPropertyData;
const char *AActor::GetTag(const char *def) const
{
if (Tag != NULL)
{
const char *tag = Tag->GetChars();
if (tag[0] == '$')
{
return GStrings(tag + 1);
}
else
{
return tag;
}
}
else if (def)
{
return def;
}
else
{
return GetClass()->TypeName.GetChars();
}
}
void AActor::SetTag(const char *def)
{
if (def == NULL || *def == 0)
{
Tag = NULL;
}
else
{
Tag = mStringPropertyData.Alloc(def);
}
}
void AActor::ClearCounters()
{
if (CountsAsKill() && health > 0)
{
level.total_monsters--;
flags &= ~MF_COUNTKILL;
}
// Same, for items
if (flags & MF_COUNTITEM)
{
level.total_items--;
flags &= ~MF_COUNTITEM;
}
// And finally for secrets
if (flags5 & MF5_COUNTSECRET)
{
level.total_secrets--;
flags5 &= ~MF5_COUNTSECRET;
}
}
//----------------------------------------------------------------------------
//
// DropItem handling
//
//----------------------------------------------------------------------------
IMPLEMENT_POINTY_CLASS(DDropItem)
DECLARE_POINTER(Next)
END_POINTERS
void PrintMiscActorInfo(AActor *query)
{
if (query)
{
int flagi;
int querystyle = STYLE_Count;
for (int style = STYLE_None; style < STYLE_Count; ++style)
{ // Check for a legacy render style that matches.
if (LegacyRenderStyles[style] == query->RenderStyle)
{
querystyle = style;
break;
}
}
static const char * renderstyles[]= {"None", "Normal", "Fuzzy", "SoulTrans",
"OptFuzzy", "Stencil", "Translucent", "Add", "Shaded", "TranslucentStencil",
"Shadow", "Subtract", "AddStencil", "AddShaded"};
FLineSpecial *spec = P_GetLineSpecialInfo(query->special);
Printf("%s @ %p has the following flags:\n flags: %x", query->GetTag(), query, query->flags.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags & ActorFlags::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags));
Printf("\n flags2: %x", query->flags2.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags2 & ActorFlags2::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags2));
Printf("\n flags3: %x", query->flags3.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags3 & ActorFlags3::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags3));
Printf("\n flags4: %x", query->flags4.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags4 & ActorFlags4::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags4));
Printf("\n flags5: %x", query->flags5.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags5 & ActorFlags5::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags5));
Printf("\n flags6: %x", query->flags6.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags6 & ActorFlags6::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
Printf("\n flags7: %x", query->flags7.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags7 & ActorFlags7::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
query->BounceFlags.GetValue(), FIXED2DBL(query->bouncefactor),
FIXED2DBL(query->wallbouncefactor));
/*for (flagi = 0; flagi < 31; flagi++)
if (query->BounceFlags & 1<<flagi) Printf(" %s", flagnamesb[flagi]);*/
Printf("\nRender style = %i:%s, alpha %f\nRender flags: %x",
querystyle, (querystyle < STYLE_Count ? renderstyles[querystyle] : "Unknown"),
FIXED2DBL(query->alpha), query->renderflags.GetValue());
/*for (flagi = 0; flagi < 31; flagi++)
if (query->renderflags & 1<<flagi) Printf(" %s", flagnamesr[flagi]);*/
Printf("\nSpecial+args: %s(%i, %i, %i, %i, %i)\nspecial1: %i, special2: %i.",
(spec ? spec->name : "None"),
query->args[0], query->args[1], query->args[2], query->args[3],
query->args[4], query->special1, query->special2);
Printf("\nTID: %d", query->tid);
Printf("\nCoord= x: %f, y: %f, z:%f, floor:%f, ceiling:%f.",
FIXED2DBL(query->X()), FIXED2DBL(query->Y()), FIXED2DBL(query->Z()),
FIXED2DBL(query->floorz), FIXED2DBL(query->ceilingz));
Printf("\nSpeed= %f, velocity= x:%f, y:%f, z:%f, combined:%f.\n",
FIXED2DBL(query->Speed), FIXED2DBL(query->velx), FIXED2DBL(query->vely), FIXED2DBL(query->velz),
sqrt(pow(FIXED2DBL(query->velx), 2) + pow(FIXED2DBL(query->vely), 2) + pow(FIXED2DBL(query->velz), 2)));
}
}