qzdoom-gpl/src/g_shared/a_action.cpp
Christoph Oelckers d0c910fca6 - added Grubber's submission for customizable gravity per actor.
- Fixed: A_Jump didn't work for weapons or CustomInventory items.



SVN r456 (trunk)
2007-01-20 14:27:44 +00:00

601 lines
15 KiB
C++

#include "actor.h"
#include "thingdef.h"
#include "p_conversation.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "p_local.h"
#include "p_terrain.h"
#include "p_enemy.h"
#include "statnums.h"
#include "templates.h"
static FRandom pr_freezedeath ("FreezeDeath");
static FRandom pr_icesettics ("IceSetTics");
static FRandom pr_freeze ("FreezeDeathChunks");
/***************************** IceChunk ************************************/
class AIceChunk : public AActor
{
DECLARE_ACTOR (AIceChunk, AActor)
};
FState AIceChunk::States[] =
{
S_NORMAL (ICEC, 'A', 10, NULL , &States[1]),
S_NORMAL (ICEC, 'B', 10, A_IceSetTics , &States[2]),
S_NORMAL (ICEC, 'C', 10, A_IceSetTics , &States[3]),
S_NORMAL (ICEC, 'D', 10, A_IceSetTics , NULL),
};
IMPLEMENT_ACTOR (AIceChunk, Any, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (4)
PROP_Mass(5)
PROP_Gravity (FRACUNIT/8)
PROP_Flags (MF_DROPOFF)
PROP_Flags2 (MF2_CANNOTPUSH|MF2_FLOORCLIP|MF2_NOTELEPORT)
PROP_SpawnState (0)
END_DEFAULTS
/***************************************************************************/
// A chunk of ice that is also a player -------------------------------------
class AIceChunkHead : public APlayerChunk
{
DECLARE_ACTOR (AIceChunkHead, APlayerChunk)
};
FState AIceChunkHead::States[] =
{
S_NORMAL (PLAY, 'A', 0, NULL , &States[1]),
S_NORMAL (ICEC, 'A', 10, A_IceCheckHeadDone , &States[1])
};
IMPLEMENT_ACTOR (AIceChunkHead, Any, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (4)
PROP_Mass(5)
PROP_DamageType (NAME_Ice)
PROP_Gravity (FRACUNIT/8)
PROP_Flags (MF_DROPOFF)
PROP_Flags2 (MF2_CANNOTPUSH)
PROP_SpawnState (0)
END_DEFAULTS
//----------------------------------------------------------------------------
//
// PROC A_NoBlocking
//
//----------------------------------------------------------------------------
void A_NoBlocking (AActor *actor)
{
// [RH] Andy Baker's stealth monsters
if (actor->flags & MF_STEALTH)
{
actor->alpha = OPAQUE;
actor->visdir = 0;
}
actor->flags &= ~MF_SOLID;
// If the actor has a conversation that sets an item to drop, drop that.
if (actor->Conversation != NULL && actor->Conversation->DropType != NULL)
{
P_DropItem (actor, actor->Conversation->DropType, -1, 256);
actor->Conversation = NULL;
return;
}
actor->Conversation = NULL;
// If the actor has attached metadata for items to drop, drop those.
// Otherwise, call NoBlockingSet() and let it decide what to drop.
if (!actor->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
{
FDropItem *di = GetDropItems(RUNTIME_TYPE(actor));
if (di != NULL)
{
while (di != NULL)
{
if (di->Name != NAME_None)
{
const PClass *ti = PClass::FindClass(di->Name);
if (ti) P_DropItem (actor, ti, di->amount, di->probability);
}
di = di->Next;
}
}
else
{
actor->NoBlockingSet ();
}
}
}
//==========================================================================
//
// A_SetFloorClip
//
//==========================================================================
void A_SetFloorClip (AActor *actor)
{
actor->flags2 |= MF2_FLOORCLIP;
actor->AdjustFloorClip ();
}
//==========================================================================
//
// A_UnSetFloorClip
//
//==========================================================================
void A_UnSetFloorClip (AActor *actor)
{
actor->flags2 &= ~MF2_FLOORCLIP;
actor->floorclip = 0;
}
//==========================================================================
//
// A_HideThing
//
//==========================================================================
void A_HideThing (AActor *actor)
{
actor->renderflags |= RF_INVISIBLE;
}
//==========================================================================
//
// A_UnHideThing
//
//==========================================================================
void A_UnHideThing (AActor *actor)
{
actor->renderflags &= ~RF_INVISIBLE;
}
//============================================================================
//
// A_FreezeDeath
//
//============================================================================
void A_FreezeDeath (AActor *actor)
{
int t = pr_freezedeath();
actor->tics = 75+t+pr_freezedeath();
actor->flags |= MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_ICECORPSE;
actor->flags2 |= MF2_PUSHABLE|MF2_TELESTOMP|MF2_PASSMOBJ|MF2_SLIDE;
actor->flags3 |= MF3_CRASHED;
actor->height = actor->GetDefault()->height;
S_Sound (actor, CHAN_BODY, "misc/freeze", 1, ATTN_NORM);
// [RH] Andy Baker's stealth monsters
if (actor->flags & MF_STEALTH)
{
actor->alpha = OPAQUE;
actor->visdir = 0;
}
if (actor->player)
{
actor->player->damagecount = 0;
actor->player->poisoncount = 0;
actor->player->bonuscount = 0;
}
else if (actor->flags3&MF3_ISMONSTER && actor->special)
{ // Initiate monster death actions
LineSpecials [actor->special] (NULL, actor, false, actor->args[0],
actor->args[1], actor->args[2], actor->args[3], actor->args[4]);
actor->special = 0;
}
}
//============================================================================
//
// A_IceSetTics
//
//============================================================================
void A_IceSetTics (AActor *actor)
{
int floor;
actor->tics = 70+(pr_icesettics()&63);
floor = P_GetThingFloorType (actor);
if (Terrains[floor].DamageMOD == NAME_Fire)
{
actor->tics >>= 2;
}
else if (Terrains[floor].DamageMOD == NAME_Ice)
{
actor->tics <<= 1;
}
}
//============================================================================
//
// A_IceCheckHeadDone
//
//============================================================================
void A_IceCheckHeadDone (AActor *actor)
{
if (actor->player == NULL)
{
actor->Destroy ();
}
}
//============================================================================
//
// A_FreezeDeathChunks
//
//============================================================================
void A_FreezeDeathChunks (AActor *actor)
{
int i;
int numChunks;
AActor *mo;
if (actor->momx || actor->momy || actor->momz)
{
actor->tics = 3*TICRATE;
return;
}
S_Sound (actor, CHAN_BODY, "misc/icebreak", 1, ATTN_NORM);
// [RH] In Hexen, this creates a random number of shards (range [24,56])
// with no relation to the size of the actor shattering. I think it should
// base the number of shards on the size of the dead thing, so bigger
// things break up into more shards than smaller things.
// An actor with radius 20 and height 64 creates ~40 chunks.
numChunks = MAX<int> (4, (actor->radius>>FRACBITS)*(actor->height>>FRACBITS)/32);
i = (pr_freeze.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
mo = Spawn<AIceChunk> (
actor->x + (((pr_freeze()-128)*actor->radius)>>7),
actor->y + (((pr_freeze()-128)*actor->radius)>>7),
actor->z + (pr_freeze()*actor->height/255), ALLOW_REPLACE);
mo->SetState (mo->SpawnState + (pr_freeze()%3));
if (mo)
{
mo->momz = FixedDiv(mo->z-actor->z, actor->height)<<2;
mo->momx = pr_freeze.Random2 () << (FRACBITS-7);
mo->momy = pr_freeze.Random2 () << (FRACBITS-7);
A_IceSetTics (mo); // set a random tic wait
mo->RenderStyle = actor->RenderStyle;
mo->alpha = actor->alpha;
}
}
if (actor->player)
{ // attach the player's view to a chunk of ice
AIceChunkHead *head = Spawn<AIceChunkHead> (actor->x, actor->y,
actor->z + actor->player->mo->ViewHeight, ALLOW_REPLACE);
head->momz = FixedDiv(head->z-actor->z, actor->height)<<2;
head->momx = pr_freeze.Random2 () << (FRACBITS-7);
head->momy = pr_freeze.Random2 () << (FRACBITS-7);
head->player = actor->player;
actor->player = NULL;
head->ObtainInventory (actor);
head->health = actor->health;
head->angle = actor->angle;
head->player->mo = head;
head->pitch = 0;
head->RenderStyle = actor->RenderStyle;
head->alpha = actor->alpha;
if (head->player->camera == actor)
{
head->player->camera = head;
}
}
// [RH] Do some stuff to make this more useful outside Hexen
if (actor->flags4 & MF4_BOSSDEATH)
{
A_BossDeath (actor);
}
A_NoBlocking (actor);
actor->Destroy ();
}
//----------------------------------------------------------------------------
//
// CorpseQueue Routines (used by Hexen)
//
//----------------------------------------------------------------------------
// Corpse queue for monsters - this should be saved out
class DCorpsePointer : public DThinker
{
DECLARE_CLASS (DCorpsePointer, DThinker)
HAS_OBJECT_POINTERS
public:
DCorpsePointer (AActor *ptr);
void Destroy ();
void Serialize (FArchive &arc);
AActor *Corpse;
DWORD Count; // Only the first corpse pointer's count is valid.
private:
DCorpsePointer () {}
};
IMPLEMENT_POINTY_CLASS(DCorpsePointer)
DECLARE_POINTER(Corpse)
END_POINTERS
CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO)
{
if (self > 0)
{
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
while (first != NULL && first->Count > (DWORD)self)
{
DCorpsePointer *next = iterator.Next ();
next->Count = first->Count;
first->Destroy ();
first = next;
}
}
}
DCorpsePointer::DCorpsePointer (AActor *ptr)
: DThinker (STAT_CORPSEPOINTER), Corpse (ptr)
{
Count = 0;
// Thinkers are added to the end of their respective lists, so
// the first thinker in the list is the oldest one.
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
if (first != this)
{
if (first->Count >= (DWORD)sv_corpsequeuesize)
{
DCorpsePointer *next = iterator.Next ();
next->Count = first->Count;
first->Destroy ();
return;
}
}
++first->Count;
}
void DCorpsePointer::Destroy ()
{
// Store the count of corpses in the first thinker in the list
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
int prevCount = first->Count;
if (first == this)
{
first = iterator.Next ();
}
if (first != NULL)
{
first->Count = prevCount - 1;
}
if (Corpse != NULL)
{
Corpse->Destroy ();
}
Super::Destroy ();
}
void DCorpsePointer::Serialize (FArchive &arc)
{
arc << Corpse << Count;
}
// throw another corpse on the queue
void A_QueueCorpse (AActor *actor)
{
if (sv_corpsequeuesize > 0)
new DCorpsePointer (actor);
}
// Remove an actor from the queue (for resurrection)
void A_DeQueueCorpse (AActor *actor)
{
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *corpsePtr;
while ((corpsePtr = iterator.Next()) != NULL)
{
if (corpsePtr->Corpse == actor)
{
corpsePtr->Corpse = NULL;
corpsePtr->Destroy ();
return;
}
}
}
//============================================================================
//
// A_SetInvulnerable
//
//============================================================================
void A_SetInvulnerable (AActor *actor)
{
actor->flags2 |= MF2_INVULNERABLE;
}
//============================================================================
//
// A_UnSetInvulnerable
//
//============================================================================
void A_UnSetInvulnerable (AActor *actor)
{
actor->flags2 &= ~MF2_INVULNERABLE;
}
//============================================================================
//
// A_SetReflective
//
//============================================================================
void A_SetReflective (AActor *actor)
{
actor->flags2 |= MF2_REFLECTIVE;
}
//============================================================================
//
// A_UnSetReflective
//
//============================================================================
void A_UnSetReflective (AActor *actor)
{
actor->flags2 &= ~MF2_REFLECTIVE;
}
//============================================================================
//
// A_SetReflectiveInvulnerable
//
//============================================================================
void A_SetReflectiveInvulnerable (AActor *actor)
{
actor->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE;
}
//============================================================================
//
// A_UnSetReflectiveInvulnerable
//
//============================================================================
void A_UnSetReflectiveInvulnerable (AActor *actor)
{
actor->flags2 &= ~(MF2_REFLECTIVE|MF2_INVULNERABLE);
}
//==========================================================================
//
// A_SetShootable
//
//==========================================================================
void A_SetShootable (AActor *actor)
{
actor->flags2 &= ~MF2_NONSHOOTABLE;
actor->flags |= MF_SHOOTABLE;
}
//==========================================================================
//
// A_UnSetShootable
//
//==========================================================================
void A_UnSetShootable (AActor *actor)
{
actor->flags2 |= MF2_NONSHOOTABLE;
actor->flags &= ~MF_SHOOTABLE;
}
//===========================================================================
//
// A_NoGravity
//
//===========================================================================
void A_NoGravity (AActor *actor)
{
actor->flags |= MF_NOGRAVITY;
}
//===========================================================================
//
// A_Gravity
//
//===========================================================================
void A_Gravity (AActor *actor)
{
actor->flags &= ~MF_NOGRAVITY;
actor->gravity = FRACUNIT;
}
//===========================================================================
//
// A_LowGravity
//
//===========================================================================
void A_LowGravity (AActor *actor)
{
actor->flags &= ~MF_NOGRAVITY;
actor->gravity = FRACUNIT/8;
}
//===========================================================================
//
// FaceMovementDirection
//
//===========================================================================
void FaceMovementDirection (AActor *actor)
{
switch (actor->movedir)
{
case DI_EAST:
actor->angle = 0<<24;
break;
case DI_NORTHEAST:
actor->angle = 32<<24;
break;
case DI_NORTH:
actor->angle = 64<<24;
break;
case DI_NORTHWEST:
actor->angle = 96<<24;
break;
case DI_WEST:
actor->angle = 128<<24;
break;
case DI_SOUTHWEST:
actor->angle = 160<<24;
break;
case DI_SOUTH:
actor->angle = 192<<24;
break;
case DI_SOUTHEAST:
actor->angle = 224<<24;
break;
}
}