qzdoom-gpl/src/p_mobj.cpp
Randy Heit fa7987005e - Fixed: After respawning in a singleplayer demo, demo playback went out
of sync becase the RNG seed was being altered during recording but not
  during playback. This was caused by an inappropriate fix for a similar
  problem: -record calls G_InitNew() before it actually starts recording
  the demo, but -playdemo calls G_InitNew() after it starts playback. So
  the rngseed stored in the demo was already altered. The correct thing
  to do is not to prevent the rngseed from changing during playback but
  to move the call to G_InitNew() after the call to G_BeginRecording().
- Fixed: After respawning in a demo, demo playback was prematurely
  terminated.


SVN r50 (trunk)
2006-04-16 19:09:36 +00:00

4644 lines
112 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Moving object handling. Spawn functions.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include "templates.h"
#include "m_alloc.h"
#include "i_system.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_terrain.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "s_sound.h"
#include "doomstat.h"
#include "v_video.h"
#include "c_cvars.h"
#include "b_bot.h" //Added by MC:
#include "stats.h"
#include "a_doomglobal.h"
#include "a_hexenglobal.h"
#include "a_sharedglobal.h"
#include "gi.h"
#include "sbar.h"
#include "p_acs.h"
#include "cmdlib.h"
#include "decallib.h"
#include "ravenshared.h"
#include "a_action.h"
#include "a_keys.h"
#include "p_conversation.h"
// MACROS ------------------------------------------------------------------
#define WATER_SINK_FACTOR 3
#define WATER_SINK_SMALL_FACTOR 4
#define WATER_SINK_SPEED (FRACUNIT/2)
#define WATER_JUMP_SPEED (FRACUNIT*7/2)
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void G_PlayerReborn (int player);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern cycle_t BotSupportCycles;
extern cycle_t BotWTG;
extern fixed_t attackrange;
extern int tmfloorpic;
extern sector_t *tmfloorsector;
EXTERN_CVAR (Bool, r_drawfuzz);
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static bool SpawningMapThing;
static FRandom pr_explodemissile ("ExplodeMissile");
static FRandom pr_bounce ("Bounce");
static FRandom pr_reflect ("Reflect");
static FRandom pr_nightmarerespawn ("NightmareRespawn");
static FRandom pr_botspawnmobj ("BotSpawnActor");
static FRandom pr_spawnmapthing ("SpawnMapThing");
static FRandom pr_spawnpuff ("SpawnPuff");
static FRandom pr_spawnblood ("SpawnBlood");
static FRandom pr_splatter ("BloodSplatter");
static FRandom pr_ripperblood ("RipperBlood");
static FRandom pr_chunk ("Chunk");
static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
static FRandom pr_spawnmissile ("SpawnMissile");
FRandom pr_slam ("SkullSlam");
static FRandom pr_multiclasschoice ("MultiClassChoice");
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FRandom pr_spawnmobj ("SpawnActor");
CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
{
level.gravity = self;
}
CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
fixed_t FloatBobOffsets[64] =
{
0, 51389, 102283, 152192,
200636, 247147, 291278, 332604,
370727, 405280, 435929, 462380,
484378, 501712, 514213, 521763,
524287, 521763, 514213, 501712,
484378, 462380, 435929, 405280,
370727, 332604, 291278, 247147,
200636, 152192, 102283, 51389,
-1, -51390, -102284, -152193,
-200637, -247148, -291279, -332605,
-370728, -405281, -435930, -462381,
-484380, -501713, -514215, -521764,
-524288, -521764, -514214, -501713,
-484379, -462381, -435930, -405280,
-370728, -332605, -291279, -247148,
-200637, -152193, -102284, -51389
};
fixed_t FloatBobDiffs[64] =
{
51389, 51389, 50894, 49909, 48444,
46511, 44131, 41326, 38123,
34553, 30649, 26451, 21998,
17334, 12501, 7550, 2524,
-2524, -7550, -12501, -17334,
-21998, -26451, -30649, -34553,
-38123, -41326, -44131, -46511,
-48444, -49909, -50894, -51390,
-51389, -50894, -49909, -48444,
-46511, -44131, -41326, -38123,
-34553, -30649, -26451, -21999,
-17333, -12502, -7549, -2524,
2524, 7550, 12501, 17334,
21998, 26451, 30650, 34552,
38123, 41326, 44131, 46511,
48444, 49909, 50895
};
CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
AActor *MissileActor;
AActor *PuffSpawned;
// CODE --------------------------------------------------------------------
IMPLEMENT_POINTY_CLASS (AActor)
DECLARE_POINTER (target)
DECLARE_POINTER (lastenemy)
DECLARE_POINTER (tracer)
DECLARE_POINTER (goal)
DECLARE_POINTER (LastLook) // This is actually a union
DECLARE_POINTER (Inventory)
DECLARE_POINTER (LastHeard)
DECLARE_POINTER (master)
END_POINTERS
ACTOR_STATE_NAMES(AActor) =
{
{ &AActor::SpawnState, "Spawn" },
{ &AActor::SeeState, "See" },
{ &AActor::PainState, "Pain" },
{ &AActor::MeleeState, "Melee" },
{ &AActor::MissileState, "Missile" },
{ &AActor::CrashState, "Crash" },
{ &AActor::DeathState, "Death" },
{ &AActor::XDeathState, "XDeath" },
{ &AActor::BDeathState, "Burn" },
{ &AActor::IDeathState, "Ice" },
{ &AActor::EDeathState, "Disintegrate" },
{ &AActor::RaiseState, "Raise" },
{ &AActor::WoundState, "Wound" },
{ 0, NAME_None }
};
AActor::~AActor ()
{
// Please avoid calling the destructor directly (or through delete)!
// Use Destroy() instead.
}
void AActor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
if (arc.IsStoring ())
{
arc.WriteSprite (sprite);
}
else
{
sprite = arc.ReadSprite ();
}
arc << x
<< y
<< z
<< angle
<< frame
<< xscale
<< yscale
<< RenderStyle
<< renderflags;
if (arc.IsStoring ())
{
BYTE ff;
if (picnum == 0xFFFF)
{
ff = 0xFF;
arc << ff;
}
else
{
ff = 0;
arc << ff;
TexMan.WriteTexture (arc, picnum);
}
TexMan.WriteTexture (arc, floorpic);
}
else
{
BYTE ff;
arc << ff;
if (ff == 0xFF)
{
picnum = 0xFFFF;
}
else
{
picnum = TexMan.ReadTexture (arc);
}
floorpic = TexMan.ReadTexture (arc);
}
arc << TIDtoHate;
if (TIDtoHate == 0)
{
arc << LastLook.PlayerNumber;
}
else
{
arc << LastLook.Actor;
}
arc << effects
<< alpha
<< alphacolor
<< pitch
<< roll
<< Sector
<< floorz
<< ceilingz
<< dropoffz
<< floorsector
<< radius
<< height
<< momx
<< momy
<< momz
<< tics
<< state
<< damage
<< flags
<< flags2
<< flags3
<< flags4
<< flags5
<< special1
<< special2
<< health
<< movedir
<< visdir
<< movecount
<< target
<< lastenemy
<< LastHeard
<< reactiontime
<< threshold
<< player
<< SpawnPoint[0] << SpawnPoint[1] << SpawnPoint[2]
<< SpawnAngle
<< tracer
<< floorclip
<< tid
<< special
<< args[0] << args[1] << args[2] << args[3] << args[4]
<< goal
<< waterlevel
<< MinMissileChance
<< SpawnFlags
<< Inventory
<< InventoryID
<< id
<< FloatBobPhase
<< Translation
<< AR_SOUNDW(SeeSound)
<< AR_SOUNDW(AttackSound)
<< AR_SOUNDW(PainSound)
<< AR_SOUNDW(DeathSound)
<< AR_SOUNDW(ActiveSound)
<< AR_SOUNDW(UseSound)
<< Speed
<< Mass
<< PainChance
<< SpawnState
<< SeeState
<< PainState
<< MeleeState
<< MissileState
<< CrashState
<< DeathState
<< XDeathState
<< BDeathState
<< IDeathState
<< EDeathState
<< RaiseState
<< WoundState
<< HealState
<< YesState
<< NoState
<< GreetingsState
<< CrushState
<< MaxDropOffHeight
<< MaxStepHeight
<< bouncefactor
<< meleerange
<< DamageType;
if (arc.IsStoring ())
{
int convnum = 0;
unsigned int i;
if (Conversation != NULL)
{
for (i = 0; i < StrifeDialogues.Size(); ++i)
{
if (StrifeDialogues[i] == GetDefault()->Conversation)
{
break;
}
}
for (; i + convnum < StrifeDialogues.Size(); ++convnum)
{
if (StrifeDialogues[i + convnum] == Conversation)
{
break;
}
}
if (i + convnum < StrifeDialogues.Size())
{
convnum++;
}
else
{
convnum = 0;
}
}
arc.WriteCount (convnum);
}
else
{
int convnum;
unsigned int i;
convnum = arc.ReadCount();
if (convnum == 0 || GetDefault()->Conversation == NULL)
{
Conversation = NULL;
}
else
{
for (i = 0; i < StrifeDialogues.Size(); ++i)
{
if (StrifeDialogues[i] == GetDefault()->Conversation)
{
break;
}
}
if (i + convnum <= StrifeDialogues.Size())
{
Conversation = StrifeDialogues[i + convnum - 1];
}
else
{
Conversation = GetDefault()->Conversation;
}
}
}
if (arc.IsLoading ())
{
touching_sectorlist = NULL;
LinkToWorld (Sector);
AddToHash ();
SetShade (alphacolor);
if (player)
{
if (playeringame[player - players])
{ // Give player back the skin
player->skin = &skins[player->userinfo.skin];
}
if (Speed == 0)
{
Speed = GetDefault()->Speed;
}
}
PrevX = x;
PrevY = y;
PrevZ = z;
}
}
void MapThing::Serialize (FArchive &arc)
{
arc << thingid << x << y << z << angle << type << flags << special
<< args[0] << args[1] << args[2] << args[3] << args[4];
}
AActor::AActor () throw()
{
memset (&x, 0, (byte *)&this[1] - (byte *)&x);
}
AActor::AActor (const AActor &other) throw()
{
memcpy (&x, &other.x, (byte *)&this[1] - (byte *)&x);
}
AActor &AActor::operator= (const AActor &other)
{
memcpy (&x, &other.x, (byte *)&this[1] - (byte *)&x);
return *this;
}
//==========================================================================
//
// AActor::InStateSequence
//
// Checks whether the current state is in a contiguous sequence that
// starts with basestate
//
//==========================================================================
bool AActor::InStateSequence(FState * newstate, FState * basestate)
{
if (basestate == NULL) return false;
FState * thisstate = basestate;
do
{
if (newstate == thisstate) return true;
basestate = thisstate;
thisstate = thisstate->GetNextState();
}
while (thisstate == basestate+1);
return false;
}
//==========================================================================
//
// AActor::GetTics
//
// Get the actual duration of the next state
// This is a more generalized attempt to make the Demon faster in
// nightmare mode. Actually changing the states' durations has to
// be considered highly problematic.
//
//==========================================================================
int AActor::GetTics(FState * newstate)
{
int tics = newstate->GetTics();
if (gameskill == sk_nightmare || (dmflags & DF_FAST_MONSTERS))
{
if (flags5 & MF5_FASTER)
{
if (InStateSequence(newstate, SeeState)) return tics - (tics>>1);
}
if (flags5 & MF5_FASTMELEE)
{
if (InStateSequence(newstate, MeleeState)) return tics - (tics>>1);
}
}
return tics;
}
//==========================================================================
//
// AActor::SetState
//
// Returns true if the mobj is still present.
//
//==========================================================================
bool AActor::SetState (FState *newstate)
{
if (debugfile && player && (player->cheats & CF_PREDICTING))
fprintf (debugfile, "for pl %d: SetState while predicting!\n", player-players);
do
{
if (newstate == NULL)
{
state = NULL;
Destroy ();
return false;
}
int prevsprite, newsprite;
if (state != NULL)
{
prevsprite = state->sprite.index;
}
else
{
prevsprite = -1;
}
state = newstate;
tics = GetTics(newstate);
renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
newsprite = newstate->sprite.index;
if (newsprite != 1)
{
// Sprite 1 is ----, which means "do not change the sprite"
frame = newstate->GetFrame();
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite.index)
{ // [RH] If the new sprite is the same as the original sprite, and
// this actor is attached to a player, use the player's skin's
// sprite. If a player is not attached, do not change the sprite
// unless it is different from the previous state's sprite; a
// player may have been attached, died, and respawned elsewhere,
// and we do not want to lose the skin on the body. If it wasn't
// for Dehacked, I would move sprite changing out of the states
// altogether, since actors rarely change their sprites after
// spawning.
if (player != NULL)
{
sprite = skins[player->userinfo.skin].sprite;
}
else if (newsprite != prevsprite)
{
sprite = newsprite;
}
}
else
{
sprite = newsprite;
}
}
if (newstate->GetAction())
{
// The parameterized action functions need access to the current state and
// if a function is supposed to work with both actors and weapons
// there is no real means to get to it reliably so I store it in a global variable here.
// Yes, I know this is truly awful but it is the only method I can think of
// that does not involve changing stuff throughout the code.
// Of course this should be rewritten ASAP.
CallingState = newstate;
newstate->GetAction() (this);
}
newstate = newstate->GetNextState();
} while (tics == 0);
return true;
}
//----------------------------------------------------------------------------
//
// FUNC AActor::SetStateNF
//
// Same as SetState, but does not call the state function.
//
//----------------------------------------------------------------------------
bool AActor::SetStateNF (FState *newstate)
{
do
{
if (newstate == NULL)
{
state = NULL;
Destroy ();
return false;
}
int prevsprite, newsprite;
if (state != NULL)
{
prevsprite = state->sprite.index;
}
else
{
prevsprite = -1;
}
state = newstate;
tics = GetTics(newstate);
renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
newsprite = newstate->sprite.index;
if (newsprite != 1)
{
// Sprite 1 is ----, which means "do not change the sprite"
frame = newstate->GetFrame();
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite.index)
{
if (player != NULL && gameinfo.gametype != GAME_Hexen)
{
sprite = skins[player->userinfo.skin].sprite;
}
else if (newsprite != prevsprite)
{
sprite = newsprite;
}
}
else
{
sprite = newsprite;
}
}
newstate = newstate->GetNextState();
} while (tics == 0);
return true;
}
//============================================================================
//
// AActor :: AddInventory
//
//============================================================================
void AActor::AddInventory (AInventory *item)
{
// Check if it's already attached to an actor
if (item->Owner != NULL)
{
// Is it attached to us?
if (item->Owner == this)
return;
// No, then remove it from the other actor first
item->Owner->RemoveInventory (item);
}
item->Owner = this;
item->Inventory = Inventory;
Inventory = item;
// Each item receives an unique ID when added to an actor's inventory.
// This is used by the DEM_INVUSE command to identify the item. Simply
// using the item's position in the list won't work, because ticcmds get
// run sometime in the future, so by the time it runs, the inventory
// might not be in the same state as it was when DEM_INVUSE was sent.
Inventory->InventoryID = InventoryID++;
}
//============================================================================
//
// AActor :: RemoveInventory
//
//============================================================================
void AActor::RemoveInventory (AInventory *item)
{
AInventory *inv, **invp;
invp = &item->Owner->Inventory;
for (inv = *invp; inv != NULL; invp = &inv->Inventory, inv = *invp)
{
if (inv == item)
{
*invp = item->Inventory;
item->DetachFromOwner ();
item->Owner = NULL;
break;
}
}
}
//============================================================================
//
// AActor :: FirstInv
//
// Returns the first item in this actor's inventory that has IF_INVBAR set.
//
//============================================================================
AInventory *AActor::FirstInv () const
{
if (Inventory == NULL)
{
return NULL;
}
if (Inventory->ItemFlags & IF_INVBAR)
{
return Inventory;
}
return Inventory->NextInv ();
}
//============================================================================
//
// AActor :: UseInventory
//
// Attempts to use an item. If the use succeeds, one copy of the item is
// removed from the inventory. If all copies are removed, then the item is
// destroyed.
//
//============================================================================
bool AActor::UseInventory (AInventory *item)
{
// No using items if you're dead.
if (health <= 0)
{
return false;
}
if (!item->Use (false))
{
return false;
}
if (--item->Amount <= 0)
{
item->Destroy ();
}
return true;
}
//===========================================================================
//
// AActor :: DropInventory
//
// Removes a single copy of an item and throws it out in front of the actor.
//
//===========================================================================
AInventory *AActor::DropInventory (AInventory *item)
{
fixed_t dropdist;
angle_t an;
AInventory *drop = item->CreateTossable ();
if (drop == NULL)
{
return NULL;
}
an = angle >> ANGLETOFINESHIFT;
/* 92682 = sqrt(2) * FRACUNIT */
dropdist = FixedMul (92682, radius + 8*FRACUNIT + item->radius);
drop->x = x;
drop->y = y;
drop->z = z + 10*FRACUNIT;
P_TryMove (drop, x, y, true);
drop->angle = angle;
drop->momx = momx + 5 * finecosine[an];
drop->momy = momy + 5 * finesine[an];
drop->momz = momz + FRACUNIT;
drop->flags &= ~MF_NOGRAVITY; // Don't float
return drop;
}
//============================================================================
//
// AActor :: FindInventory
//
//============================================================================
AInventory *AActor::FindInventory (const TypeInfo *type) const
{
AInventory *item;
for (item = Inventory; item != NULL; item = item->Inventory)
{
if (item->GetClass() == type)
{
break;
}
}
return item;
}
//============================================================================
//
// AActor :: GiveInventoryType
//
//============================================================================
AInventory *AActor::GiveInventoryType (const TypeInfo *type)
{
AInventory *item;
item = static_cast<AInventory *>(Spawn (type, 0,0,0));
if (!item->TryPickup (this))
{
item->Destroy ();
return NULL;
}
return item;
}
//============================================================================
//
// AActor :: GiveAmmo
//
// Returns true if the ammo was added, false if not.
//
//============================================================================
bool AActor::GiveAmmo (const TypeInfo *type, int amount)
{
AInventory *item = static_cast<AInventory *>(Spawn (type, 0, 0, 0));
item->Amount = amount;
item->flags |= MF_DROPPED;
if (!item->TryPickup (this))
{
item->Destroy ();
return false;
}
return true;
}
//============================================================================
//
// AActor :: CopyFriendliness
//
// Makes this actor hate (or like) the same things another actor does.
//
//============================================================================
void AActor::CopyFriendliness (const AActor *other, bool changeTarget)
{
level.total_monsters -= CountsAsKill();
TIDtoHate = other->TIDtoHate;
LastLook = other->LastLook;
flags = (flags & ~MF_FRIENDLY) | (other->flags & MF_FRIENDLY);
flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
flags4 = (flags4 & ~MF4_NOHATEPLAYERS) | (other->flags4 & MF4_NOHATEPLAYERS);
FriendPlayer = other->FriendPlayer;
if (changeTarget)
{
target = other->target;
}
level.total_monsters += CountsAsKill();
}
//============================================================================
//
// AActor :: ObtainInventory
//
// Removes the items from the other actor and puts them in this actor's
// inventory. The actor receiving the inventory must not have any items.
//
//============================================================================
void AActor::ObtainInventory (AActor *other)
{
Inventory = other->Inventory;
InventoryID = other->InventoryID;
other->Inventory = NULL;
other->InventoryID = 0;
AInventory *item = Inventory;
while (item != NULL)
{
item->Owner = this;
item = item->Inventory;
}
}
//============================================================================
//
// AActor :: CheckLocalView
//
// Returns true if this actor is local for the player. Here, local means the
// player is either looking out this actor's eyes, or this actor is the player
// and the player is looking out the eyes of something non-"sentient."
//
//============================================================================
bool AActor::CheckLocalView (int playernum) const
{
if (players[playernum].camera == this)
{
return true;
}
if (players[playernum].mo != this || players[playernum].camera == NULL)
{
return false;
}
if (players[playernum].camera->player == NULL &&
!(players[playernum].camera->flags3 & MF3_ISMONSTER))
{
return true;
}
return false;
}
//============================================================================
//
// AActor :: ConversationAnimation
//
// Plays a conversation-related animation:
// 0 = greeting
// 1 = "yes"
// 2 = "no"
//
//============================================================================
void AActor::ConversationAnimation (int animnum)
{
switch (animnum)
{
case 0:
if (GreetingsState != NULL) SetState (GreetingsState);
break;
case 1:
if (YesState != NULL) SetState (YesState);
break;
case 2:
if (NoState != NULL) SetState (NoState);
break;
}
}
//============================================================================
//
// AActor :: Touch
//
// Something just touched this actor. Normally used only for inventory items,
// but some Strife monsters also use it.
//
//============================================================================
void AActor::Touch (AActor *toucher)
{
}
//============================================================================
//
// AActor :: Massacre
//
// Called by the massacre cheat to kill monsters. Returns true if the monster
// was killed and false if it was already dead.
//============================================================================
bool AActor::Massacre ()
{
int prevhealth;
if (health > 0)
{
flags |= MF_SHOOTABLE;
flags2 &= ~(MF2_DORMANT|MF2_INVULNERABLE);
do
{
prevhealth = health;
P_DamageMobj (this, NULL, NULL, 1000000, MOD_MASSACRE);
}
while (health != prevhealth && health > 0); //abort if the actor wasn't hurt.
return true;
}
return false;
}
//----------------------------------------------------------------------------
//
// PROC P_ExplodeMissile
//
//----------------------------------------------------------------------------
void P_ExplodeMissile (AActor *mo, line_t *line)
{
if (mo->flags3 & MF3_EXPLOCOUNT)
{
if (++mo->special2 < mo->special1)
{
return;
}
}
mo->momx = mo->momy = mo->momz = 0;
mo->effects = 0; // [RH]
mo->SetState (mo->DeathState);
if (mo->ObjectFlags & OF_MassDestruction)
{
return;
}
if (line != NULL && line->special == Line_Horizon)
{
// [RH] Don't explode missiles on horizon lines.
mo->Destroy ();
return;
}
if (line != NULL && cl_missiledecals)
{
int side = P_PointOnLineSide (mo->x, mo->y, line);
if (line->sidenum[side] == NO_SIDE)
side ^= 1;
if (line->sidenum[side] != NO_SIDE)
{
FDecalBase *base = mo->DecalGenerator;
if (base != NULL)
{
// Find the nearest point on the line, and stick a decal there
fixed_t x, y, z;
SQWORD num, den;
den = (SQWORD)line->dx*line->dx + (SQWORD)line->dy*line->dy;
if (den != 0)
{
SDWORD frac;
num = (SQWORD)(mo->x-line->v1->x)*line->dx+(SQWORD)(mo->y-line->v1->y)*line->dy;
if (num <= 0)
{
frac = 0;
}
else if (num >= den)
{
frac = 1<<30;
}
else
{
frac = (SDWORD)(num / (den>>30));
}
x = line->v1->x + MulScale30 (line->dx, frac);
y = line->v1->y + MulScale30 (line->dy, frac);
z = mo->z;
DImpactDecal::StaticCreate (base->GetDecal (),
x, y, z, sides + line->sidenum[side]);
}
}
}
}
if (mo->DeathState != NULL)
{
// [RH] Change render style of exploding rockets
if (mo->IsKindOf (RUNTIME_CLASS(ARocket)))
{
if (deh.ExplosionStyle == 255)
{
if (addrocketexplosion)
{
mo->RenderStyle = STYLE_Add;
mo->alpha = FRACUNIT;
}
else
{
mo->RenderStyle = STYLE_Translucent;
mo->alpha = FRACUNIT*2/3;
}
}
else
{
mo->RenderStyle = deh.ExplosionStyle;
mo->alpha = deh.ExplosionAlpha;
}
}
if (mo->flags4 & MF4_RANDOMIZE)
{
mo->tics -= (pr_explodemissile() & 3) * TICRATE / 35;
if (mo->tics < 1)
mo->tics = 1;
}
mo->flags &= ~MF_MISSILE;
if (mo->DeathSound)
{
S_SoundID (mo, CHAN_VOICE, mo->DeathSound, 1,
(mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_FloorBounceMissile
//
// Returns true if the missile was destroyed
//----------------------------------------------------------------------------
bool AActor::FloorBounceMissile (secplane_t &plane)
{
if (z <= floorz && P_HitFloor (this) && !(flags3 & MF3_CANBOUNCEWATER))
{ // Landed in some sort of liquid
Destroy ();
return true;
}
fixed_t dot = TMulScale16 (momx, plane.a, momy, plane.b, momz, plane.c);
if ((flags2 & MF2_BOUNCETYPE) == MF2_HERETICBOUNCE)
{
momx -= MulScale15 (plane.a, dot);
momy -= MulScale15 (plane.b, dot);
momz -= MulScale15 (plane.c, dot);
angle = R_PointToAngle2 (0, 0, momx, momy);
flags |= MF_INBOUNCE;
SetState (DeathState);
flags &= ~MF_INBOUNCE;
return false;
}
// The reflected velocity keeps only about 70% of its original speed
long bouncescale = 0x4000 * bouncefactor;
momx = MulScale30 (momx - MulScale15 (plane.a, dot), bouncescale);
momy = MulScale30 (momy - MulScale15 (plane.b, dot), bouncescale);
momz = MulScale30 (momz - MulScale15 (plane.c, dot), bouncescale);
angle = R_PointToAngle2 (0, 0, momx, momy);
if (SeeSound && !(flags4 & MF4_NOBOUNCESOUND))
{
S_SoundID (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE);
}
if ((flags2 & MF2_BOUNCETYPE) == MF2_DOOMBOUNCE)
{
if (!(flags & MF_NOGRAVITY) && (momz < 3*FRACUNIT))
{
flags2 &= ~MF2_BOUNCETYPE;
}
}
return false;
}
//----------------------------------------------------------------------------
//
// PROC P_ThrustMobj
//
//----------------------------------------------------------------------------
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx += FixedMul (move, finecosine[angle]);
mo->momy += FixedMul (move, finesine[angle]);
}
//----------------------------------------------------------------------------
//
// FUNC P_FaceMobj
//
// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs
// to turn counter clockwise. 'delta' is set to the amount 'source'
// needs to turn.
//
//----------------------------------------------------------------------------
int P_FaceMobj (AActor *source, AActor *target, angle_t *delta)
{
angle_t diff;
angle_t angle1;
angle_t angle2;
angle1 = source->angle;
angle2 = R_PointToAngle2 (source->x, source->y, target->x, target->y);
if (angle2 > angle1)
{
diff = angle2 - angle1;
if (diff > ANGLE_180)
{
*delta = ANGLE_MAX - diff;
return 0;
}
else
{
*delta = diff;
return 1;
}
}
else
{
diff = angle1 - angle2;
if (diff > ANGLE_180)
{
*delta = ANGLE_MAX - diff;
return 1;
}
else
{
*delta = diff;
return 0;
}
}
}
//----------------------------------------------------------------------------
//
// FUNC P_SeekerMissile
//
// The missile's tracer field must be the target. Returns true if
// target was tracked, false if not.
//
//----------------------------------------------------------------------------
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
{
int dir;
int dist;
angle_t delta;
angle_t angle;
AActor *target;
target = actor->tracer;
if (target == NULL || actor->Speed == 0)
{
return false;
}
if (!(target->flags & MF_SHOOTABLE))
{ // Target died
actor->tracer = NULL;
return false;
}
dir = P_FaceMobj (actor, target, &delta);
if (delta > thresh)
{
delta >>= 1;
if (delta > turnMax)
{
delta = turnMax;
}
}
if (dir)
{ // Turn clockwise
actor->angle += delta;
}
else
{ // Turn counter clockwise
actor->angle -= delta;
}
angle = actor->angle>>ANGLETOFINESHIFT;
actor->momx = FixedMul (actor->Speed, finecosine[angle]);
actor->momy = FixedMul (actor->Speed, finesine[angle]);
if (actor->z + actor->height < target->z ||
target->z + target->height < actor->z)
{ // Need to seek vertically
dist = P_AproxDistance (target->x - actor->x, target->y - actor->y);
dist = dist / actor->Speed;
if (dist < 1)
{
dist = 1;
}
actor->momz = ((target->z+target->height/2) - (actor->z+actor->height/2)) / dist;
}
return true;
}
//
// P_XYMovement
//
#define STOPSPEED 0x1000
#define FRICTION 0xe800
#define CARRYSTOPSPEED (STOPSPEED*32/3)
void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
{
bool bForceSlide = scrollx || scrolly;
angle_t angle;
fixed_t ptryx, ptryy;
player_t *player;
fixed_t xmove, ymove;
bool walkplane;
static const int windTab[3] = {2048*5, 2048*10, 2048*25};
int steps, step, totalsteps;
fixed_t startx, starty;
fixed_t maxmove = (mo->waterlevel < 2) || (mo->flags & MF_MISSILE) ? MAXMOVE : MAXMOVE/4;
if (mo->flags2 & MF2_WINDTHRUST && mo->waterlevel < 2 && !(mo->flags & MF_NOCLIP))
{
int special = mo->Sector->special;
switch (special)
{
case 40: case 41: case 42: // Wind_East
P_ThrustMobj (mo, 0, windTab[special-40]);
break;
case 43: case 44: case 45: // Wind_North
P_ThrustMobj (mo, ANG90, windTab[special-43]);
break;
case 46: case 47: case 48: // Wind_South
P_ThrustMobj (mo, ANG270, windTab[special-46]);
break;
case 49: case 50: case 51: // Wind_West
P_ThrustMobj (mo, ANG180, windTab[special-49]);
break;
}
}
// [RH] No need to clamp these now. However, wall running needs it so
// that large thrusts can't propel an actor through a wall, because wall
// running depends on the player's original movement continuing even after
// it gets blocked.
if (mo->player != NULL && (compatflags & COMPATF_WALLRUN) || (mo->waterlevel >= 2))
{
// try to preserve the direction instead of clamping x and y independently.
xmove = clamp (mo->momx, -maxmove, maxmove);
ymove = clamp (mo->momy, -maxmove, maxmove);
fixed_t xfac = FixedDiv(xmove, mo->momx);
fixed_t yfac = FixedDiv(ymove, mo->momy);
fixed_t fac = MIN(xfac, yfac);
xmove = mo->momx = FixedMul(mo->momx, fac);
ymove = mo->momy = FixedMul(mo->momy, fac);
}
else
{
xmove = mo->momx;
ymove = mo->momy;
}
// [RH] Carrying sectors didn't work with low speeds in BOOM. This is
// because BOOM relied on the speed being fast enough to accumulate
// despite friction. If the speed is too low, then its movement will get
// cancelled, and it won't accumulate to the desired speed.
if (abs(scrollx) > CARRYSTOPSPEED)
{
scrollx = FixedMul (scrollx, CARRYFACTOR);
mo->momx += scrollx;
}
if (abs(scrolly) > CARRYSTOPSPEED)
{
scrolly = FixedMul (scrolly, CARRYFACTOR);
mo->momy += scrolly;
}
xmove += scrollx;
ymove += scrolly;
if ((xmove | ymove) == 0)
{
if (mo->flags & MF_SKULLFLY)
{
// the skull slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->momx = mo->momy = mo->momz = 0;
mo->SetState (mo->SeeState != NULL ? mo->SeeState : mo->SpawnState);
}
return;
}
player = mo->player;
// [RH] Adjust player movement on sloped floors
fixed_t startxmove = xmove;
fixed_t startymove = ymove;
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
// [RH] Take smaller steps when moving faster than the object's size permits.
// Moving as fast as the object's "diameter" is bad because it could skip
// some lines because the actor could land such that it is just touching the
// line. For Doom to detect that the line is there, it needs to actually cut
// through the actor.
{
maxmove = mo->radius - FRACUNIT;
if (maxmove <= 0)
{ // gibs can have radius 0, so don't divide by zero below!
maxmove = MAXMOVE;
}
const fixed_t xspeed = abs (xmove);
const fixed_t yspeed = abs (ymove);
steps = 1;
if (xspeed > yspeed)
{
if (xspeed > maxmove)
{
steps = 1 + xspeed / maxmove;
}
}
else
{
if (yspeed > maxmove)
{
steps = 1 + yspeed / maxmove;
}
}
}
// P_SlideMove needs to know the step size before P_CheckSlopeWalk
// because it also calls P_CheckSlopeWalk on its clipped steps.
fixed_t onestepx = startxmove / steps;
fixed_t onestepy = startymove / steps;
startx = mo->x;
starty = mo->y;
step = 1;
totalsteps = steps;
// [RH] Instead of doing ripping damage each step, do it each tic.
// This makes it compatible with Heretic and Hexen, which only did
// one step for their missiles with ripping damage (excluding those
// that don't use P_XYMovement). It's also more intuitive since it
// makes the damage done dependant on the amount of time the projectile
// spends inside a target rather than on the projectile's size. The
// last actor ripped through is recorded so that if the projectile
// passes through more than one actor this tic, each one takes damage
// and not just the first one.
if (mo->flags2 & MF2_RIP)
{
DoRipping = true;
LastRipped = NULL;
}
do
{
ptryx = startx + Scale (xmove, step, steps);
ptryy = starty + Scale (ymove, step, steps);
/* if (mo->player)
Printf ("%d,%d/%d: %d %d %d %d %d %d %d\n", level.time, step, steps, startxmove, Scale(xmove,step,steps), startymove, Scale(ymove,step,steps), mo->x, mo->y, mo->z);
*/
// [RH] If walking on a slope, stay on the slope
// killough 3/15/98: Allow objects to drop off
if (!P_TryMove (mo, ptryx, ptryy, true, walkplane))
{
// blocked move
if (mo->flags2 & MF2_SLIDE || bForceSlide)
{
// try to slide along it
if (BlockingMobj == NULL)
{ // slide against wall
if (BlockingLine != NULL &&
mo->player && mo->waterlevel && mo->waterlevel < 3 &&
(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove) &&
BlockingLine->sidenum[1] != NO_SIDE)
{
mo->momz = WATER_JUMP_SPEED;
}
if (player && (compatflags & COMPATF_WALLRUN))
{
// [RH] Here is the key to wall running: The move is clipped using its full speed.
// If the move is done a second time (because it was too fast for one move), it
// is still clipped against the wall at its full speed, so you effectively
// execute two moves in one tic.
P_SlideMove (mo, mo->momx, mo->momy, 1);
}
else
{
P_SlideMove (mo, onestepx, onestepy, totalsteps);
}
if ((mo->momx | mo->momy) == 0)
{
steps = 0;
}
else
{
if (!player || !(compatflags & COMPATF_WALLRUN))
{
xmove = mo->momx;
ymove = mo->momy;
onestepx = xmove / steps;
onestepy = ymove / steps;
P_CheckSlopeWalk (mo, xmove, ymove);
}
startx = mo->x - Scale (xmove, step, steps);
starty = mo->y - Scale (ymove, step, steps);
}
}
else
{ // slide against another actor
fixed_t tx, ty;
tx = 0, ty = onestepy;
walkplane = P_CheckSlopeWalk (mo, tx, ty);
if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane))
{
mo->momx = 0;
}
else
{
tx = onestepx, ty = 0;
walkplane = P_CheckSlopeWalk (mo, tx, ty);
if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane))
{
mo->momy = 0;
}
else
{
mo->momx = mo->momy = 0;
}
}
if (player && player->mo == mo)
{
if (mo->momx == 0)
player->momx = 0;
if (mo->momy == 0)
player->momy = 0;
}
steps = 0;
}
}
else if (mo->flags & MF_MISSILE)
{
steps = 0;
if (BlockingMobj)
{
if (mo->flags2 & MF2_BOUNCE2)
{
if ((BlockingMobj->flags2 & MF2_REFLECTIVE) ||
((!BlockingMobj->player) &&
(!(BlockingMobj->flags3 & MF3_ISMONSTER))))
{
fixed_t speed;
angle = R_PointToAngle2 (BlockingMobj->x,
BlockingMobj->y, mo->x, mo->y)
+ANGLE_1*((pr_bounce()%16)-8);
speed = P_AproxDistance (mo->momx, mo->momy);
speed = FixedMul (speed, (fixed_t)(0.75*FRACUNIT));
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->momx = FixedMul (speed, finecosine[angle]);
mo->momy = FixedMul (speed, finesine[angle]);
if (mo->SeeSound)
{
S_SoundID (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_IDLE);
}
DoRipping = false;
return;
}
else
{ // Struck a player/creature
P_ExplodeMissile (mo, NULL);
DoRipping = false;
return;
}
}
}
else
{
// Struck a wall
if (P_BounceWall (mo))
{
if (mo->SeeSound && !(mo->flags3 & MF3_NOWALLBOUNCESND))
{
S_SoundID (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_IDLE);
}
DoRipping = false;
return;
}
}
if (BlockingMobj &&
(BlockingMobj->flags2 & MF2_REFLECTIVE))
{
angle = R_PointToAngle2(BlockingMobj->x,
BlockingMobj->y,
mo->x, mo->y);
// Change angle for deflection/reflection
if (mo->AdjustReflectionAngle (BlockingMobj, angle))
{
goto explode;
}
// Reflect the missile along angle
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->momx = FixedMul (mo->Speed>>1, finecosine[angle]);
mo->momy = FixedMul (mo->Speed>>1, finesine[angle]);
mo->momz = -mo->momz/2;
if (mo->flags2 & MF2_SEEKERMISSILE)
{
mo->tracer = mo->target;
}
mo->target = BlockingMobj;
DoRipping = false;
return;
}
explode:
// explode a missile
if (ceilingline &&
ceilingline->backsector &&
ceilingline->backsector->ceilingpic == skyflatnum &&
mo->z >= ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y) && //killough
!(mo->flags3 & MF3_SKYEXPLODE))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
mo->Destroy ();
DoRipping = false;
return;
}
// [RH] Don't explode on horizon lines.
if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
{
mo->Destroy ();
DoRipping = false;
return;
}
P_ExplodeMissile (mo, BlockingLine);
DoRipping = false;
return;
}
else
{
mo->momx = mo->momy = 0;
steps = 0;
}
}
else
{
if (mo->x != ptryx || mo->y != ptryy)
{
// If the new position does not match the desired position, the player
// must have gone through a teleporter, so stop moving right now if it
// was a regular teleporter. If it was a line-to-line or fogless teleporter,
// the move should continue, but startx and starty need to change.
if (mo->momx == 0 && mo->momy == 0)
{
step = steps;
}
else
{
startx = mo->x - Scale (xmove, step, steps);
starty = mo->y - Scale (ymove, step, steps);
}
}
}
} while (++step <= steps);
DoRipping = false;
// Friction
if (player && player->mo == mo && player->cheats & CF_NOMOMENTUM)
{ // debug option for no sliding at all
mo->momx = mo->momy = 0;
player->momx = player->momy = 0;
return;
}
if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
{ // no friction for missiles
return;
}
if (mo->z > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) &&
(!(mo->flags2 & MF2_FLY) || !(mo->flags & MF_NOGRAVITY)) && !mo->waterlevel)
{ // [RH] Friction when falling is available for larger aircontrols
if (player != NULL && level.airfriction != FRACUNIT)
{
mo->momx = FixedMul (mo->momx, level.airfriction);
mo->momy = FixedMul (mo->momy, level.airfriction);
if (player->mo == mo) // Not voodoo dolls
{
player->momx = FixedMul (player->momx, level.airfriction);
player->momy = FixedMul (player->momy, level.airfriction);
}
}
return;
}
if (mo->flags & MF_CORPSE)
{ // Don't stop sliding if halfway off a step with some momentum
if (mo->momx > FRACUNIT/4 || mo->momx < -FRACUNIT/4
|| mo->momy > FRACUNIT/4 || mo->momy < -FRACUNIT/4)
{
if (mo->floorz > mo->Sector->floorplane.ZatPoint (mo->x, mo->y))
return;
}
}
// killough 11/98:
// Stop voodoo dolls that have come to rest, despite any
// moving corresponding player:
if (mo->momx > -STOPSPEED && mo->momx < STOPSPEED
&& mo->momy > -STOPSPEED && mo->momy < STOPSPEED
&& (!player || (player->mo != mo)
|| !(player->cmd.ucmd.forwardmove | player->cmd.ucmd.sidemove)))
{
// if in a walking frame, stop moving
// killough 10/98:
// Don't affect main player when voodoo dolls stop:
if (player && player->mo == mo && !(player->cheats & CF_PREDICTING))
{
player->mo->PlayIdle ();
}
mo->momx = mo->momy = 0;
// killough 10/98: kill any bobbing momentum too (except in voodoo dolls)
if (player && player->mo == mo)
player->momx = player->momy = 0;
}
else
{
// phares 3/17/98
// Friction will have been adjusted by friction thinkers for icy
// or muddy floors. Otherwise it was never touched and
// remained set at ORIG_FRICTION
//
// killough 8/28/98: removed inefficient thinker algorithm,
// instead using touching_sectorlist in P_GetFriction() to
// determine friction (and thus only when it is needed).
//
// killough 10/98: changed to work with new bobbing method.
// Reducing player momentum is no longer needed to reduce
// bobbing, so ice works much better now.
fixed_t friction = P_GetFriction (mo, NULL);
mo->momx = FixedMul (mo->momx, friction);
mo->momy = FixedMul (mo->momy, friction);
// killough 10/98: Always decrease player bobbing by ORIG_FRICTION.
// This prevents problems with bobbing on ice, where it was not being
// reduced fast enough, leading to all sorts of kludges being developed.
if (player && player->mo == mo) // Not voodoo dolls
{
player->momx = FixedMul (player->momx, ORIG_FRICTION);
player->momy = FixedMul (player->momy, ORIG_FRICTION);
}
}
}
// Move this to p_inter ***
void P_MonsterFallingDamage (AActor *mo)
{
int damage;
int mom;
if (!(level.flags&LEVEL_MONSTERFALLINGDAMAGE))
return;
mom = abs(mo->momz);
if (mom > 35*FRACUNIT)
{ // automatic death
damage = 1000000;
}
else
{
damage = ((mom - (23*FRACUNIT))*6)>>FRACBITS;
}
damage = 1000000; // always kill 'em
P_DamageMobj (mo, NULL, NULL, damage, MOD_FALLING);
}
//
// P_ZMovement
//
void P_ZMovement (AActor *mo)
{
fixed_t dist;
fixed_t delta;
fixed_t oldz = mo->z;
//
// check for smooth step up
//
if (mo->player && mo->player->mo == mo && mo->z < mo->floorz)
{
mo->player->viewheight -= mo->floorz - mo->z;
mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
}
if (!(mo->flags2&MF2_FLOATBOB)) mo->z += mo->momz;
//
// apply gravity
//
if (mo->z > mo->floorz && !(mo->flags & MF_NOGRAVITY))
{
fixed_t startmomz = mo->momz;
if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player &&
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
{
mo->momz -= (fixed_t)(level.gravity * mo->Sector->gravity *
(mo->flags2 & MF2_LOGRAV ? 10.24 : 81.92));
}
if (mo->waterlevel > 1)
{
fixed_t sinkspeed = mo->flags & MF_CORPSE ? -WATER_SINK_SPEED/3 : -WATER_SINK_SPEED;
if (mo->momz < sinkspeed)
{
mo->momz = (startmomz < sinkspeed) ? startmomz : sinkspeed;
}
else
{
mo->momz = startmomz + ((mo->momz - startmomz) >>
(mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
}
}
}
if (mo->flags2&MF2_FLOATBOB) mo->z += mo->momz;
//
// adjust height
//
if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
{ // float down towards target if too close
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
{
dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
delta = (mo->target->z + (mo->height>>1)) - mo->z;
if (delta < 0 && dist < -(delta*3))
mo->z -= FLOATSPEED, mo->momz = 0;
else if (delta > 0 && dist < (delta*3))
mo->z += FLOATSPEED, mo->momz = 0;
}
}
if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->z > mo->floorz))
{
mo->z += finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8;
mo->momz = FixedMul (mo->momz, FRICTION_FLY);
}
if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY))
{
mo->momz = FixedMul (mo->momz, mo->Sector->friction);
}
//
// clip movement
//
if (mo->z <= mo->floorz)
{ // Hit the floor
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->floorplane.ZatPoint (mo->x, mo->y) == mo->floorz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
}
// [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer below the floor.
if (mo->z <= mo->floorz)
{
if ((mo->flags & MF_MISSILE) &&
(gameinfo.gametype != GAME_Doom || !(mo->flags & MF_NOCLIP)))
{
mo->z = mo->floorz;
if (mo->flags2 & MF2_BOUNCETYPE)
{
mo->FloorBounceMissile (mo->floorsector->floorplane);
return;
}
else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
{
mo->momz = 0;
P_HitFloor (mo);
return;
}
else if (mo->flags3 & MF3_FLOORHUGGER)
{ // Floor huggers can go up steps
return;
}
else
{
if (mo->floorsector->floorpic == skyflatnum &&
!(mo->flags3 & MF3_SKYEXPLODE))
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
mo->Destroy ();
return;
}
P_HitFloor (mo);
P_ExplodeMissile (mo, NULL);
return;
}
}
if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling
{
if (mo->momz < -(23*FRACUNIT))
{
P_MonsterFallingDamage (mo);
}
}
mo->z = mo->floorz;
if (mo->momz < 0)
{
// [RH] avoid integer roundoff by doing comparisons with floats
// I can't think of any good reason why this varied with gravity
float minmom = 800.f /*level.gravity * mo->Sector->gravity*/ * -655.36f;
float mom = (float)mo->momz;
// Spawn splashes, etc.
P_HitFloor (mo);
if (mo->DamageType == MOD_ICE && mom < minmom)
{
mo->tics = 1;
mo->momx = 0;
mo->momy = 0;
mo->momz = 0;
return;
}
// Let the actor do something special for hitting the floor
mo->HitFloor ();
if (mo->player)
{
mo->player->jumpTics = 7; // delay any jumping for a short while
if (mom < minmom && !(mo->flags & MF_NOGRAVITY))
{
// Squat down.
// Decrease viewheight for a moment after hitting the ground (hard),
// and utter appropriate sound.
PlayerLandedOnThing (mo, NULL);
}
}
mo->momz = 0;
}
if (mo->flags & MF_SKULLFLY)
{ // The skull slammed into something
mo->momz = -mo->momz;
}
if (mo->CrashState &&
(mo->flags & MF_CORPSE) &&
!(mo->flags3 & MF3_CRASHED) &&
mo->DamageType != MOD_ICE)
{
mo->flags3 |= MF3_CRASHED;
mo->SetState (mo->CrashState);
}
}
}
if (mo->flags2 & MF2_FLOORCLIP)
{
mo->AdjustFloorClip ();
}
if (mo->z + mo->height > mo->ceilingz)
{ // hit the ceiling
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->ceilingplane.ZatPoint (mo->x, mo->y) == mo->ceilingz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
}
// [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer above the ceiling.
if (mo->z + mo->height > mo->ceilingz)
{
mo->z = mo->ceilingz - mo->height;
if (mo->flags2 & MF2_BOUNCETYPE)
{ // ceiling bounce
mo->FloorBounceMissile (mo->Sector->ceilingplane);
return;
}
if (mo->momz > 0)
mo->momz = 0;
if (mo->flags & MF_SKULLFLY)
{ // the skull slammed into something
mo->momz = -mo->momz;
}
if (mo->flags & MF_MISSILE &&
(gameinfo.gametype != GAME_Doom || !(mo->flags & MF_NOCLIP)))
{
if (mo->flags3 & MF3_CEILINGHUGGER)
{
return;
}
if (!(mo->flags3 & MF3_SKYEXPLODE) &&
mo->Sector->ceilingpic == skyflatnum)
{
mo->Destroy ();
return;
}
P_ExplodeMissile (mo, NULL);
return;
}
}
}
P_CheckFakeFloorTriggers (mo, oldz);
}
void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz)
{
if (mo->player && (mo->player->cheats & CF_PREDICTING))
{
return;
}
sector_t *sec = mo->Sector;
if (sec->heightsec != NULL && sec->SecActTarget != NULL)
{
sector_t *hs = sec->heightsec;
fixed_t waterz = hs->floorplane.ZatPoint (mo->x, mo->y);
fixed_t newz;
fixed_t viewheight;
if (mo->player != NULL)
{
viewheight = mo->player->viewheight;
}
else
{
viewheight = mo->height / 2;
}
if (oldz > waterz && mo->z <= waterz)
{ // Feet hit fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_HitFakeFloor);
}
newz = mo->z + viewheight;
oldz += viewheight;
if (oldz <= waterz && newz > waterz)
{ // View went above fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesSurface);
}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesDive);
}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
{
waterz = hs->ceilingplane.ZatPoint (mo->x, mo->y);
if (oldz <= waterz && newz > waterz)
{ // View went above fake ceiling
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC);
}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake ceiling
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesBelowC);
}
}
}
}
//===========================================================================
//
// PlayerLandedOnThing
//
//===========================================================================
static void PlayerLandedOnThing (AActor *mo, AActor *onmobj)
{
bool grunted;
if (!mo->player)
return;
if (mo->player->mo == mo)
{
mo->player->deltaviewheight = mo->momz>>3;
}
if (mo->player->cheats & CF_PREDICTING)
return;
P_FallingDamage (mo);
// [RH] only make noise if alive
if (!mo->player->morphTics && mo->health > 0)
{
grunted = false;
// Why should this number vary by gravity?
if (mo->momz < (fixed_t)(800.f /*level.gravity * mo->Sector->gravity*/ * -983.04f) && mo->health > 0)
{
S_Sound (mo, CHAN_VOICE, "*grunt", 1, ATTN_NORM);
grunted = true;
}
if (onmobj != NULL || !Terrains[P_GetThingFloorType (mo)].IsLiquid)
{
if (!grunted || !S_AreSoundsEquivalent (mo, "*grunt", "*land"))
{
S_Sound (mo, CHAN_AUTO, "*land", 1, ATTN_NORM);
}
}
}
// mo->player->centering = true;
}
//
// P_NightmareRespawn
//
void P_NightmareRespawn (AActor *mobj)
{
fixed_t x, y, z;
AActor *mo;
AActor *info = mobj->GetDefault();
// spawn the new monster (assume the spawn will be good)
if (info->flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else if (info->flags2 & MF2_SPAWNFLOAT)
z = FLOATRANDZ;
else if (info->flags2 & MF2_FLOATBOB)
z = mobj->SpawnPoint[2] << FRACBITS;
else
z = ONFLOORZ;
// spawn it
x = mobj->SpawnPoint[0] << FRACBITS;
y = mobj->SpawnPoint[1] << FRACBITS;
mo = Spawn (RUNTIME_TYPE(mobj), x, y, z);
if (z == ONFLOORZ)
mo->z += mo->SpawnPoint[2] << FRACBITS;
else if (z == ONCEILINGZ)
mo->z -= mo->SpawnPoint[2] << FRACBITS;
// something is occupying its position?
if (!P_TestMobjLocation (mo))
{
//[GrafZahl] MF_COUNTKILL still needs to be checked here.
if (mo->CountsAsKill()) level.total_monsters--;
mo->Destroy ();
return; // no respawn
}
z = mo->z;
// inherit attributes from deceased one
mo->SpawnPoint[0] = mobj->SpawnPoint[0];
mo->SpawnPoint[1] = mobj->SpawnPoint[1];
mo->SpawnPoint[2] = mobj->SpawnPoint[2];
mo->SpawnAngle = mobj->SpawnAngle;
mo->SpawnFlags = mobj->SpawnFlags;
mo->angle = ANG45 * (mobj->SpawnAngle/45);
mo->HandleSpawnFlags ();
mo->reactiontime = 18;
mo->CopyFriendliness (mobj, false);
mo->Translation = mobj->Translation;
// spawn a teleport fog at old spot because of removal of the body?
mo = Spawn ("TeleportFog", mobj->x, mobj->y, mobj->z);
if (mo != NULL)
{
mo->z += TELEFOGHEIGHT;
}
// spawn a teleport fog at the new spot
mo = Spawn ("TeleportFog", x, y, z);
if (mo != NULL)
{
mo->z += TELEFOGHEIGHT;
}
// remove the old monster
mobj->Destroy ();
}
//
// [RH] Some new functions to work with Thing IDs. ------->
//
AActor *AActor::TIDHash[128];
//
// P_ClearTidHashes
//
// Clears the tid hashtable.
//
void AActor::ClearTIDHashes ()
{
int i;
for (i = 0; i < 128; i++)
TIDHash[i] = NULL;
}
//
// P_AddMobjToHash
//
// Inserts an mobj into the correct chain based on its tid.
// If its tid is 0, this function does nothing.
//
void AActor::AddToHash ()
{
if (tid == 0)
{
iprev = NULL;
inext = NULL;
return;
}
else
{
int hash = TIDHASH (tid);
inext = TIDHash[hash];
iprev = &TIDHash[hash];
TIDHash[hash] = this;
if (inext)
{
inext->iprev = &inext;
}
}
}
//
// P_RemoveMobjFromHash
//
// Removes an mobj from its hash chain.
//
void AActor::RemoveFromHash ()
{
if (tid != 0 && iprev)
{
*iprev = inext;
if (inext)
{
inext->iprev = iprev;
}
iprev = NULL;
inext = NULL;
}
tid = 0;
}
// <------- [RH] End new functions
angle_t AActor::AngleIncrements ()
{
return ANGLE_45;
}
const char *AActor::GetObituary ()
{
return NULL;
}
const char *AActor::GetHitObituary ()
{
return GetObituary ();
}
void AActor::PreExplode ()
{
}
void AActor::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
}
void AActor::Howl ()
{
}
void AActor::NoBlockingSet ()
{
}
fixed_t AActor::GetSinkSpeed ()
{
return FRACUNIT;
}
fixed_t AActor::GetRaiseSpeed ()
{
return 2*FRACUNIT;
}
void AActor::HitFloor ()
{
}
bool AActor::Slam (AActor *thing)
{
int dam = ((pr_slam()%8)+1) * damage;
P_DamageMobj (thing, this, this, dam, MOD_HIT);
P_TraceBleed (dam, thing, this);
flags &= ~MF_SKULLFLY;
momx = momy = momz = 0;
SetState (SeeState != NULL ? SeeState : SpawnState);
return false; // stop moving
}
bool AActor::SpecialBlastHandling (AActor *source, fixed_t strength)
{
return true;
}
int AActor::SpecialMissileHit (AActor *victim)
{
return -1;
}
bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
{
// Change angle for reflection
if (thing->flags4&MF4_SHIELDREFLECT)
{
// Shield reflection (from the Centaur
if (abs (angle - thing->angle)>>24 > 45)
return true; // Let missile explode
if (thing->IsKindOf (RUNTIME_CLASS(AHolySpirit))) // shouldn't this be handled by another flag???
return true;
if (pr_reflect () < 128)
angle += ANGLE_45;
else
angle -= ANGLE_45;
}
else if (thing->flags4&MF4_DEFLECT)
{
// deflect (like the Heresiarch)
if(pr_reflect() < 128)
angle += ANG45;
else
angle -= ANG45;
}
else
angle += ANGLE_1 * ((pr_reflect()%16)-8);
return false;
}
void AActor::PlayActiveSound ()
{
if (ActiveSound && !S_IsActorPlayingSomething (this, CHAN_VOICE))
{
S_SoundID (this, CHAN_VOICE, ActiveSound, 1,
(flags3 & MF3_FULLVOLACTIVE) ? ATTN_NONE : ATTN_IDLE);
}
}
bool AActor::IsOkayToAttack (AActor *link)
{
if (player) // Minotaur looking around player
{
if ((link->flags3 & MF3_ISMONSTER) ||
(link->player && (link != this)))
{
if (!(link->flags&MF_SHOOTABLE))
{
return false;
}
if (link->flags2&MF2_DORMANT)
{
return false;
}
if ((link->IsKindOf (RUNTIME_CLASS(AMinotaur))) &&
(link->tracer == this))
{
return false;
}
if (multiplayer && !deathmatch && link->player)
{
return false;
}
if (P_CheckSight (this, link))
{
return true;
}
}
}
return false;
}
void AActor::ChangeSpecial (int special, int data1, int data2,
int data3, int data4, int data5)
{
this->special = special;
args[0] = data1;
args[1] = data2;
args[2] = data3;
args[3] = data4;
args[4] = data5;
}
void AActor::SetShade (DWORD rgb)
{
PalEntry *entry = (PalEntry *)&rgb;
alphacolor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
}
void AActor::SetShade (int r, int g, int b)
{
alphacolor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
}
//
// P_MobjThinker
//
void AActor::Tick ()
{
// [RH] Data for Heretic/Hexen scrolling sectors
static const byte HexenScrollDirs[8] = { 64, 0, 192, 128, 96, 32, 224, 160 };
static const char HexenSpeedMuls[3] = { 5, 10, 25 };
static const char HexenScrollies[24][2] =
{
{ 0, 1 }, { 0, 2 }, { 0, 4 },
{ -1, 0 }, { -2, 0 }, { -4, 0 },
{ 0, -1 }, { 0, -2 }, { 0, -4 },
{ 1, 0 }, { 2, 0 }, { 4, 0 },
{ 1, 1 }, { 2, 2 }, { 4, 4 },
{ -1, 1 }, { -2, 2 }, { -4, 4 },
{ -1, -1 }, { -2, -2 }, { -4, -4 },
{ 1, -1 }, { 2, -2 }, { 4, -4 }
};
static const byte HereticScrollDirs[4] = { 6, 9, 1, 4 };
static const char HereticSpeedMuls[5] = { 5, 10, 25, 30, 35 };
AActor *onmo;
int i;
PrevX = x;
PrevY = y;
PrevZ = z;
if (flags & MF_UNMORPHED)
{
return;
}
//Added by MC: Freeze mode.
if (bglobal.freeze && !(player && !player->isbot))
{
return;
}
fixed_t oldz = z;
// [RH] Give the pain elemental vertical friction
// This used to be in APainElemental::Tick but in order to use
// A_PainAttack with other monsters it has to be here!
if (flags4 & MF4_VFRICTION)
{
if (health >0)
{
if (abs (momz) < FRACUNIT/4)
{
momz = 0;
flags4 &= ~MF4_VFRICTION;
}
else
{
momz = FixedMul (momz, 0xe800);
}
}
}
// [RH] Pulse in and out of visibility
if (effects & FX_VISIBILITYPULSE)
{
if (visdir > 0)
{
alpha += 0x800;
if (alpha >= OPAQUE)
{
alpha = OPAQUE;
visdir = -1;
}
}
else
{
alpha -= 0x800;
if (alpha <= TRANSLUC25)
{
alpha = TRANSLUC25;
visdir = 1;
}
}
}
else if (flags & MF_STEALTH)
{
// [RH] Fade a stealth monster in and out of visibility
if (visdir > 0)
{
alpha += 2*FRACUNIT/TICRATE;
if (alpha > OPAQUE)
{
alpha = OPAQUE;
visdir = 0;
}
}
else if (visdir < 0)
{
alpha -= 3*FRACUNIT/TICRATE/2;
if (alpha < 0)
{
alpha = 0;
visdir = 0;
}
}
}
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
(flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER))
{
clock (BotSupportCycles);
bglobal.m_Thinking = true;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || !players[i].isbot)
continue;
if (flags3 & MF3_ISMONSTER)
{
if (health > 0
&& !players[i].enemy
&& player ? !IsTeammate (players[i].mo) : true
&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
&& P_CheckSight (players[i].mo, this, 2))
{ //Probably a monster, so go kill it.
players[i].enemy = this;
}
}
else if (flags & MF_SPECIAL)
{ //Item pickup time
//clock (BotWTG);
bglobal.WhatToGet (players[i].mo, this);
//unclock (BotWTG);
BotWTG++;
}
else if (flags & MF_MISSILE)
{
if (!players[i].missile && (flags3 & MF3_WARNBOT))
{ //warn for incoming missiles.
if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
players[i].missile = this;
}
}
}
bglobal.m_Thinking = false;
unclock (BotSupportCycles);
}
//End of MC
// [RH] Consider carrying sectors here
fixed_t cummx = 0, cummy = 0;
if ((level.Scrolls != NULL || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
{
fixed_t height, waterheight; // killough 4/4/98: add waterheight
const msecnode_t *node;
int countx, county;
// killough 3/7/98: Carry things on floor
// killough 3/20/98: use new sector list which reflects true members
// killough 3/27/98: fix carrier bug
// killough 4/4/98: Underwater, carry things even w/o gravity
// Move objects only if on floor or underwater,
// non-floating, and clipped.
countx = county = 0;
for (node = touching_sectorlist; node; node = node->m_tnext)
{
const sector_t *sec = node->m_sector;
fixed_t scrollx, scrolly;
if (level.Scrolls != NULL)
{
const FSectorScrollValues *scroll = &level.Scrolls[sec - sectors];
scrollx = scroll->ScrollX;
scrolly = scroll->ScrollY;
}
else
{
scrollx = scrolly = 0;
}
if (player != NULL)
{
int scrolltype = sec->special & 0xff;
if (scrolltype >= Scroll_North_Slow &&
scrolltype <= Scroll_SouthWest_Fast)
{ // Hexen scroll special
scrolltype -= Scroll_North_Slow;
if (compatflags&COMPATF_RAVENSCROLL)
{
angle_t fineangle = HexenScrollDirs[scrolltype / 3] * 32;
fixed_t carryspeed = DivScale32 (HexenSpeedMuls[scrolltype % 3], 32*CARRYFACTOR);
scrollx += FixedMul (carryspeed, finecosine[fineangle]);
scrolly += FixedMul (carryspeed, finesine[fineangle]);
}
else
{
// Use speeds that actually match the scrolling textures!
scrollx -= HexenScrollies[scrolltype][0] << (FRACBITS-1);
scrolly += HexenScrollies[scrolltype][1] << (FRACBITS-1);
}
}
else if (scrolltype >= Carry_East5 &&
scrolltype <= Carry_West35)
{ // Heretic scroll special
scrolltype -= Carry_East5;
byte dir = HereticScrollDirs[scrolltype / 5];
fixed_t carryspeed = DivScale32 (HereticSpeedMuls[scrolltype % 5], 32*CARRYFACTOR);
if (scrolltype<=Carry_East35 && !(compatflags&COMPATF_RAVENSCROLL))
{
// Use speeds that actually match the scrolling textures!
carryspeed = (1 << ((scrolltype%5) + FRACBITS-1));
}
scrollx += carryspeed * ((dir & 3) - 1);
scrolly += carryspeed * (((dir & 12) >> 2) - 1);
}
else if (scrolltype == dScroll_EastLavaDamage)
{ // Special Heretic scroll special
if (compatflags&COMPATF_RAVENSCROLL)
{
scrollx += DivScale32 (28, 32*CARRYFACTOR);
}
else
{
// Use a speed that actually matches the scrolling texture!
scrollx += DivScale32 (12, 32*CARRYFACTOR);
}
}
else if (scrolltype == Scroll_StrifeCurrent)
{ // Strife scroll special
int anglespeed = sec->tag - 100;
fixed_t carryspeed = DivScale32 (anglespeed % 10, 16*CARRYFACTOR);
angle_t fineangle = (anglespeed / 10) << (32-3);
fineangle >>= ANGLETOFINESHIFT;
scrollx += FixedMul (carryspeed, finecosine[fineangle]);
scrolly += FixedMul (carryspeed, finesine[fineangle]);
}
}
if ((scrollx | scrolly) == 0)
{
continue;
}
if (flags & MF_NOGRAVITY &&
(sec->heightsec == NULL || (sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)))
{
continue;
}
height = sec->floorplane.ZatPoint (x, y);
if (z > height)
{
if (sec->heightsec == NULL || (sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
continue;
}
waterheight = sec->heightsec->floorplane.ZatPoint (x, y);
if (waterheight > height && z >= waterheight)
{
continue;
}
}
cummx += scrollx;
cummy += scrolly;
if (scrollx) countx++;
if (scrolly) county++;
}
// Some levels designed with Boom in mind actually want things to accelerate
// at neighboring scrolling sector boundaries. But it is only important for
// non-player objects.
if (player != NULL || !(level.flags & LEVEL_ADDITIVE_SCROLLERS))
{
if (countx > 1)
{
cummx /= countx;
}
if (county > 1)
{
cummy /= county;
}
}
}
// [RH] If standing on a steep slope, fall down it
if ((flags & MF_SOLID) && !(flags & (MF_NOCLIP|MF_NOGRAVITY)) &&
!(flags & MF_NOBLOCKMAP) &&
momz <= 0 &&
floorz == z)
{
const secplane_t * floorplane = &floorsector->floorplane;
if (floorplane->c < STEEPSLOPE &&
floorplane->ZatPoint (x, y) <= floorz)
{
const msecnode_t *node;
bool dopush = true;
if (floorplane->c > STEEPSLOPE*2/3)
{
for (node = touching_sectorlist; node; node = node->m_tnext)
{
const sector_t *sec = node->m_sector;
if (sec->floorplane.c >= STEEPSLOPE)
{
if (floorplane->ZatPoint (x, y) >= z - MaxStepHeight)
{
dopush = false;
break;
}
}
}
}
if (dopush)
{
momx += floorplane->a;
momy += floorplane->b;
}
}
}
// [RH] Missiles moving perfectly vertical need some X/Y movement, or they
// won't hurt anything. Don't do this if damage is 0! That way, you can
// still have missiles that go straight up and down through actors without
// damaging anything.
if ((flags & MF_MISSILE) && (momx|momy) == 0 && damage != 0)
{
momx = 1;
}
// Handle X and Y momemtums
BlockingMobj = NULL;
P_XYMovement (this, cummx, cummy);
if (ObjectFlags & OF_MassDestruction)
{ // actor was destroyed
return;
}
if ((momx | momy) == 0 && (flags2 & MF2_BLASTED))
{ // Reset to not blasted when momentums are gone
flags2 &= ~MF2_BLASTED;
if (!(flags & MF_ICECORPSE))
{
flags2 &= ~MF2_SLIDE;
}
}
if (flags2 & MF2_FLOATBOB)
{ // Floating item bobbing motion
z += FloatBobDiffs[(FloatBobPhase + level.maptime) & 63];
}
if (momz || BlockingMobj ||
(z != floorz && (!(flags2 & MF2_FLOATBOB) ||
(z - FloatBobOffsets[(FloatBobPhase + level.maptime) & 63] != floorz)
)))
{ // Handle Z momentum and gravity
if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(compatflags & COMPATF_NO_PASSMOBJ))
{
if (!(onmo = P_CheckOnmobj (this)))
{
P_ZMovement (this);
flags2 &= ~MF2_ONMOBJ;
}
else
{
if (player)
{
if (momz < (fixed_t)(level.gravity * Sector->gravity * -655.36f)
&& !(flags&MF_NOGRAVITY))
{
PlayerLandedOnThing (this, onmo);
}
}
if (onmo->z + onmo->height - z <= MaxStepHeight)
{
if (player && player->mo == this)
{
player->viewheight -= onmo->z + onmo->height - z;
fixed_t deltaview = player->GetDeltaViewHeight();
if (deltaview > player->deltaviewheight)
{
player->deltaviewheight = deltaview;
}
}
z = onmo->z + onmo->height;
}
flags2 |= MF2_ONMOBJ;
momz = 0;
if (CrashState &&
(flags & MF_CORPSE) &&
!(flags3 & MF3_CRASHED) &&
DamageType != MOD_ICE)
{
flags3 |= MF3_CRASHED;
SetState (CrashState);
}
}
}
else
{
P_ZMovement (this);
}
if (ObjectFlags & OF_MassDestruction)
return; // actor was destroyed
}
else if (z <= floorz)
{
if (CrashState &&
(flags & MF_CORPSE) &&
!(flags3 & MF3_CRASHED) &&
DamageType != MOD_ICE)
{
flags3 |= MF3_CRASHED;
SetState (CrashState);
}
}
if (UpdateWaterLevel (oldz))
{
P_HitWater (this, Sector);
}
// [RH] Don't advance if predicting a player
if (player && (player->cheats & CF_PREDICTING))
{
return;
}
// cycle through states, calling action functions at transitions
if (tics != -1)
{
tics--;
// you can cycle through multiple states in a tic
// [RH] Use <= 0 instead of == 0 so that spawnstates
// of 0 tics work as expected.
if (tics <= 0)
{
if (!SetState (state->GetNextState()))
return; // freed itself
}
}
else
{
// check for nightmare respawn
if (!respawnmonsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT))
return;
movecount++;
if (movecount < respawnmonsters)
return;
if (level.time & 31)
return;
if (pr_nightmarerespawn() > 4)
return;
P_NightmareRespawn (this);
}
}
//==========================================================================
//
// AActor::UpdateWaterLevel
//
// Returns true if actor should splash
//
//==========================================================================
bool AActor::UpdateWaterLevel (fixed_t oldz)
{
byte lastwaterlevel = waterlevel;
waterlevel = 0;
if (Sector == NULL)
{
return false;
}
if (Sector->MoreFlags & SECF_UNDERWATERMASK)
{
waterlevel = 3;
}
else
{
const sector_t *hsec = Sector->heightsec;
if (hsec != NULL && !(hsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
fixed_t fh = hsec->floorplane.ZatPoint (x, y);
if (hsec->MoreFlags & SECF_UNDERWATERMASK)
{
if (z < fh)
{
waterlevel = 1;
if (z + height/2 < fh)
{
waterlevel = 2;
if ((player && z + player->viewheight <= fh) ||
(z + height <= fh))
{
waterlevel = 3;
}
}
}
else if (z + height > hsec->ceilingplane.ZatPoint (x, y))
{
waterlevel = 3;
}
}
else
{
return (oldz >= fh) && (z < fh);
}
}
}
return (lastwaterlevel == 0 && waterlevel != 0);
}
//----------------------------------------------------------------------------
//
// PROC A_FreeTargMobj
//
//----------------------------------------------------------------------------
void A_FreeTargMobj (AActor *mo)
{
mo->momx = mo->momy = mo->momz = 0;
mo->z = mo->ceilingz + 4*FRACUNIT;
mo->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_SOLID);
mo->flags |= MF_CORPSE|MF_DROPOFF|MF_NOGRAVITY;
mo->flags2 &= ~(MF2_PASSMOBJ|MF2_LOGRAV);
mo->player = NULL;
}
//==========================================================================
//
// A_GenericFreezeDeath
//
//==========================================================================
void A_GenericFreezeDeath (AActor *actor)
{
actor->Translation = TRANSLATION(TRANSLATION_Standard, 7);
A_FreezeDeath (actor);
}
//==========================================================================
//
// AActor stuff
//
//==========================================================================
FState AActor::States[] =
{
S_NORMAL (TNT1, 'A', -1, NULL, NULL),
S_NORMAL (TNT1, 'E', 1050, A_FreeTargMobj, NULL),
S_NORMAL (TNT1, 'A', 1, NULL, NULL), // S_NULL
// Generic freeze death frames. Woo!
S_NORMAL (----, 'A', 5, A_GenericFreezeDeath, &States[4]),
S_NORMAL (----, 'A', 1, A_FreezeDeathChunks, &States[4])
};
BEGIN_DEFAULTS (AActor, Any, -1, 0)
PROP_XScale (63)
PROP_YScale (63)
PROP_SpawnState (2)
PROP_SpawnHealth (1000)
PROP_ReactionTime (8)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Mass (100)
PROP_RenderStyle (STYLE_Normal)
PROP_Alpha (FRACUNIT)
PROP_MinMissileChance (200)
PROP_MeleeRange(44) // MELEERANGE(64) - 20
PROP_MaxDropOffHeight(24)
PROP_MaxStepHeight(24)
PROP_BounceFactor(FRACUNIT*7/10)
END_DEFAULTS
//==========================================================================
//
// P_SpawnMobj
//
//==========================================================================
AActor *AActor::StaticSpawn (const TypeInfo *type, fixed_t ix, fixed_t iy, fixed_t iz)
{
if (type == NULL)
{
I_Error ("Tried to spawn a class-less actor\n");
}
if (type->ActorInfo == NULL)
{
I_Error ("%s is not an actor\n", type->Name);
}
AActor *actor;
actor = static_cast<AActor *>(const_cast<TypeInfo *>(type)->CreateNew ());
actor->x = actor->PrevX = ix;
actor->y = actor->PrevY = iy;
actor->z = actor->PrevZ = iz;
actor->picnum = 0xffff;
FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
if (gameskill == sk_nightmare && actor->flags3 & MF3_ISMONSTER)
actor->reactiontime = 0;
if (actor->flags3 & MF3_ISMONSTER)
{
actor->LastLook.PlayerNumber = rng() % MAXPLAYERS;
actor->TIDtoHate = 0;
}
// Set the state, but do not use SetState, because action
// routines can't be called yet. If the spawnstate has an action
// routine, it will not be called.
FState *st = actor->SpawnState;
actor->state = st;
actor->tics = st->GetTics();
actor->sprite = st->sprite.index;
actor->frame = st->GetFrame();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
// set subsector and/or block links
actor->LinkToWorld (SpawningMapThing);
if (SpawningMapThing || !type->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
{
actor->dropoffz = // killough 11/98: for tracking dropoffs
actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
actor->ceilingz = actor->Sector->ceilingplane.ZatPoint (ix, iy);
actor->floorsector = actor->Sector;
actor->floorpic = actor->floorsector->floorpic;
}
else
{
P_FindFloorCeiling (actor);
actor->floorz = tmffloorz;
actor->dropoffz = tmfdropoffz;
actor->ceilingz = tmfceilingz;
actor->floorpic = tmffloorpic;
actor->floorsector = tmffloorsector;
}
actor->SpawnPoint[0] = ix >> FRACBITS;
actor->SpawnPoint[1] = iy >> FRACBITS;
if (iz == ONFLOORZ)
{
actor->z = actor->floorz;
}
else if (iz == ONCEILINGZ)
{
actor->z = actor->ceilingz - actor->height;
}
else if (iz == FLOATRANDZ)
{
fixed_t space = actor->ceilingz - actor->height - actor->floorz;
if (space > 48*FRACUNIT)
{
space -= 40*FRACUNIT;
actor->z = MulScale8 (space, rng()) + actor->floorz + 40*FRACUNIT;
}
else
{
actor->z = actor->floorz;
}
}
else
{
actor->SpawnPoint[2] = (actor->z - actor->floorz) >> FRACBITS;
}
if (actor->flags2 & MF2_FLOATBOB)
{ // Prime the bobber
actor->FloatBobPhase = rng();
actor->z += FloatBobOffsets[(actor->FloatBobPhase + level.maptime - 1) & 63];
}
if (actor->flags2 & MF2_FLOORCLIP)
{
actor->AdjustFloorClip ();
}
else
{
actor->floorclip = 0;
}
actor->UpdateWaterLevel (actor->z);
if (!SpawningMapThing)
{
actor->BeginPlay ();
if (actor->ObjectFlags & OF_MassDestruction)
{
return NULL;
}
}
// [RH] Count monsters whenever they are spawned.
if (actor->CountsAsKill())
{
level.total_monsters++;
}
// [RH] Same, for items
if (actor->flags & MF_COUNTITEM)
{
level.total_items++;
}
return actor;
}
void AActor::LevelSpawned ()
{
if (tics > 0 && !(flags4 & MF4_SYNCHRONIZED))
tics = 1 + (pr_spawnmapthing() % tics);
angle_t incs = AngleIncrements ();
angle -= angle % incs;
flags &= ~MF_DROPPED; // [RH] clear MF_DROPPED flag
HandleSpawnFlags ();
}
void AActor::HandleSpawnFlags ()
{
if (SpawnFlags & MTF_AMBUSH)
{
flags |= MF_AMBUSH;
}
if (SpawnFlags & MTF_DORMANT)
{
Deactivate (NULL);
}
if (SpawnFlags & MTF_STANDSTILL)
{
flags4 |= MF4_STANDSTILL;
}
if (SpawnFlags & MTF_FRIENDLY)
{
flags |= MF_FRIENDLY;
if (flags & MF_COUNTKILL)
{
flags &= ~MF_COUNTKILL;
level.total_monsters--;
}
}
if (SpawnFlags & MTF_SHADOW)
{
flags |= MF_SHADOW;
RenderStyle = STYLE_Translucent;
alpha = TRANSLUC25;
}
else if (SpawnFlags & MTF_ALTSHADOW)
{
RenderStyle = STYLE_None;
}
}
void AActor::BeginPlay ()
{
}
void AActor::Activate (AActor *activator)
{
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
{
if (flags2 & MF2_DORMANT)
{
flags2 &= ~MF2_DORMANT;
tics = 1;
}
}
}
void AActor::Deactivate (AActor *activator)
{
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
{
if (!(flags2 & MF2_DORMANT))
{
flags2 |= MF2_DORMANT;
tics = -1;
}
}
}
//
// P_RemoveMobj
//
void AActor::Destroy ()
{
// [RH] Destroy any inventory this actor is carrying
while (Inventory != NULL)
{
AInventory *item = Inventory;
Inventory = item->Inventory;
item->Destroy ();
}
// [RH] Unlink from tid chain
RemoveFromHash ();
// unlink from sector and block lists
UnlinkFromWorld ();
flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
// Delete all nodes on the current sector_list phares 3/16/98
if (sector_list)
{
P_DelSeclist (sector_list);
sector_list = NULL;
}
// stop any playing sound
S_RelinkSound (this, NULL);
Super::Destroy ();
}
//===========================================================================
//
// AdjustFloorClip
//
//===========================================================================
void AActor::AdjustFloorClip ()
{
if (flags3 & MF3_SPECIALFLOORCLIP)
{
return;
}
fixed_t oldclip = floorclip;
fixed_t shallowestclip = FIXED_MAX;
const msecnode_t *m;
// [RH] clip based on shallowest floor player is standing on
// If the sector has a deep water effect, then let that effect
// do the floorclipping instead of the terrain type.
for (m = touching_sectorlist; m; m = m->m_tnext)
{
if ((m->m_sector->heightsec == NULL ||
m->m_sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
m->m_sector->floorplane.ZatPoint (x, y) == z)
{
fixed_t clip = Terrains[TerrainTypes[m->m_sector->floorpic]].FootClip;
if (clip < shallowestclip)
{
shallowestclip = clip;
}
}
}
if (shallowestclip == FIXED_MAX)
{
floorclip = 0;
}
else
{
floorclip = shallowestclip;
}
if (player && player->mo == this && oldclip != floorclip)
{
player->viewheight -= oldclip - floorclip;
player->deltaviewheight = player->GetDeltaViewHeight();
}
}
//
// P_SpawnPlayer
// Called when a player is spawned on the level.
// Most of the player structure stays unchanged between levels.
//
EXTERN_CVAR (Bool, chasedemo)
extern bool demonew;
void P_SpawnPlayer (mapthing2_t *mthing)
{
int playernum;
player_t *p;
APlayerPawn *mobj, *oldactor;
int i;
BYTE state;
// [RH] Things 4001-? are also multiplayer starts. Just like 1-4.
// To make things simpler, figure out which player is being
// spawned here.
if (mthing->type <= 4 || gameinfo.gametype == GAME_Strife) // don't forget Strife's starts 5-8 here!
{
playernum = mthing->type - 1;
}
else if (gameinfo.gametype != GAME_Hexen)
{
playernum = mthing->type - 4001 + 4;
}
else
{
playernum = mthing->type - 9100 + 4;
}
// not playing?
if (playernum >= MAXPLAYERS || !playeringame[playernum])
return;
p = &players[playernum];
if (p->cls == NULL)
{
p->CurrentPlayerClass = 0;
if (gameinfo.gametype == GAME_Doom)
{
p->cls = TypeInfo::FindType ("DoomPlayer");
}
else if (gameinfo.gametype == GAME_Heretic)
{
p->cls = TypeInfo::FindType ("HereticPlayer");
}
else if (gameinfo.gametype == GAME_Strife)
{
p->cls = TypeInfo::FindType ("StrifePlayer");
}
else
{
static const char *classes[3] = { "FighterPlayer", "ClericPlayer", "MagePlayer" };
int type;
if (!deathmatch || !multiplayer)
{
type = SinglePlayerClass[playernum];
}
else
{
type = p->userinfo.PlayerClass;
if (type < 0)
{
type = pr_multiclasschoice() % 3;
}
}
p->CurrentPlayerClass = type;
p->cls = TypeInfo::FindType (classes[type]);
}
}
mobj = static_cast<APlayerPawn *>
(Spawn (p->cls, mthing->x << FRACBITS, mthing->y << FRACBITS, ONFLOORZ));
mobj->FriendPlayer = playernum + 1; // [RH] players are their own friends
oldactor = p->mo;
p->mo = mobj;
mobj->player = p;
state = p->playerstate;
if (state == PST_REBORN || state == PST_ENTER)
{
G_PlayerReborn (playernum);
}
else if (oldactor != NULL && oldactor->player == p)
{
// Move the voodoo doll's inventory to the new player.
mobj->ObtainInventory (oldactor);
}
// [RH] Be sure the player has the right translation
R_BuildPlayerTranslation (playernum);
// [RH] set color translations for player sprites
mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
mobj->angle = ANG45 * (mthing->angle/45);
mobj->pitch = mobj->roll = 0;
mobj->health = p->health;
//Added by MC: Identification (number in the players[MAXPLAYERS] array)
mobj->id = playernum;
// [RH] Set player sprite based on skin
p->skin = &skins[p->userinfo.skin];
if (gameinfo.gametype != GAME_Hexen)
{
mobj->sprite = p->skin->sprite;
mobj->xscale = mobj->yscale = p->skin->scale;
}
p->DesiredFOV = p->FOV = 90.f;
p->camera = p->mo;
p->playerstate = PST_LIVE;
p->refire = 0;
p->damagecount = 0;
p->bonuscount = 0;
p->morphTics = 0;
p->extralight = 0;
p->fixedcolormap = 0;
p->viewheight = p->defaultviewheight = gameinfo.gametype == GAME_Hexen? 48*FRACUNIT : 41*FRACUNIT;
p->inconsistant = 0;
p->attacker = NULL;
p->spreecount = 0;
p->multicount = 0;
p->lastkilltime = 0;
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
p->air_finished = level.time + level.airsupply;
p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.
if (players[consoleplayer].camera == oldactor)
{
players[consoleplayer].camera = mobj;
}
// [RH] Allow chasecam for demo watching
if ((demoplayback || demonew) && chasedemo)
p->cheats = CF_CHASECAM;
// setup gun psprite
P_SetupPsprites (p);
// give all cards in death match mode
if (deathmatch)
{
for (i = 0; i < TypeInfo::m_NumTypes; ++i)
{
if (TypeInfo::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
{
AKey *key = (AKey *)GetDefaultByType (TypeInfo::m_Types[i]);
if (key->KeyNumber != 0)
{
key = static_cast<AKey *>(Spawn (TypeInfo::m_Types[i], 0,0,0));
if (!key->TryPickup (p->mo))
{
key->Destroy ();
}
}
}
}
}
if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
{
StatusBar->AttachToPlayer (p);
}
if (multiplayer)
{
unsigned an = ( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT;
Spawn ("TeleportFog", mobj->x+20*finecosine[an], mobj->y+20*finesine[an], mobj->z + TELEFOGHEIGHT);
}
// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,
// drop down below it, even if that means sinking into the floor.
if (mobj->z + mobj->height > mobj->ceilingz)
{
mobj->z = mobj->ceilingz - mobj->height;
}
// [RH] If someone is in the way, kill them
P_PlayerStartStomp (mobj);
// [BC] Do script stuff
if (level.behavior != NULL)
{
if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
{
FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
}
else if (state == PST_REBORN)
{
FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true);
}
}
}
//
// P_SpawnMapThing
// The fields of the mapthing should
// already be in host byte order.
//
// [RH] position is used to weed out unwanted start spots
void P_SpawnMapThing (mapthing2_t *mthing, int position)
{
const TypeInfo *i;
int mask;
AActor *mobj;
fixed_t x, y, z;
static unsigned int classFlags[] =
{
MTF_FIGHTER,
MTF_CLERIC,
MTF_MAGE
};
if (mthing->type == 0 || mthing->type == -1)
return;
// count deathmatch start positions
if (mthing->type == 11)
{
deathmatchstarts.Push (*mthing);
return;
}
// Convert Strife starts to Hexen-style starts
if (gameinfo.gametype == GAME_Strife && mthing->type >= 118 && mthing->type <= 127)
{
mthing->args[0] = mthing->type - 117;
mthing->type = 1;
}
// [RH] Record polyobject-related things
if (gameinfo.gametype == GAME_Hexen)
{
switch (mthing->type)
{
case PO_HEX_ANCHOR_TYPE:
mthing->type = PO_ANCHOR_TYPE;
break;
case PO_HEX_SPAWN_TYPE:
mthing->type = PO_SPAWN_TYPE;
break;
case PO_HEX_SPAWNCRUSH_TYPE:
mthing->type = PO_SPAWNCRUSH_TYPE;
break;
}
}
if (mthing->type == PO_ANCHOR_TYPE ||
mthing->type == PO_SPAWN_TYPE ||
mthing->type == PO_SPAWNCRUSH_TYPE ||
mthing->type == PO_SPAWNHURT_TYPE)
{
polyspawns_t *polyspawn = new polyspawns_t;
polyspawn->next = polyspawns;
polyspawn->x = mthing->x << FRACBITS;
polyspawn->y = mthing->y << FRACBITS;
polyspawn->angle = mthing->angle;
polyspawn->type = mthing->type;
polyspawns = polyspawn;
if (mthing->type != PO_ANCHOR_TYPE)
po_NumPolyobjs++;
return;
}
// check for players specially
int pnum = -1;
if (mthing->type <= 4 && mthing->type > 0)
{
pnum = mthing->type - 1;
}
else
{
const int base = (gameinfo.gametype == GAME_Strife) ? 5 :
(gameinfo.gametype == GAME_Hexen) ? 9100 : 4001;
if (mthing->type >= base && mthing->type < base + MAXPLAYERS - 4)
{
pnum = mthing->type - base + 4;
}
}
if (pnum == -1 || (level.flags & LEVEL_FILTERSTARTS))
{
// check for appropriate game type
if (deathmatch)
{
mask = MTF_DEATHMATCH;
}
else if (multiplayer)
{
mask = MTF_COOPERATIVE;
}
else
{
mask = MTF_SINGLE;
}
if (!(mthing->flags & mask))
{
return;
}
// check for apropriate skill level
if (gameskill == sk_baby)
{
mask = MTF_EASY;
}
else if (gameskill == sk_nightmare)
{
mask = MTF_HARD;
}
else
{
mask = 1 << (gameskill - 1);
}
if (!(mthing->flags & mask))
{
return;
}
// Check current character classes with spawn flags
if (gameinfo.gametype == GAME_Hexen)
{
if (!multiplayer)
{ // Single player
if ((mthing->flags & classFlags[players[consoleplayer].CurrentPlayerClass]) == 0)
{ // Not for current class
return;
}
}
else if (!deathmatch)
{ // Cooperative
mask = 0;
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
mask |= classFlags[players[i].CurrentPlayerClass];
}
}
if ((mthing->flags & mask) == 0)
{
return;
}
}
}
}
if (pnum != -1)
{
// [RH] Only spawn spots that match position.
if (mthing->args[0] != position)
return;
// save spots for respawning in network games
playerstarts[pnum] = *mthing;
if (!deathmatch)
P_SpawnPlayer (mthing);
return;
}
// [RH] sound sequence overriders
if (mthing->type >= 1400 && mthing->type < 1410)
{
R_PointInSubsector (mthing->x<<FRACBITS,
mthing->y<<FRACBITS)->sector->seqType = mthing->type - 1400;
return;
}
else if (mthing->type == 1411)
{
int type;
if (mthing->args[0] == 255)
type = -1;
else
type = mthing->args[0];
if (type > 63)
{
Printf ("Sound sequence %d out of range\n", type);
}
else
{
R_PointInSubsector (mthing->x << FRACBITS,
mthing->y << FRACBITS)->sector->seqType = type;
}
return;
}
// [RH] Determine if it is an old ambient thing, and if so,
// map it to MT_AMBIENT with the proper parameter.
if (mthing->type >= 14001 && mthing->type <= 14064)
{
mthing->args[0] = mthing->type - 14000;
mthing->type = 14065;
i = RUNTIME_CLASS(AAmbientSound);
}
else
{
// find which type to spawn
i = DoomEdMap.FindType (mthing->type);
}
if (i == NULL)
{
// [RH] Don't die if the map tries to spawn an unknown thing
Printf ("Unknown type %i at (%i, %i)\n",
mthing->type,
mthing->x, mthing->y);
i = RUNTIME_CLASS(AUnknown);
}
// [RH] If the thing's corresponding sprite has no frames, also map
// it to the unknown thing.
else
{
const AActor *defaults = GetDefaultByType (i);
if (defaults->SpawnState == NULL ||
sprites[defaults->SpawnState->sprite.index].numframes == 0)
{
Printf ("%s at (%i, %i) has no frames\n",
i->Name+1, mthing->x, mthing->y);
i = RUNTIME_CLASS(AUnknown);
}
}
const AActor *info = GetDefaultByType (i);
// don't spawn keycards and players in deathmatch
if (deathmatch && info->flags & MF_NOTDMATCH)
return;
// [RH] don't spawn extra weapons in coop if so desired
if (multiplayer && !deathmatch && !(dmflags&DF_NO_COOP_WEAPON_SPAWN))
{
if (i->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
{
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
return;
}
}
// don't spawn any monsters if -nomonsters
if (dmflags & DF_NO_MONSTERS && info->flags3 & MF3_ISMONSTER )
{
return;
}
// [RH] Other things that shouldn't be spawned depending on dmflags
if (deathmatch || alwaysapplydmflags)
{
if (dmflags & DF_NO_HEALTH)
{
if (i->IsDescendantOf (RUNTIME_CLASS(AHealth)))
return;
if (strcmp (i->Name, "Berserk") == 0)
return;
if (strcmp (i->Name, "Soulsphere") == 0)
return;
if (strcmp (i->Name, "Megasphere") == 0)
return;
}
if (dmflags & DF_NO_ITEMS)
{
// if (i->IsDescendantOf (RUNTIME_CLASS(AArtifact)))
// return;
}
if (dmflags & DF_NO_ARMOR)
{
if (i->IsDescendantOf (RUNTIME_CLASS(AArmor)))
return;
if (strcmp (i->Name, "Megasphere") == 0)
return;
}
}
// spawn it
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
if (info->flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else if (info->flags2 & MF2_SPAWNFLOAT)
z = FLOATRANDZ;
else
z = ONFLOORZ;
SpawningMapThing = true;
mobj = Spawn (i, x, y, z);
SpawningMapThing = false;
if (z == ONFLOORZ)
mobj->z += mthing->z << FRACBITS;
else if (z == ONCEILINGZ)
mobj->z -= mthing->z << FRACBITS;
mobj->SpawnPoint[0] = mthing->x;
mobj->SpawnPoint[1] = mthing->y;
mobj->SpawnPoint[2] = mthing->z;
mobj->SpawnAngle = mthing->angle;
mobj->SpawnFlags = mthing->flags;
// [RH] Set the thing's special
mobj->special = mthing->special;
for(int j=0;j<5;j++) mobj->args[j]=mthing->args[j];
// [RH] Add ThingID to mobj and link it in with the others
mobj->tid = mthing->thingid;
mobj->AddToHash ();
mobj->angle = (DWORD)((mthing->angle * UCONST64(0x100000000)) / 360);
mobj->BeginPlay ();
if (mobj->ObjectFlags & OF_MassDestruction)
{
return;
}
mobj->LevelSpawned ();
}
//
// GAME SPAWN FUNCTIONS
//
//
// P_SpawnPuff
//
AActor *P_SpawnPuff (const TypeInfo *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, bool hitthing)
{
AActor *puff;
z += pr_spawnpuff.Random2 () << 10;
puff = Spawn (pufftype, x, y, z);
// If a puff has a crash state and an actor was not hit,
// it will enter the crash state. This is used by the StrifeSpark
// and BlasterPuff.
if (hitthing == false && puff->CrashState != NULL)
{
puff->SetState (puff->CrashState);
}
else if (attackrange == MELEERANGE && puff->MeleeState != NULL)
{
// handle the hard coded state jump of Doom's bullet puff
// in a more flexible manner.
puff->SetState (puff->MeleeState);
}
if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES))
{
P_DrawSplash2 (32, x, y, z, dir, updown, 1);
puff->renderflags |= RF_INVISIBLE;
}
/* This code assumes that no object can be used outside its own game.
Since that is no longer the case it doesn't work anymore.
if (gameinfo.gametype == GAME_Doom)
{
// don't make punches spark on the wall
if (attackrange == MELEERANGE)
{
FState *state = puff->state;
int i;
for (i = 0; i < 2 && state->GetNextState(); i++)
state = state->GetNextState();
puff->SetState (state);
}
if (cl_pufftype && updown != 3)
{
P_DrawSplash2 (32, x, y, z, dir, updown, 1);
puff->renderflags |= RF_INVISIBLE;
}
}*/
if (hitthing && puff->SeeSound)
{ // Hit thing sound
S_SoundID (puff, CHAN_BODY, puff->SeeSound, 1, ATTN_NORM);
}
else if (puff->AttackSound)
{
S_SoundID (puff, CHAN_BODY, puff->AttackSound, 1, ATTN_NORM);
}
PuffSpawned = puff;
return puff;
}
//
// P_SpawnBlood
//
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator)
{
ABlood *th;
PalEntry bloodcolor = (PalEntry)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
if (cl_bloodtype <= 1)
{
z += pr_spawnblood.Random2 () << 10;
th = Spawn<ABlood> (x, y, z);
th->momz = FRACUNIT*2;
th->angle = dir;
if (gameinfo.gametype == GAME_Doom)
{
th->tics -= pr_spawnblood() & 3;
if (th->tics < 1)
th->tics = 1;
}
th->SetDamage (damage);
// colorize the blood!
if (bloodcolor!=0) th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (cl_bloodtype >= 1)
P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
}
// Blood splatter -----------------------------------------------------------
class ABloodSplatter : public AActor
{
DECLARE_ACTOR (ABloodSplatter, AActor)
};
FState ABloodSplatter::States[] =
{
#define S_BLOODSPLATTER 0
S_NORMAL (BLOD, 'C', 8, NULL, &States[S_BLOODSPLATTER+1]),
S_NORMAL (BLOD, 'B', 8, NULL, &States[S_BLOODSPLATTER+2]),
S_NORMAL (BLOD, 'A', 8, NULL, NULL),
#define S_BLOODSPLATTERX (S_BLOODSPLATTER+3)
S_NORMAL (BLOD, 'A', 6, NULL, NULL)
};
IMPLEMENT_ACTOR (ABloodSplatter, Raven, -1, 0)
PROP_SpawnState (S_BLOODSPLATTER)
PROP_DeathState (S_BLOODSPLATTERX)
PROP_RadiusFixed (2)
PROP_HeightFixed (4)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF)
PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH)
PROP_Mass (5)
END_DEFAULTS
//---------------------------------------------------------------------------
//
// PROC P_BloodSplatter
//
//---------------------------------------------------------------------------
void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
{
PalEntry bloodcolor = (PalEntry)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
if (cl_bloodtype <= 1)
{
AActor *mo;
if (gameinfo.gametype == GAME_Doom)
{
mo = Spawn<ABlood> (x, y, z);
}
else
{
mo = Spawn<ABloodSplatter> (x, y, z);
}
mo->target = originator;
mo->momx = pr_splatter.Random2 () << 10;
mo->momy = pr_splatter.Random2 () << 10;
mo->momz = 3*FRACUNIT;
// colorize the blood!
if (bloodcolor!=0) mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (cl_bloodtype >= 1)
{
P_DrawSplash2 (40, x, y, z, R_PointToAngle2 (x, y, originator->x, originator->y), 2, bloodcolor);
}
}
//---------------------------------------------------------------------------
//
// PROC P_RipperBlood
//
//---------------------------------------------------------------------------
void P_RipperBlood (AActor *mo, AActor *bleeder)
{
fixed_t x, y, z;
PalEntry bloodcolor = (PalEntry)bleeder->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
x = mo->x + (pr_ripperblood.Random2 () << 12);
y = mo->y + (pr_ripperblood.Random2 () << 12);
z = mo->z + (pr_ripperblood.Random2 () << 12);
if (cl_bloodtype <= 1)
{
AActor *th;
th = Spawn<ABlood> (x, y, z);
if (gameinfo.gametype == GAME_Heretic)
th->flags |= MF_NOGRAVITY;
th->momx = mo->momx >> 1;
th->momy = mo->momy >> 1;
th->tics += pr_ripperblood () & 3;
// colorize the blood!
if (bloodcolor!=0) th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (cl_bloodtype >= 1)
{
P_DrawSplash2 (28, x, y, z, 0, 0, bloodcolor);
}
}
//---------------------------------------------------------------------------
//
// FUNC P_GetThingFloorType
//
//---------------------------------------------------------------------------
int P_GetThingFloorType (AActor *thing)
{
if (thing->floorpic)
{
return TerrainTypes[thing->floorpic];
}
else
{
return TerrainTypes[thing->Sector->floorpic];
}
}
//---------------------------------------------------------------------------
//
// FUNC P_HitWater
//
// Returns true if hit liquid and splashed, false if not.
//---------------------------------------------------------------------------
bool P_HitWater (AActor *thing, sector_t *sec)
{
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
return false;
if (thing->player && (thing->player->cheats & CF_PREDICTING))
return false;
AActor *mo = NULL;
FSplashDef *splash;
int terrainnum;
if (sec->heightsec == NULL ||
//!sec->heightsec->waterzone ||
(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) ||
!(sec->heightsec->MoreFlags & SECF_CLIPFAKEPLANES))
{
terrainnum = TerrainTypes[sec->floorpic];
}
else
{
terrainnum = TerrainTypes[sec->heightsec->floorpic];
}
int splashnum = Terrains[terrainnum].Splash;
bool smallsplash = false;
const secplane_t *plane;
fixed_t z;
if (splashnum == -1)
return Terrains[terrainnum].IsLiquid;
plane = (sec->heightsec != NULL &&
//sec->heightsec->waterzone &&
!(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
? &sec->heightsec->floorplane : &sec->floorplane;
z = plane->ZatPoint (thing->x, thing->y);
splash = &Splashes[splashnum];
// Small splash for small masses
if (thing->Mass < 10)
smallsplash = true;
if (smallsplash && splash->SmallSplash)
{
mo = Spawn (splash->SmallSplash, thing->x, thing->y, z);
if (mo) mo->floorclip += splash->SmallSplashClip;
}
else
{
if (splash->SplashChunk)
{
mo = Spawn (splash->SplashChunk, thing->x, thing->y, z);
mo->target = thing;
if (splash->ChunkXVelShift != 255)
{
mo->momx = pr_chunk.Random2() << splash->ChunkXVelShift;
}
if (splash->ChunkYVelShift != 255)
{
mo->momy = pr_chunk.Random2() << splash->ChunkYVelShift;
}
mo->momz = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift);
}
if (splash->SplashBase)
{
mo = Spawn (splash->SplashBase, thing->x, thing->y, z);
}
if (thing->player && !splash->NoAlert)
{
P_NoiseAlert (thing, thing, true);
}
}
if (mo)
{
S_SoundID (mo, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
else
{
S_SoundID (thing->x, thing->y, z, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
// Don't let deep water eat missiles
return plane == &sec->floorplane ? Terrains[terrainnum].IsLiquid : false;
}
//---------------------------------------------------------------------------
//
// FUNC P_HitFloor
//
// Returns true if hit liquid and splashed, false if not.
//---------------------------------------------------------------------------
bool P_HitFloor (AActor *thing)
{
const msecnode_t *m;
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
return false;
// don't splash if landing on the edge above water/lava/etc....
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
{
if (thing->z == m->m_sector->floorplane.ZatPoint (thing->x, thing->y))
{
break;
}
}
if (m == NULL ||
(m->m_sector->heightsec != NULL &&
!(m->m_sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)))
{
return false;
}
return P_HitWater (thing, m->m_sector);
}
//---------------------------------------------------------------------------
//
// FUNC P_CheckMissileSpawn
//
// Returns true if the missile is at a valid spawn point, otherwise
// explodes it and returns false.
//
//---------------------------------------------------------------------------
bool P_CheckMissileSpawn (AActor* th)
{
// [RH] Don't decrement tics if they are already less than 1
if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
{
th->tics -= pr_checkmissilespawn() & 3;
if (th->tics < 1)
th->tics = 1;
}
// move a little forward so an angle can be computed if it immediately explodes
if (th->Speed >= 100*FRACUNIT)
{ // Ultra-fast ripper spawning missile
th->x += th->momx>>3;
th->y += th->momy>>3;
th->z += th->momz>>3;
}
else
{ // Normal missile
th->x += th->momx>>1;
th->y += th->momy>>1;
th->z += th->momz>>1;
}
// killough 3/15/98: no dropoff (really = don't care for missiles)
if (!P_TryMove (th, th->x, th->y, false))
{
// [RH] Don't explode ripping missiles that spawn inside something
if (BlockingMobj == NULL || !(th->flags2 & MF2_RIP))
{
// [RH] Don't explode missiles that spawn on top of horizon lines
if (BlockingLine != NULL && BlockingLine->special == Line_Horizon)
{
th->Destroy ();
}
else
{
P_ExplodeMissile (th, NULL);
}
return false;
}
}
return true;
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissile
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissile (AActor *source, AActor *dest, const TypeInfo *type)
{
return P_SpawnMissileXYZ (source->x, source->y, source->z + 32*FRACUNIT,
source, dest, type);
}
AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, const TypeInfo *type)
{
return P_SpawnMissileXYZ (source->x, source->y, z, source, dest, type);
}
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
AActor *source, AActor *dest, const TypeInfo *type)
{
int defflags3 = GetDefaultByType (type)->flags3;
if (defflags3 & MF3_FLOORHUGGER)
{
z = ONFLOORZ;
}
else if (defflags3 & MF3_CEILINGHUGGER)
{
z = ONCEILINGZ;
}
else if (z != ONFLOORZ)
{
z -= source->floorclip;
}
AActor *th = Spawn (type, x, y, z);
if (th->SeeSound)
S_SoundID (th, CHAN_VOICE, th->SeeSound, 1, ATTN_NORM);
th->target = source; // record missile's originator
vec3_t velocity;
float speed = (float)(th->Speed);
// [RH]
// Hexen calculates the missile velocity based on the source's location.
// Would it be more useful to base it on the actual position of the
// missile? I'll leave it like this for now.
// Answer. No, because this way, you can set up sets of parallel missiles.
velocity[0] = (float)(dest->x - source->x);
velocity[1] = (float)(dest->y - source->y);
velocity[2] = (float)(dest->z - source->z);
// Floor and ceiling huggers should never have a vertical component to their velocity
if (defflags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
velocity[2] = 0.f;
}
// [RH] Adjust the trajectory if the missile will go over the player's head.
else if (z - source->z >= dest->height)
{
velocity[2] += (float)(dest->height - z + source->z);
}
VectorNormalize (velocity);
th->momx = (fixed_t)(velocity[0] * speed);
th->momy = (fixed_t)(velocity[1] * speed);
th->momz = (fixed_t)(velocity[2] * speed);
// invisible target: rotate velocity vector in 2D
if (dest->flags & MF_SHADOW)
{
angle_t an = pr_spawnmissile.Random2 () << 20;
an >>= ANGLETOFINESHIFT;
fixed_t newx = DMulScale16 (th->momx, finecosine[an], -th->momy, finesine[an]);
fixed_t newy = DMulScale16 (th->momx, finesine[an], th->momy, finecosine[an]);
th->momx = newx;
th->momy = newy;
}
th->angle = R_PointToAngle2 (0, 0, th->momx, th->momy);
return P_CheckMissileSpawn (th) ? th : NULL;
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissileAngle
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissileAngle (AActor *source, const TypeInfo *type,
angle_t angle, fixed_t momz)
{
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT,
type, angle, momz, GetDefaultByType (type)->Speed);
}
AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z,
const TypeInfo *type, angle_t angle, fixed_t momz)
{
return P_SpawnMissileAngleZSpeed (source, z, type, angle, momz,
GetDefaultByType (type)->Speed);
}
AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const TypeInfo *type)
{
angle_t an;
fixed_t dist;
fixed_t speed;
fixed_t momz;
an = source->angle;
if (dest->flags & MF_SHADOW)
{
an += pr_spawnmissile.Random2() << 20;
}
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
speed = GetDefaultByType (type)->Speed;
dist /= speed;
momz = dist != 0 ? (dest->z - source->z)/dist : speed;
return P_SpawnMissileAngleZSpeed (source, z, type, an, momz, speed);
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissileAngleSpeed
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissileAngleSpeed (AActor *source, const TypeInfo *type,
angle_t angle, fixed_t momz, fixed_t speed)
{
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT,
type, angle, momz, speed);
}
AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
const TypeInfo *type, angle_t angle, fixed_t momz, fixed_t speed, AActor *owner)
{
AActor *mo;
int defflags3 = GetDefaultByType (type)->flags3;
if (defflags3 & MF3_FLOORHUGGER)
{
z = ONFLOORZ;
}
else if (defflags3 & MF3_CEILINGHUGGER)
{
z = ONCEILINGZ;
}
if (z != ONFLOORZ)
{
z -= source->floorclip;
}
mo = Spawn (type, source->x, source->y, z);
if (mo->SeeSound)
{
S_SoundID (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_NORM);
}
mo->target = owner != NULL ? owner : source; // Originator
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->momx = FixedMul (speed, finecosine[angle]);
mo->momy = FixedMul (speed, finesine[angle]);
mo->momz = momz;
return P_CheckMissileSpawn(mo) ? mo : NULL;
}
/*
================
=
= P_SpawnPlayerMissile
=
= Tries to aim at a nearby monster
================
*/
AActor *P_SpawnPlayerMissile (AActor *source, const TypeInfo *type)
{
return P_SpawnPlayerMissile (source, source->x, source->y, source->z, type, source->angle);
}
AActor *P_SpawnPlayerMissile (AActor *source, const TypeInfo *type, angle_t angle)
{
return P_SpawnPlayerMissile (source, source->x, source->y, source->z, type, angle);
}
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
const TypeInfo *type, angle_t angle)
{
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
int i;
angle_t an;
angle_t pitch;
// see which target is to be aimed at
i = 2;
do
{
an = angle + angdiff[i];
pitch = P_AimLineAttack (source, an, 16*64*FRACUNIT);
if (source->player != NULL &&
!(dmflags & DF_NO_FREELOOK) &&
source->player->userinfo.aimdist <= ANGLE_1/2)
{
break;
}
} while (linetarget == NULL && --i >= 0);
if (linetarget == NULL)
{
an = angle;
}
i = GetDefaultByType (type)->flags3;
if (i & MF3_FLOORHUGGER)
{
z = ONFLOORZ;
}
else if (i & MF3_CEILINGHUGGER)
{
z = ONCEILINGZ;
}
if (z != ONFLOORZ && z != ONCEILINGZ)
{
z += 4*8*FRACUNIT - source->floorclip;
}
MissileActor = Spawn (type, x, y, z);
if (MissileActor->SeeSound)
{
S_SoundID (MissileActor, CHAN_VOICE, MissileActor->SeeSound, 1, ATTN_NORM);
}
MissileActor->target = source;
MissileActor->angle = an;
fixed_t vx, vy, vz, speed;
vx = FixedMul (finecosine[pitch>>ANGLETOFINESHIFT], finecosine[an>>ANGLETOFINESHIFT]);
vy = FixedMul (finecosine[pitch>>ANGLETOFINESHIFT], finesine[an>>ANGLETOFINESHIFT]);
vz = -finesine[pitch>>ANGLETOFINESHIFT];
speed = MissileActor->Speed;
MissileActor->momx = FixedMul (vx, speed);
MissileActor->momy = FixedMul (vy, speed);
MissileActor->momz = FixedMul (vz, speed);
if (P_CheckMissileSpawn (MissileActor))
{
return MissileActor;
}
return NULL;
}
bool AActor::IsTeammate (AActor *other)
{
if (!player || !other || !other->player)
return false;
if (!deathmatch)
return true;
if (teamplay && other->player->userinfo.team != TEAM_None &&
player->userinfo.team == other->player->userinfo.team)
{
return true;
}
return false;
}
//==========================================================================
//
// AActor :: GetSpecies
//
// Species is defined as the lowest base class that is a monster
// with no non-monster class in between. This is virtualized, so special
// monsters can change this behavior if they like.
//
//==========================================================================
const TypeInfo *AActor::GetSpecies()
{
const TypeInfo *thistype = GetClass();
if (GetDefaultByType(thistype)->flags3 & MF3_ISMONSTER)
{
while (thistype->ParentType)
{
if (GetDefaultByType(thistype->ParentType)->flags3 & MF3_ISMONSTER)
thistype = thistype->ParentType;
else
break;
}
}
return thistype;
}
//==========================================================================
//
// AActor :: IsFriend
//
// Checks if two monsters have to be considered friendly.
//
//==========================================================================
bool AActor::IsFriend (AActor *other)
{
if (flags & other->flags & MF_FRIENDLY)
{
return !deathmatch ||
FriendPlayer == other->FriendPlayer ||
FriendPlayer == 0 ||
other->FriendPlayer == 0;
}
return false;
}
//==========================================================================
//
// AActor :: IsHostile
//
// Checks if two monsters have to be considered hostile under any circumstances
//
//==========================================================================
bool AActor::IsHostile (AActor *other)
{
// Both monsters are non-friendlies so hostilities depend on infighting settings
if (!((flags | other->flags) & MF_FRIENDLY)) return false;
// Both monsters are friendly and belong to the same player if applicable.
if (flags & other->flags & MF_FRIENDLY)
{
return deathmatch &&
FriendPlayer != other->FriendPlayer &&
FriendPlayer !=0 &&
other->FriendPlayer != 0;
}
return true;
}
int AActor::DoSpecialDamage (AActor *target, int damage)
{
if (target->player && target->player->mo == target && damage < 1000 &&
(target->player->cheats & CF_GODMODE))
{
return -1;
}
else
{
return damage;
}
}
int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, int damagetype)
{
// If the actor does not have a corresponding death state, then it does not take damage.
// Note that DeathState matches every kind of damagetype, so if an actor has that, it can
// be hurt with any type of damage. Exception: Massacre damage always succeeds, because
// it needs to work.
FState *death;
if (DeathState != NULL)
{
return damage;
}
if (EDeathState==NULL && BDeathState==NULL && IDeathState==NULL)
{
// If there is no death state at all, kill it always.
return damage;
}
switch (damagetype)
{
case MOD_MASSACRE:
return damage;
case MOD_DISINTEGRATE:
death = EDeathState;
break;
case MOD_FIRE:
death = BDeathState;
break;
case MOD_ICE:
death = IDeathState;
if (death == NULL && !deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) &&
(player || (flags3 & MF3_ISMONSTER)))
{
death = &AActor::States[S_GENERICFREEZEDEATH];
}
break;
default:
death = NULL;
break;
}
return (death == NULL) ? -1 : damage;
}
FArchive &operator<< (FArchive &arc, FSoundIndex &snd)
{
if (arc.IsStoring ())
{
arc.WriteName (snd.Index ? S_sfx[snd.Index].name : NULL);
}
else
{
const char *name = arc.ReadName ();;
snd.Index = name != NULL ? S_FindSound (name) : 0;
}
return arc;
}
FArchive &operator<< (FArchive &arc, FSoundIndexWord &snd)
{
FSoundIndex snd2 = { snd.Index };
arc << snd2;
snd.Index = snd2.Index;
return arc;
}