qzdoom-gpl/src/thingdef/thingdef_codeptr.cpp
Randy Heit 1f723c10ae Add CF_INTERPVIEW for players.
- Added CF_INTERPVIEW flag for players. A_SetPitch/A_SetAngle and the
  similar ACS APROPs set this when changing an angle. This forces the
  renderer to interpolate the view angles instead of updating with the
  latest mouse positions. The effect lasts one tick.
2013-10-09 21:50:24 -05:00

4957 lines
131 KiB
C++

/*
** thingdef.cpp
**
** Code pointers for Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Christoph Oelckers
** Copyright 2004-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "g_level.h"
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "i_system.h"
#include "p_local.h"
#include "c_console.h"
#include "doomerrors.h"
#include "a_sharedglobal.h"
#include "thingdef/thingdef.h"
#include "v_video.h"
#include "v_font.h"
#include "doomstat.h"
#include "v_palette.h"
#include "g_shared/a_specialspot.h"
#include "actorptrselect.h"
#include "m_bbox.h"
#include "r_data/r_translate.h"
#include "p_trace.h"
#include "gstrings.h"
static FRandom pr_camissile ("CustomActorfire");
static FRandom pr_camelee ("CustomMelee");
static FRandom pr_cabullet ("CustomBullet");
static FRandom pr_cajump ("CustomJump");
static FRandom pr_cwbullet ("CustomWpBullet");
static FRandom pr_cwjump ("CustomWpJump");
static FRandom pr_cwpunch ("CustomWpPunch");
static FRandom pr_grenade ("ThrowGrenade");
static FRandom pr_crailgun ("CustomRailgun");
static FRandom pr_spawndebris ("SpawnDebris");
static FRandom pr_spawnitemex ("SpawnItemEx");
static FRandom pr_burst ("Burst");
static FRandom pr_monsterrefire ("MonsterRefire");
static FRandom pr_teleport("A_Teleport");
//==========================================================================
//
// ACustomInventory :: CallStateChain
//
// Executes the code pointers in a chain of states
// until there is no next state
//
//==========================================================================
bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
{
StateCallData StateCall;
bool result = false;
int counter = 0;
while (State != NULL)
{
// Assume success. The code pointer will set this to false if necessary
StateCall.State = State;
StateCall.Result = true;
if (State->CallAction(actor, this, &StateCall))
{
// collect all the results. Even one successful call signifies overall success.
result |= StateCall.Result;
}
// Since there are no delays it is a good idea to check for infinite loops here!
counter++;
if (counter >= 10000) break;
if (StateCall.State == State)
{
// Abort immediately if the state jumps to itself!
if (State == State->GetNextState())
{
return false;
}
// If both variables are still the same there was no jump
// so we must advance to the next state.
State = State->GetNextState();
}
else
{
State = StateCall.State;
}
}
return result;
}
//==========================================================================
//
// A_RearrangePointers
//
// Allow an actor to change its relationship to other actors by
// copying pointers freely between TARGET MASTER and TRACER.
// Can also assign null value, but does not duplicate A_ClearTarget.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers)
{
ACTION_PARAM_START(4);
ACTION_PARAM_INT(ptr_target, 0);
ACTION_PARAM_INT(ptr_master, 1);
ACTION_PARAM_INT(ptr_tracer, 2);
ACTION_PARAM_INT(flags, 3);
// Rearrange pointers internally
// Fetch all values before modification, so that all fields can get original values
AActor
*gettarget = self->target,
*getmaster = self->master,
*gettracer = self->tracer;
switch (ptr_target) // pick the new target
{
case AAPTR_MASTER:
self->target = getmaster;
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
break;
case AAPTR_TRACER:
self->target = gettracer;
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(self);
break;
case AAPTR_NULL:
self->target = NULL;
// THIS IS NOT "A_ClearTarget", so no other targeting info is removed
break;
}
// presently permitting non-monsters to set master
switch (ptr_master) // pick the new master
{
case AAPTR_TARGET:
self->master = gettarget;
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
break;
case AAPTR_TRACER:
self->master = gettracer;
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(self);
break;
case AAPTR_NULL:
self->master = NULL;
break;
}
switch (ptr_tracer) // pick the new tracer
{
case AAPTR_TARGET:
self->tracer = gettarget;
break; // no verification deemed necessary; the engine never follows a tracer chain(?)
case AAPTR_MASTER:
self->tracer = getmaster;
break; // no verification deemed necessary; the engine never follows a tracer chain(?)
case AAPTR_NULL:
self->tracer = NULL;
break;
}
}
//==========================================================================
//
// A_TransferPointer
//
// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF),
// or from this actor's MASTER, TARGET or TRACER.
//
// You can copy any one of that actor's pointers
//
// Assign the copied pointer to any one pointer in SELF,
// MASTER, TARGET or TRACER.
//
// Any attempt to make an actor point to itself will replace the pointer
// with a null value.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(ptr_source, 0);
ACTION_PARAM_INT(ptr_recepient, 1);
ACTION_PARAM_INT(ptr_sourcefield, 2);
ACTION_PARAM_INT(ptr_recepientfield, 3);
ACTION_PARAM_INT(flags, 4);
AActor *source, *recepient;
// Exchange pointers with actors to whom you have pointers (or with yourself, if you must)
source = COPY_AAPTR(self, ptr_source);
COPY_AAPTR_NOT_NULL(self, recepient, ptr_recepient); // pick an actor to store the provided pointer value
// convert source from dataprovider to data
source = COPY_AAPTR(source, ptr_sourcefield);
if (source == recepient) source = NULL; // The recepient should not acquire a pointer to itself; will write NULL
if (ptr_recepientfield == AAPTR_DEFAULT) ptr_recepientfield = ptr_sourcefield; // If default: Write to same field as data was read from
ASSIGN_AAPTR(recepient, ptr_recepientfield, source, flags);
}
//==========================================================================
//
// A_CopyFriendliness
//
// Join forces with one of the actors you are pointing to (MASTER by default)
//
// Normal CopyFriendliness reassigns health. This function will not.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(ptr_source, 0);
if (self->player) return;
AActor *source;
COPY_AAPTR_NOT_NULL(self, source, ptr_source);
self->CopyFriendliness(source, false, false); // No change in current target or health
}
//==========================================================================
//
// Simple flag changers
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetSolid)
{
self->flags |= MF_SOLID;
}
DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid)
{
self->flags &= ~MF_SOLID;
}
DEFINE_ACTION_FUNCTION(AActor, A_SetFloat)
{
self->flags |= MF_FLOAT;
}
DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat)
{
self->flags &= ~(MF_FLOAT|MF_INFLOAT);
}
//==========================================================================
//
// Customizable attack functions which use actor parameters.
//
//==========================================================================
static void DoAttack (AActor *self, bool domelee, bool domissile,
int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight)
{
if (self->target == NULL) return;
A_FaceTarget (self);
if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
{
int damage = pr_camelee.HitDice(MeleeDamage);
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
else if (domissile && MissileType != NULL)
{
// This seemingly senseless code is needed for proper aiming.
self->z += MissileHeight + self->GetBobOffset() - 32*FRACUNIT;
AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false);
self->z -= MissileHeight + self->GetBobOffset() - 32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
P_CheckMissileSpawn(missile, self->radius);
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack)
{
int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack)
{
const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
DoAttack(self, false, true, 0, 0, MissileType, MissileHeight);
}
DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack)
{
int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
{
ACTION_PARAM_START(4);
ACTION_PARAM_INT(MeleeDamage, 0);
ACTION_PARAM_SOUND(MeleeSound, 1);
ACTION_PARAM_CLASS(MissileType, 2);
ACTION_PARAM_FIXED(MissileHeight, 3);
if (MissileType == NULL) return;
DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
}
//==========================================================================
//
// Custom sound functions.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
{
ACTION_PARAM_START(5);
ACTION_PARAM_SOUND(soundid, 0);
ACTION_PARAM_INT(channel, 1);
ACTION_PARAM_FLOAT(volume, 2);
ACTION_PARAM_BOOL(looping, 3);
ACTION_PARAM_FLOAT(attenuation, 4);
if (!looping)
{
S_Sound (self, channel, soundid, volume, attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, channel&7, soundid))
{
S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation);
}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(slot, 0);
S_StopSound(self, slot);
}
//==========================================================================
//
// These come from a time when DECORATE constants did not exist yet and
// the sound interface was less flexible. As a result the parameters are
// not optimal and these functions have been deprecated in favor of extending
// A_PlaySound and A_StopSound.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
{
ACTION_PARAM_START(1);
ACTION_PARAM_SOUND(soundid, 0);
S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx)
{
ACTION_PARAM_START(4);
ACTION_PARAM_SOUND(soundid, 0);
ACTION_PARAM_NAME(channel, 1);
ACTION_PARAM_BOOL(looping, 2);
ACTION_PARAM_INT(attenuation_raw, 3);
float attenuation;
switch (attenuation_raw)
{
case -1: attenuation = ATTN_STATIC; break; // drop off rapidly
default:
case 0: attenuation = ATTN_NORM; break; // normal
case 1:
case 2: attenuation = ATTN_NONE; break; // full volume
}
if (channel < NAME_Auto || channel > NAME_SoundSlot7)
{
channel = NAME_Auto;
}
if (!looping)
{
S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid))
{
S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(channel, 0);
if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
{
S_StopSound (self, int(channel) - NAME_Auto);
}
}
//==========================================================================
//
// Generic seeker missile function
//
//==========================================================================
static FRandom pr_seekermissile ("SeekerMissile");
enum
{
SMF_LOOK = 1,
SMF_PRECISE = 2,
SMF_CURSPEED = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(ang1, 0);
ACTION_PARAM_INT(ang2, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(chance, 3);
ACTION_PARAM_INT(distance, 4);
if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()<chance))
{
self->tracer = P_RoughMonsterSearch (self, distance, true);
}
if (!P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1, !!(flags & SMF_PRECISE), !!(flags & SMF_CURSPEED)))
{
if (flags & SMF_LOOK)
{ // This monster is no longer seekable, so let us look for another one next time.
self->tracer = NULL;
}
}
}
//==========================================================================
//
// Hitscan attack with a customizable amount of bullets (specified in damage)
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
{
int i;
int bangle;
int slope;
if (!self->target) return;
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i = self->GetMissileDamage (0, 1); i > 0; --i)
{
int angle = bangle + (pr_cabullet.Random2() << 20);
int damage = ((pr_cabullet()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage,
NAME_Hitscan, NAME_BulletPuff);
}
}
//==========================================================================
//
// Do the state jump
//
//==========================================================================
static void DoJump(AActor * self, FState * CallingState, FState *jumpto, StateCallData *statecall)
{
if (jumpto == NULL) return;
if (statecall != NULL)
{
statecall->State = jumpto;
}
else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state)
{
P_SetPsprite(self->player, ps_weapon, jumpto);
}
else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state)
{
P_SetPsprite(self->player, ps_flash, jumpto);
}
else if (CallingState == self->state)
{
self->SetState (jumpto);
}
else
{
// something went very wrong. This should never happen.
assert(false);
}
}
// This is just to avoid having to directly reference the internally defined
// CallingState and statecall parameters in the code below.
#define ACTION_JUMP(offset) DoJump(self, CallingState, offset, statecall)
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(count, 0);
ACTION_PARAM_INT(maxchance, 1);
if (count >= 2 && (maxchance >= 256 || pr_cajump() < maxchance))
{
int jumps = 2 + (count == 2? 0 : (pr_cajump() % (count - 1)));
ACTION_PARAM_STATE(jumpto, jumps);
ACTION_JUMP(jumpto);
}
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(health, 0);
ACTION_PARAM_STATE(jump, 1);
if (self->health < health) ACTION_JUMP(jump);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetOutsideMeleeRange)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
if (!self->CheckMeleeRange())
{
ACTION_JUMP(jump);
}
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
if (self->CheckMeleeRange())
{
ACTION_JUMP(jump);
}
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void DoJumpIfCloser(AActor *target, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(dist, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
// No target - no jump
if (target != NULL && P_AproxDistance(self->x-target->x, self->y-target->y) < dist &&
( (self->z > target->z && self->z - (target->z + target->height) < dist) ||
(self->z <=target->z && target->z - (self->z + self->height) < dist)
)
)
{
ACTION_JUMP(jump);
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser)
{
AActor *target;
if (!self->player)
{
target = self->target;
}
else
{
// Does the player aim at something that can be shot?
P_BulletSlope(self, &target);
}
DoJumpIfCloser(target, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTracerCloser)
{
DoJumpIfCloser(self->tracer, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser)
{
DoJumpIfCloser(self->master, PUSH_PARAMINFO);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void DoJumpIfInventory(AActor * owner, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(4);
ACTION_PARAM_CLASS(Type, 0);
ACTION_PARAM_INT(ItemAmount, 1);
ACTION_PARAM_STATE(JumpOffset, 2);
ACTION_PARAM_INT(setowner, 3);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (!Type) return;
COPY_AAPTR_NOT_NULL(owner, owner, setowner); // returns if owner ends up being NULL
AInventory *Item = owner->FindInventory(Type);
if (Item)
{
if (ItemAmount > 0)
{
if (Item->Amount >= ItemAmount)
ACTION_JUMP(JumpOffset);
}
else if (Item->Amount >= Item->MaxAmount)
{
ACTION_JUMP(JumpOffset);
}
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory)
{
DoJumpIfInventory(self, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory)
{
DoJumpIfInventory(self->target, PUSH_PARAMINFO);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
{
ACTION_PARAM_START(3);
ACTION_PARAM_NAME(Type, 0);
ACTION_PARAM_STATE(JumpOffset, 1);
ACTION_PARAM_INT(amount, 2);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
ABasicArmor * armor = (ABasicArmor *) self->FindInventory(NAME_BasicArmor);
if (armor && armor->ArmorType == Type && armor->Amount >= amount)
ACTION_JUMP(JumpOffset);
}
//==========================================================================
//
// Parameterized version of A_Explode
//
//==========================================================================
enum
{
XF_HURTSOURCE = 1,
XF_NOTMISSILE = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
{
ACTION_PARAM_START(8);
ACTION_PARAM_INT(damage, 0);
ACTION_PARAM_INT(distance, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_BOOL(alert, 3);
ACTION_PARAM_INT(fulldmgdistance, 4);
ACTION_PARAM_INT(nails, 5);
ACTION_PARAM_INT(naildamage, 6);
ACTION_PARAM_CLASS(pufftype, 7);
if (damage < 0) // get parameters from metadata
{
damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
flags = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
alert = false;
}
else
{
if (distance <= 0) distance = damage;
}
// NailBomb effect, from SMMU but not from its source code: instead it was implemented and
// generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html
if (nails)
{
angle_t ang;
for (int i = 0; i < nails; i++)
{
ang = i*(ANGLE_MAX/nails);
// Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim
P_LineAttack (self, ang, MISSILERANGE, 0,
//P_AimLineAttack (self, ang, MISSILERANGE),
naildamage, NAME_Hitscan, pufftype);
}
}
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance);
P_CheckSplash(self, distance<<FRACBITS);
if (alert && self->target != NULL && self->target->player != NULL)
{
validcount++;
P_RecursiveSound (self->Sector, self->target, false, 0);
}
}
//==========================================================================
//
// A_RadiusThrust
//
//==========================================================================
enum
{
RTF_AFFECTSOURCE = 1,
RTF_NOIMPACTDAMAGE = 2,
RTF_NOTMISSILE = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
{
ACTION_PARAM_START(3);
ACTION_PARAM_INT(force, 0);
ACTION_PARAM_INT(distance, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(fullthrustdistance, 3);
bool sourcenothrust = false;
if (force == 0) force = 128;
if (distance <= 0) distance = abs(force);
// Temporarily negate MF2_NODMGTHRUST on the shooter, since it renders this function useless.
if (!(flags & RTF_NOTMISSILE) && self->target != NULL && self->target->flags2 & MF2_NODMGTHRUST)
{
sourcenothrust = true;
self->target->flags2 &= ~MF2_NODMGTHRUST;
}
P_RadiusAttack (self, self->target, force, distance, self->DamageType, flags | RADF_NODAMAGE, fullthrustdistance);
P_CheckSplash(self, distance << FRACBITS);
if (sourcenothrust)
{
self->target->flags2 |= MF2_NODMGTHRUST;
}
}
//==========================================================================
//
// Execute a line special / script
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial)
{
ACTION_PARAM_START(6);
ACTION_PARAM_INT(special, 0);
ACTION_PARAM_INT(arg1, 1);
ACTION_PARAM_INT(arg2, 2);
ACTION_PARAM_INT(arg3, 3);
ACTION_PARAM_INT(arg4, 4);
ACTION_PARAM_INT(arg5, 5);
bool res = !!P_ExecuteSpecial(special, NULL, self, false, arg1, arg2, arg3, arg4, arg5);
ACTION_SET_RESULT(res);
}
//==========================================================================
//
// The ultimate code pointer: Fully customizable missiles!
//
//==========================================================================
enum CM_Flags
{
CMF_AIMMODE = 3,
CMF_TRACKOWNER = 4,
CMF_CHECKTARGETDEAD = 8,
CMF_ABSOLUTEPITCH = 16,
CMF_OFFSETPITCH = 32,
CMF_SAVEPITCH = 64,
CMF_ABSOLUTEANGLE = 128
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
{
ACTION_PARAM_START(6);
ACTION_PARAM_CLASS(ti, 0);
ACTION_PARAM_FIXED(SpawnHeight, 1);
ACTION_PARAM_INT(Spawnofs_XY, 2);
ACTION_PARAM_ANGLE(Angle, 3);
ACTION_PARAM_INT(flags, 4);
ACTION_PARAM_ANGLE(pitch, 5);
int aimmode = flags & CMF_AIMMODE;
AActor * targ;
AActor * missile;
if (self->target != NULL || aimmode==2)
{
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = Spawnofs_XY * finecosine[ang];
fixed_t y = Spawnofs_XY * finesine[ang];
fixed_t z = SpawnHeight + self->GetBobOffset() - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0);
switch (aimmode)
{
case 0:
default:
// same adjustment as above (in all 3 directions this time) - for better aiming!
self->x += x;
self->y += y;
self->z += z;
missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
self->x -= x;
self->y -= y;
self->z -= z;
break;
case 1:
missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z + self->GetBobOffset() + SpawnHeight, self, self->target, ti, false);
break;
case 2:
self->x += x;
self->y += y;
missile = P_SpawnMissileAngleZSpeed(self, self->z + self->GetBobOffset() + SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false);
self->x -= x;
self->y -= y;
flags |= CMF_ABSOLUTEPITCH;
break;
}
if (missile)
{
// Use the actual velocity instead of the missile's Speed property
// so that this can handle missiles with a high vertical velocity
// component properly.
fixed_t missilespeed;
if ( (CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH) & flags)
{
if (CMF_OFFSETPITCH & flags)
{
FVector2 velocity (missile->velx, missile->vely);
pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz);
}
ang = pitch >> ANGLETOFINESHIFT;
missilespeed = abs(FixedMul(finecosine[ang], missile->Speed));
missile->velz = FixedMul(finesine[ang], missile->Speed);
}
else
{
FVector2 velocity (missile->velx, missile->vely);
missilespeed = (fixed_t)velocity.Length();
}
if (CMF_SAVEPITCH & flags)
{
missile->pitch = pitch;
// In aimmode 0 and 1 without absolutepitch or offsetpitch, the pitch parameter
// contains the unapplied parameter. In that case, it is set as pitch without
// otherwise affecting the spawned actor.
}
missile->angle = (CMF_ABSOLUTEANGLE & flags) ? Angle : missile->angle + Angle ;
ang = missile->angle >> ANGLETOFINESHIFT;
missile->velx = FixedMul (missilespeed, finecosine[ang]);
missile->vely = FixedMul (missilespeed, finesine[ang]);
// handle projectile shooting projectiles - track the
// links back to a real owner
if (self->isMissile(!!(flags & CMF_TRACKOWNER)))
{
AActor * owner=self ;//->target;
while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
targ=owner;
missile->target=owner;
// automatic handling of seeker missiles
if (self->flags & missile->flags2 & MF2_SEEKERMISSILE)
{
missile->tracer=self->tracer;
}
}
else if (missile->flags2&MF2_SEEKERMISSILE)
{
// automatic handling of seeker missiles
missile->tracer=self->target;
}
// we must redo the spectral check here because the owner is set after spawning so the FriendPlayer value may be wrong
if (missile->flags4 & MF4_SPECTRAL)
{
if (missile->target != NULL)
{
missile->SetFriendPlayer(missile->target->player);
}
else
{
missile->FriendPlayer = 0;
}
}
P_CheckMissileSpawn(missile, self->radius);
}
}
}
else if (flags & CMF_CHECKTARGETDEAD)
{
// Target is dead and the attack shall be aborted.
if (self->SeeState != NULL) self->SetState(self->SeeState);
}
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
enum CBA_Flags
{
CBAF_AIMFACING = 1,
CBAF_NORANDOM = 2,
CBAF_EXPLICITANGLE = 4,
CBAF_NOPITCH = 8,
CBAF_NORANDOMPUFFZ = 16,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
{
ACTION_PARAM_START(7);
ACTION_PARAM_ANGLE(Spread_XY, 0);
ACTION_PARAM_ANGLE(Spread_Z, 1);
ACTION_PARAM_INT(NumBullets, 2);
ACTION_PARAM_INT(DamagePerBullet, 3);
ACTION_PARAM_CLASS(pufftype, 4);
ACTION_PARAM_FIXED(Range, 5);
ACTION_PARAM_INT(Flags, 6);
if(Range==0) Range=MISSILERANGE;
int i;
int bangle;
int bslope = 0;
int laflags = (Flags & CBAF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
if (self->target || (Flags & CBAF_AIMFACING))
{
if (!(Flags & CBAF_AIMFACING)) A_FaceTarget (self);
bangle = self->angle;
if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff);
if (!(Flags & CBAF_NOPITCH)) bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i=0 ; i<NumBullets ; i++)
{
int angle = bangle;
int slope = bslope;
if (Flags & CBAF_EXPLICITANGLE)
{
angle += Spread_XY;
slope += Spread_Z;
}
else
{
angle += pr_cwbullet.Random2() * (Spread_XY / 255);
slope += pr_cwbullet.Random2() * (Spread_Z / 255);
}
int damage = DamagePerBullet;
if (!(Flags & CBAF_NORANDOM))
damage *= ((pr_cabullet()%3)+1);
P_LineAttack(self, angle, Range, slope, damage, NAME_Hitscan, pufftype, laflags);
}
}
}
//==========================================================================
//
// A fully customizable melee attack
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(damage, 0);
ACTION_PARAM_SOUND(MeleeSound, 1);
ACTION_PARAM_SOUND(MissSound, 2);
ACTION_PARAM_NAME(DamageType, 3);
ACTION_PARAM_BOOL(bleed, 4);
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
int newdam = P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
else
{
if (MissSound) S_Sound (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
}
}
//==========================================================================
//
// A fully customizable combo attack
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
{
ACTION_PARAM_START(6);
ACTION_PARAM_CLASS(ti, 0);
ACTION_PARAM_FIXED(SpawnHeight, 1);
ACTION_PARAM_INT(damage, 2);
ACTION_PARAM_SOUND(MeleeSound, 3);
ACTION_PARAM_NAME(DamageType, 4);
ACTION_PARAM_BOOL(bleed, 5);
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
int newdam = P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
}
else if (ti)
{
// This seemingly senseless code is needed for proper aiming.
self->z += SpawnHeight + self->GetBobOffset() - 32*FRACUNIT;
AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
self->z -= SpawnHeight + self->GetBobOffset() - 32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
P_CheckMissileSpawn(missile, self->radius);
}
}
}
//==========================================================================
//
// State jump function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (!ACTION_CALL_FROM_WEAPON()) return;
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
{
ACTION_JUMP(jump);
}
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
enum FB_Flags
{
FBF_USEAMMO = 1,
FBF_NORANDOM = 2,
FBF_EXPLICITANGLE = 4,
FBF_NOPITCH = 8,
FBF_NOFLASH = 16,
FBF_NORANDOMPUFFZ = 32,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
{
ACTION_PARAM_START(7);
ACTION_PARAM_ANGLE(Spread_XY, 0);
ACTION_PARAM_ANGLE(Spread_Z, 1);
ACTION_PARAM_INT(NumberOfBullets, 2);
ACTION_PARAM_INT(DamagePerBullet, 3);
ACTION_PARAM_CLASS(PuffType, 4);
ACTION_PARAM_INT(Flags, 5);
ACTION_PARAM_FIXED(Range, 6);
if (!self->player) return;
player_t * player=self->player;
AWeapon * weapon=player->ReadyWeapon;
int i;
int bangle;
int bslope = 0;
int laflags = (Flags & FBF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
if ((Flags & FBF_USEAMMO) && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (Range == 0) Range = PLAYERMISSILERANGE;
if (!(Flags & FBF_NOFLASH)) static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
if (!(Flags & FBF_NOPITCH)) bslope = P_BulletSlope(self);
bangle = self->angle;
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
if (weapon != NULL)
{
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
}
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
{
int damage = DamagePerBullet;
if (!(Flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
P_LineAttack(self, bangle, Range, bslope, damage, NAME_Hitscan, PuffType, laflags);
}
else
{
if (NumberOfBullets == -1) NumberOfBullets = 1;
for (i=0 ; i<NumberOfBullets ; i++)
{
int angle = bangle;
int slope = bslope;
if (Flags & FBF_EXPLICITANGLE)
{
angle += Spread_XY;
slope += Spread_Z;
}
else
{
angle += pr_cwbullet.Random2() * (Spread_XY / 255);
slope += pr_cwbullet.Random2() * (Spread_Z / 255);
}
int damage = DamagePerBullet;
if (!(Flags & FBF_NORANDOM))
damage *= ((pr_cwbullet()%3)+1);
P_LineAttack(self, angle, Range, slope, damage, NAME_Hitscan, PuffType, laflags);
}
}
}
//==========================================================================
//
// A_FireProjectile
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
{
ACTION_PARAM_START(7);
ACTION_PARAM_CLASS(ti, 0);
ACTION_PARAM_ANGLE(Angle, 1);
ACTION_PARAM_BOOL(UseAmmo, 2);
ACTION_PARAM_INT(SpawnOfs_XY, 3);
ACTION_PARAM_FIXED(SpawnHeight, 4);
ACTION_PARAM_BOOL(AimAtAngle, 5);
ACTION_PARAM_ANGLE(pitch, 6);
if (!self->player) return;
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
AActor *linetarget;
if (UseAmmo && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = SpawnOfs_XY * finecosine[ang];
fixed_t y = SpawnOfs_XY * finesine[ang];
fixed_t z = SpawnHeight;
fixed_t shootangle = self->angle;
if (AimAtAngle) shootangle+=Angle;
// Temporarily adjusts the pitch
fixed_t SavedPlayerPitch = self->pitch;
self->pitch -= pitch;
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
self->pitch = SavedPlayerPitch;
// automatic handling of seeker missiles
if (misl)
{
if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget;
if (!AimAtAngle)
{
// This original implementation is to aim straight ahead and then offset
// the angle from the resulting direction.
FVector3 velocity(misl->velx, misl->vely, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
misl->angle += Angle;
angle_t an = misl->angle >> ANGLETOFINESHIFT;
misl->velx = FixedMul (missilespeed, finecosine[an]);
misl->vely = FixedMul (missilespeed, finesine[an]);
}
}
}
}
//==========================================================================
//
// A_CustomPunch
//
// Berserk is not handled here. That can be done with A_CheckIfInventory
//
//==========================================================================
enum
{
CPF_USEAMMO = 1,
CPF_DAGGER = 2,
CPF_PULLIN = 4,
CPF_NORANDOMPUFFZ = 8,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_BOOL(norandom, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_CLASS(PuffType, 3);
ACTION_PARAM_FIXED(Range, 4);
ACTION_PARAM_FIXED(LifeSteal, 5);
if (!self->player) return;
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
angle_t angle;
int pitch;
AActor * linetarget;
int actualdamage;
if (!norandom) Damage *= (pr_cwpunch()%8+1);
angle = self->angle + (pr_cwpunch.Random2() << 18);
if (Range == 0) Range = MELEERANGE;
pitch = P_AimLineAttack (self, angle, Range, &linetarget);
// only use ammo when actually hitting something!
if ((flags & CPF_USEAMMO) && linetarget && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
int puffFlags = LAF_ISMELEEATTACK | ((flags & CPF_NORANDOMPUFFZ) ? LAF_NORANDOMPUFFZ : 0);
P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget, &actualdamage);
// turn to face target
if (linetarget)
{
if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN))
P_GiveBody (self, (actualdamage * LifeSteal) >> FRACBITS);
if (weapon != NULL)
{
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
}
self->angle = R_PointToAngle2 (self->x,
self->y,
linetarget->x,
linetarget->y);
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget);
}
}
//==========================================================================
//
// customizable railgun attack function
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
{
ACTION_PARAM_START(16);
ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_INT(Spawnofs_XY, 1);
ACTION_PARAM_BOOL(UseAmmo, 2);
ACTION_PARAM_COLOR(Color1, 3);
ACTION_PARAM_COLOR(Color2, 4);
ACTION_PARAM_INT(Flags, 5);
ACTION_PARAM_FLOAT(MaxDiff, 6);
ACTION_PARAM_CLASS(PuffType, 7);
ACTION_PARAM_ANGLE(Spread_XY, 8);
ACTION_PARAM_ANGLE(Spread_Z, 9);
ACTION_PARAM_FIXED(Range, 10);
ACTION_PARAM_INT(Duration, 11);
ACTION_PARAM_FLOAT(Sparsity, 12);
ACTION_PARAM_FLOAT(DriftSpeed, 13);
ACTION_PARAM_CLASS(SpawnClass, 14);
ACTION_PARAM_FIXED(Spawnofs_Z, 15);
if(Range==0) Range=8192*FRACUNIT;
if(Sparsity==0) Sparsity=1.0;
if (!self->player) return;
AWeapon * weapon=self->player->ReadyWeapon;
// only use ammo when actually hitting something!
if (UseAmmo)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
angle_t angle;
angle_t slope;
if (Flags & RAF_EXPLICITANGLE)
{
angle = Spread_XY;
slope = Spread_Z;
}
else
{
angle = pr_crailgun.Random2() * (Spread_XY / 255);
slope = pr_crailgun.Random2() * (Spread_Z / 255);
}
P_RailAttack (self, Damage, Spawnofs_XY, Spawnofs_Z, Color1, Color2, MaxDiff, Flags, PuffType, angle, slope, Range, Duration, Sparsity, DriftSpeed, SpawnClass);
}
//==========================================================================
//
// also for monsters
//
//==========================================================================
enum
{
CRF_DONTAIM = 0,
CRF_AIMPARALLEL = 1,
CRF_AIMDIRECT = 2,
CRF_EXPLICITANGLE = 4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
{
ACTION_PARAM_START(16);
ACTION_PARAM_INT(Damage, 0);
ACTION_PARAM_INT(Spawnofs_XY, 1);
ACTION_PARAM_COLOR(Color1, 2);
ACTION_PARAM_COLOR(Color2, 3);
ACTION_PARAM_INT(Flags, 4);
ACTION_PARAM_INT(aim, 5);
ACTION_PARAM_FLOAT(MaxDiff, 6);
ACTION_PARAM_CLASS(PuffType, 7);
ACTION_PARAM_ANGLE(Spread_XY, 8);
ACTION_PARAM_ANGLE(Spread_Z, 9);
ACTION_PARAM_FIXED(Range, 10);
ACTION_PARAM_INT(Duration, 11);
ACTION_PARAM_FLOAT(Sparsity, 12);
ACTION_PARAM_FLOAT(DriftSpeed, 13);
ACTION_PARAM_CLASS(SpawnClass, 14);
ACTION_PARAM_FIXED(Spawnofs_Z, 15);
if(Range==0) Range=8192*FRACUNIT;
if(Sparsity==0) Sparsity=1.0;
AActor *linetarget;
fixed_t saved_x = self->x;
fixed_t saved_y = self->y;
angle_t saved_angle = self->angle;
fixed_t saved_pitch = self->pitch;
if (aim && self->target == NULL)
{
return;
}
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->visdir = 1;
}
self->flags &= ~MF_AMBUSH;
if (aim)
{
self->angle = R_PointToAngle2 (self->x,
self->y,
self->target->x,
self->target->y);
}
self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL);
if (linetarget == NULL && aim)
{
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
FVector2 xydiff(self->target->x - self->x, self->target->y - self->y);
double zdiff = (self->target->z + (self->target->height>>1)) -
(self->z + (self->height>>1) - self->floorclip);
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);
}
// Let the aim trail behind the player
if (aim)
{
saved_angle = self->angle = R_PointToAngle2 (self->x, self->y,
self->target->x - self->target->velx * 3,
self->target->y - self->target->vely * 3);
if (aim == CRF_AIMDIRECT)
{
// Tricky: We must offset to the angle of the current position
// but then change the angle again to ensure proper aim.
self->x += Spawnofs_XY * finecosine[self->angle];
self->y += Spawnofs_XY * finesine[self->angle];
Spawnofs_XY = 0;
self->angle = R_PointToAngle2 (self->x, self->y,
self->target->x - self->target->velx * 3,
self->target->y - self->target->vely * 3);
}
if (self->target->flags & MF_SHADOW)
{
angle_t rnd = pr_crailgun.Random2() << 21;
self->angle += rnd;
saved_angle = rnd;
}
}
angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT;
angle_t angleoffset;
angle_t slopeoffset;
if (Flags & CRF_EXPLICITANGLE)
{
angleoffset = Spread_XY;
slopeoffset = Spread_Z;
}
else
{
angleoffset = pr_crailgun.Random2() * (Spread_XY / 255);
slopeoffset = pr_crailgun.Random2() * (Spread_Z / 255);
}
P_RailAttack (self, Damage, Spawnofs_XY, Spawnofs_Z, Color1, Color2, MaxDiff, Flags, PuffType, angleoffset, slopeoffset, Range, Duration, Sparsity, DriftSpeed, SpawnClass);
self->x = saved_x;
self->y = saved_y;
self->angle = saved_angle;
self->pitch = saved_pitch;
}
//===========================================================================
//
// DoGiveInventory
//
//===========================================================================
static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(3);
ACTION_PARAM_CLASS(mi, 0);
ACTION_PARAM_INT(amount, 1);
ACTION_PARAM_INT(setreceiver, 2);
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
bool res=true;
if (amount==0) amount=1;
if (mi)
{
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
{
item->Amount *= amount;
}
else
{
item->Amount = amount;
}
item->flags |= MF_DROPPED;
item->ClearCounters();
if (!item->CallTryPickup (receiver))
{
item->Destroy ();
res = false;
}
else res = true;
}
else res = false;
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory)
{
DoGiveInventory(self, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
{
DoGiveInventory(self->target, PUSH_PARAMINFO);
}
//===========================================================================
//
// A_TakeInventory
//
//===========================================================================
enum
{
TIF_NOTAKEINFINITE = 1,
};
void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
{
ACTION_PARAM_START(4);
ACTION_PARAM_CLASS(item, 0);
ACTION_PARAM_INT(amount, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(setreceiver, 3);
if (!item) return;
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
bool res = false;
AInventory * inv = receiver->FindInventory(item);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
if (inv->Amount > 0)
{
res = true;
}
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
// and infinite ammo is on
if (flags & TIF_NOTAKEINFINITE &&
((dmflags & DF_INFINITE_AMMO) || (receiver->player->cheats & CF_INFINITEAMMO)) &&
inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
// Nothing to do here, except maybe res = false;? Would it make sense?
}
else if (!amount || amount>=inv->Amount)
{
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
else inv->Destroy();
}
else inv->Amount-=amount;
}
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
{
DoTakeInventory(self, PUSH_PARAMINFO);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
{
DoTakeInventory(self->target, PUSH_PARAMINFO);
}
//===========================================================================
//
// Common code for A_SpawnItem and A_SpawnItemEx
//
//===========================================================================
enum SIX_Flags
{
SIXF_TRANSFERTRANSLATION = 1 << 0,
SIXF_ABSOLUTEPOSITION = 1 << 1,
SIXF_ABSOLUTEANGLE = 1 << 2,
SIXF_ABSOLUTEVELOCITY = 1 << 3,
SIXF_SETMASTER = 1 << 4,
SIXF_NOCHECKPOSITION = 1 << 5,
SIXF_TELEFRAG = 1 << 6,
SIXF_CLIENTSIDE = 1 << 7, // only used by Skulldronum
SIXF_TRANSFERAMBUSHFLAG = 1 << 8,
SIXF_TRANSFERPITCH = 1 << 9,
SIXF_TRANSFERPOINTERS = 1 << 10,
SIXF_USEBLOODCOLOR = 1 << 11,
SIXF_CLEARCALLERTID = 1 << 12,
SIXF_MULTIPLYSPEED = 1 << 13,
SIXF_TRANSFERSCALE = 1 << 14,
SIXF_TRANSFERSPECIAL = 1 << 15,
SIXF_CLEARCALLERSPECIAL = 1 << 16,
SIXF_TRANSFERSTENCILCOL = 1 << 17,
};
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
{
if (mo == NULL)
{
return false;
}
AActor *originator = self;
if (!(mo->flags2 & MF2_DONTTRANSLATE))
{
if (flags & SIXF_TRANSFERTRANSLATION)
{
mo->Translation = self->Translation;
}
else if (flags & SIXF_USEBLOODCOLOR)
{
// [XA] Use the spawning actor's BloodColor to translate the newly-spawned object.
PalEntry bloodcolor = self->GetBloodColor();
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
}
if (flags & SIXF_TRANSFERPOINTERS)
{
mo->target = self->target;
mo->master = self->master; // This will be overridden later if SIXF_SETMASTER is set
mo->tracer = self->tracer;
}
mo->angle = self->angle;
if (flags & SIXF_TRANSFERPITCH)
{
mo->pitch = self->pitch;
}
while (originator && originator->isMissile())
{
originator = originator->target;
}
if (flags & SIXF_TELEFRAG)
{
P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
// This is needed to ensure consistent behavior.
// Otherwise it will only spawn if nothing gets telefragged
flags |= SIXF_NOCHECKPOSITION;
}
if (mo->flags3 & MF3_ISMONSTER)
{
if (!(flags & SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo))
{
// The monster is blocked so don't spawn it at all!
mo->ClearCounters();
mo->Destroy();
return false;
}
else if (originator)
{
if (originator->flags3 & MF3_ISMONSTER)
{
// If this is a monster transfer all friendliness information
mo->CopyFriendliness(originator, true);
if (flags & SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
}
else if (originator->player)
{
// A player always spawns a monster friendly to him
mo->flags |= MF_FRIENDLY;
mo->SetFriendPlayer(originator->player);
AActor * attacker=originator->player->attacker;
if (attacker)
{
if (!(attacker->flags&MF_FRIENDLY) ||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer))
{
// Target the monster which last attacked the player
mo->LastHeard = mo->target = attacker;
}
}
}
}
}
else if (!(flags & SIXF_TRANSFERPOINTERS))
{
// If this is a missile or something else set the target to the originator
mo->target = originator ? originator : self;
}
if (flags & SIXF_TRANSFERSCALE)
{
mo->scaleX = self->scaleX;
mo->scaleY = self->scaleY;
}
if (flags & SIXF_TRANSFERAMBUSHFLAG)
{
mo->flags = (mo->flags & ~MF_AMBUSH) | (self->flags & MF_AMBUSH);
}
if (flags & SIXF_CLEARCALLERTID)
{
self->RemoveFromHash();
self->tid = 0;
}
if (flags & SIXF_TRANSFERSPECIAL)
{
mo->special = self->special;
memcpy(mo->args, self->args, sizeof(self->args));
}
if (flags & SIXF_CLEARCALLERSPECIAL)
{
self->special = 0;
memset(self->args, 0, sizeof(self->args));
}
if (flags & SIXF_TRANSFERSTENCILCOL)
{
mo->fillcolor = self->fillcolor;
}
return true;
}
//===========================================================================
//
// A_SpawnItem
//
// Spawns an item in front of the caller like Heretic's time bomb
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
{
ACTION_PARAM_START(5);
ACTION_PARAM_CLASS(missile, 0);
ACTION_PARAM_FIXED(distance, 1);
ACTION_PARAM_FIXED(zheight, 2);
ACTION_PARAM_BOOL(useammo, 3);
ACTION_PARAM_BOOL(transfer_translation, 4);
if (!missile)
{
ACTION_SET_RESULT(false);
return;
}
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
if (distance==0)
{
// use the minimum distance that does not result in an overlap
distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS;
}
if (ACTION_CALL_FROM_WEAPON())
{
// Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * mo = Spawn( missile,
self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]),
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
self->z - self->floorclip + self->GetBobOffset() + zheight, ALLOW_REPLACE);
int flags = (transfer_translation ? SIXF_TRANSFERTRANSLATION : 0) + (useammo ? SIXF_SETMASTER : 0);
bool res = InitSpawnedItem(self, mo, flags);
ACTION_SET_RESULT(res); // for an inventory item's use state
}
//===========================================================================
//
// A_SpawnItemEx
//
// Enhanced spawning function
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
{
ACTION_PARAM_START(11);
ACTION_PARAM_CLASS(missile, 0);
ACTION_PARAM_FIXED(xofs, 1);
ACTION_PARAM_FIXED(yofs, 2);
ACTION_PARAM_FIXED(zofs, 3);
ACTION_PARAM_FIXED(xvel, 4);
ACTION_PARAM_FIXED(yvel, 5);
ACTION_PARAM_FIXED(zvel, 6);
ACTION_PARAM_ANGLE(Angle, 7);
ACTION_PARAM_INT(flags, 8);
ACTION_PARAM_INT(chance, 9);
ACTION_PARAM_INT(tid, 10);
if (!missile)
{
ACTION_SET_RESULT(false);
return;
}
if (chance > 0 && pr_spawnitemex()<chance) return;
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
fixed_t x,y;
if (!(flags & SIXF_ABSOLUTEANGLE))
{
Angle += self->angle;
}
angle_t ang = Angle >> ANGLETOFINESHIFT;
if (flags & SIXF_ABSOLUTEPOSITION)
{
x = self->x + xofs;
y = self->y + yofs;
}
else
{
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]);
y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]);
}
if (!(flags & SIXF_ABSOLUTEVELOCITY))
{
// Same orientation issue here!
fixed_t newxvel = FixedMul(xvel, finecosine[ang]) + FixedMul(yvel, finesine[ang]);
yvel = FixedMul(xvel, finesine[ang]) - FixedMul(yvel, finecosine[ang]);
xvel = newxvel;
}
AActor *mo = Spawn(missile, x, y, self->z - self->floorclip + self->GetBobOffset() + zofs, ALLOW_REPLACE);
bool res = InitSpawnedItem(self, mo, flags);
ACTION_SET_RESULT(res); // for an inventory item's use state
if (res)
{
if (tid != 0)
{
assert(mo->tid == 0);
mo->tid = tid;
mo->AddToHash();
}
if (flags & SIXF_MULTIPLYSPEED)
{
mo->velx = FixedMul(xvel, mo->Speed);
mo->vely = FixedMul(yvel, mo->Speed);
mo->velz = FixedMul(zvel, mo->Speed);
}
else
{
mo->velx = xvel;
mo->vely = yvel;
mo->velz = zvel;
}
mo->angle = Angle;
}
}
//===========================================================================
//
// A_ThrowGrenade
//
// Throws a grenade (like Hexen's fighter flechette)
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
{
ACTION_PARAM_START(5);
ACTION_PARAM_CLASS(missile, 0);
ACTION_PARAM_FIXED(zheight, 1);
ACTION_PARAM_FIXED(xyvel, 2);
ACTION_PARAM_FIXED(zvel, 3);
ACTION_PARAM_BOOL(useammo, 4);
if (missile == NULL) return;
if (ACTION_CALL_FROM_WEAPON())
{
// Used from a weapon, so use some ammo
AWeapon *weapon = self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * bo;
bo = Spawn(missile, self->x, self->y,
self->z - self->floorclip + self->GetBobOffset() + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0),
ALLOW_REPLACE);
if (bo)
{
P_PlaySpawnSound(bo, self);
if (xyvel != 0)
bo->Speed = xyvel;
bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24);
angle_t pitch = angle_t(-self->pitch) >> ANGLETOFINESHIFT;
angle_t angle = bo->angle >> ANGLETOFINESHIFT;
// There are two vectors we are concerned about here: xy and z. We rotate
// them separately according to the shooter's pitch and then sum them to
// get the final velocity vector to shoot with.
fixed_t xy_xyscale = FixedMul(bo->Speed, finecosine[pitch]);
fixed_t xy_velz = FixedMul(bo->Speed, finesine[pitch]);
fixed_t xy_velx = FixedMul(xy_xyscale, finecosine[angle]);
fixed_t xy_vely = FixedMul(xy_xyscale, finesine[angle]);
pitch = angle_t(self->pitch) >> ANGLETOFINESHIFT;
fixed_t z_xyscale = FixedMul(zvel, finesine[pitch]);
fixed_t z_velz = FixedMul(zvel, finecosine[pitch]);
fixed_t z_velx = FixedMul(z_xyscale, finecosine[angle]);
fixed_t z_vely = FixedMul(z_xyscale, finesine[angle]);
bo->velx = xy_velx + z_velx + (self->velx >> 1);
bo->vely = xy_vely + z_vely + (self->vely >> 1);
bo->velz = xy_velz + z_velz;
bo->target = self;
P_CheckMissileSpawn (bo, self->radius);
}
else ACTION_SET_RESULT(false);
}
//===========================================================================
//
// A_Recoil
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(xyvel, 0);
angle_t angle = self->angle + ANG180;
angle >>= ANGLETOFINESHIFT;
self->velx += FixedMul (xyvel, finecosine[angle]);
self->vely += FixedMul (xyvel, finesine[angle]);
}
//===========================================================================
//
// A_SelectWeapon
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(cls, 0);
if (cls == NULL || self->player == NULL)
{
ACTION_SET_RESULT(false);
return;
}
AWeapon * weaponitem = static_cast<AWeapon*>(self->FindInventory(cls));
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
if (self->player->ReadyWeapon != weaponitem)
{
self->player->PendingWeapon = weaponitem;
}
}
else ACTION_SET_RESULT(false);
}
//===========================================================================
//
// A_Print
//
//===========================================================================
EXTERN_CVAR(Float, con_midtime)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
{
ACTION_PARAM_START(3);
ACTION_PARAM_STRING(text, 0);
ACTION_PARAM_FLOAT(time, 1);
ACTION_PARAM_NAME(fontname, 2);
if (text[0] == '$') text = GStrings(text+1);
if (self->CheckLocalView (consoleplayer) ||
(self->target!=NULL && self->target->CheckLocalView (consoleplayer)))
{
float saved = con_midtime;
FFont *font = NULL;
if (fontname != NAME_None)
{
font = V_GetFont(fontname);
}
if (time > 0)
{
con_midtime = time;
}
FString formatted = strbin1(text);
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
con_midtime = saved;
}
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_PrintBold
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
{
ACTION_PARAM_START(3);
ACTION_PARAM_STRING(text, 0);
ACTION_PARAM_FLOAT(time, 1);
ACTION_PARAM_NAME(fontname, 2);
float saved = con_midtime;
FFont *font = NULL;
if (text[0] == '$') text = GStrings(text+1);
if (fontname != NAME_None)
{
font = V_GetFont(fontname);
}
if (time > 0)
{
con_midtime = time;
}
FString formatted = strbin1(text);
C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars());
con_midtime = saved;
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_Log
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STRING(text, 0);
if (text[0] == '$') text = GStrings(text+1);
Printf("%s\n", text);
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//=========================================================================
//
// A_LogInt
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(num, 0);
Printf("%d\n", num);
ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
}
//===========================================================================
//
// A_SetTranslucent
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(alpha, 0);
ACTION_PARAM_INT(mode, 1);
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha = clamp<fixed_t>(alpha, 0, FRACUNIT);
self->RenderStyle = ERenderStyle(mode);
}
//===========================================================================
//
// A_FadeIn
//
// Fades the actor in
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(reduce, 0);
if (reduce == 0)
{
reduce = FRACUNIT/10;
}
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha += reduce;
// Should this clamp alpha to 1.0?
}
//===========================================================================
//
// A_FadeOut
//
// fades the actor out and destroys it when done
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(reduce, 0);
ACTION_PARAM_BOOL(remove, 1);
if (reduce == 0)
{
reduce = FRACUNIT/10;
}
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha -= reduce;
if (self->alpha <= 0 && remove)
{
self->Destroy();
}
}
//===========================================================================
//
// A_FadeTo
//
// fades the actor to a specified transparency by a specified amount and
// destroys it if so desired
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
{
ACTION_PARAM_START(3);
ACTION_PARAM_FIXED(target, 0);
ACTION_PARAM_FIXED(amount, 1);
ACTION_PARAM_BOOL(remove, 2);
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
if (self->alpha > target)
{
self->alpha -= amount;
if (self->alpha < target)
{
self->alpha = target;
}
}
else if (self->alpha < target)
{
self->alpha += amount;
if (self->alpha > target)
{
self->alpha = target;
}
}
if (self->alpha == target && remove)
{
self->Destroy();
}
}
//===========================================================================
//
// A_Scale(float scalex, optional float scaley)
//
// Scales the actor's graphics. If scaley is 0, use scalex.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FIXED(scalex, 0);
ACTION_PARAM_FIXED(scaley, 1);
self->scaleX = scalex;
self->scaleY = scaley ? scaley : scalex;
}
//===========================================================================
//
// A_SetMass(int mass)
//
// Sets the actor's mass.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(mass, 0);
self->Mass = mass;
}
//===========================================================================
//
// A_SpawnDebris
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris)
{
int i;
AActor * mo;
ACTION_PARAM_START(4);
ACTION_PARAM_CLASS(debris, 0);
ACTION_PARAM_BOOL(transfer_translation, 1);
ACTION_PARAM_FIXED(mult_h, 2);
ACTION_PARAM_FIXED(mult_v, 3);
if (debris == NULL) return;
// only positive values make sense here
if (mult_v<=0) mult_v=FRACUNIT;
if (mult_h<=0) mult_h=FRACUNIT;
for (i = 0; i < GetDefaultByType(debris)->health; i++)
{
mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12),
self->y + ((pr_spawndebris()-128)<<12),
self->z + (pr_spawndebris()*self->height/256+self->GetBobOffset()), ALLOW_REPLACE);
if (mo)
{
if (transfer_translation)
{
mo->Translation = self->Translation;
}
if (i < mo->GetClass()->ActorInfo->NumOwnedStates)
{
mo->SetState(mo->GetClass()->ActorInfo->OwnedStates + i);
}
mo->velz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT);
mo->velx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
mo->vely = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
}
}
}
//===========================================================================
//
// A_CheckSight
// jumps if no player can see this actor
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
// Always check sight from each player.
if (P_CheckSight(players[i].mo, self, SF_IGNOREVISIBILITY))
{
return;
}
// If a player is viewing from a non-player, then check that too.
if (players[i].camera != NULL && players[i].camera->player == NULL &&
P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY))
{
return;
}
}
}
ACTION_JUMP(jump);
}
//===========================================================================
//
// A_CheckSightOrRange
// Jumps if this actor is out of range of all players *and* out of sight.
// Useful for maps with many multi-actor special effects.
//
//===========================================================================
static bool DoCheckSightOrRange(AActor *self, AActor *camera, double range)
{
if (camera == NULL)
{
return false;
}
// Check distance first, since it's cheaper than checking sight.
double dx = self->x - camera->x;
double dy = self->y - camera->y;
double dz;
fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
if (eyez > self->z + self->height)
{
dz = self->z + self->height - eyez;
}
else if (eyez < self->z)
{
dz = self->z - eyez;
}
else
{
dz = 0;
}
if ((dx*dx) + (dy*dy) + (dz*dz) <= range)
{ // Within range
return true;
}
// Now check LOS.
if (P_CheckSight(camera, self, SF_IGNOREVISIBILITY))
{ // Visible
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
{
ACTION_PARAM_START(2);
double range = EvalExpressionF(ParameterIndex+0, self);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
// Always check from each player.
if (DoCheckSightOrRange(self, players[i].mo, range))
{
return;
}
// If a player is viewing from a non-player, check that too.
if (players[i].camera != NULL && players[i].camera->player == NULL &&
DoCheckSightOrRange(self, players[i].camera, range))
{
return;
}
}
}
ACTION_JUMP(jump);
}
//===========================================================================
//
// A_CheckRange
// Jumps if this actor is out of range of all players.
//
//===========================================================================
static bool DoCheckRange(AActor *self, AActor *camera, double range)
{
if (camera == NULL)
{
return false;
}
// Check distance first, since it's cheaper than checking sight.
double dx = self->x - camera->x;
double dy = self->y - camera->y;
double dz;
fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
if (eyez > self->z + self->height){
dz = self->z + self->height - eyez;
}
else if (eyez < self->z){
dz = self->z - eyez;
}
else{
dz = 0;
}
if ((dx*dx) + (dy*dy) + (dz*dz) <= range){
// Within range
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckRange)
{
ACTION_PARAM_START(2);
double range = EvalExpressionF(ParameterIndex+0, self);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
// Always check from each player.
if (DoCheckRange(self, players[i].mo, range))
{
return;
}
// If a player is viewing from a non-player, check that too.
if (players[i].camera != NULL && players[i].camera->player == NULL &&
DoCheckRange(self, players[i].camera, range))
{
return;
}
}
}
ACTION_JUMP(jump);
}
//===========================================================================
//
// Inventory drop
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(drop, 0);
if (drop)
{
AInventory * inv = self->FindInventory(drop);
if (inv)
{
self->DropInventory(inv);
}
}
}
//===========================================================================
//
// A_SetBlend
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend)
{
ACTION_PARAM_START(4);
ACTION_PARAM_COLOR(color, 0);
ACTION_PARAM_FLOAT(alpha, 1);
ACTION_PARAM_INT(tics, 2);
ACTION_PARAM_COLOR(color2, 3);
if (color == MAKEARGB(255,255,255,255)) color=0;
if (color2 == MAKEARGB(255,255,255,255)) color2=0;
if (!color2.a)
color2 = color;
new DFlashFader(color.r/255.0f, color.g/255.0f, color.b/255.0f, alpha,
color2.r/255.0f, color2.g/255.0f, color2.b/255.0f, 0,
(float)tics/TICRATE, self);
}
//===========================================================================
//
// A_JumpIf
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
{
ACTION_PARAM_START(2);
ACTION_PARAM_BOOL(expression, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (expression) ACTION_JUMP(jump);
}
//===========================================================================
//
// A_KillMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
if (self->master != NULL)
{
P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
//===========================================================================
//
// A_KillChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
TThinkerIterator<AActor> it;
AActor *mo;
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
//===========================================================================
//
// A_KillSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
TThinkerIterator<AActor> it;
AActor *mo;
if (self->master != NULL)
{
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
}
}
}
}
//===========================================================================
//
// A_CountdownArg
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(cnt, 0);
ACTION_PARAM_STATE(state, 1);
if (cnt<0 || cnt>=5) return;
if (!self->args[cnt]--)
{
if (self->flags&MF_MISSILE)
{
P_ExplodeMissile(self, NULL, NULL);
}
else if (self->flags&MF_SHOOTABLE)
{
P_DamageMobj (self, NULL, NULL, self->health, NAME_None, DMG_FORCED);
}
else
{
// can't use "Death" as default parameter with current DECORATE parser.
if (state == NULL) state = self->FindState(NAME_Death);
self->SetState(state);
}
}
}
//============================================================================
//
// A_Burst
//
//============================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(chunk, 0);
int i, numChunks;
AActor * mo;
if (chunk == NULL) return;
self->velx = self->vely = self->velz = 0;
self->height = self->GetDefault()->height;
// [RH] In Hexen, this creates a random number of shards (range [24,56])
// with no relation to the size of the self shattering. I think it should
// base the number of shards on the size of the dead thing, so bigger
// things break up into more shards than smaller things.
// An self with radius 20 and height 64 creates ~40 chunks.
numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
i = (pr_burst.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
mo = Spawn(chunk,
self->x + (((pr_burst()-128)*self->radius)>>7),
self->y + (((pr_burst()-128)*self->radius)>>7),
self->z + (pr_burst()*self->height/255 + self->GetBobOffset()), ALLOW_REPLACE);
if (mo)
{
mo->velz = FixedDiv(mo->z - self->z, self->height)<<2;
mo->velx = pr_burst.Random2 () << (FRACBITS-7);
mo->vely = pr_burst.Random2 () << (FRACBITS-7);
mo->RenderStyle = self->RenderStyle;
mo->alpha = self->alpha;
mo->CopyFriendliness(self, true);
}
}
// [RH] Do some stuff to make this more useful outside Hexen
if (self->flags4 & MF4_BOSSDEATH)
{
CALL_ACTION(A_BossDeath, self);
}
A_Unblock(self, true);
self->Destroy ();
}
//===========================================================================
//
// A_CheckFloor
// [GRB] Jumps if actor is standing on floor
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (self->z <= self->floorz)
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_CheckCeiling
// [GZ] Totally copied on A_CheckFloor, jumps if actor touches ceiling
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false);
if (self->z+self->height >= self->ceilingz) // Height needs to be counted
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_Stop
// resets all velocity of the actor to 0
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Stop)
{
self->velx = self->vely = self->velz = 0;
if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
{
self->player->mo->PlayIdle();
self->player->velx = self->player->vely = 0;
}
}
static void CheckStopped(AActor *self)
{
if (self->player != NULL &&
self->player->mo == self &&
!(self->player->cheats & CF_PREDICTING) &&
!(self->velx | self->vely | self->velz))
{
self->player->mo->PlayIdle();
self->player->velx = self->player->vely = 0;
}
}
//===========================================================================
//
// A_Respawn
//
//===========================================================================
extern void AF_A_RestoreSpecialPosition(DECLARE_PARAMINFO);
enum RS_Flags
{
RSF_FOG=1,
RSF_KEEPTARGET=2,
RSF_TELEFRAG=4,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(flags, 0);
bool oktorespawn = false;
self->flags |= MF_SOLID;
self->height = self->GetDefault()->height;
CALL_ACTION(A_RestoreSpecialPosition, self);
if (flags & RSF_TELEFRAG)
{
// [KS] DIE DIE DIE DIE erm *ahem* =)
oktorespawn = P_TeleportMove(self, self->x, self->y, self->z, true);
if (oktorespawn)
{ // Need to do this over again, since P_TeleportMove() will redo
// it with the proper point-on-side calculation.
self->UnlinkFromWorld();
self->LinkToWorld(true);
sector_t *sec = self->Sector;
self->dropoffz =
self->floorz = sec->floorplane.ZatPoint(self->x, self->y);
self->ceilingz = sec->ceilingplane.ZatPoint(self->x, self->y);
P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS);
}
}
else
{
oktorespawn = P_CheckPosition(self, self->x, self->y, true);
}
if (oktorespawn)
{
AActor *defs = self->GetDefault();
self->health = defs->health;
// [KS] Don't keep target, because it could be self if the monster committed suicide
// ...Actually it's better off an option, so you have better control over monster behavior.
if (!(flags & RSF_KEEPTARGET))
{
self->target = NULL;
self->LastHeard = NULL;
self->lastenemy = NULL;
}
else
{
// Don't attack yourself (Re: "Marine targets itself after suicide")
if (self->target == self) self->target = NULL;
if (self->lastenemy == self) self->lastenemy = NULL;
}
self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY);
self->flags2 = defs->flags2;
self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS);
self->flags5 = defs->flags5;
self->SetState (self->SpawnState);
self->renderflags &= ~RF_INVISIBLE;
if (flags & RSF_FOG)
{
Spawn<ATeleportFog> (self->x, self->y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE);
}
if (self->CountsAsKill())
{
level.total_monsters++;
}
}
else
{
self->flags &= ~MF_SOLID;
}
}
//==========================================================================
//
// A_PlayerSkinCheck
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck)
{
ACTION_PARAM_START(1);
ACTION_PARAM_STATE(jump, 0);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (self->player != NULL &&
skins[self->player->userinfo.GetSkin()].othergame)
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_SetGravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(val, 0);
self->gravity = clamp<fixed_t> (val, 0, FRACUNIT*10);
}
// [KS] *** Start of my modifications ***
//===========================================================================
//
// A_ClearTarget
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget)
{
self->target = NULL;
self->LastHeard = NULL;
self->lastenemy = NULL;
}
//==========================================================================
//
// A_CheckLOF (state jump, int flags = CRF_AIM_VERT|CRF_AIM_HOR,
// fixed range = 0, angle angle = 0, angle pitch = 0,
// fixed offsetheight = 32, fixed offsetwidth = 0,
// int ptr_target = AAPTR_DEFAULT (target) )
//
//==========================================================================
enum CLOF_flags
{
CLOFF_NOAIM_VERT = 0x1,
CLOFF_NOAIM_HORZ = 0x2,
CLOFF_JUMPENEMY = 0x4,
CLOFF_JUMPFRIEND = 0x8,
CLOFF_JUMPOBJECT = 0x10,
CLOFF_JUMPNONHOSTILE = 0x20,
CLOFF_SKIPENEMY = 0x40,
CLOFF_SKIPFRIEND = 0x80,
CLOFF_SKIPOBJECT = 0x100,
CLOFF_SKIPNONHOSTILE = 0x200,
CLOFF_MUSTBESHOOTABLE = 0x400,
CLOFF_SKIPTARGET = 0x800,
CLOFF_ALLOWNULL = 0x1000,
CLOFF_CHECKPARTIAL = 0x2000,
CLOFF_MUSTBEGHOST = 0x4000,
CLOFF_IGNOREGHOST = 0x8000,
CLOFF_MUSTBESOLID = 0x10000,
CLOFF_BEYONDTARGET = 0x20000,
CLOFF_FROMBASE = 0x40000,
CLOFF_MUL_HEIGHT = 0x80000,
CLOFF_MUL_WIDTH = 0x100000,
CLOFF_JUMP_ON_MISS = 0x200000,
CLOFF_AIM_VERT_NOOFFSET = 0x400000,
};
struct LOFData
{
AActor *Self;
AActor *Target;
int Flags;
bool BadActor;
};
ETraceStatus CheckLOFTraceFunc(FTraceResults &trace, void *userdata)
{
LOFData *data = (LOFData *)userdata;
int flags = data->Flags;
if (trace.HitType != TRACE_HitActor)
{
return TRACE_Stop;
}
if (trace.Actor == data->Target)
{
if (flags & CLOFF_SKIPTARGET)
{
if (flags & CLOFF_BEYONDTARGET)
{
return TRACE_Skip;
}
return TRACE_Abort;
}
return TRACE_Stop;
}
if (flags & CLOFF_MUSTBESHOOTABLE)
{ // all shootability checks go here
if (!(trace.Actor->flags & MF_SHOOTABLE))
{
return TRACE_Skip;
}
if (trace.Actor->flags2 & MF2_NONSHOOTABLE)
{
return TRACE_Skip;
}
}
if ((flags & CLOFF_MUSTBESOLID) && !(trace.Actor->flags & MF_SOLID))
{
return TRACE_Skip;
}
if (flags & CLOFF_MUSTBEGHOST)
{
if (!(trace.Actor->flags3 & MF3_GHOST))
{
return TRACE_Skip;
}
}
else if (flags & CLOFF_IGNOREGHOST)
{
if (trace.Actor->flags3 & MF3_GHOST)
{
return TRACE_Skip;
}
}
if (
((flags & CLOFF_JUMPENEMY) && data->Self->IsHostile(trace.Actor)) ||
((flags & CLOFF_JUMPFRIEND) && data->Self->IsFriend(trace.Actor)) ||
((flags & CLOFF_JUMPOBJECT) && !(trace.Actor->flags3 & MF3_ISMONSTER)) ||
((flags & CLOFF_JUMPNONHOSTILE) && (trace.Actor->flags3 & MF3_ISMONSTER) && !data->Self->IsHostile(trace.Actor))
)
{
return TRACE_Stop;
}
if (
((flags & CLOFF_SKIPENEMY) && data->Self->IsHostile(trace.Actor)) ||
((flags & CLOFF_SKIPFRIEND) && data->Self->IsFriend(trace.Actor)) ||
((flags & CLOFF_SKIPOBJECT) && !(trace.Actor->flags3 & MF3_ISMONSTER)) ||
((flags & CLOFF_SKIPNONHOSTILE) && (trace.Actor->flags3 & MF3_ISMONSTER) && !data->Self->IsHostile(trace.Actor))
)
{
return TRACE_Skip;
}
data->BadActor = true;
return TRACE_Abort;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
{
// Check line of fire
/*
Not accounted for / I don't know how it works: FLOORCLIP
*/
AActor *target;
fixed_t
x1, y1, z1,
vx, vy, vz;
ACTION_PARAM_START(9);
ACTION_PARAM_STATE(jump, 0);
ACTION_PARAM_INT(flags, 1);
ACTION_PARAM_FIXED(range, 2);
ACTION_PARAM_FIXED(minrange, 3);
{
ACTION_PARAM_ANGLE(angle, 4);
ACTION_PARAM_ANGLE(pitch, 5);
ACTION_PARAM_FIXED(offsetheight, 6);
ACTION_PARAM_FIXED(offsetwidth, 7);
ACTION_PARAM_INT(ptr_target, 8);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
target = COPY_AAPTR(self, ptr_target == AAPTR_DEFAULT ? AAPTR_TARGET|AAPTR_PLAYER_GETTARGET|AAPTR_NULL : ptr_target); // no player-support by default
if (flags & CLOFF_MUL_HEIGHT)
{
if (self->player != NULL)
{
// Synced with hitscan: self->player->mo->height is strangely conscientious about getting the right actor for player
offsetheight = FixedMul(offsetheight, FixedMul (self->player->mo->height, self->player->crouchfactor));
}
else
{
offsetheight = FixedMul(offsetheight, self->height);
}
}
if (flags & CLOFF_MUL_WIDTH)
{
offsetwidth = FixedMul(self->radius, offsetwidth);
}
x1 = self->x;
y1 = self->y;
z1 = self->z + offsetheight - self->floorclip;
if (!(flags & CLOFF_FROMBASE))
{ // default to hitscan origin
// Synced with hitscan: self->height is strangely NON-conscientious about getting the right actor for player
z1 += (self->height >> 1);
if (self->player != NULL)
{
z1 += FixedMul (self->player->mo->AttackZOffset, self->player->crouchfactor);
}
else
{
z1 += 8*FRACUNIT;
}
}
if (target)
{
FVector2 xyvec(target->x - x1, target->y - y1);
fixed_t distance = P_AproxDistance((fixed_t)xyvec.Length(), target->z - z1);
if (range && !(flags & CLOFF_CHECKPARTIAL))
{
if (distance > range) return;
}
{
angle_t ang;
if (flags & CLOFF_NOAIM_HORZ)
{
ang = self->angle;
}
else ang = R_PointToAngle2 (x1, y1, target->x, target->y);
angle += ang;
ang >>= ANGLETOFINESHIFT;
x1 += FixedMul(offsetwidth, finesine[ang]);
y1 -= FixedMul(offsetwidth, finecosine[ang]);
}
if (flags & CLOFF_NOAIM_VERT)
{
pitch += self->pitch;
}
else if (flags & CLOFF_AIM_VERT_NOOFFSET)
{
pitch += R_PointToAngle2 (0,0, (fixed_t)xyvec.Length(), target->z - z1 + offsetheight + target->height / 2);
}
else
{
pitch += R_PointToAngle2 (0,0, (fixed_t)xyvec.Length(), target->z - z1 + target->height / 2);
}
}
else if (flags & CLOFF_ALLOWNULL)
{
angle += self->angle;
pitch += self->pitch;
angle_t ang = self->angle >> ANGLETOFINESHIFT;
x1 += FixedMul(offsetwidth, finesine[ang]);
y1 -= FixedMul(offsetwidth, finecosine[ang]);
}
else return;
angle >>= ANGLETOFINESHIFT;
pitch = (0-pitch)>>ANGLETOFINESHIFT;
vx = FixedMul (finecosine[pitch], finecosine[angle]);
vy = FixedMul (finecosine[pitch], finesine[angle]);
vz = -finesine[pitch];
}
/* Variable set:
jump, flags, target
x1,y1,z1 (trace point of origin)
vx,vy,vz (trace unit vector)
range
*/
sector_t *sec = P_PointInSector(x1, y1);
if (range == 0)
{
range = (self->player != NULL) ? PLAYERMISSILERANGE : MISSILERANGE;
}
FTraceResults trace;
LOFData lof_data;
lof_data.Self = self;
lof_data.Target = target;
lof_data.Flags = flags;
lof_data.BadActor = false;
Trace(x1, y1, z1, sec, vx, vy, vz, range, 0xFFFFFFFF, ML_BLOCKEVERYTHING, self, trace, 0,
CheckLOFTraceFunc, &lof_data);
if (trace.HitType == TRACE_HitActor ||
((flags & CLOFF_JUMP_ON_MISS) && !lof_data.BadActor && trace.HitType != TRACE_HitNone))
{
if (minrange > 0 && trace.Distance < minrange)
{
return;
}
ACTION_JUMP(jump);
}
}
//==========================================================================
//
// A_JumpIfTargetInLOS (state label, optional fixed fov, optional int flags,
// optional fixed dist_max, optional fixed dist_close)
//
// Jumps if the actor can see its target, or if the player has a linetarget.
// ProjectileTarget affects how projectiles are treated. If set, it will use
// the target of the projectile for seekers, and ignore the target for
// normal projectiles. If not set, it will use the missile's owner instead
// (the default). ProjectileTarget is now flag JLOSF_PROJECTILE. dist_max
// sets the maximum distance that actor can see, 0 means forever. dist_close
// uses special behavior if certain flags are set, 0 means no checks.
//
//==========================================================================
enum JLOS_flags
{
JLOSF_PROJECTILE=1,
JLOSF_NOSIGHT=2,
JLOSF_CLOSENOFOV=4,
JLOSF_CLOSENOSIGHT=8,
JLOSF_CLOSENOJUMP=16,
JLOSF_DEADNOJUMP=32,
JLOSF_CHECKMASTER=64,
JLOSF_TARGETLOS=128,
JLOSF_FLIPFOV=256,
JLOSF_ALLYNOJUMP=512,
JLOSF_COMBATANTONLY=1024,
JLOSF_NOAUTOAIM=2048,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
{
ACTION_PARAM_START(5);
ACTION_PARAM_STATE(jump, 0);
ACTION_PARAM_ANGLE(fov, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_FIXED(dist_max, 3);
ACTION_PARAM_FIXED(dist_close, 4);
angle_t an;
AActor *target, *viewport;
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
bool doCheckSight;
if (!self->player)
{
if (flags & JLOSF_CHECKMASTER)
{
target = self->master;
}
else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
{
if (self->flags2 & MF2_SEEKERMISSILE)
target = self->tracer;
else
target = NULL;
}
else
{
target = self->target;
}
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
doCheckSight = !(flags & JLOSF_NOSIGHT);
}
else
{
// Does the player aim at something that can be shot?
P_AimLineAttack(self, self->angle, MISSILERANGE, &target, (flags & JLOSF_NOAUTOAIM) ? ANGLE_1/2 : 0);
if (!target) return;
switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV))
{
case JLOSF_TARGETLOS|JLOSF_FLIPFOV:
// target makes sight check, player makes fov check; player has verified fov
fov = 0;
// fall-through
case JLOSF_TARGETLOS:
doCheckSight = !(flags & JLOSF_NOSIGHT); // The target is responsible for sight check and fov
break;
default:
// player has verified sight and fov
fov = 0;
// fall-through
case JLOSF_FLIPFOV: // Player has verified sight, but target must verify fov
doCheckSight = false;
break;
}
}
// [FDARI] If target is not a combatant, don't jump
if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER)) return;
// [FDARI] If actors share team, don't jump
if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return;
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
return;
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
if (flags & JLOSF_CLOSENOSIGHT)
doCheckSight = false;
}
if (flags & JLOSF_TARGETLOS) { viewport = target; target = self; }
else { viewport = self; }
if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY))
return;
if (flags & JLOSF_FLIPFOV)
{
if (viewport == self) { viewport = target; target = self; }
else { target = viewport; viewport = self; }
}
if (fov && (fov < ANGLE_MAX))
{
an = R_PointToAngle2 (viewport->x,
viewport->y,
target->x,
target->y)
- viewport->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
return; // [KS] Outside of FOV - return
}
}
ACTION_JUMP(jump);
}
//==========================================================================
//
// A_JumpIfInTargetLOS (state label, optional fixed fov, optional int flags
// optional fixed dist_max, optional fixed dist_close)
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
{
ACTION_PARAM_START(5);
ACTION_PARAM_STATE(jump, 0);
ACTION_PARAM_ANGLE(fov, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_FIXED(dist_max, 3);
ACTION_PARAM_FIXED(dist_close, 4);
angle_t an;
AActor *target;
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (flags & JLOSF_CHECKMASTER)
{
target = self->master;
}
else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
{
if (self->flags2 & MF2_SEEKERMISSILE)
target = self->tracer;
else
target = NULL;
}
else
{
target = self->target;
}
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
distance = P_AproxDistance(distance, target->z - self->z);
if (dist_max && (distance > dist_max)) return;
bool doCheckSight = !(flags & JLOSF_NOSIGHT);
if (dist_close && (distance < dist_close))
{
if (flags & JLOSF_CLOSENOJUMP)
return;
if (flags & JLOSF_CLOSENOFOV)
fov = 0;
if (flags & JLOSF_CLOSENOSIGHT)
doCheckSight = false;
}
if (fov && (fov < ANGLE_MAX))
{
an = R_PointToAngle2 (target->x,
target->y,
self->x,
self->y)
- target->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
return; // [KS] Outside of FOV - return
}
}
if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
return;
ACTION_JUMP(jump);
}
//===========================================================================
//
// A_DamageMaster (int amount)
// Damages the master of this child by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
if (self->master != NULL)
{
if (amount > 0)
{
P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(self->master, amount);
}
}
}
//===========================================================================
//
// A_DamageChildren (amount)
// Damages the children of this master by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
if (amount > 0)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
// [KS] *** End of my modifications ***
//===========================================================================
//
// A_DamageSiblings (amount)
// Damages the siblings of this master by the specified amount. Negative values heal.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
{
TThinkerIterator<AActor> it;
AActor * mo;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(amount, 0);
ACTION_PARAM_NAME(DamageType, 1);
if (self->master != NULL)
{
while ( (mo = it.Next()) )
{
if (mo->master == self->master && mo != self)
{
if (amount > 0)
{
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
}
else if (amount < 0)
{
amount = -amount;
P_GiveBody(mo, amount);
}
}
}
}
}
//===========================================================================
//
// Modified code pointer from Skulltag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
{
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
return;
ACTION_PARAM_START(2);
ACTION_PARAM_INT(count, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_PARAM_BOOL(dontincrement, 2)
if (count <= 0) return;
AWeapon *weapon = self->player->ReadyWeapon;
int ReloadCounter = weapon->ReloadCounter;
if(!dontincrement || ReloadCounter != 0)
ReloadCounter = (weapon->ReloadCounter+1) % count;
else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though.
ReloadCounter = 1;
// If we have not made our last shot...
if (ReloadCounter != 0)
{
// Go back to the refire frames, instead of continuing on to the reload frames.
ACTION_JUMP(jump);
}
else
{
// We need to reload. However, don't reload if we're out of ammo.
weapon->CheckAmmo( false, false );
}
if(!dontincrement)
weapon->ReloadCounter = ReloadCounter;
}
//===========================================================================
//
// Resets the counter for the above function
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter)
{
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
return;
AWeapon *weapon = self->player->ReadyWeapon;
weapon->ReloadCounter = 0;
}
//===========================================================================
//
// A_ChangeFlag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
{
ACTION_PARAM_START(2);
ACTION_PARAM_STRING(flagname, 0);
ACTION_PARAM_BOOL(expression, 1);
const char *dot = strchr (flagname, '.');
FFlagDef *fd;
const PClass *cls = self->GetClass();
if (dot != NULL)
{
FString part1(flagname, dot-flagname);
fd = FindFlag (cls, part1, dot+1);
}
else
{
fd = FindFlag (cls, flagname, NULL);
}
if (fd != NULL)
{
bool kill_before, kill_after;
INTBOOL item_before, item_after;
INTBOOL secret_before, secret_after;
kill_before = self->CountsAsKill();
item_before = self->flags & MF_COUNTITEM;
secret_before = self->flags5 & MF5_COUNTSECRET;
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit);
}
else
{
DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset);
// If these 2 flags get changed we need to update the blockmap and sector links.
bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
if (linkchange) self->UnlinkFromWorld();
ModActorFlag(self, fd, expression);
if (linkchange) self->LinkToWorld();
}
kill_after = self->CountsAsKill();
item_after = self->flags & MF_COUNTITEM;
secret_after = self->flags5 & MF5_COUNTSECRET;
// Was this monster previously worth a kill but no longer is?
// Or vice versa?
if (kill_before != kill_after)
{
if (kill_after)
{ // It counts as a kill now.
level.total_monsters++;
}
else
{ // It no longer counts as a kill.
level.total_monsters--;
}
}
// same for items
if (item_before != item_after)
{
if (item_after)
{ // It counts as an item now.
level.total_items++;
}
else
{ // It no longer counts as an item
level.total_items--;
}
}
// and secretd
if (secret_before != secret_after)
{
if (secret_after)
{ // It counts as an secret now.
level.total_secrets++;
}
else
{ // It no longer counts as an secret
level.total_secrets--;
}
}
}
else
{
Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
}
}
//===========================================================================
//
// A_CheckFlag
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag)
{
ACTION_PARAM_START(3);
ACTION_PARAM_STRING(flagname, 0);
ACTION_PARAM_STATE(jumpto, 1);
ACTION_PARAM_INT(checkpointer, 2);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
AActor *owner;
COPY_AAPTR_NOT_NULL(self, owner, checkpointer);
if (CheckActorFlag(owner, flagname))
{
ACTION_JUMP(jumpto);
}
}
//===========================================================================
//
// A_RemoveMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster)
{
if (self->master != NULL)
{
P_RemoveThing(self->master);
}
}
//===========================================================================
//
// A_RemoveChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
{
TThinkerIterator<AActor> it;
AActor *mo;
ACTION_PARAM_START(1);
ACTION_PARAM_BOOL(removeall,0);
while ((mo = it.Next()) != NULL)
{
if (mo->master == self && (mo->health <= 0 || removeall))
{
P_RemoveThing(mo);
}
}
}
//===========================================================================
//
// A_RemoveSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
{
TThinkerIterator<AActor> it;
AActor *mo;
ACTION_PARAM_START(1);
ACTION_PARAM_BOOL(removeall,0);
if (self->master != NULL)
{
while ((mo = it.Next()) != NULL)
{
if (mo->master == self->master && mo != self && (mo->health <= 0 || removeall))
{
P_RemoveThing(mo);
}
}
}
}
//===========================================================================
//
// A_RaiseMaster
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
{
if (self->master != NULL)
{
P_Thing_Raise(self->master);
}
}
//===========================================================================
//
// A_RaiseChildren
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
{
TThinkerIterator<AActor> it;
AActor *mo;
while ((mo = it.Next()) != NULL)
{
if (mo->master == self)
{
P_Thing_Raise(mo);
}
}
}
//===========================================================================
//
// A_RaiseSiblings
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
{
TThinkerIterator<AActor> it;
AActor *mo;
if (self->master != NULL)
{
while ((mo = it.Next()) != NULL)
{
if (mo->master == self->master && mo != self)
{
P_Thing_Raise(mo);
}
}
}
}
//===========================================================================
//
// A_MonsterRefire
//
// Keep firing unless target got out of sight
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(prob, 0);
ACTION_PARAM_STATE(jump, 1);
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
A_FaceTarget (self);
if (pr_monsterrefire() < prob)
return;
if (!self->target
|| P_HitFriend (self)
|| self->target->health <= 0
|| !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) )
{
ACTION_JUMP(jump);
}
}
//===========================================================================
//
// A_SetAngle
//
// Set actor's angle (in degrees).
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
{
ACTION_PARAM_START(1);
ACTION_PARAM_ANGLE(angle, 0);
self->SetAngle(angle);
}
//===========================================================================
//
// A_SetPitch
//
// Set actor's pitch (in degrees).
//
//===========================================================================
enum
{
SPF_FORCECLAMP = 1, // players always clamp
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
{
ACTION_PARAM_START(2);
ACTION_PARAM_ANGLE(pitch, 0);
ACTION_PARAM_INT(flags, 1);
if (self->player != NULL || (flags & SPF_FORCECLAMP))
{ // clamp the pitch we set
int min, max;
if (self->player != NULL)
{
min = self->player->MinPitch;
max = self->player->MaxPitch;
}
else
{
min = -ANGLE_90 + (1 << ANGLETOFINESHIFT);
max = ANGLE_90 - (1 << ANGLETOFINESHIFT);
}
pitch = clamp<int>(pitch, min, max);
}
self->SetPitch(pitch);
}
//===========================================================================
//
// A_ScaleVelocity
//
// Scale actor's velocity.
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(scale, 0);
INTBOOL was_moving = self->velx | self->vely | self->velz;
self->velx = FixedMul(self->velx, scale);
self->vely = FixedMul(self->vely, scale);
self->velz = FixedMul(self->velz, scale);
// If the actor was previously moving but now is not, and is a player,
// update its player variables. (See A_Stop.)
if (was_moving)
{
CheckStopped(self);
}
}
//===========================================================================
//
// A_ChangeVelocity
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
{
ACTION_PARAM_START(4);
ACTION_PARAM_FIXED(x, 0);
ACTION_PARAM_FIXED(y, 1);
ACTION_PARAM_FIXED(z, 2);
ACTION_PARAM_INT(flags, 3);
INTBOOL was_moving = self->velx | self->vely | self->velz;
fixed_t vx = x, vy = y, vz = z;
fixed_t sina = finesine[self->angle >> ANGLETOFINESHIFT];
fixed_t cosa = finecosine[self->angle >> ANGLETOFINESHIFT];
if (flags & 1) // relative axes - make x, y relative to actor's current angle
{
vx = DMulScale16(x, cosa, -y, sina);
vy = DMulScale16(x, sina, y, cosa);
}
if (flags & 2) // discard old velocity - replace old velocity with new velocity
{
self->velx = vx;
self->vely = vy;
self->velz = vz;
}
else // add new velocity to old velocity
{
self->velx += vx;
self->vely += vy;
self->velz += vz;
}
if (was_moving)
{
CheckStopped(self);
}
}
//===========================================================================
//
// A_SetArg
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(pos, 0);
ACTION_PARAM_INT(value, 1);
// Set the value of the specified arg
if ((size_t)pos < countof(self->args))
{
self->args[pos] = value;
}
}
//===========================================================================
//
// A_SetSpecial
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial)
{
ACTION_PARAM_START(6);
ACTION_PARAM_INT(spec, 0);
ACTION_PARAM_INT(arg0, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
ACTION_PARAM_INT(arg4, 5);
self->special = spec;
self->args[0] = arg0;
self->args[1] = arg1;
self->args[2] = arg2;
self->args[3] = arg3;
self->args[4] = arg4;
}
//===========================================================================
//
// A_SetUserVar
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(varname, 0);
ACTION_PARAM_INT(value, 1);
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
PSymbolVariable *var;
if (sym == NULL || sym->SymbolType != SYM_Variable ||
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar ||
var->ValueType.Type != VAL_Int)
{
Printf("%s is not a user variable in class %s\n", varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return;
}
// Set the value of the specified user variable.
*(int *)(reinterpret_cast<BYTE *>(self) + var->offset) = value;
}
//===========================================================================
//
// A_SetUserArray
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
{
ACTION_PARAM_START(3);
ACTION_PARAM_NAME(varname, 0);
ACTION_PARAM_INT(pos, 1);
ACTION_PARAM_INT(value, 2);
PSymbol *sym = self->GetClass()->Symbols.FindSymbol(varname, true);
PSymbolVariable *var;
if (sym == NULL || sym->SymbolType != SYM_Variable ||
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar ||
var->ValueType.Type != VAL_Array || var->ValueType.BaseType != VAL_Int)
{
Printf("%s is not a user array in class %s\n", varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return;
}
if (pos < 0 || pos >= var->ValueType.size)
{
Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(),
self->GetClass()->TypeName.GetChars());
return;
}
// Set the value of the specified user array at index pos.
((int *)(reinterpret_cast<BYTE *>(self) + var->offset))[pos] = value;
}
//===========================================================================
//
// A_Teleport(optional state teleportstate, optional class targettype,
// optional class fogtype, optional int flags, optional fixed mindist,
// optional fixed maxdist)
//
// Attempts to teleport to a targettype at least mindist away and at most
// maxdist away (0 means unlimited). If successful, spawn a fogtype at old
// location and place calling actor in teleportstate.
//
//===========================================================================
enum T_Flags
{
TF_TELEFRAG = 1, // Allow telefrag in order to teleport.
TF_RANDOMDECIDE = 2, // Randomly fail based on health. (A_Srcr2Decide)
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
{
ACTION_PARAM_START(6);
ACTION_PARAM_STATE(TeleportState, 0);
ACTION_PARAM_CLASS(TargetType, 1);
ACTION_PARAM_CLASS(FogType, 2);
ACTION_PARAM_INT(Flags, 3);
ACTION_PARAM_FIXED(MinDist, 4);
ACTION_PARAM_FIXED(MaxDist, 5);
// Randomly choose not to teleport like A_Srcr2Decide.
if (Flags & TF_RANDOMDECIDE)
{
static const int chance[] =
{
192, 120, 120, 120, 64, 64, 32, 16, 0
};
unsigned int chanceindex = self->health / ((self->SpawnHealth()/8 == 0) ? 1 : self->SpawnHealth()/8);
if (chanceindex >= countof(chance))
{
chanceindex = countof(chance) - 1;
}
if (pr_teleport() >= chance[chanceindex]) return;
}
if (TeleportState == NULL)
{
// Default to Teleport.
TeleportState = self->FindState("Teleport");
// If still nothing, then return.
if (!TeleportState) return;
}
DSpotState *state = DSpotState::GetSpotState();
if (state == NULL) return;
if (!TargetType) TargetType = PClass::FindClass("BossSpot");
AActor * spot = state->GetSpotWithMinMaxDistance(TargetType, self->x, self->y, MinDist, MaxDist);
if (spot == NULL) return;
fixed_t prevX = self->x;
fixed_t prevY = self->y;
fixed_t prevZ = self->z;
if (P_TeleportMove (self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG))
{
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
if (FogType)
{
Spawn(FogType, prevX, prevY, prevZ, ALLOW_REPLACE);
}
ACTION_JUMP(TeleportState);
self->z = self->floorz;
self->angle = spot->angle;
self->velx = self->vely = self->velz = 0;
}
}
//===========================================================================
//
// A_Turn
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
{
ACTION_PARAM_START(1);
ACTION_PARAM_ANGLE(angle, 0);
self->angle += angle;
}
//===========================================================================
//
// A_Quake
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
{
ACTION_PARAM_START(5);
ACTION_PARAM_INT(intensity, 0);
ACTION_PARAM_INT(duration, 1);
ACTION_PARAM_INT(damrad, 2);
ACTION_PARAM_INT(tremrad, 3);
ACTION_PARAM_SOUND(sound, 4);
P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
}
//===========================================================================
//
// A_Weave
//
//===========================================================================
void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist)
{
fixed_t newX, newY;
int weaveXY, weaveZ;
int angle;
fixed_t dist;
weaveXY = self->WeaveIndexXY & 63;
weaveZ = self->WeaveIndexZ & 63;
angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
if (xydist != 0 && xyspeed != 0)
{
dist = MulScale13(finesine[weaveXY << BOBTOFINESHIFT], xydist);
newX = self->x - FixedMul (finecosine[angle], dist);
newY = self->y - FixedMul (finesine[angle], dist);
weaveXY = (weaveXY + xyspeed) & 63;
dist = MulScale13(finesine[weaveXY << BOBTOFINESHIFT], xydist);
newX += FixedMul (finecosine[angle], dist);
newY += FixedMul (finesine[angle], dist);
if (!(self->flags5 & MF5_NOINTERACTION))
{
P_TryMove (self, newX, newY, true);
}
else
{
self->UnlinkFromWorld ();
self->flags |= MF_NOBLOCKMAP;
self->x = newX;
self->y = newY;
self->LinkToWorld ();
}
self->WeaveIndexXY = weaveXY;
}
if (zdist != 0 && zspeed != 0)
{
self->z -= MulScale13(finesine[weaveZ << BOBTOFINESHIFT], zdist);
weaveZ = (weaveZ + zspeed) & 63;
self->z += MulScale13(finesine[weaveZ << BOBTOFINESHIFT], zdist);
self->WeaveIndexZ = weaveZ;
}
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave)
{
ACTION_PARAM_START(4);
ACTION_PARAM_INT(xspeed, 0);
ACTION_PARAM_INT(yspeed, 1);
ACTION_PARAM_FIXED(xdist, 2);
ACTION_PARAM_FIXED(ydist, 3);
A_Weave(self, xspeed, yspeed, xdist, ydist);
}
//===========================================================================
//
// A_LineEffect
//
// This allows linedef effects to be activated inside deh frames.
//
//===========================================================================
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(special, 0);
ACTION_PARAM_INT(tag, 1);
line_t junk; maplinedef_t oldjunk;
bool res = false;
if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up
{
if ((oldjunk.special = special)) // Linedef type
{
oldjunk.tag = tag; // Sector tag for linedef
P_TranslateLineDef(&junk, &oldjunk); // Turn into native type
res = !!P_ExecuteSpecial(junk.special, NULL, self, false, junk.args[0],
junk.args[1], junk.args[2], junk.args[3], junk.args[4]);
if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once,
self->flags6 |= MF6_LINEDONE; // no more for this thing
}
}
ACTION_SET_RESULT(res);
}
//==========================================================================
//
// A Wolf3D-style attack codepointer
//
//==========================================================================
enum WolfAttackFlags
{
WAF_NORANDOM = 1,
WAF_USEPUFF = 2,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
{
ACTION_PARAM_START(9);
ACTION_PARAM_INT(flags, 0);
ACTION_PARAM_SOUND(sound, 1);
ACTION_PARAM_FIXED(snipe, 2);
ACTION_PARAM_INT(maxdamage, 3);
ACTION_PARAM_INT(blocksize, 4);
ACTION_PARAM_INT(pointblank, 5);
ACTION_PARAM_INT(longrange, 6);
ACTION_PARAM_FIXED(runspeed, 7);
ACTION_PARAM_CLASS(pufftype, 8);
if (!self->target)
return;
// Enemy can't see target
if (!P_CheckSight(self, self->target))
return;
A_FaceTarget (self);
// Target can dodge if it can see enemy
angle_t angle = R_PointToAngle2(self->target->x, self->target->y, self->x, self->y) - self->target->angle;
angle >>= 24;
bool dodge = (P_CheckSight(self->target, self) && (angle>226 || angle<30));
// Distance check is simplistic
fixed_t dx = abs (self->x - self->target->x);
fixed_t dy = abs (self->y - self->target->y);
fixed_t dz;
fixed_t dist = dx > dy ? dx : dy;
// Some enemies are more precise
dist = FixedMul(dist, snipe);
// Convert distance into integer number of blocks
dist >>= FRACBITS;
dist /= blocksize;
// Now for the speed accuracy thingie
fixed_t speed = FixedMul(self->target->velx, self->target->velx)
+ FixedMul(self->target->vely, self->target->vely)
+ FixedMul(self->target->velz, self->target->velz);
int hitchance = speed < runspeed ? 256 : 160;
// Distance accuracy (factoring dodge)
hitchance -= dist * (dodge ? 16 : 8);
// While we're here, we may as well do something for this:
if (self->target->flags & MF_SHADOW)
{
hitchance >>= 2;
}
// The attack itself
if (pr_cabullet() < hitchance)
{
// Compute position for spawning blood/puff
dx = self->target->x;
dy = self->target->y;
dz = self->target->z + (self->target->height>>1);
angle = R_PointToAngle2(dx, dy, self->x, self->y);
dx += FixedMul(self->target->radius, finecosine[angle>>ANGLETOFINESHIFT]);
dy += FixedMul(self->target->radius, finesine[angle>>ANGLETOFINESHIFT]);
int damage = flags & WAF_NORANDOM ? maxdamage : (1 + (pr_cabullet() % maxdamage));
if (dist >= pointblank)
damage >>= 1;
if (dist >= longrange)
damage >>= 1;
FName mod = NAME_None;
bool spawnblood = !((self->target->flags & MF_NOBLOOD)
|| (self->target->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)));
if (flags & WAF_USEPUFF && pufftype)
{
AActor * dpuff = GetDefaultByType(pufftype->GetReplacement());
mod = dpuff->DamageType;
if (dpuff->flags2 & MF2_THRUGHOST && self->target->flags3 & MF3_GHOST)
damage = 0;
if ((0 && dpuff->flags3 & MF3_PUFFONACTORS) || !spawnblood)
{
spawnblood = false;
P_SpawnPuff(self, pufftype, dx, dy, dz, angle, 0);
}
}
else if (self->target->flags3 & MF3_GHOST)
damage >>= 2;
if (damage)
{
int newdam = P_DamageMobj(self->target, self, self, damage, mod, DMG_THRUSTLESS);
if (spawnblood)
{
P_SpawnBlood(dx, dy, dz, angle, newdam > 0 ? newdam : damage, self->target);
P_TraceBleed(newdam > 0 ? newdam : damage, self->target, R_PointToAngle2(self->x, self->y, dx, dy), 0);
}
}
}
// And finally, let's play the sound
S_Sound (self, CHAN_WEAPON, sound, 1, ATTN_NORM);
}
//==========================================================================
//
// A_Warp
//
//==========================================================================
enum WARPF
{
WARPF_ABSOLUTEOFFSET = 0x1,
WARPF_ABSOLUTEANGLE = 0x2,
WARPF_USECALLERANGLE = 0x4,
WARPF_NOCHECKPOSITION = 0x8,
WARPF_INTERPOLATE = 0x10,
WARPF_WARPINTERPOLATION = 0x20,
WARPF_COPYINTERPOLATION = 0x40,
WARPF_STOP = 0x80,
WARPF_TOFLOOR = 0x100,
WARPF_TESTONLY = 0x200
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
{
ACTION_PARAM_START(7);
ACTION_PARAM_INT(destination_selector, 0);
ACTION_PARAM_FIXED(xofs, 1);
ACTION_PARAM_FIXED(yofs, 2);
ACTION_PARAM_FIXED(zofs, 3);
ACTION_PARAM_ANGLE(angle, 4);
ACTION_PARAM_INT(flags, 5);
ACTION_PARAM_STATE(success_state, 6);
fixed_t
oldx,
oldy,
oldz;
AActor *reference = COPY_AAPTR(self, destination_selector);
if (!reference)
{
ACTION_SET_RESULT(false);
return;
}
if (!(flags & WARPF_ABSOLUTEANGLE))
{
angle += (flags & WARPF_USECALLERANGLE) ? self->angle : reference->angle;
}
if (!(flags & WARPF_ABSOLUTEOFFSET))
{
angle_t fineangle = angle>>ANGLETOFINESHIFT;
oldx = xofs;
// (borrowed from A_SpawnItemEx, assumed workable)
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
xofs = FixedMul(oldx, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
yofs = FixedMul(oldx, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
}
oldx = self->x;
oldy = self->y;
oldz = self->z;
if (flags & WARPF_TOFLOOR)
{
// set correct xy
self->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z);
// now the caller's floorz should be appropriate for the assigned xy-position
// assigning position again with
if (zofs)
{
// extra unlink, link and environment calculation
self->SetOrigin(
self->x,
self->y,
self->floorz + zofs);
}
else
{
// if there is no offset, there should be no ill effect from moving down to the
// already identified floor
// A_Teleport does the same thing anyway
self->z = self->floorz;
}
}
else
{
self->SetOrigin(
reference->x + xofs,
reference->y + yofs,
reference->z + zofs);
}
if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(self))
{
if (flags & WARPF_TESTONLY)
{
self->SetOrigin(oldx, oldy, oldz);
}
else
{
self->angle = angle;
if (flags & WARPF_STOP)
{
self->velx = 0;
self->vely = 0;
self->velz = 0;
}
if (flags & WARPF_WARPINTERPOLATION)
{
self->PrevX += self->x - oldx;
self->PrevY += self->y - oldy;
self->PrevZ += self->z - oldz;
}
else if (flags & WARPF_COPYINTERPOLATION)
{
self->PrevX = self->x + reference->PrevX - reference->x;
self->PrevY = self->y + reference->PrevY - reference->y;
self->PrevZ = self->z + reference->PrevZ - reference->z;
}
else if (! (flags & WARPF_INTERPOLATE))
{
self->PrevX = self->x;
self->PrevY = self->y;
self->PrevZ = self->z;
}
}
if (success_state)
{
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
// in this case, you have the statejump to help you handle all the success anyway.
ACTION_JUMP(success_state);
return;
}
ACTION_SET_RESULT(true);
}
else
{
self->SetOrigin(oldx, oldy, oldz);
ACTION_SET_RESULT(false);
}
}
//==========================================================================
//
// ACS_Named* stuff
//
// These are exactly like their un-named line special equivalents, except
// they take strings instead of integers to indicate which script to run.
// Some of these probably aren't very useful, but they are included for
// the sake of completeness.
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(arg1, 1);
ACTION_PARAM_INT(arg2, 2);
ACTION_PARAM_INT(arg3, 3);
ACTION_PARAM_INT(arg4, 4);
bool res = !!P_ExecuteSpecial(ACS_ExecuteWithResult, NULL, self, false, -scriptname, arg1, arg2, arg3, arg4);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
bool res = !!P_ExecuteSpecial(ACS_Execute, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(arg3, 4);
bool res = !!P_ExecuteSpecial(ACS_ExecuteAlways, NULL, self, false, -scriptname, mapnum, arg1, arg2, arg3);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(lock, 4);
bool res = !!P_ExecuteSpecial(ACS_LockedExecute, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor)
{
ACTION_PARAM_START(5);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
ACTION_PARAM_INT(arg1, 2);
ACTION_PARAM_INT(arg2, 3);
ACTION_PARAM_INT(lock, 4);
bool res = !!P_ExecuteSpecial(ACS_LockedExecuteDoor, NULL, self, false, -scriptname, mapnum, arg1, arg2, lock);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
bool res = !!P_ExecuteSpecial(ACS_Suspend, NULL, self, false, -scriptname, mapnum, 0, 0, 0);
ACTION_SET_RESULT(res);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
{
ACTION_PARAM_START(2);
ACTION_PARAM_NAME(scriptname, 0);
ACTION_PARAM_INT(mapnum, 1);
bool res = !!P_ExecuteSpecial(ACS_Terminate, NULL, self, false, -scriptname, mapnum, 0, 0, 0);
ACTION_SET_RESULT(res);
}
//==========================================================================
//
// A_RadiusGive
//
// Uses code roughly similar to A_Explode (but without all the compatibility
// baggage and damage computation code to give an item to all eligible mobjs
// in range.
//
//==========================================================================
enum RadiusGiveFlags
{
RGF_GIVESELF = 1,
RGF_PLAYERS = 2,
RGF_MONSTERS = 4,
RGF_OBJECTS = 8,
RGF_VOODOO = 16,
RGF_CORPSES = 32,
RGF_MASK = 63,
RGF_NOTARGET = 64,
RGF_NOTRACER = 128,
RGF_NOMASTER = 256,
RGF_CUBE = 512,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
{
ACTION_PARAM_START(7);
ACTION_PARAM_CLASS(item, 0);
ACTION_PARAM_FIXED(distance, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(amount, 3);
// We need a valid item, valid targets, and a valid range
if (item == NULL || (flags & RGF_MASK) == 0 || distance <= 0)
{
return;
}
if (amount == 0)
{
amount = 1;
}
FBlockThingsIterator it(FBoundingBox(self->x, self->y, distance));
double distsquared = double(distance) * double(distance);
AActor *thing;
while ((thing = it.Next()))
{
// Don't give to inventory items
if (thing->flags & MF_SPECIAL)
{
continue;
}
// Avoid giving to self unless requested
if (thing == self && !(flags & RGF_GIVESELF))
{
continue;
}
// Avoiding special pointers if requested
if (((thing == self->target) && (flags & RGF_NOTARGET)) ||
((thing == self->tracer) && (flags & RGF_NOTRACER)) ||
((thing == self->master) && (flags & RGF_NOMASTER)))
{
continue;
}
// Don't give to dead thing unless requested
if (thing->flags & MF_CORPSE)
{
if (!(flags & RGF_CORPSES))
{
continue;
}
}
else if (thing->health <= 0 || thing->flags6 & MF6_KILLED)
{
continue;
}
// Players, monsters, and other shootable objects
if (thing->player)
{
if ((thing->player->mo == thing) && !(flags & RGF_PLAYERS))
{
continue;
}
if ((thing->player->mo != thing) && !(flags & RGF_VOODOO))
{
continue;
}
}
else if (thing->flags3 & MF3_ISMONSTER)
{
if (!(flags & RGF_MONSTERS))
{
continue;
}
}
else if (thing->flags & MF_SHOOTABLE || thing->flags6 & MF6_VULNERABLE)
{
if (!(flags & RGF_OBJECTS))
{
continue;
}
}
else
{
continue;
}
if (flags & RGF_CUBE)
{ // check if inside a cube
if (abs(thing->x - self->x) > distance ||
abs(thing->y - self->y) > distance ||
abs((thing->z + thing->height/2) - (self->z + self->height/2)) > distance)
{
continue;
}
}
else
{ // check if inside a sphere
TVector3<double> tpos(thing->x, thing->y, thing->z + thing->height/2);
TVector3<double> spos(self->x, self->y, self->z + self->height/2);
if ((tpos - spos).LengthSquared() > distsquared)
{
continue;
}
}
fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2));
if (P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
{ // OK to give; target is in direct path
AInventory *gift = static_cast<AInventory *>(Spawn (item, 0, 0, 0, NO_REPLACE));
if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
{
gift->Amount *= amount;
}
else
{
gift->Amount = amount;
}
gift->flags |= MF_DROPPED;
gift->ClearCounters();
if (!gift->CallTryPickup (thing))
{
gift->Destroy ();
}
}
}
}
//==========================================================================
//
// A_SetTics
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
{
ACTION_PARAM_START(1);
ACTION_PARAM_INT(tics_to_set, 0);
if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon)))
{ // Is this a weapon? Need to check psp states for a match, then. Blah.
for (int i = 0; i < NUMPSPRITES; ++i)
{
if (self->player->psprites[i].state == CallingState)
{
self->player->psprites[i].tics = tics_to_set;
return;
}
}
}
// Just set tics for self.
self->tics = tics_to_set;
}
//==========================================================================
//
// A_SetDamageType
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType)
{
ACTION_PARAM_START(1);
ACTION_PARAM_NAME(damagetype, 0);
self->DamageType = damagetype;
}
//==========================================================================
//
// A_DropItem
//
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
{
ACTION_PARAM_START(3);
ACTION_PARAM_CLASS(spawntype, 0);
ACTION_PARAM_INT(amount, 1);
ACTION_PARAM_INT(chance, 2);
P_DropItem(self, spawntype, amount, chance);
}