qzdoom/src/p_mobj.cpp

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2016-10-23 10:06:59 +00:00
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
//
// $Id:$
//
// 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 <float.h>
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#include "templates.h"
#include "i_system.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_maputl.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_terrain.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "s_sound.h"
#include "doomstat.h"
#include "v_video.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "b_bot.h" //Added by MC:
#include "stats.h"
#include "a_sharedglobal.h"
#include "gi.h"
#include "sbar.h"
#include "p_acs.h"
#include "cmdlib.h"
#include "decallib.h"
#include "a_keys.h"
#include "p_conversation.h"
#include "g_game.h"
#include "teaminfo.h"
#include "r_data/r_translate.h"
#include "r_sky.h"
#include "g_level.h"
#include "d_event.h"
#include "colormatcher.h"
#include "v_palette.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "r_data/colormaps.h"
#include "r_renderer.h"
#include "po_man.h"
#include "p_spec.h"
#include "p_checkposition.h"
#include "serializer.h"
#include "r_utility.h"
#include "thingdef.h"
#include "d_player.h"
#include "virtual.h"
#include "g_levellocals.h"
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#include "a_morph.h"
#include "events.h"
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// MACROS ------------------------------------------------------------------
#define WATER_SINK_FACTOR 0.125
#define WATER_SINK_SMALL_FACTOR 0.25
#define WATER_SINK_SPEED 0.5
#define WATER_JUMP_SPEED 3.5
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void G_PlayerReborn (int player);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int BotWTG;
EXTERN_CVAR (Int, cl_rockettrails)
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static FRandom pr_explodemissile ("ExplodeMissile");
FRandom pr_bounce ("Bounce");
static FRandom pr_reflect ("Reflect");
static FRandom pr_nightmarerespawn ("NightmareRespawn");
static FRandom pr_botspawnmobj ("BotSpawnActor");
static FRandom pr_spawnmapthing ("SpawnMapThing");
static FRandom pr_spawnpuff ("SpawnPuff");
static FRandom pr_spawnblood ("SpawnBlood");
static FRandom pr_splatter ("BloodSplatter");
static FRandom pr_takedamage ("TakeDamage");
static FRandom pr_splat ("FAxeSplatter");
static FRandom pr_ripperblood ("RipperBlood");
static FRandom pr_chunk ("Chunk");
static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
static FRandom pr_spawnmissile ("SpawnMissile");
static FRandom pr_missiledamage ("MissileDamage");
static FRandom pr_multiclasschoice ("MultiClassChoice");
static FRandom pr_rockettrail("RocketTrail");
static FRandom pr_uniquetid("UniqueTID");
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FRandom pr_spawnmobj ("SpawnActor");
CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
{
level.gravity = self;
}
CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
// CODE --------------------------------------------------------------------
IMPLEMENT_CLASS(AActor, false, true)
IMPLEMENT_POINTERS_START(AActor)
IMPLEMENT_POINTER(target)
IMPLEMENT_POINTER(lastenemy)
IMPLEMENT_POINTER(tracer)
IMPLEMENT_POINTER(goal)
IMPLEMENT_POINTER(LastLookActor)
IMPLEMENT_POINTER(Inventory)
IMPLEMENT_POINTER(LastHeard)
IMPLEMENT_POINTER(master)
IMPLEMENT_POINTER(Poisoner)
IMPLEMENT_POINTER(alternative)
IMPLEMENT_POINTERS_END
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AActor::~AActor ()
{
// Please avoid calling the destructor directly (or through delete)!
// Use Destroy() instead.
}
extern FFlagDef InternalActorFlagDefs[];
extern FFlagDef ActorFlagDefs[];
DEFINE_FIELD(AActor, snext)
DEFINE_FIELD(AActor, player)
DEFINE_FIELD_NAMED(AActor, __Pos, pos)
DEFINE_FIELD_NAMED(AActor, __Pos.X, x)
DEFINE_FIELD_NAMED(AActor, __Pos.Y, y)
DEFINE_FIELD_NAMED(AActor, __Pos.Z, z)
DEFINE_FIELD(AActor, Prev)
DEFINE_FIELD(AActor, SpriteAngle)
DEFINE_FIELD(AActor, SpriteRotation)
DEFINE_FIELD(AActor, VisibleStartAngle)
DEFINE_FIELD(AActor, VisibleStartPitch)
DEFINE_FIELD(AActor, VisibleEndAngle)
DEFINE_FIELD(AActor, VisibleEndPitch)
DEFINE_FIELD_NAMED(AActor, Angles.Yaw, angle)
DEFINE_FIELD_NAMED(AActor, Angles.Pitch, pitch)
DEFINE_FIELD_NAMED(AActor, Angles.Roll, roll)
DEFINE_FIELD(AActor, Vel)
DEFINE_FIELD_NAMED(AActor, Vel.X, velx)
DEFINE_FIELD_NAMED(AActor, Vel.Y, vely)
DEFINE_FIELD_NAMED(AActor, Vel.Z, velz)
DEFINE_FIELD_NAMED(AActor, Vel.X, momx)
DEFINE_FIELD_NAMED(AActor, Vel.Y, momy)
DEFINE_FIELD_NAMED(AActor, Vel.Z, momz)
DEFINE_FIELD(AActor, Speed)
DEFINE_FIELD(AActor, FloatSpeed)
DEFINE_FIELD(AActor, sprite)
DEFINE_FIELD(AActor, frame)
DEFINE_FIELD(AActor, Scale)
DEFINE_FIELD_NAMED(AActor, Scale.X, scalex)
DEFINE_FIELD_NAMED(AActor, Scale.Y, scaley)
DEFINE_FIELD(AActor, RenderStyle)
DEFINE_FIELD(AActor, picnum)
DEFINE_FIELD(AActor, Alpha)
DEFINE_FIELD(AActor, fillcolor)
DEFINE_FIELD_NAMED(AActor, Sector, CurSector) // clashes with type 'sector'.
DEFINE_FIELD(AActor, subsector)
DEFINE_FIELD(AActor, ceilingz)
DEFINE_FIELD(AActor, floorz)
DEFINE_FIELD(AActor, dropoffz)
DEFINE_FIELD(AActor, floorsector)
DEFINE_FIELD(AActor, floorpic)
DEFINE_FIELD(AActor, floorterrain)
DEFINE_FIELD(AActor, ceilingsector)
DEFINE_FIELD(AActor, ceilingpic)
DEFINE_FIELD(AActor, Height)
DEFINE_FIELD(AActor, radius)
DEFINE_FIELD(AActor, renderradius)
DEFINE_FIELD(AActor, projectilepassheight)
DEFINE_FIELD(AActor, tics)
DEFINE_FIELD_NAMED(AActor, state, curstate) // clashes with type 'state'.
DEFINE_FIELD_NAMED(AActor, DamageVal, Damage) // name differs for historic reasons
DEFINE_FIELD(AActor, projectileKickback)
DEFINE_FIELD(AActor, VisibleToTeam)
DEFINE_FIELD(AActor, special1)
DEFINE_FIELD(AActor, special2)
DEFINE_FIELD(AActor, specialf1)
DEFINE_FIELD(AActor, specialf2)
DEFINE_FIELD(AActor, weaponspecial)
DEFINE_FIELD(AActor, health)
DEFINE_FIELD(AActor, movedir)
DEFINE_FIELD(AActor, visdir)
DEFINE_FIELD(AActor, movecount)
DEFINE_FIELD(AActor, strafecount)
DEFINE_FIELD(AActor, target)
DEFINE_FIELD(AActor, master)
DEFINE_FIELD(AActor, tracer)
DEFINE_FIELD(AActor, LastHeard)
DEFINE_FIELD(AActor, lastenemy)
DEFINE_FIELD(AActor, LastLookActor)
DEFINE_FIELD(AActor, reactiontime)
DEFINE_FIELD(AActor, threshold)
DEFINE_FIELD(AActor, DefThreshold)
DEFINE_FIELD(AActor, SpawnPoint)
DEFINE_FIELD(AActor, SpawnAngle)
DEFINE_FIELD(AActor, StartHealth)
DEFINE_FIELD(AActor, WeaveIndexXY)
DEFINE_FIELD(AActor, WeaveIndexZ)
DEFINE_FIELD(AActor, skillrespawncount)
DEFINE_FIELD(AActor, args)
DEFINE_FIELD(AActor, Mass)
DEFINE_FIELD(AActor, special)
DEFINE_FIELD(AActor, tid)
DEFINE_FIELD(AActor, TIDtoHate)
DEFINE_FIELD(AActor, waterlevel)
DEFINE_FIELD(AActor, Score)
DEFINE_FIELD(AActor, accuracy)
DEFINE_FIELD(AActor, stamina)
DEFINE_FIELD(AActor, meleerange)
DEFINE_FIELD(AActor, PainThreshold)
DEFINE_FIELD(AActor, Gravity)
DEFINE_FIELD(AActor, Floorclip)
DEFINE_FIELD(AActor, DamageType)
DEFINE_FIELD(AActor, DamageTypeReceived)
DEFINE_FIELD(AActor, FloatBobPhase)
DEFINE_FIELD(AActor, RipperLevel)
DEFINE_FIELD(AActor, RipLevelMin)
DEFINE_FIELD(AActor, RipLevelMax)
DEFINE_FIELD(AActor, Species)
DEFINE_FIELD(AActor, alternative)
DEFINE_FIELD(AActor, goal)
DEFINE_FIELD(AActor, MinMissileChance)
DEFINE_FIELD(AActor, LastLookPlayerNumber)
DEFINE_FIELD(AActor, SpawnFlags)
DEFINE_FIELD(AActor, meleethreshold)
DEFINE_FIELD(AActor, maxtargetrange)
DEFINE_FIELD(AActor, bouncefactor)
DEFINE_FIELD(AActor, wallbouncefactor)
DEFINE_FIELD(AActor, bouncecount)
DEFINE_FIELD(AActor, Friction)
DEFINE_FIELD(AActor, FastChaseStrafeCount)
DEFINE_FIELD(AActor, pushfactor)
DEFINE_FIELD(AActor, lastpush)
DEFINE_FIELD(AActor, activationtype)
DEFINE_FIELD(AActor, lastbump)
DEFINE_FIELD(AActor, DesignatedTeam)
DEFINE_FIELD(AActor, BlockingMobj)
DEFINE_FIELD(AActor, BlockingLine)
DEFINE_FIELD(AActor, PoisonDamage)
DEFINE_FIELD(AActor, PoisonDamageType)
DEFINE_FIELD(AActor, PoisonDuration)
DEFINE_FIELD(AActor, PoisonPeriod)
DEFINE_FIELD(AActor, PoisonDamageReceived)
DEFINE_FIELD(AActor, PoisonDamageTypeReceived)
DEFINE_FIELD(AActor, PoisonDurationReceived)
DEFINE_FIELD(AActor, PoisonPeriodReceived)
DEFINE_FIELD(AActor, Poisoner)
DEFINE_FIELD_NAMED(AActor, Inventory, Inv) // clashes with type 'Inventory'.
DEFINE_FIELD(AActor, smokecounter)
DEFINE_FIELD(AActor, FriendPlayer)
DEFINE_FIELD(AActor, Translation)
DEFINE_FIELD(AActor, AttackSound)
DEFINE_FIELD(AActor, DeathSound)
DEFINE_FIELD(AActor, SeeSound)
DEFINE_FIELD(AActor, PainSound)
DEFINE_FIELD(AActor, ActiveSound)
DEFINE_FIELD(AActor, UseSound)
DEFINE_FIELD(AActor, BounceSound)
DEFINE_FIELD(AActor, WallBounceSound)
DEFINE_FIELD(AActor, CrushPainSound)
DEFINE_FIELD(AActor, MaxDropOffHeight)
DEFINE_FIELD(AActor, MaxStepHeight)
DEFINE_FIELD(AActor, PainChance)
DEFINE_FIELD(AActor, PainType)
DEFINE_FIELD(AActor, DeathType)
DEFINE_FIELD(AActor, DamageFactor)
DEFINE_FIELD(AActor, DamageMultiply)
DEFINE_FIELD(AActor, TeleFogSourceType)
DEFINE_FIELD(AActor, TeleFogDestType)
DEFINE_FIELD(AActor, SpawnState)
DEFINE_FIELD(AActor, SeeState)
DEFINE_FIELD(AActor, MeleeState)
DEFINE_FIELD(AActor, MissileState)
DEFINE_FIELD(AActor, ConversationRoot)
DEFINE_FIELD(AActor, Conversation)
DEFINE_FIELD(AActor, DecalGenerator)
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DEFINE_FIELD(AActor, fountaincolor)
DEFINE_FIELD(AActor, CameraHeight)
DEFINE_FIELD(AActor, RadiusDamageFactor)
DEFINE_FIELD(AActor, SelfDamageFactor)
DEFINE_FIELD(AActor, StealthAlpha)
DEFINE_FIELD(AActor, WoundHealth)
//DEFINE_FIELD(PClassActor, BloodColor)
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//==========================================================================
//
// AActor :: Serialize
//
//==========================================================================
#define A(a,b) ((a), (b), def->b)
void AActor::Serialize(FSerializer &arc)
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{
AActor *def = GetDefault();
Super::Serialize(arc);
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arc
.Sprite("sprite", sprite, &def->sprite)
A("pos", __Pos)
A("angles", Angles)
A("frame", frame)
A("scale", Scale)
A("renderstyle", RenderStyle)
A("renderflags", renderflags)
A("picnum", picnum)
A("floorpic", floorpic)
A("ceilingpic", ceilingpic)
A("tidtohate", TIDtoHate)
A("lastlookpn", LastLookPlayerNumber)
("lastlookactor", LastLookActor)
A("effects", effects)
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A("fountaincolor", fountaincolor)
A("alpha", Alpha)
A("fillcolor", fillcolor)
A("sector", Sector)
A("floorz", floorz)
A("ceilingz", ceilingz)
A("dropoffz", dropoffz)
A("floorsector", floorsector)
A("ceilingsector", ceilingsector)
A("radius", radius)
A("renderradius", renderradius)
A("height", Height)
A("ppassheight", projectilepassheight)
A("vel", Vel)
A("tics", tics)
A("state", state)
A("damage", DamageVal)
.Terrain("floorterrain", floorterrain, &def->floorterrain)
A("projectilekickback", projectileKickback)
A("flags", flags)
A("flags2", flags2)
A("flags3", flags3)
A("flags4", flags4)
A("flags5", flags5)
A("flags6", flags6)
A("flags7", flags7)
A("weaponspecial", weaponspecial)
A("special1", special1)
A("special2", special2)
A("specialf1", specialf1)
A("specialf2", specialf2)
A("health", health)
A("movedir", movedir)
A("visdir", visdir)
A("movecount", movecount)
A("strafecount", strafecount)
("target", target)
("lastenemy", lastenemy)
("lastheard", LastHeard)
A("reactiontime", reactiontime)
A("threshold", threshold)
A("player", player)
A("spawnpoint", SpawnPoint)
A("spawnangle", SpawnAngle)
A("starthealth", StartHealth)
A("skillrespawncount", skillrespawncount)
("tracer", tracer)
A("floorclip", Floorclip)
A("tid", tid)
A("special", special)
.Args("args", args, def->args, special)
A("accuracy", accuracy)
A("stamina", stamina)
("goal", goal)
A("waterlevel", waterlevel)
A("minmissilechance", MinMissileChance)
A("spawnflags", SpawnFlags)
("inventory", Inventory)
A("inventoryid", InventoryID)
A("floatbobphase", FloatBobPhase)
A("translation", Translation)
A("seesound", SeeSound)
A("attacksound", AttackSound)
A("paimsound", PainSound)
A("deathsound", DeathSound)
A("activesound", ActiveSound)
A("usesound", UseSound)
A("bouncesound", BounceSound)
A("wallbouncesound", WallBounceSound)
A("crushpainsound", CrushPainSound)
A("speed", Speed)
A("floatspeed", FloatSpeed)
A("mass", Mass)
A("painchance", PainChance)
A("spawnstate", SpawnState)
A("seestate", SeeState)
A("meleestate", MeleeState)
A("missilestate", MissileState)
A("maxdropoffheight", MaxDropOffHeight)
A("maxstepheight", MaxStepHeight)
A("bounceflags", BounceFlags)
A("bouncefactor", bouncefactor)
A("wallbouncefactor", wallbouncefactor)
A("bouncecount", bouncecount)
A("maxtargetrange", maxtargetrange)
A("meleethreshold", meleethreshold)
A("meleerange", meleerange)
A("damagetype", DamageType)
A("damagetypereceived", DamageTypeReceived)
A("paintype", PainType)
A("deathtype", DeathType)
A("gravity", Gravity)
A("fastchasestrafecount", FastChaseStrafeCount)
("master", master)
A("smokecounter", smokecounter)
("blockingmobj", BlockingMobj)
A("blockingline", BlockingLine)
A("visibletoteam", VisibleToTeam)
A("pushfactor", pushfactor)
A("species", Species)
A("score", Score)
A("designatedteam", DesignatedTeam)
A("lastpush", lastpush)
A("lastbump", lastbump)
A("painthreshold", PainThreshold)
A("damagefactor", DamageFactor)
A("damagemultiply", DamageMultiply)
A("waveindexxy", WeaveIndexXY)
A("weaveindexz", WeaveIndexZ)
A("pdmgreceived", PoisonDamageReceived)
A("pdurreceived", PoisonDurationReceived)
A("ppreceived", PoisonPeriodReceived)
("poisoner", Poisoner)
A("posiondamage", PoisonDamage)
A("poisonduration", PoisonDuration)
A("poisonperiod", PoisonPeriod)
A("poisondamagetype", PoisonDamageType)
A("poisondmgtypereceived", PoisonDamageTypeReceived)
A("conversationroot", ConversationRoot)
A("conversation", Conversation)
A("friendplayer", FriendPlayer)
A("telefogsourcetype", TeleFogSourceType)
A("telefogdesttype", TeleFogDestType)
A("ripperlevel", RipperLevel)
A("riplevelmin", RipLevelMin)
A("riplevelmax", RipLevelMax)
A("devthreshold", DefThreshold)
A("spriteangle", SpriteAngle)
A("spriterotation", SpriteRotation)
("alternative", alternative)
A("cameraheight", CameraHeight)
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A("tag", Tag)
A("visiblestartangle",VisibleStartAngle)
A("visibleendangle",VisibleEndAngle)
A("visiblestartpitch",VisibleStartPitch)
A("visibleendpitch",VisibleEndPitch)
A("woundhealth", WoundHealth)
A("rdfactor", RadiusDamageFactor)
A("selfdamagefactor", SelfDamageFactor)
A("stealthalpha", StealthAlpha);
}
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#undef A
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//==========================================================================
//
// This must be done after the world is set up.
//
//==========================================================================
void AActor::PostSerialize()
{
touching_sectorlist = nullptr;
touching_rendersectors = nullptr;
LinkToWorld(nullptr, false, Sector);
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AddToHash();
if (player)
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{
if (playeringame[player - players] &&
player->cls != NULL &&
!(flags4 & MF4_NOSKIN) &&
state->sprite == GetDefaultByType(player->cls)->SpawnState->sprite)
{ // Give player back the skin
sprite = Skins[player->userinfo.GetSkin()].sprite;
}
if (Speed == 0)
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{
Speed = GetDefault()->Speed;
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}
}
ClearInterpolation();
UpdateWaterLevel(false);
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}
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AActor::AActor () throw()
{
}
AActor::AActor (const AActor &other) throw()
: DThinker()
{
memcpy (&snext, &other.snext, (BYTE *)&this[1] - (BYTE *)&snext);
}
AActor &AActor::operator= (const AActor &other)
{
memcpy (&snext, &other.snext, (BYTE *)&this[1] - (BYTE *)&snext);
return *this;
}
//==========================================================================
//
// AActor::InStateSequence
//
// Checks whether the current state is in a contiguous sequence that
// starts with basestate
//
//==========================================================================
bool AActor::InStateSequence(FState * newstate, FState * basestate)
{
if (basestate == NULL) return false;
FState * thisstate = basestate;
do
{
if (newstate == thisstate) return true;
basestate = thisstate;
thisstate = thisstate->GetNextState();
}
while (thisstate == basestate+1);
return false;
}
DEFINE_ACTION_FUNCTION(AActor, InStateSequence)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(newstate, FState);
PARAM_POINTER(basestate, FState);
ACTION_RETURN_BOOL(self->InStateSequence(newstate, basestate));
}
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//==========================================================================
//
// AActor::GetTics
//
// Get the actual duration of the next state
// We are using a state flag now to indicate a state that should be
// accelerated in Fast mode or slowed in Slow mode.
//
//==========================================================================
int AActor::GetTics(FState * newstate)
{
int tics = newstate->GetTics();
if (isFast() && newstate->GetFast())
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{
return tics - (tics>>1);
}
else if (isSlow() && newstate->GetSlow())
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{
return tics<<1;
}
return tics;
}
//==========================================================================
//
// AActor::SetState
//
// Returns true if the mobj is still present.
//
//==========================================================================
bool AActor::SetState (FState *newstate, bool nofunction)
{
if (debugfile && player && (player->cheats & CF_PREDICTING))
fprintf (debugfile, "for pl %td: SetState while predicting!\n", player-players);
do
{
if (newstate == NULL)
{
state = NULL;
Destroy ();
return false;
}
int prevsprite, newsprite;
if (state != NULL)
{
prevsprite = state->sprite;
}
else
{
prevsprite = -1;
}
if (!(newstate->UseFlags & SUF_ACTOR))
{
auto so = FState::StaticFindStateOwner(newstate);
Printf(TEXTCOLOR_RED "State %s.%d in %s not flagged for use as an actor sprite\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates), GetClass()->TypeName.GetChars());
state = nullptr;
Destroy();
return false;
}
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state = newstate;
tics = GetTics(newstate);
renderflags = (renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (newstate->GetFullbright());
newsprite = newstate->sprite;
if (newsprite != SPR_FIXED)
{ // okay to change sprite and/or frame
if (!newstate->GetSameFrame())
{ // okay to change frame
frame = newstate->GetFrame();
}
if (newsprite != SPR_NOCHANGE)
{ // okay to change sprite
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite)
{ // [RH] If the new sprite is the same as the original sprite, and
// this actor is attached to a player, use the player's skin's
// sprite. If a player is not attached, do not change the sprite
// unless it is different from the previous state's sprite; a
// player may have been attached, died, and respawned elsewhere,
// and we do not want to lose the skin on the body. If it wasn't
// for Dehacked, I would move sprite changing out of the states
// altogether, since actors rarely change their sprites after
// spawning.
if (player != NULL && Skins.Size() > 0)
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{
sprite = Skins[player->userinfo.GetSkin()].sprite;
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}
else if (newsprite != prevsprite)
{
sprite = newsprite;
}
}
else
{
sprite = newsprite;
}
}
}
if (!nofunction)
{
FState *returned_state;
FStateParamInfo stp = { newstate, STATE_Actor, PSP_WEAPON };
if (newstate->CallAction(this, this, &stp, &returned_state))
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{
// Check whether the called action function resulted in destroying the actor
if (ObjectFlags & OF_EuthanizeMe)
{
return false;
}
if (returned_state != NULL)
{ // The action was an A_Jump-style function that wants to change the next state.
newstate = returned_state;
tics = 0; // make sure we loop and set the new state properly
continue;
}
}
}
newstate = newstate->GetNextState();
} while (tics == 0);
if (Renderer != NULL)
{
Renderer->StateChanged(this);
}
return true;
}
DEFINE_ACTION_FUNCTION(AActor, SetState)
{
PARAM_SELF_PROLOGUE(AActor);
- fixed: State labels were resolved in the calling function's context instead of the called function one's. This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx. This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem. Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table. The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions. - refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility. - let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests. - the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
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PARAM_POINTER(state, FState);
PARAM_BOOL_DEF(nofunction);
ACTION_RETURN_BOOL(self->SetState(state, nofunction));
};
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//============================================================================
//
// 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++;
}
DEFINE_ACTION_FUNCTION(AActor, AddInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(item, AInventory);
self->AddInventory(item);
return 0;
}
//============================================================================
//
// AActor :: GiveInventory
//
//============================================================================
bool AActor::GiveInventory(PClassActor *type, int amount, bool givecheat)
{
bool result = true;
if (type == nullptr || !type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return false;
AWeapon *savedPendingWeap = player != NULL ? player->PendingWeapon : NULL;
bool hadweap = player != NULL ? player->ReadyWeapon != NULL : true;
AInventory *item;
if (!givecheat)
{
item = static_cast<AInventory *>(Spawn (type));
}
else
{
item = static_cast<AInventory *>(Spawn (type, Pos(), NO_REPLACE));
if (item == NULL) return false;
}
// This shouldn't count for the item statistics!
item->ClearCounters();
if (!givecheat || amount > 0)
{
if (type->IsDescendantOf (PClass::FindActor(NAME_BasicArmorPickup)) || type->IsDescendantOf(PClass::FindActor(NAME_BasicArmorBonus)))
{
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item->IntVar(NAME_SaveAmount) *= amount;
}
else
{
if (!givecheat)
item->Amount = amount;
else
item->Amount = MIN (amount, item->MaxAmount);
}
}
if (!item->CallTryPickup (this))
{
item->Destroy ();
result = false;
}
// If the item was a weapon, don't bring it up automatically
// unless the player was not already using a weapon.
// Don't bring it up automatically if this is called by the give cheat.
if (!givecheat && player != NULL && savedPendingWeap != NULL && hadweap)
{
player->PendingWeapon = savedPendingWeap;
}
return result;
}
DEFINE_ACTION_FUNCTION(AActor, GiveInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AInventory);
PARAM_INT(amount);
PARAM_BOOL_DEF(givecheat);
ACTION_RETURN_BOOL(self->GiveInventory(type, amount, givecheat));
}
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//============================================================================
//
// AActor :: RemoveInventory
//
//============================================================================
void AActor::RemoveInventory(AInventory *item)
{
AInventory *inv, **invp;
if (item != NULL && item->Owner != NULL) // can happen if the owner was destroyed by some action from an item's use state.
{
invp = &item->Owner->Inventory;
for (inv = *invp; inv != NULL; invp = &inv->Inventory, inv = *invp)
{
if (inv == item)
{
*invp = item->Inventory;
IFVIRTUALPTR(item, AInventory, DetachFromOwner)
{
VMValue params[1] = { item };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
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item->Owner = NULL;
item->Inventory = NULL;
break;
}
}
}
}
DEFINE_ACTION_FUNCTION(AActor, RemoveInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(item, AInventory);
self->RemoveInventory(item);
return 0;
}
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//============================================================================
//
// AActor :: TakeInventory
//
//============================================================================
bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
{
amount = abs(amount);
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AInventory *item = FindInventory(itemclass);
if (item == NULL)
return false;
if (!fromdecorate)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
item->DepleteOrDestroy();
}
// It won't be used in non-decorate context, so return false here
return false;
}
bool result = false;
if (item->Amount > 0)
{
result = true;
}
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
// and infinite ammo is on
if (notakeinfinite &&
((dmflags & DF_INFINITE_AMMO) || (player && FindInventory(NAME_PowerInfiniteAmmo, true))) && item->IsKindOf(NAME_Ammo))
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{
// Nothing to do here, except maybe res = false;? Would it make sense?
result = false;
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}
else if (!amount || amount>=item->Amount)
{
item->DepleteOrDestroy();
}
else item->Amount-=amount;
return result;
}
DEFINE_ACTION_FUNCTION(AActor, TakeInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_NOT_NULL(item, AInventory);
PARAM_INT(amount);
PARAM_BOOL_DEF(fromdecorate);
PARAM_BOOL_DEF(notakeinfinite);
ACTION_RETURN_BOOL(self->TakeInventory(item, amount, fromdecorate, notakeinfinite));
}
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//============================================================================
//
// AActor :: DestroyAllInventory
//
//============================================================================
void AActor::DestroyAllInventory ()
{
AInventory *inv = Inventory;
if (inv != nullptr)
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{
TArray<AInventory *> toDelete;
// Delete the list in a two stage approach.
// This is necessary because an item may destroy another item (e.g. sister weapons)
// which would break the list and leave parts of it undestroyed, maybe doing bad things later.
while (inv != nullptr)
{
toDelete.Push(inv);
AInventory *item = inv->Inventory;
inv->Inventory = nullptr;
inv->Owner = nullptr;
inv = item;
}
for (auto p : toDelete)
{
// the item may already have been deleted by another one, so check this here to avoid problems.
if (!(p->ObjectFlags & OF_EuthanizeMe))
{
p->Destroy();
}
}
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}
}
//============================================================================
//
// AActor :: FirstInv
//
// Returns the first item in this actor's inventory that has IF_INVBAR set.
//
//============================================================================
AInventory *AActor::FirstInv ()
{
if (Inventory == NULL)
{
return NULL;
}
if (Inventory->ItemFlags & IF_INVBAR)
{
return Inventory;
}
return Inventory->NextInv ();
}
//============================================================================
//
// AActor :: UseInventory
//
// Attempts to use an item. If the use succeeds, one copy of the item is
// removed from the inventory. If all copies are removed, then the item is
// destroyed.
//
//============================================================================
bool AActor::UseInventory (AInventory *item)
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{
// No using items if you're dead.
if (health <= 0)
{
return false;
}
// Don't use it if you don't actually have any of it.
if (item->Amount <= 0 || (item->ObjectFlags & OF_EuthanizeMe))
{
return false;
}
if (!item->CallUse (false))
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{
return false;
}
if (dmflags2 & DF2_INFINITE_INVENTORY)
return true;
if (--item->Amount <= 0)
{
item->DepleteOrDestroy ();
}
return true;
}
DEFINE_ACTION_FUNCTION(AActor, UseInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(item, AInventory);
ACTION_RETURN_BOOL(self->UseInventory(item));
}
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//===========================================================================
//
// AActor :: DropInventory
//
// Removes a single copy of an item and throws it out in front of the actor.
//
//===========================================================================
AInventory *AActor::DropInventory (AInventory *item, int amt)
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{
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AInventory *drop = nullptr;
IFVIRTUALPTR(item, AInventory, CreateTossable)
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{
VMValue params[] = { (DObject*)item, amt };
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VMReturn ret((void**)&drop);
GlobalVMStack.Call(func, params, countof(params), &ret, 1, nullptr);
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}
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if (drop == nullptr) return NULL;
drop->SetOrigin(PosPlusZ(10.), false);
drop->Angles.Yaw = Angles.Yaw;
drop->VelFromAngle(5.);
drop->Vel.Z = 1.;
drop->Vel += Vel;
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drop->flags &= ~MF_NOGRAVITY; // Don't float
drop->ClearCounters(); // do not count for statistics again
return drop;
}
DEFINE_ACTION_FUNCTION(AActor, DropInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(item, AInventory);
PARAM_INT_DEF(amt);
ACTION_RETURN_OBJECT(self->DropInventory(item, amt));
}
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//============================================================================
//
// AActor :: FindInventory
//
//============================================================================
AInventory *AActor::FindInventory (PClassActor *type, bool subclass)
{
AInventory *item;
if (type == NULL)
{
return NULL;
}
for (item = Inventory; item != NULL; item = item->Inventory)
{
if (!subclass)
{
if (item->GetClass() == type)
{
break;
}
}
else
{
if (item->IsKindOf(type))
{
break;
}
}
}
return item;
}
AInventory *AActor::FindInventory (FName type, bool subclass)
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{
return FindInventory(PClass::FindActor(type), subclass);
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}
DEFINE_ACTION_FUNCTION(AActor, FindInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AInventory);
PARAM_BOOL_DEF(subclass);
ACTION_RETURN_OBJECT(self->FindInventory(type, subclass));
}
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//============================================================================
//
// AActor :: GiveInventoryType
//
//============================================================================
AInventory *AActor::GiveInventoryType (PClassActor *type)
{
AInventory *item = NULL;
if (type != NULL)
{
item = static_cast<AInventory *>(Spawn (type));
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if (!item->CallTryPickup (this))
{
item->Destroy ();
return NULL;
}
}
return item;
}
DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AInventory);
ACTION_RETURN_OBJECT(self->GiveInventoryType(type));
}
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//============================================================================
//
// AActor :: GiveAmmo
//
// Returns true if the ammo was added, false if not.
//
//============================================================================
bool AActor::GiveAmmo (PClassActor *type, int amount)
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{
if (type != NULL)
{
if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return false;
AInventory *item = static_cast<AInventory *>(Spawn (type));
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if (item)
{
item->Amount = amount;
item->flags |= MF_DROPPED;
if (!item->CallTryPickup (this))
{
item->Destroy ();
return false;
}
return true;
}
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, GiveAmmo)
{
PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(type, AInventory);
PARAM_INT(amount);
ACTION_RETURN_BOOL(self->GiveAmmo(type, amount));
}
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//============================================================================
//
// AActor :: ClearInventory
//
// Clears the inventory of a single actor.
//
//============================================================================
void AActor::ClearInventory()
{
// In case destroying an inventory item causes another to be destroyed
// (e.g. Weapons destroy their sisters), keep track of the pointer to
// the next inventory item rather than the next inventory item itself.
// For example, if a weapon is immediately followed by its sister, the
// next weapon we had tracked would be to the sister, so it is now
// invalid and we won't be able to find the complete inventory by
// following it.
//
// When we destroy an item, we leave invp alone, since the destruction
// process will leave it pointing to the next item we want to check. If
// we don't destroy an item, then we move invp to point to its Inventory
// pointer.
//
// It should be safe to assume that an item being destroyed will only
// destroy items further down in the chain, because if it was going to
// destroy something we already processed, we've already destroyed it,
// so it won't have anything to destroy.
AInventory **invp = &Inventory;
while (*invp != NULL)
{
AInventory *inv = *invp;
if (!(inv->ItemFlags & IF_UNDROPPABLE))
{
inv->DepleteOrDestroy();
if (!(inv->ObjectFlags & OF_EuthanizeMe)) invp = &inv->Inventory; // was only depleted so advance the pointer manually.
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}
else
{
invp = &inv->Inventory;
}
}
if (player != nullptr)
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{
player->ReadyWeapon = nullptr;
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player->PendingWeapon = WP_NOCHANGE;
}
}
DEFINE_ACTION_FUNCTION(AActor, ClearInventory)
{
PARAM_SELF_PROLOGUE(AActor);
self->ClearInventory();
return 0;
}
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//============================================================================
//
// AActor :: CopyFriendliness
//
// Makes this actor hate (or like) the same things another actor does.
//
//============================================================================
void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealth)
{
level.total_monsters -= CountsAsKill();
TIDtoHate = other->TIDtoHate;
LastLookActor = other->LastLookActor;
LastLookPlayerNumber = other->LastLookPlayerNumber;
flags = (flags & ~MF_FRIENDLY) | (other->flags & MF_FRIENDLY);
flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED));
FriendPlayer = other->FriendPlayer;
DesignatedTeam = other->DesignatedTeam;
if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET) && !(other->target->flags7 & MF7_NEVERTARGET))
{
// LastHeard must be set as well so that A_Look can react to the new target if called
LastHeard = target = other->target;
}
if (resetHealth) health = SpawnHealth();
level.total_monsters += CountsAsKill();
}
DEFINE_ACTION_FUNCTION(AActor, CopyFriendliness)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
PARAM_BOOL_DEF(changetarget);
PARAM_BOOL_DEF(resethealth);
self->CopyFriendliness(other, changetarget, resethealth);
return 0;
}
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//============================================================================
//
// AActor :: ObtainInventory
//
// Removes the items from the other actor and puts them in this actor's
// inventory. The actor receiving the inventory must not have any items.
//
//============================================================================
void AActor::ObtainInventory (AActor *other)
{
assert (Inventory == NULL);
Inventory = other->Inventory;
InventoryID = other->InventoryID;
other->Inventory = NULL;
other->InventoryID = 0;
if (other->IsKindOf(RUNTIME_CLASS(APlayerPawn)) && this->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
APlayerPawn *you = static_cast<APlayerPawn *>(other);
APlayerPawn *me = static_cast<APlayerPawn *>(this);
me->InvFirst = you->InvFirst;
me->InvSel = you->InvSel;
you->InvFirst = NULL;
you->InvSel = NULL;
}
AInventory *item = Inventory;
while (item != NULL)
{
item->Owner = this;
item = item->Inventory;
}
}
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DEFINE_ACTION_FUNCTION(AActor, ObtainInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
self->ObtainInventory(other);
return 0;
}
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//---------------------------------------------------------------------------
//
// FUNC P_GiveBody
//
// Returns false if the body isn't needed at all.
//
//---------------------------------------------------------------------------
bool P_GiveBody(AActor *actor, int num, int max)
{
if (actor->health <= 0 || (actor->player != NULL && actor->player->playerstate == PST_DEAD))
{ // Do not heal dead things.
return false;
}
player_t *player = actor->player;
num = clamp(num, -65536, 65536); // prevent overflows for bad values
if (player != NULL)
{
// Max is 0 by default, preserving default behavior for P_GiveBody()
// calls while supporting health pickups.
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if (max <= 0)
{
max = static_cast<APlayerPawn*>(actor)->GetMaxHealth(true);
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// [MH] First step in predictable generic morph effects
if (player->morphTics)
{
if (player->MorphStyle & MORPH_FULLHEALTH)
{
if (!(player->MorphStyle & MORPH_ADDSTAMINA))
{
max -= player->mo->stamina;
}
}
else // old health behaviour
{
max = MAXMORPHHEALTH;
if (player->MorphStyle & MORPH_ADDSTAMINA)
{
max += player->mo->stamina;
}
}
}
}
// [RH] For Strife: A negative body sets you up with a percentage
// of your full health.
if (num < 0)
{
num = max * -num / 100;
if (player->health < num)
{
player->health = num;
actor->health = num;
return true;
}
}
else if (num > 0)
{
if (player->health < max)
{
num = int(num * G_SkillProperty(SKILLP_HealthFactor));
if (num < 1) num = 1;
player->health += num;
if (player->health > max)
{
player->health = max;
}
actor->health = player->health;
return true;
}
}
}
else
{
// Parameter value for max is ignored on monsters, preserving original
// behaviour of health as well as on existing calls to P_GiveBody().
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max = actor->SpawnHealth();
if (num < 0)
{
num = max * -num / 100;
if (actor->health < num)
{
actor->health = num;
return true;
}
}
else if (actor->health < max)
{
actor->health += num;
if (actor->health > max)
{
actor->health = max;
}
return true;
}
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, GiveBody)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(num);
PARAM_INT_DEF(max);
ACTION_RETURN_BOOL(P_GiveBody(self, num, max));
}
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//============================================================================
//
// 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;
}
DEFINE_ACTION_FUNCTION(AActor, CheckLocalView)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(cp);
ACTION_RETURN_BOOL(self->CheckLocalView(cp));
}
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//============================================================================
//
// AActor :: IsInsideVisibleAngles
//
// Returns true if this actor is within viewing angle/pitch visibility.
//
//============================================================================
bool AActor::IsInsideVisibleAngles() const
{
// Don't bother masking if not wanted.
if (!(renderflags & RF_MASKROTATION))
return true;
if (players[consoleplayer].camera == nullptr)
return true;
DAngle anglestart = VisibleStartAngle;
DAngle angleend = VisibleEndAngle;
DAngle pitchstart = VisibleStartPitch;
DAngle pitchend = VisibleEndPitch;
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if (anglestart > angleend)
{
DAngle temp = anglestart;
anglestart = angleend;
angleend = temp;
}
if (pitchstart > pitchend)
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{
DAngle temp = pitchstart;
pitchstart = pitchend;
pitchend = temp;
}
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AActor *mo = players[consoleplayer].camera;
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if (mo != nullptr)
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{
DVector3 diffang = ViewPos - Pos();
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DAngle to = diffang.Angle();
if (!(renderflags & RF_ABSMASKANGLE))
to = deltaangle(Angles.Yaw, to);
if ((to >= anglestart && to <= angleend))
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{
to = diffang.Pitch();
if (!(renderflags & RF_ABSMASKPITCH))
to = deltaangle(Angles.Pitch, to);
return !!(to >= pitchstart && to <= pitchend);
}
else return false;
}
return true;
}
2016-03-01 15:47:10 +00:00
//============================================================================
//
// AActor :: IsVisibleToPlayer
//
// Returns true if this actor should be seen by the console player.
//
//============================================================================
bool AActor::IsVisibleToPlayer() const
{
// [BB] Safety check. This should never be NULL. Nevertheless, we return true to leave the default ZDoom behavior unaltered.
if ( players[consoleplayer].camera == NULL )
return true;
if (VisibleToTeam != 0 && teamplay &&
(signed)(VisibleToTeam-1) != players[consoleplayer].userinfo.GetTeam() )
return false;
const player_t* pPlayer = players[consoleplayer].camera->player;
if (pPlayer && pPlayer->mo && GetClass()->VisibleToPlayerClass.Size() > 0)
{
bool visible = false;
for(unsigned int i = 0;i < GetClass()->VisibleToPlayerClass.Size();++i)
{
auto cls = GetClass()->VisibleToPlayerClass[i];
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if (cls && pPlayer->mo->GetClass()->IsDescendantOf(cls))
{
visible = true;
break;
}
}
if (!visible)
return false;
}
// [BB] Passed all checks.
return true;
}
//============================================================================
//
// AActor :: ConversationAnimation
//
// Plays a conversation-related animation:
// 0 = greeting
// 1 = "yes"
// 2 = "no"
//
//============================================================================
void AActor::ConversationAnimation (int animnum)
{
FState * state = NULL;
switch (animnum)
{
case 0:
state = FindState(NAME_Greetings);
break;
case 1:
state = FindState(NAME_Yes);
break;
case 2:
state = FindState(NAME_No);
break;
}
if (state != NULL) SetState(state);
}
//============================================================================
//
// AActor :: Touch
//
// Something just touched this actor. Normally used only for inventory items,
// but some Strife monsters also use it.
//
//============================================================================
void AActor::Touch (AActor *toucher)
{
}
DEFINE_ACTION_FUNCTION(AActor, Touch)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(toucher, AActor);
self->Touch(toucher);
return 0;
}
void AActor::CallTouch(AActor *toucher)
{
IFVIRTUAL(AActor, Touch)
{
VMValue params[2] = { (DObject*)this, toucher };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
else Touch(toucher);
}
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//============================================================================
//
// AActor :: Grind
//
// Handles the an actor being crushed by a door, crusher or polyobject.
// Originally part of P_DoCrunch(), it has been made into its own actor
// function so that it could be called from a polyobject without hassle.
// Bool items is true if it should destroy() dropped items, false otherwise.
//============================================================================
bool AActor::Grind(bool items)
{
// crunch bodies to giblets
if ((flags & MF_CORPSE) && !(flags3 & MF3_DONTGIB) && (health <= 0))
{
FState * state = FindState(NAME_Crush);
// In Heretic and Chex Quest we don't change the actor's sprite, just its size.
if (state == NULL && gameinfo.dontcrunchcorpses)
{
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
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Height = 0;
radius = 0;
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return false;
}
bool isgeneric = false;
// ZDoom behavior differs from standard as crushed corpses cannot be raised.
// The reason for the change was originally because of a problem with players,
// see rh_log entry for February 21, 1999. Don't know if it is still relevant.
if (state == NULL // Only use the default crushed state if:
&& !(flags & MF_NOBLOOD) // 1. the monster bleeeds,
&& (i_compatflags & COMPATF_CORPSEGIBS) // 2. the compat setting is on,
&& player == NULL) // 3. and the thing isn't a player.
{
isgeneric = true;
state = FindState(NAME_GenericCrush);
if (state != NULL && (sprites[state->sprite].numframes <= 0))
state = NULL; // If one of these tests fails, do not use that state.
}
if (state != NULL && !(flags & MF_ICECORPSE))
{
if (this->flags4 & MF4_BOSSDEATH)
{
A_BossDeath(this);
}
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
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Height = 0;
radius = 0;
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SetState (state);
if (isgeneric) // Not a custom crush state, so colorize it appropriately.
{
S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
PalEntry bloodcolor = GetBloodColor();
if (bloodcolor!=0) Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
return false;
}
if (!(flags & MF_NOBLOOD))
{
if (this->flags4 & MF4_BOSSDEATH)
{
A_BossDeath(this);
}
PClassActor *i = PClass::FindActor("RealGibs");
if (i != NULL)
{
i = i->GetReplacement();
const AActor *defaults = GetDefaultByType (i);
if (defaults->SpawnState == NULL ||
sprites[defaults->SpawnState->sprite].numframes == 0)
{
i = NULL;
}
}
if (i == NULL)
{
// if there's no gib sprite don't crunch it.
flags &= ~MF_SOLID;
flags3 |= MF3_DONTGIB;
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Height = 0;
radius = 0;
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return false;
}
AActor *gib = Spawn (i, Pos(), ALLOW_REPLACE);
if (gib != NULL)
{
gib->RenderStyle = RenderStyle;
gib->Alpha = Alpha;
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gib->Height = 0;
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gib->radius = 0;
PalEntry bloodcolor = GetBloodColor();
if (bloodcolor != 0)
gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
}
if (flags & MF_ICECORPSE)
{
tics = 1;
Vel.Zero();
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}
else if (player)
{
flags |= MF_NOCLIP;
flags3 |= MF3_DONTGIB;
renderflags |= RF_INVISIBLE;
}
else
{
Destroy ();
}
return false; // keep checking
}
// killough 11/98: kill touchy things immediately
if (flags6 & MF6_TOUCHY && (flags6 & MF6_ARMED || IsSentient()))
{
flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj (this, NULL, NULL, health, NAME_Crush, DMG_FORCED); // kill object
return true; // keep checking
}
if (!(flags & MF_SOLID) || (flags & MF_NOCLIP))
{
return false;
}
if (!(flags & MF_SHOOTABLE))
{
return false; // assume it is bloody gibs or something
}
return true;
}
//============================================================================
//
// AActor :: Massacre
//
// Called by the massacre cheat to kill monsters. Returns true if the monster
// was killed and false if it was already dead.
//============================================================================
bool AActor::Massacre ()
{
int prevhealth;
if (health > 0)
{
auto f = flags;
auto f2 = flags2;
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flags |= MF_SHOOTABLE;
flags2 &= ~(MF2_DORMANT|MF2_INVULNERABLE);
do
{
prevhealth = health;
P_DamageMobj (this, NULL, NULL, TELEFRAG_DAMAGE, NAME_Massacre);
}
while (health != prevhealth && health > 0); //abort if the actor wasn't hurt.
if (health > 0)
{
// restore flags if this did not kill the monster.
flags = f;
flags2 = f2;
}
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return health <= 0;
}
return false;
}
//----------------------------------------------------------------------------
//
// PROC P_ExplodeMissile
//
//----------------------------------------------------------------------------
void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target, bool onsky)
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{
if (mo->flags3 & MF3_EXPLOCOUNT)
{
if (++mo->threshold < mo->DefThreshold)
{
return;
}
}
mo->Vel.Zero();
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mo->effects = 0; // [RH]
mo->flags &= ~MF_SHOOTABLE;
FState *nextstate = nullptr;
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if (target != nullptr)
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{
if (mo->flags7 & MF7_HITTARGET) mo->target = target;
if (mo->flags7 & MF7_HITMASTER) mo->master = target;
if (mo->flags7 & MF7_HITTRACER) mo->tracer = target;
if ((target->flags & (MF_SHOOTABLE | MF_CORPSE)) || (target->flags6 & MF6_KILLED))
{
if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
}
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}
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death);
if (onsky || (line != NULL && line->special == Line_Horizon))
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{
if (!(mo->flags3 & MF3_SKYEXPLODE))
{
// [RH] Don't explode missiles on horizon lines.
mo->Destroy();
return;
}
nextstate = mo->FindState(NAME_Death, NAME_Sky);
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}
if (line != NULL && cl_missiledecals)
{
DVector3 pos = mo->PosRelative(line);
int side = P_PointOnLineSidePrecise (pos, line);
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if (line->sidedef[side] == NULL)
side ^= 1;
if (line->sidedef[side] != NULL)
{
FDecalBase *base = mo->DecalGenerator;
if (base != NULL)
{
// Find the nearest point on the line, and stick a decal there
DVector3 linepos;
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double den, frac;
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den = line->Delta().LengthSquared();
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if (den != 0)
{
frac = clamp<double>((mo->Pos().XY() - line->v1->fPos()) | line->Delta(), 0, den) / den;
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linepos = DVector3(line->v1->fPos() + line->Delta() * frac, pos.Z);
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F3DFloor * ffloor=NULL;
if (line->sidedef[side^1] != NULL)
{
sector_t * backsector = line->sidedef[side^1]->sector;
extsector_t::xfloor &xf = backsector->e->XFloor;
// find a 3D-floor to stick to
for(unsigned int i=0;i<xf.ffloors.Size();i++)
{
F3DFloor * rover=xf.ffloors[i];
if ((rover->flags&(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))==(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))
{
if (pos.Z <= rover->top.plane->ZatPoint(linepos) && pos.Z >= rover->bottom.plane->ZatPoint(linepos))
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{
ffloor = rover;
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break;
}
}
}
}
DImpactDecal::StaticCreate(base->GetDecal(), linepos, line->sidedef[side], ffloor);
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}
}
}
}
// play the sound before changing the state, so that AActor::OnDestroy can call S_RelinkSounds on it and the death state can override it.
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if (mo->DeathSound)
{
S_Sound (mo, CHAN_VOICE, mo->DeathSound, 1,
(mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM);
}
mo->SetState (nextstate);
if (!(mo->ObjectFlags & OF_EuthanizeMe))
{
// The rest only applies if the missile actor still exists.
// [RH] Change render style of exploding rockets
if (mo->flags5 & MF5_DEHEXPLOSION)
{
if (deh.ExplosionStyle == 255)
{
if (addrocketexplosion)
{
mo->RenderStyle = STYLE_Add;
mo->Alpha = 1.;
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}
else
{
mo->RenderStyle = STYLE_Translucent;
mo->Alpha = 0.6666;
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}
}
else
{
mo->RenderStyle = ERenderStyle(deh.ExplosionStyle);
mo->Alpha = deh.ExplosionAlpha;
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}
}
if (mo->flags4 & MF4_RANDOMIZE)
{
mo->tics -= (pr_explodemissile() & 3) * TICRATE / 35;
if (mo->tics < 1)
mo->tics = 1;
}
mo->flags &= ~MF_MISSILE;
}
}
DEFINE_ACTION_FUNCTION(AActor, ExplodeMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER_DEF(line, line_t);
PARAM_OBJECT_DEF(target, AActor);
P_ExplodeMissile(self, line, target);
return 0;
}
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void AActor::PlayBounceSound(bool onfloor)
{
if (!onfloor && (BounceFlags & BOUNCE_NoWallSound))
{
return;
}
if (!(BounceFlags & BOUNCE_Quiet))
{
if (BounceFlags & BOUNCE_UseSeeSound)
{
S_Sound (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE);
}
else if (onfloor || WallBounceSound <= 0)
{
S_Sound (this, CHAN_VOICE, BounceSound, 1, ATTN_IDLE);
}
else
{
S_Sound (this, CHAN_VOICE, WallBounceSound, 1, ATTN_IDLE);
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_FloorBounceMissile
//
// Returns true if the missile was destroyed
//----------------------------------------------------------------------------
bool AActor::FloorBounceMissile (secplane_t &plane)
{
if (Z() <= floorz && P_HitFloor (this))
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{
// Landed in some sort of liquid
if (BounceFlags & BOUNCE_ExplodeOnWater)
{
if (flags & MF_MISSILE)
P_ExplodeMissile(this, NULL, NULL);
else
CallDie(NULL, NULL);
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return true;
}
if (!(BounceFlags & BOUNCE_CanBounceWater))
{
Destroy ();
return true;
}
}
if (plane.fC() < 0)
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{ // on ceiling
if (!(BounceFlags & BOUNCE_Ceilings))
return true;
}
else
{ // on floor
if (!(BounceFlags & BOUNCE_Floors))
return true;
}
// The amount of bounces is limited
if (bouncecount>0 && --bouncecount==0)
{
if (flags & MF_MISSILE)
P_ExplodeMissile(this, NULL, NULL);
else
CallDie(NULL, NULL);
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return true;
}
double dot = (Vel | plane.Normal()) * 2;
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if (BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF))
{
Vel -= plane.Normal() * dot;
AngleFromVel();
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if (!(BounceFlags & BOUNCE_MBF)) // Heretic projectiles die, MBF projectiles don't.
{
flags |= MF_INBOUNCE;
SetState (FindState(NAME_Death));
flags &= ~MF_INBOUNCE;
return false;
}
else Vel.Z *= bouncefactor;
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}
else // Don't run through this for MBF-style bounces
{
// The reflected velocity keeps only about 70% of its original speed
Vel = (Vel - plane.Normal() * dot) * bouncefactor;
AngleFromVel();
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}
PlayBounceSound(true);
// Set bounce state
if (BounceFlags & BOUNCE_UseBounceState)
{
FName names[2];
FState *bouncestate;
names[0] = NAME_Bounce;
names[1] = plane.fC() < 0 ? NAME_Ceiling : NAME_Floor;
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bouncestate = FindState(2, names);
if (bouncestate != NULL)
{
SetState(bouncestate);
}
}
if (BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed
{
if (fabs(Vel.Z) < Mass * GetGravity() / 64)
Vel.Z = 0;
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}
else if (BounceFlags & (BOUNCE_AutoOff|BOUNCE_AutoOffFloorOnly))
{
if (plane.fC() > 0 || (BounceFlags & BOUNCE_AutoOff))
2016-03-01 15:47:10 +00:00
{
// AutoOff only works when bouncing off a floor, not a ceiling (or in compatibility mode.)
if (!(flags & MF_NOGRAVITY) && (Vel.Z < 3))
2016-03-01 15:47:10 +00:00
BounceFlags &= ~BOUNCE_TypeMask;
}
}
return false;
}
//----------------------------------------------------------------------------
//
// 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, DAngle *delta)
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{
DAngle diff;
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diff = deltaangle(source->Angles.Yaw, source->AngleTo(target));
if (diff > 0)
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{
*delta = diff;
return 1;
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}
else
{
*delta = -diff;
return 0;
2016-03-01 15:47:10 +00:00
}
}
//----------------------------------------------------------------------------
//
// CanSeek
//
// Checks if a seeker missile can home in on its target
//
//----------------------------------------------------------------------------
bool AActor::CanSeek(AActor *target) const
{
if (target->flags5 & MF5_CANTSEEK) return false;
if ((flags2 & MF2_DONTSEEKINVISIBLE) &&
((target->flags & MF_SHADOW) ||
(target->renderflags & RF_INVISIBLE) ||
!target->RenderStyle.IsVisible(target->Alpha)
2016-03-01 15:47:10 +00:00
)
) return false;
return true;
}
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DEFINE_ACTION_FUNCTION(AActor, CanSeek)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(target, AActor);
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ACTION_RETURN_BOOL(self->CanSeek(target));
}
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//----------------------------------------------------------------------------
//
// 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, double thresh, double turnMax, bool precise, bool usecurspeed)
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{
int dir;
DAngle delta;
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AActor *target;
double speed;
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speed = !usecurspeed ? actor->Speed : actor->VelToSpeed();
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target = actor->tracer;
if (target == NULL || !actor->CanSeek(target))
{
return false;
}
if (!(target->flags & MF_SHOOTABLE))
{ // Target died
actor->tracer = NULL;
return false;
}
if (speed == 0)
{ // Technically, we're not seeking since our speed is 0, but the target *is* seekable.
return true;
}
dir = P_FaceMobj (actor, target, &delta);
if (delta > thresh)
{
delta /= 2;
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if (delta > turnMax)
{
delta = turnMax;
}
}
if (dir)
{ // Turn clockwise
actor->Angles.Yaw += delta;
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}
else
{ // Turn counter clockwise
actor->Angles.Yaw -= delta;
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}
if (!precise)
{
actor->VelFromAngle(speed);
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if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{
if (actor->Top() < target->Z() ||
target->Top() < actor->Z())
{ // Need to seek vertically
actor->Vel.Z = (target->Center() - actor->Center()) / actor->DistanceBySpeed(target, speed);
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}
}
}
else
{
2016-03-16 21:29:35 +00:00
DAngle pitch = 0.;
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if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
{ // Need to seek vertically
double dist = MAX(1., actor->Distance2D(target));
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// Aim at a player's eyes and at the middle of the actor for everything else.
double aimheight = target->Height/2;
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if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
aimheight = static_cast<APlayerPawn *>(target)->ViewHeight;
}
pitch = DVector2(dist, target->Z() + aimheight - actor->Center()).Angle();
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}
actor->Vel3DFromAngle(-pitch, speed);
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}
return true;
}
//
// P_XYMovement
//
// Returns the actor's old floorz.
//
#define STOPSPEED (0x1000/65536.)
#define CARRYSTOPSPEED ((0x1000*32/3)/65536.)
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double P_XYMovement (AActor *mo, DVector2 scroll)
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{
static int pushtime = 0;
bool bForceSlide = !scroll.isZero();
DAngle Angle;
DVector2 ptry;
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player_t *player;
DVector2 move;
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const secplane_t * walkplane;
static const double windTab[3] = { 5 / 32., 10 / 32., 25 / 32. };
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int steps, step, totalsteps;
DVector2 start;
double Oldfloorz = mo->floorz;
double oldz = mo->Z();
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double maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) ||
(mo->player && mo->player->crouchoffset<-10) ? MAXMOVE : MAXMOVE/4;
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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
mo->Thrust(0., windTab[special-40]);
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break;
case 43: case 44: case 45: // Wind_North
mo->Thrust(90., windTab[special-43]);
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break;
case 46: case 47: case 48: // Wind_South
mo->Thrust(270., windTab[special-46]);
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break;
case 49: case 50: case 51: // Wind_West
mo->Thrust(180., windTab[special-49]);
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break;
}
}
// [RH] No need to clamp these now. However, wall running needs it so
// that large thrusts can't propel an actor through a wall, because wall
// running depends on the player's original movement continuing even after
// it gets blocked.
if ((mo->player != NULL && (i_compatflags & COMPATF_WALLRUN)) || (mo->waterlevel >= 1) ||
(mo->player != NULL && mo->player->crouchfactor < 0.75))
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{
// preserve the direction instead of clamping x and y independently.
double cx = mo->Vel.X == 0 ? 1. : clamp(mo->Vel.X, -maxmove, maxmove) / mo->Vel.X;
double cy = mo->Vel.Y == 0 ? 1. : clamp(mo->Vel.Y, -maxmove, maxmove) / mo->Vel.Y;
double fac = MIN(cx, cy);
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mo->Vel.X *= fac;
mo->Vel.Y *= fac;
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}
const double VELOCITY_THRESHOLD = 5000; // don't let it move faster than this. Fixed point overflowed at 32768 but that's too much to make this safe.
if (mo->Vel.LengthSquared() >= VELOCITY_THRESHOLD*VELOCITY_THRESHOLD)
{
mo->Vel.MakeResize(VELOCITY_THRESHOLD);
}
move = mo->Vel;
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// [RH] Carrying sectors didn't work with low speeds in BOOM. This is
// because BOOM relied on the speed being fast enough to accumulate
// despite friction. If the speed is too low, then its movement will get
// cancelled, and it won't accumulate to the desired speed.
mo->flags4 &= ~MF4_SCROLLMOVE;
if (fabs(scroll.X) > CARRYSTOPSPEED)
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{
scroll.X *= CARRYFACTOR;
mo->Vel.X += scroll.X;
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mo->flags4 |= MF4_SCROLLMOVE;
}
if (fabs(scroll.Y) > CARRYSTOPSPEED)
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{
scroll.Y *= CARRYFACTOR;
mo->Vel.Y += scroll.Y;
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mo->flags4 |= MF4_SCROLLMOVE;
}
move += scroll;
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if (move.isZero())
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{
if (mo->flags & MF_SKULLFLY)
{
// the skull slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->Vel.Zero();
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if (!(mo->flags2 & MF2_DORMANT))
{
if (mo->SeeState != NULL) mo->SetState (mo->SeeState);
else mo->SetIdle();
}
else
{
mo->SetIdle();
mo->tics = -1;
}
}
return Oldfloorz;
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}
player = mo->player;
// [RH] Adjust player movement on sloped floors
DVector2 startmove = move;
walkplane = P_CheckSlopeWalk (mo, move);
2016-03-01 15:47:10 +00:00
// [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.
{
double maxmove = mo->radius - 1;
2016-03-01 15:47:10 +00:00
if (maxmove <= 0)
{ // gibs can have radius 0, so don't divide by zero below!
maxmove = MAXMOVE;
2016-03-01 15:47:10 +00:00
}
const double xspeed = fabs (move.X);
const double yspeed = fabs (move.Y);
2016-03-01 15:47:10 +00:00
steps = 1;
if (xspeed > yspeed)
{
if (xspeed > maxmove)
{
steps = int(1 + xspeed / maxmove);
2016-03-01 15:47:10 +00:00
}
}
else
{
if (yspeed > maxmove)
{
steps = int(1 + yspeed / maxmove);
2016-03-01 15:47:10 +00:00
}
}
}
// P_SlideMove needs to know the step size before P_CheckSlopeWalk
// because it also calls P_CheckSlopeWalk on its clipped steps.
DVector2 onestep = startmove / steps;
2016-03-01 15:47:10 +00:00
start = mo->Pos();
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step = 1;
totalsteps = steps;
// [RH] Instead of doing ripping damage each step, do it each tic.
// This makes it compatible with Heretic and Hexen, which only did
// one step for their missiles with ripping damage (excluding those
// that don't use P_XYMovement). It's also more intuitive since it
// makes the damage done dependant on the amount of time the projectile
// spends inside a target rather than on the projectile's size. The
// last actor ripped through is recorded so that if the projectile
// passes through more than one actor this tic, each one takes damage
// and not just the first one.
pushtime++;
FCheckPosition tm(!!(mo->flags2 & MF2_RIP));
DAngle oldangle = mo->Angles.Yaw;
2016-03-01 15:47:10 +00:00
do
{
if (i_compatflags & COMPATF_WALLRUN) pushtime++;
tm.PushTime = pushtime;
ptry = start + move * step / steps;
2016-03-01 15:47:10 +00:00
DVector2 startvel = mo->Vel;
2016-03-01 15:47:10 +00:00
// killough 3/15/98: Allow objects to drop off
// [RH] If walking on a slope, stay on the slope
if (!P_TryMove (mo, ptry, true, walkplane, tm))
2016-03-01 15:47:10 +00:00
{
// blocked move
AActor *BlockingMobj = mo->BlockingMobj;
line_t *BlockingLine = mo->BlockingLine;
if (!(mo->flags & MF_MISSILE) && (mo->BounceFlags & BOUNCE_MBF)
&& (BlockingMobj != NULL ? P_BounceActor(mo, BlockingMobj, false) : P_BounceWall(mo)))
{
// Do nothing, relevant actions already done in the condition.
// This allows to avoid setting velocities to 0 in the final else of this series.
}
else if ((mo->flags2 & (MF2_SLIDE|MF2_BLASTED) || bForceSlide) && !(mo->flags&MF_MISSILE))
{ // try to slide along it
if (BlockingMobj == NULL)
{ // slide against wall
if (BlockingLine != NULL &&
mo->player && mo->waterlevel && mo->waterlevel < 3 &&
(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove) &&
mo->BlockingLine->sidedef[1] != NULL)
{
mo->Vel.Z = WATER_JUMP_SPEED;
2016-03-01 15:47:10 +00:00
}
// If the blocked move executed any push specials that changed the
// actor's velocity, do not attempt to slide.
if (mo->Vel.XY() == startvel)
2016-03-01 15:47:10 +00:00
{
if (player && (i_compatflags & COMPATF_WALLRUN))
{
// [RH] Here is the key to wall running: The move is clipped using its full speed.
// If the move is done a second time (because it was too fast for one move), it
// is still clipped against the wall at its full speed, so you effectively
// execute two moves in one tic.
P_SlideMove (mo, mo->Vel, 1);
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}
else
{
P_SlideMove (mo, onestep, totalsteps);
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}
if (mo->Vel.XY().isZero())
2016-03-01 15:47:10 +00:00
{
steps = 0;
}
else
{
if (!player || !(i_compatflags & COMPATF_WALLRUN))
{
move = mo->Vel;
onestep = move / steps;
P_CheckSlopeWalk (mo, move);
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}
start = mo->Pos().XY() - move * step / steps;
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}
}
else
{
steps = 0;
}
}
else
{ // slide against another actor
DVector2 t;
t.X = 0, t.Y = onestep.Y;
walkplane = P_CheckSlopeWalk (mo, t);
if (P_TryMove (mo, mo->Pos() + t, true, walkplane, tm))
2016-03-01 15:47:10 +00:00
{
mo->Vel.X = 0;
2016-03-01 15:47:10 +00:00
}
else
{
t.X = onestep.X, t.Y = 0;
walkplane = P_CheckSlopeWalk (mo, t);
if (P_TryMove (mo, mo->Pos() + t, true, walkplane, tm))
2016-03-01 15:47:10 +00:00
{
mo->Vel.Y = 0;
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}
else
{
mo->Vel.X = mo->Vel.Y = 0;
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}
}
if (player && player->mo == mo)
{
if (mo->Vel.X == 0)
player->Vel.X = 0;
if (mo->Vel.Y == 0)
player->Vel.Y = 0;
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}
steps = 0;
}
}
else if (mo->flags & MF_MISSILE)
{
steps = 0;
if (BlockingMobj)
{
if (mo->BounceFlags & BOUNCE_Actors)
{
// Bounce test and code moved to P_BounceActor
if (!P_BounceActor(mo, BlockingMobj, false))
{ // Struck a player/creature
P_ExplodeMissile (mo, NULL, BlockingMobj);
}
return Oldfloorz;
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}
}
else
{
// Struck a wall
if (P_BounceWall (mo))
{
mo->PlayBounceSound(false);
return Oldfloorz;
2016-03-01 15:47:10 +00:00
}
}
if (BlockingMobj && (BlockingMobj->flags2 & MF2_REFLECTIVE))
{
bool seeker = (mo->flags2 & MF2_SEEKERMISSILE) ? true : false;
// Don't change the angle if there's THRUREFLECT on the monster.
if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
{
DAngle angle = BlockingMobj->AngleTo(mo);
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bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
// Change angle for deflection/reflection
if (!dontReflect)
{
bool tg = (mo->target != NULL);
bool blockingtg = (BlockingMobj->target != NULL);
if ((BlockingMobj->flags7 & MF7_AIMREFLECT) && (tg | blockingtg))
{
AActor *origin = tg ? mo->target : BlockingMobj->target;
//dest->x - source->x
DVector3 vect = mo->Vec3To(origin);
2016-03-20 19:55:06 +00:00
vect.Z += origin->Height / 2;
mo->Vel = vect.Resized(mo->Speed);
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}
else
{
if ((BlockingMobj->flags7 & MF7_MIRRORREFLECT) && (tg | blockingtg))
{
mo->Angles.Yaw += 180.;
mo->Vel *= -.5;
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}
else
{
mo->Angles.Yaw = angle;
mo->VelFromAngle(mo->Speed / 2);
mo->Vel.Z *= -.5;
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}
}
}
else
{
goto explode;
}
}
if (mo->flags2 & MF2_SEEKERMISSILE)
{
mo->tracer = mo->target;
}
mo->target = BlockingMobj;
return Oldfloorz;
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}
explode:
// explode a missile
bool onsky = false;
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if (tm.ceilingline &&
tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
mo->Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo->PosRelative(tm.ceilingline)))
2016-03-01 15:47:10 +00:00
{
if (!(mo->flags3 & MF3_SKYEXPLODE))
{
// Hack to prevent missiles exploding against the sky.
// Does not handle sky floors.
mo->Destroy();
return Oldfloorz;
}
else onsky = true;
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}
// [RH] Don't explode on horizon lines.
if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
{
if (!(mo->flags3 & MF3_SKYEXPLODE))
{
mo->Destroy();
return Oldfloorz;
}
else onsky = true;
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}
P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj, onsky);
return Oldfloorz;
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}
else
{
mo->Vel.X = mo->Vel.Y = 0;
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steps = 0;
}
}
else
{
if (mo->Pos().XY() != ptry)
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{
// If the new position does not match the desired position, the player
// must have gone through a teleporter or portal.
if (mo->Vel.X == 0 && mo->Vel.Y == 0)
2016-03-01 15:47:10 +00:00
{
// Stop moving right now if it was a regular teleporter.
2016-03-01 15:47:10 +00:00
step = steps;
}
else
{
// It was a portal, line-to-line or fogless teleporter, so the move should continue.
// For that we need to adjust the start point, and the movement vector.
DAngle anglediff = deltaangle(oldangle, mo->Angles.Yaw);
if (anglediff != 0)
{
move = move.Rotated(anglediff);
oldangle = mo->Angles.Yaw;
}
start = mo->Pos() - move * step / steps;
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}
}
}
} while (++step <= steps);
// Friction
if (player && player->mo == mo && player->cheats & CF_NOVELOCITY)
{ // debug option for no sliding at all
mo->Vel.X = mo->Vel.Y = 0;
player->Vel.X = player->Vel.Y = 0;
return Oldfloorz;
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}
if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
{ // no friction for missiles
return Oldfloorz;
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}
2016-03-20 18:52:35 +00:00
if (mo->Z() > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) &&
2016-03-01 15:47:10 +00:00
!mo->IsNoClip2() &&
(!(mo->flags2 & MF2_FLY) || !(mo->flags & MF_NOGRAVITY)) &&
!mo->waterlevel)
{ // [RH] Friction when falling is available for larger aircontrols
if (player != NULL && level.airfriction != 1.)
2016-03-01 15:47:10 +00:00
{
mo->Vel.X *= level.airfriction;
mo->Vel.Y *= level.airfriction;
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if (player->mo == mo) // Not voodoo dolls
{
player->Vel.X *= level.airfriction;
player->Vel.Y *= level.airfriction;
2016-03-01 15:47:10 +00:00
}
}
return Oldfloorz;
2016-03-01 15:47:10 +00:00
}
// killough 8/11/98: add bouncers
// killough 9/15/98: add objects falling off ledges
// killough 11/98: only include bouncers hanging off ledges
if ((mo->flags & MF_CORPSE) || (mo->BounceFlags & BOUNCE_MBF && mo->Z() > mo->dropoffz) || (mo->flags6 & MF6_FALLING))
2016-03-01 15:47:10 +00:00
{ // Don't stop sliding if halfway off a step with some velocity
if (fabs(mo->Vel.X) > 0.25 || fabs(mo->Vel.Y) > 0.25)
2016-03-01 15:47:10 +00:00
{
if (mo->floorz > mo->Sector->floorplane.ZatPoint(mo))
2016-03-01 15:47:10 +00:00
{
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
2016-03-01 15:47:10 +00:00
{
unsigned i;
for(i=0;i<mo->Sector->e->XFloor.ffloors.Size();i++)
{
// Sliding around on 3D floors looks extremely bad so
// if the floor comes from one in the current sector stop sliding the corpse!
F3DFloor * rover=mo->Sector->e->XFloor.ffloors[i];
if (!(rover->flags&FF_EXISTS)) continue;
if (rover->flags&FF_SOLID && rover->top.plane->ZatPoint(mo) == mo->floorz) break;
2016-03-01 15:47:10 +00:00
}
if (i==mo->Sector->e->XFloor.ffloors.Size())
return Oldfloorz;
2016-03-01 15:47:10 +00:00
}
}
}
}
// killough 11/98:
// Stop voodoo dolls that have come to rest, despite any
// moving corresponding player:
if (fabs(mo->Vel.X) < STOPSPEED && fabs(mo->Vel.Y) < STOPSPEED
2016-03-01 15:47:10 +00:00
&& (!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->Vel.X = mo->Vel.Y = 0;
2016-03-01 15:47:10 +00:00
mo->flags4 &= ~MF4_SCROLLMOVE;
// killough 10/98: kill any bobbing velocity too (except in voodoo dolls)
if (player && player->mo == mo)
player->Vel.X = player->Vel.Y = 0;
2016-03-01 15:47:10 +00:00
}
else
{
// phares 3/17/98
// Friction will have been adjusted by friction thinkers for icy
// or muddy floors. Otherwise it was never touched and
// remained set at ORIG_FRICTION
//
// killough 8/28/98: removed inefficient thinker algorithm,
// instead using touching_sectorlist in P_GetFriction() to
// determine friction (and thus only when it is needed).
//
// killough 10/98: changed to work with new bobbing method.
// Reducing player velocity is no longer needed to reduce
// bobbing, so ice works much better now.
2016-03-24 21:50:03 +00:00
double friction = P_GetFriction (mo, NULL);
2016-03-01 15:47:10 +00:00
mo->Vel.X *= friction;
mo->Vel.Y *= friction;
2016-03-01 15:47:10 +00:00
// 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
{
2016-03-24 21:50:03 +00:00
player->Vel.X *= ORIG_FRICTION;
player->Vel.Y *= ORIG_FRICTION;
}
// Don't let the velocity become less than the smallest representable fixed point value.
if (fabs(mo->Vel.X) < MinVel) mo->Vel.X = 0;
if (fabs(mo->Vel.Y) < MinVel) mo->Vel.Y = 0;
if (player && player->mo == mo) // Not voodoo dolls
{
if (fabs(player->Vel.X) < MinVel) player->Vel.X = 0;
if (fabs(player->Vel.Y) < MinVel) player->Vel.Y = 0;
2016-03-01 15:47:10 +00:00
}
}
return Oldfloorz;
2016-03-01 15:47:10 +00:00
}
// Move this to p_inter ***
void P_MonsterFallingDamage (AActor *mo)
{
int damage;
2016-03-28 08:01:24 +00:00
double vel;
2016-03-01 15:47:10 +00:00
if (!(level.flags2 & LEVEL2_MONSTERFALLINGDAMAGE))
return;
if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE)
return;
2016-03-28 08:01:24 +00:00
vel = fabs(mo->Vel.Z);
if (vel > 35)
2016-03-01 15:47:10 +00:00
{ // automatic death
damage = TELEFRAG_DAMAGE;
}
else
{
2016-03-28 08:01:24 +00:00
damage = int((vel - 23)*6);
2016-03-01 15:47:10 +00:00
}
damage = TELEFRAG_DAMAGE; // always kill 'em
P_DamageMobj (mo, NULL, NULL, damage, NAME_Falling);
}
//
// P_ZMovement
//
2016-03-28 08:01:24 +00:00
void P_ZMovement (AActor *mo, double oldfloorz)
2016-03-01 15:47:10 +00:00
{
2016-03-28 08:01:24 +00:00
double dist;
double delta;
double oldz = mo->Z();
double grav = mo->GetGravity();
2016-03-01 15:47:10 +00:00
//
// check for smooth step up
//
2016-03-20 18:52:35 +00:00
if (mo->player && mo->player->mo == mo && mo->Z() < mo->floorz)
2016-03-01 15:47:10 +00:00
{
mo->player->viewheight -= mo->floorz - mo->Z();
2016-03-01 15:47:10 +00:00
mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
}
mo->AddZ(mo->Vel.Z);
2016-03-01 15:47:10 +00:00
//
// apply gravity
//
2016-03-20 18:52:35 +00:00
if (mo->Z() > mo->floorz && !(mo->flags & MF_NOGRAVITY))
2016-03-01 15:47:10 +00:00
{
double startvelz = mo->Vel.Z;
2016-03-01 15:47:10 +00:00
if (mo->waterlevel == 0 || (mo->player &&
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
{
// [RH] Double gravity only if running off a ledge. Coming down from
// an upward thrust (e.g. a jump) should not double it.
2016-03-28 08:01:24 +00:00
if (mo->Vel.Z == 0 && oldfloorz > mo->floorz && mo->Z() == oldfloorz)
2016-03-01 15:47:10 +00:00
{
mo->Vel.Z -= grav + grav;
2016-03-01 15:47:10 +00:00
}
else
{
mo->Vel.Z -= grav;
2016-03-01 15:47:10 +00:00
}
}
if (mo->player == NULL)
{
if (mo->waterlevel >= 1)
{
double sinkspeed;
2016-03-01 15:47:10 +00:00
if ((mo->flags & MF_SPECIAL) && !(mo->flags3 & MF3_ISMONSTER))
{ // Pickup items don't sink if placed and drop slowly if dropped
sinkspeed = (mo->flags & MF_DROPPED) ? -WATER_SINK_SPEED / 8 : 0;
}
else
{
sinkspeed = -WATER_SINK_SPEED;
// If it's not a player, scale sinkspeed by its mass, with
// 100 being equivalent to a player.
if (mo->player == NULL)
{
sinkspeed = sinkspeed * clamp(mo->Mass, 1, 4000) / 100;
2016-03-01 15:47:10 +00:00
}
}
if (mo->Vel.Z < sinkspeed)
2016-03-01 15:47:10 +00:00
{ // Dropping too fast, so slow down toward sinkspeed.
mo->Vel.Z -= MAX(sinkspeed*2, -8.);
if (mo->Vel.Z > sinkspeed)
2016-03-01 15:47:10 +00:00
{
mo->Vel.Z = sinkspeed;
2016-03-01 15:47:10 +00:00
}
}
else if (mo->Vel.Z > sinkspeed)
2016-03-01 15:47:10 +00:00
{ // Dropping too slow/going up, so trend toward sinkspeed.
mo->Vel.Z = startvelz + MAX(sinkspeed/3, -8.);
if (mo->Vel.Z < sinkspeed)
2016-03-01 15:47:10 +00:00
{
mo->Vel.Z = sinkspeed;
2016-03-01 15:47:10 +00:00
}
}
}
}
else
{
if (mo->waterlevel > 1)
{
double sinkspeed = -WATER_SINK_SPEED;
2016-03-01 15:47:10 +00:00
if (mo->Vel.Z < sinkspeed)
2016-03-01 15:47:10 +00:00
{
mo->Vel.Z = (startvelz < sinkspeed) ? startvelz : sinkspeed;
2016-03-01 15:47:10 +00:00
}
else
{
mo->Vel.Z = startvelz + ((mo->Vel.Z - startvelz) *
2016-03-01 15:47:10 +00:00
(mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
}
}
}
}
// Hexen compatibility handling for floatbobbing. Ugh...
// Hexen yanked all items to the floor, except those being spawned at map start in the air.
// Those were kept at their original height.
// Do this only if the item was actually spawned by the map above ground to avoid problems.
if (mo->specialf1 > 0 && (mo->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
2016-03-01 15:47:10 +00:00
{
mo->SetZ(mo->floorz + mo->specialf1);
2016-03-01 15:47:10 +00:00
}
//
// adjust height
//
if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
{ // float down towards target if too close
if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
{
2016-03-28 08:01:24 +00:00
dist = mo->Distance2D (mo->target);
delta = (mo->target->Center()) - mo->Z();
2016-03-01 15:47:10 +00:00
if (delta < 0 && dist < -(delta*3))
2016-03-28 08:01:24 +00:00
mo->AddZ(-mo->FloatSpeed);
2016-03-01 15:47:10 +00:00
else if (delta > 0 && dist < (delta*3))
2016-03-28 08:01:24 +00:00
mo->AddZ(mo->FloatSpeed);
2016-03-01 15:47:10 +00:00
}
}
2016-03-20 18:52:35 +00:00
if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->Z() > mo->floorz))
2016-03-01 15:47:10 +00:00
{
if (!mo->IsNoClip2())
{
2016-03-28 08:01:24 +00:00
mo->AddZ(DAngle(360 / 80.f * level.maptime).Sin() / 8);
2016-03-01 15:47:10 +00:00
}
2016-03-24 21:50:03 +00:00
mo->Vel.Z *= FRICTION_FLY;
2016-03-01 15:47:10 +00:00
}
if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY))
{
2016-03-24 21:50:03 +00:00
double friction = -1;
// Check 3D floors -- might be the source of the waterlevel
for (auto rover : mo->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_SWIMMABLE)) continue;
if (mo->Z() >= rover->top.plane->ZatPoint(mo) ||
mo->Center() < rover->bottom.plane->ZatPoint(mo))
continue;
friction = rover->model->GetFriction(rover->top.isceiling);
break;
}
2016-03-24 21:50:03 +00:00
if (friction < 0)
friction = mo->Sector->GetFriction(); // get real friction, even if from a terrain definition
2016-03-24 21:50:03 +00:00
mo->Vel.Z *= friction;
2016-03-01 15:47:10 +00:00
}
//
// clip movement
//
2016-03-20 18:52:35 +00:00
if (mo->Z() <= mo->floorz)
2016-03-01 15:47:10 +00:00
{ // Hit the floor
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->floorplane.ZatPoint(mo) == mo->floorz)
2016-03-01 15:47:10 +00:00
{ // [RH] Let the sector do something to the actor
mo->Sector->TriggerSectorActions (mo, SECSPAC_HitFloor);
2016-03-01 15:47:10 +00:00
}
P_CheckFor3DFloorHit(mo, mo->floorz);
2016-03-01 15:47:10 +00:00
// [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer below the floor.
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if (mo->Z() <= mo->floorz)
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{
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
{
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mo->SetZ(mo->floorz);
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if (mo->BounceFlags & BOUNCE_Floors)
{
mo->FloorBounceMissile (mo->floorsector->floorplane);
/* if (!(mo->flags6 & MF6_CANJUMP)) */ return;
}
else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
{
P_HitFloor (mo);
mo->Vel.Z = 0;
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return;
}
else if ((mo->flags3 & MF3_FLOORHUGGER) && !(mo->flags5 & MF5_NODROPOFF))
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{ // Floor huggers can go up steps
return;
}
else
{
bool onsky = false;
if (mo->floorpic == skyflatnum)
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{
if (!(mo->flags3 & MF3_SKYEXPLODE))
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
mo->Destroy();
return;
}
else onsky = true;
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}
P_HitFloor (mo);
P_ExplodeMissile (mo, NULL, NULL, onsky);
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return;
}
}
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else if (mo->BounceFlags & BOUNCE_MBF && mo->Vel.Z) // check for MBF-like bounce on non-missiles
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{
mo->FloorBounceMissile(mo->floorsector->floorplane);
}
if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling
{
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if (mo->Vel.Z < -23)
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{
P_MonsterFallingDamage (mo);
}
}
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mo->SetZ(mo->floorz);
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if (mo->Vel.Z < 0)
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{
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const double minvel = -8; // landing speed from a jump with normal gravity
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// Spawn splashes, etc.
P_HitFloor (mo);
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if (mo->DamageType == NAME_Ice && mo->Vel.Z < minvel)
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{
mo->tics = 1;
mo->Vel.Zero();
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return;
}
// Let the actor do something special for hitting the floor
if (mo->flags7 & MF7_SMASHABLE)
{
P_DamageMobj(mo, nullptr, nullptr, mo->health, NAME_Smash);
}
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if (mo->player)
{
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if (mo->player->jumpTics < 0 || mo->Vel.Z < minvel)
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{ // delay any jumping for a short while
mo->player->jumpTics = 7;
}
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if (mo->Vel.Z < minvel && !(mo->flags & MF_NOGRAVITY))
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{
// Squat down.
// Decrease viewheight for a moment after hitting the ground (hard),
// and utter appropriate sound.
PlayerLandedOnThing (mo, NULL);
}
}
mo->Vel.Z = 0;
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}
if (mo->flags & MF_SKULLFLY)
{ // The skull slammed into something
mo->Vel.Z = -mo->Vel.Z;
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}
mo->Crash();
}
}
if (mo->flags2 & MF2_FLOORCLIP)
{
mo->AdjustFloorClip ();
}
if (mo->Top() > mo->ceilingz)
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{ // hit the ceiling
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->ceilingplane.ZatPoint(mo) == mo->ceilingz)
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{ // [RH] Let the sector do something to the actor
mo->Sector->TriggerSectorActions (mo, SECSPAC_HitCeiling);
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}
P_CheckFor3DCeilingHit(mo, mo->ceilingz);
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// [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer above the ceiling.
if (mo->Top() > mo->ceilingz)
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{
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mo->SetZ(mo->ceilingz - mo->Height);
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if (mo->BounceFlags & BOUNCE_Ceilings)
{ // ceiling bounce
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
/*if (!(mo->flags6 & MF6_CANJUMP))*/ return;
}
if (mo->flags & MF_SKULLFLY)
{ // the skull slammed into something
mo->Vel.Z = -mo->Vel.Z;
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}
if (mo->Vel.Z > 0)
mo->Vel.Z = 0;
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if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
{
if (mo->flags3 & MF3_CEILINGHUGGER)
{
return;
}
bool onsky = false;
if (mo->ceilingpic == skyflatnum)
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{
if (!(mo->flags3 & MF3_SKYEXPLODE))
{
mo->Destroy();
return;
}
else onsky = true;
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}
P_ExplodeMissile (mo, NULL, NULL, onsky);
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return;
}
}
}
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P_CheckFakeFloorTriggers (mo, oldz);
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}
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void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight)
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{
if (mo->player && (mo->player->cheats & CF_PREDICTING))
{
return;
}
sector_t *sec = mo->Sector;
assert (sec != NULL);
if (sec == NULL)
{
return;
}
if (sec->heightsec != NULL && sec->SecActTarget != NULL)
{
sector_t *hs = sec->heightsec;
double waterz = hs->floorplane.ZatPoint(mo);
double newz;
double viewheight;
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if (mo->player != NULL)
{
viewheight = mo->player->viewheight;
}
else
{
viewheight = mo->Height;
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}
if (oldz > waterz && mo->Z() <= waterz)
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{ // Feet hit fake floor
sec->TriggerSectorActions (mo, SECSPAC_HitFakeFloor);
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}
newz = mo->Z() + viewheight;
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if (!oldz_has_viewheight)
{
oldz += viewheight;
}
if (oldz <= waterz && newz > waterz)
{ // View went above fake floor
sec->TriggerSectorActions (mo, SECSPAC_EyesSurface);
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}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake floor
sec->TriggerSectorActions (mo, SECSPAC_EyesDive);
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}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
{
waterz = hs->ceilingplane.ZatPoint(mo);
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if (oldz <= waterz && newz > waterz)
{ // View went above fake ceiling
sec->TriggerSectorActions (mo, SECSPAC_EyesAboveC);
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}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake ceiling
sec->TriggerSectorActions (mo, SECSPAC_EyesBelowC);
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}
}
}
}
//===========================================================================
//
// PlayerLandedOnThing
//
//===========================================================================
static void PlayerLandedOnThing (AActor *mo, AActor *onmobj)
{
bool grunted;
if (!mo->player)
return;
if (mo->player->mo == mo)
{
mo->player->deltaviewheight = mo->Vel.Z / 8.;
2016-03-01 15:47:10 +00:00
}
if (mo->player->cheats & CF_PREDICTING)
return;
P_FallingDamage (mo);
// [RH] only make noise if alive
if (!mo->player->morphTics && mo->health > 0)
{
grunted = false;
// Why should this number vary by gravity?
if (mo->health > 0 && mo->Vel.Z < -mo->player->mo->GruntSpeed)
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{
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)
{
double z;
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AActor *mo;
AActor *info = mobj->GetDefault();
mobj->skillrespawncount++;
// spawn the new monster (assume the spawn will be good)
if (info->flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else if (info->flags2 & MF2_SPAWNFLOAT)
z = FLOATRANDZ;
else
z = ONFLOORZ;
// spawn it
mo = AActor::StaticSpawn(mobj->GetClass(), DVector3(mobj->SpawnPoint.X, mobj->SpawnPoint.Y, z), NO_REPLACE, true);
mo->health = mobj->SpawnHealth();
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if (z == ONFLOORZ)
{
mo->AddZ(mobj->SpawnPoint.Z);
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if (mo->Z() < mo->floorz)
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{ // Do not respawn monsters in the floor, even if that's where they
// started. The initial P_ZMovement() call would have put them on
// the floor right away, but we need them on the floor now so we
// can use P_CheckPosition() properly.
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mo->SetZ(mo->floorz);
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}
if (mo->Top() > mo->ceilingz)
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{
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mo->SetZ(mo->ceilingz- mo->Height);
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}
}
else if (z == ONCEILINGZ)
{
mo->AddZ(-mobj->SpawnPoint.Z);
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}
// If there are 3D floors, we need to find floor/ceiling again.
P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
if (z == ONFLOORZ)
{
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if (mo->Z() < mo->floorz)
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{ // Do not respawn monsters in the floor, even if that's where they
// started. The initial P_ZMovement() call would have put them on
// the floor right away, but we need them on the floor now so we
// can use P_CheckPosition() properly.
2016-03-20 18:52:35 +00:00
mo->SetZ(mo->floorz);
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}
if (mo->Top() > mo->ceilingz)
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{ // Do the same for the ceiling.
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mo->SetZ(mo->ceilingz - mo->Height);
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}
}
// something is occupying its position?
if (!P_CheckPosition(mo, mo->Pos(), true))
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{
//[GrafZahl] MF_COUNTKILL still needs to be checked here.
mo->ClearCounters();
mo->Destroy ();
return; // no respawn
}
z = mo->Z();
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// inherit attributes from deceased one
mo->SpawnPoint = mobj->SpawnPoint;
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mo->SpawnAngle = mobj->SpawnAngle;
mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
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mo->Angles.Yaw = (double)mobj->SpawnAngle;
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mo->HandleSpawnFlags ();
mo->reactiontime = 18;
mo->CopyFriendliness (mobj, false);
mo->Translation = mobj->Translation;
mo->skillrespawncount = mobj->skillrespawncount;
mo->Prev.Z = z; // Do not interpolate Z position if we changed it since spawning.
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// spawn a teleport fog at old spot because of removal of the body?
P_SpawnTeleportFog(mobj, mobj->Pos(), true, true);
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// spawn a teleport fog at the new spot
P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z), false, true);
2016-03-01 15:47:10 +00:00
// remove the old monster
mobj->Destroy ();
}
AActor *AActor::TIDHash[128];
//
// P_ClearTidHashes
//
// Clears the tid hashtable.
//
void AActor::ClearTIDHashes ()
{
memset(TIDHash, 0, sizeof(TIDHash));
}
//
// P_AddMobjToHash
//
// Inserts an mobj into the correct chain based on its tid.
// If its tid is 0, this function does nothing.
//
void AActor::AddToHash ()
{
if (tid == 0)
{
iprev = NULL;
inext = NULL;
return;
}
else
{
int hash = TIDHASH (tid);
inext = TIDHash[hash];
iprev = &TIDHash[hash];
TIDHash[hash] = this;
if (inext)
{
inext->iprev = &inext;
}
}
}
//
// P_RemoveMobjFromHash
//
// Removes an mobj from its hash chain.
//
void AActor::RemoveFromHash ()
{
if (tid != 0 && iprev)
{
*iprev = inext;
if (inext)
{
inext->iprev = iprev;
}
iprev = NULL;
inext = NULL;
}
tid = 0;
}
DEFINE_ACTION_FUNCTION(AActor, RemoveFromHash)
{
PARAM_SELF_PROLOGUE(AActor);
self->RemoveFromHash();
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, ChangeTid)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(tid);
self->RemoveFromHash();
self->tid = tid;
self->AddToHash();
return 0;
}
2016-03-01 15:47:10 +00:00
//==========================================================================
//
// P_IsTIDUsed
//
// Returns true if there is at least one actor with the specified TID
// (dead or alive).
//
//==========================================================================
bool P_IsTIDUsed(int tid)
{
AActor *probe = AActor::TIDHash[tid & 127];
while (probe != NULL)
{
if (probe->tid == tid)
{
return true;
}
probe = probe->inext;
}
return false;
}
//==========================================================================
//
// P_FindUniqueTID
//
// Returns an unused TID. If start_tid is 0, then a random TID will be
// chosen. Otherwise, it will perform a linear search starting from
// start_tid. If limit is non-0, then it will not check more than <limit>
// number of TIDs. Returns 0 if no suitable TID was found.
//
//==========================================================================
int P_FindUniqueTID(int start_tid, int limit)
{
int tid;
if (start_tid != 0)
{ // Do a linear search.
if (start_tid > INT_MAX-limit+1)
{ // If 'limit+start_tid-1' overflows, clamp 'limit' to INT_MAX
limit = INT_MAX;
}
else
{
limit += start_tid-1;
}
for (tid = start_tid; tid <= limit; ++tid)
{
if (tid != 0 && !P_IsTIDUsed(tid))
{
return tid;
}
}
// Nothing free found.
return 0;
}
// Do a random search. To try and be a bit more performant, this
// actually does several linear searches. In the case of *very*
// dense TID usage, this could potentially perform worse than doing
// a complete linear scan starting at 1. However, you would need
// to use an absolutely ridiculous number of actors before this
// becomes a real concern.
if (limit == 0)
{
limit = INT_MAX;
}
for (int i = 0; i < limit; i += 5)
{
// Use a positive starting TID.
tid = pr_uniquetid.GenRand32() & INT_MAX;
tid = P_FindUniqueTID(tid == 0 ? 1 : tid, 5);
if (tid != 0)
{
return tid;
}
}
// Nothing free found.
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, FindUniqueTid)
{
PARAM_PROLOGUE;
PARAM_INT_DEF(start);
PARAM_INT_DEF(limit);
ACTION_RETURN_INT(P_FindUniqueTID(start, limit));
}
2016-03-01 15:47:10 +00:00
CCMD(utid)
{
Printf("%d\n",
P_FindUniqueTID(argv.argc() > 1 ? atoi(argv[1]) : 0,
(argv.argc() > 2 && atoi(argv[2]) >= 0) ? atoi(argv[2]) : 0));
}
//==========================================================================
//
// AActor :: GetMissileDamage
//
// If the actor's damage amount is an expression, evaluate it and return
// the result. Otherwise, return ((random() & mask) + add) * damage.
//
//==========================================================================
int AActor::GetMissileDamage (int mask, int add)
{
if (DamageVal >= 0)
2016-03-01 15:47:10 +00:00
{
if (mask == 0)
{
return add * DamageVal;
}
else
{
return ((pr_missiledamage() & mask) + add) * DamageVal;
}
}
if (DamageFunc == nullptr)
{
// This should never happen
assert(false && "No damage function found");
2016-03-01 15:47:10 +00:00
return 0;
}
VMValue param = this;
VMReturn result;
2016-03-01 15:47:10 +00:00
int amount;
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result.IntAt(&amount);
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if (GlobalVMStack.Call(DamageFunc, &param, 1, &result, 1) < 1)
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{ // No results
return 0;
}
return amount;
2016-03-01 15:47:10 +00:00
}
void AActor::Howl ()
{
FSoundID howl = IntVar(NAME_HowlSound);
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if (!S_IsActorPlayingSomething(this, CHAN_BODY, howl))
{
S_Sound (this, CHAN_BODY, howl, 1, ATTN_NORM);
}
}
DEFINE_ACTION_FUNCTION(AActor, Howl)
{
PARAM_SELF_PROLOGUE(AActor);
self->Howl();
return 0;
}
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bool AActor::Slam (AActor *thing)
{
flags &= ~MF_SKULLFLY;
Vel.Zero();
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if (health > 0)
{
if (!(flags2 & MF2_DORMANT))
{
int dam = GetMissileDamage (7, 1);
int newdam = P_DamageMobj (thing, this, this, dam, NAME_Melee);
P_TraceBleed (newdam > 0 ? newdam : dam, thing, this);
// The charging monster may have died by the target's actions here.
if (health > 0)
{
if (SeeState != NULL) SetState (SeeState);
else SetIdle();
}
}
else
{
SetIdle();
tics = -1;
}
}
return false; // stop moving
}
DEFINE_ACTION_FUNCTION(AActor, Slam)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(thing, AActor);
ACTION_RETURN_BOOL(self->Slam(thing));
}
bool AActor::CallSlam(AActor *thing)
{
IFVIRTUAL(AActor, Slam)
{
VMValue params[2] = { (DObject*)this, thing };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
return !!retval;
}
else return Slam(thing);
}
// This virtual method only exists on the script side.
2016-03-01 15:47:10 +00:00
int AActor::SpecialMissileHit (AActor *victim)
{
IFVIRTUAL(AActor, SpecialMissileHit)
{
VMValue params[2] = { (DObject*)this, victim };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
return retval;
}
else return -1;
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}
bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle)
2016-03-01 15:47:10 +00:00
{
if (flags2 & MF2_DONTREFLECT) return true;
if (thing->flags7 & MF7_THRUREFLECT) return false;
// Change angle for reflection
if (thing->flags4&MF4_SHIELDREFLECT)
{
// Shield reflection (from the Centaur)
if (absangle(angle, thing->Angles.Yaw) > 45)
2016-03-01 15:47:10 +00:00
return true; // Let missile explode
if (thing->flags7 & MF7_NOSHIELDREFLECT) return true;
2016-03-01 15:47:10 +00:00
if (pr_reflect () < 128)
angle += 45;
2016-03-01 15:47:10 +00:00
else
angle -= 45;
2016-03-01 15:47:10 +00:00
}
else if (thing->flags4&MF4_DEFLECT)
{
// deflect (like the Heresiarch)
if(pr_reflect() < 128)
angle += 45;
2016-03-01 15:47:10 +00:00
else
angle -= 45;
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}
else
{
angle += ((pr_reflect() % 16) - 8);
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}
//Always check for AIMREFLECT, no matter what else is checked above.
if (thing->flags7 & MF7_AIMREFLECT)
{
if (this->target != NULL)
{
A_Face(this, this->target);
}
else if (thing->target != NULL)
{
A_Face(this, thing->target);
}
}
return false;
}
int AActor::AbsorbDamage(int damage, FName dmgtype)
{
for (AInventory *item = Inventory; item != nullptr; item = item->Inventory)
{
IFVIRTUALPTR(item, AInventory, AbsorbDamage)
{
2017-01-16 09:23:26 +00:00
VMValue params[4] = { item, damage, dmgtype.GetIndex(), &damage };
GlobalVMStack.Call(func, params, 4, nullptr, 0, nullptr);
}
}
return damage;
}
void AActor::AlterWeaponSprite(visstyle_t *vis)
{
int changed = 0;
TArray<AInventory *> items;
// This needs to go backwards through the items but the list has no backlinks.
for (AInventory *item = Inventory; item != nullptr; item = item->Inventory)
{
items.Push(item);
}
for(int i=items.Size()-1;i>=0;i--)
{
IFVIRTUALPTR(items[i], AInventory, AlterWeaponSprite)
{
VMValue params[3] = { items[i], vis, &changed };
GlobalVMStack.Call(func, params, 3, nullptr, 0, nullptr);
}
}
}
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void AActor::PlayActiveSound ()
{
if (ActiveSound && !S_IsActorPlayingSomething (this, CHAN_VOICE, -1))
{
S_Sound (this, CHAN_VOICE, ActiveSound, 1,
(flags3 & MF3_FULLVOLACTIVE) ? ATTN_NONE : ATTN_IDLE);
}
}
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DEFINE_ACTION_FUNCTION(AActor, PlayActiveSound)
{
PARAM_SELF_PROLOGUE(AActor);
self->PlayActiveSound();
return 0;
}
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bool AActor::IsOkayToAttack (AActor *link)
{
if (!(player // Original AActor::IsOkayToAttack was only for players
// || (flags & MF_FRIENDLY) // Maybe let friendly monsters use the function as well?
|| (flags5 & MF5_SUMMONEDMONSTER) // AMinotaurFriend has its own version, generalized to other summoned monsters
|| (flags2 & MF2_SEEKERMISSILE))) // AHolySpirit and AMageStaffFX2 as well, generalized to other seeker missiles
{ // Normal monsters and other actors always return false.
return false;
}
// Standard things to eliminate: an actor shouldn't attack itself,
// or a non-shootable, dormant, non-player-and-non-monster actor.
if (link == this) return false;
if (!(link->player||(link->flags3 & MF3_ISMONSTER)))return false;
if (!(link->flags & MF_SHOOTABLE)) return false;
if (link->flags2 & MF2_DORMANT) return false;
// An actor shouldn't attack friendly actors. The reference depends
// on the type of actor: for a player's actor, itself; for a projectile,
// its target; and for a summoned minion, its tracer.
AActor * Friend = NULL;
if (player) Friend = this;
else if (flags5 & MF5_SUMMONEDMONSTER) Friend = tracer;
else if (flags2 & MF2_SEEKERMISSILE) Friend = target;
else if ((flags & MF_FRIENDLY) && FriendPlayer) Friend = players[FriendPlayer-1].mo;
// Friend checks
if (link == Friend) return false;
if (Friend == NULL) return false;
if (Friend->IsFriend(link)) return false;
if ((link->flags5 & MF5_SUMMONEDMONSTER) // No attack against minions on the same side
&& (link->tracer == Friend)) return false;
if (multiplayer && !deathmatch // No attack against fellow players in coop
&& link->player && Friend->player) return false;
if (((flags & link->flags) & MF_FRIENDLY) // No friendly infighting amongst minions
&& IsFriend(link)) return false;
// Now that all the actor checks are made, the line of sight can be checked
if (P_CheckSight (this, link))
{
// AMageStaffFX2::IsOkayToAttack had an extra check here, generalized with a flag,
// to only allow the check to succeed if the enemy was in a ~84<38> FOV of the player
if (flags3 & MF3_SCREENSEEKER)
{
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DAngle angle = absangle(Friend->AngleTo(link), Friend->Angles.Yaw);
if (angle < 30 * (256./360.))
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{
return true;
}
}
// Other actors are not concerned by this check
else return true;
}
// The sight check was failed, or the angle wasn't right for a screenseeker
return false;
}
void AActor::SetShade (DWORD rgb)
{
PalEntry *entry = (PalEntry *)&rgb;
fillcolor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
}
void AActor::SetShade (int r, int g, int b)
{
fillcolor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
}
DEFINE_ACTION_FUNCTION(AActor, SetShade)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(color);
self->SetShade(color);
return 0;
}
void AActor::SetPitch(DAngle p, bool interpolate, bool forceclamp)
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{
if (player != NULL || forceclamp)
{ // clamp the pitch we set
DAngle min, max;
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if (player != NULL)
{
min = player->MinPitch;
max = player->MaxPitch;
}
else
{
min = -89.;
max = 89.;
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}
p = clamp(p, min, max);
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}
if (p != Angles.Pitch)
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{
Angles.Pitch = p;
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if (player != NULL && interpolate)
{
player->cheats |= CF_INTERPVIEW;
}
}
}
void AActor::SetAngle(DAngle ang, bool interpolate)
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{
if (ang != Angles.Yaw)
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{
Angles.Yaw = ang;
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if (player != NULL && interpolate)
{
player->cheats |= CF_INTERPVIEW;
}
}
}
void AActor::SetRoll(DAngle r, bool interpolate)
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{
if (r != Angles.Roll)
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{
Angles.Roll = r;
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if (player != NULL && interpolate)
{
player->cheats |= CF_INTERPVIEW;
}
}
}
PClassActor *AActor::GetBloodType(int type) const
{
IFVIRTUAL(AActor, GetBloodType)
{
VMValue params[] = { (DObject*)this, type };
PClassActor *res;
VMReturn ret((void**)&res);
GlobalVMStack.Call(func, params, countof(params), &ret, 1);
return res;
}
return nullptr;
}
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DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
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{
bool moved = false;
sector_t *sec = Sector;
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double testz = Z() + byoffset;
DVector3 pos = Pos();
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while (!sec->PortalBlocksMovement(sector_t::ceiling))
{
if (testz >= sec->GetPortalPlaneZ(sector_t::ceiling))
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{
pos = PosRelative(sec->GetOppositePortalGroup(sector_t::ceiling));
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sec = P_PointInSector(pos);
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moved = true;
}
else break;
}
if (!moved)
{
while (!sec->PortalBlocksMovement(sector_t::floor))
{
if (testz < sec->GetPortalPlaneZ(sector_t::floor))
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{
pos = PosRelative(sec->GetOppositePortalGroup(sector_t::floor));
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sec = P_PointInSector(pos);
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}
else break;
}
}
if (pSec) *pSec = sec;
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return pos;
}
void AActor::CheckPortalTransition(bool islinked)
{
bool moved = false;
FLinkContext ctx;
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while (!Sector->PortalBlocksMovement(sector_t::ceiling))
{
if (Z() >= Sector->GetPortalPlaneZ(sector_t::ceiling))
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{
DVector3 oldpos = Pos();
if (islinked && !moved) UnlinkFromWorld(&ctx);
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::ceiling)));
Prev += Pos() - oldpos;
Sector = P_PointInSector(Pos());
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PrevPortalGroup = Sector->PortalGroup;
moved = true;
}
else break;
}
if (!moved)
{
while (!Sector->PortalBlocksMovement(sector_t::floor))
{
double portalz = Sector->GetPortalPlaneZ(sector_t::floor);
if (Z() < portalz && floorz < portalz)
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{
DVector3 oldpos = Pos();
if (islinked && !moved) UnlinkFromWorld(&ctx);
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::floor)));
Prev += Pos() - oldpos;
Sector = P_PointInSector(Pos());
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PrevPortalGroup = Sector->PortalGroup;
moved = true;
}
else break;
}
}
if (islinked && moved) LinkToWorld(&ctx);
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}
//
// P_MobjThinker
//
void AActor::Tick ()
{
// [RH] Data for Heretic/Hexen scrolling sectors
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static const SBYTE HexenCompatSpeeds[] = {-25, 0, -10, -5, 0, 5, 10, 0, 25 };
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static const SBYTE HexenScrollies[24][2] =
{
{ 0, 1 }, { 0, 2 }, { 0, 4 },
{ -1, 0 }, { -2, 0 }, { -4, 0 },
{ 0, -1 }, { 0, -2 }, { 0, -4 },
{ 1, 0 }, { 2, 0 }, { 4, 0 },
{ 1, 1 }, { 2, 2 }, { 4, 4 },
{ -1, 1 }, { -2, 2 }, { -4, 4 },
{ -1, -1 }, { -2, -2 }, { -4, -4 },
{ 1, -1 }, { 2, -2 }, { 4, -4 }
};
static const BYTE HereticScrollDirs[4] = { 6, 9, 1, 4 };
static const BYTE HereticSpeedMuls[5] = { 5, 10, 25, 30, 35 };
AActor *onmo;
//assert (state != NULL);
if (state == NULL)
{
Printf("Actor of type %s at (%f,%f) left without a state\n", GetClass()->TypeName.GetChars(), X(), Y());
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Destroy();
return;
}
// This is necessary to properly interpolate movement outside this function
// like from an ActorMover
ClearInterpolation();
if (flags5 & MF5_NOINTERACTION)
{
// only do the minimally necessary things here to save time:
// Check the time freezer
// apply velocity
// ensure that the actor is not linked into the blockmap
if (!(flags5 & MF5_NOTIMEFREEZE))
{
//Added by MC: Freeze mode.
if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
{
// Boss cubes shouldn't be accelerated by timefreeze
if (flags6 & MF6_BOSSCUBE)
{
special2++;
}
return;
}
}
if (!Vel.isZero() || !(flags & MF_NOBLOCKMAP))
{
FLinkContext ctx;
UnlinkFromWorld(&ctx);
flags |= MF_NOBLOCKMAP;
SetXYZ(Vec3Offset(Vel));
CheckPortalTransition(false);
LinkToWorld(&ctx);
}
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}
else
{
AInventory * item = Inventory;
// Handle powerup effects here so that the order is controlled
// by the order in the inventory, not the order in the thinker table
while (item != NULL && item->Owner == this)
{
2017-01-19 19:56:31 +00:00
IFVIRTUALPTR(item, AInventory, DoEffect)
{
VMValue params[1] = { item };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
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item = item->Inventory;
}
if (flags & MF_UNMORPHED)
{
return;
}
if (!(flags5 & MF5_NOTIMEFREEZE))
{
// Boss cubes shouldn't be accelerated by timefreeze
if (flags6 & MF6_BOSSCUBE)
{
special2++;
}
//Added by MC: Freeze mode.
if (bglobal.freeze && !(player && player->Bot == NULL))
{
return;
}
// Apply freeze mode.
if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
{
return;
}
}
if (effects & FX_ROCKET)
{
if (++smokecounter == 4)
{
// add some smoke behind the rocket
smokecounter = 0;
AActor *th = Spawn("RocketSmokeTrail", Vec3Offset(-Vel), ALLOW_REPLACE);
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if (th)
{
th->tics -= pr_rockettrail()&3;
if (th->tics < 1) th->tics = 1;
if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE;
}
}
}
else if (effects & FX_GRENADE)
{
if (++smokecounter == 8)
{
smokecounter = 0;
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DAngle moveangle = Vel.Angle();
double xo = -moveangle.Cos() * radius * 2 + pr_rockettrail() / 64.;
double yo = -moveangle.Sin() * radius * 2 + pr_rockettrail() / 64.;
double zo = -Height * Vel.Z / 8. + Height * (2 / 3.);
AActor * th = Spawn("GrenadeSmokeTrail", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (th)
{
th->tics -= pr_rockettrail()&3;
if (th->tics < 1) th->tics = 1;
if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE;
}
}
}
double oldz = Z();
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// [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)
{
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if (fabs (Vel.Z) < 0.25)
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{
Vel.Z = 0;
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flags4 &= ~MF4_VFRICTION;
}
else
{
Vel.Z *= (0xe800 / 65536.);
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}
}
}
// [RH] Pulse in and out of visibility
if (effects & FX_VISIBILITYPULSE)
{
if (visdir > 0)
{
Alpha += 1/32.;
if (Alpha >= 1.)
2016-03-01 15:47:10 +00:00
{
Alpha = 1.;
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visdir = -1;
}
}
else
{
Alpha -= 1/32.;
if (Alpha <= 0.25)
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{
Alpha = 0.25;
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visdir = 1;
}
}
}
else if (flags & MF_STEALTH)
{
// [RH] Fade a stealth monster in and out of visibility
RenderStyle.Flags &= ~STYLEF_Alpha1;
if (visdir > 0)
{
Alpha += 2./TICRATE;
if (Alpha > 1.)
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{
Alpha = 1.;
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visdir = 0;
}
}
else if (visdir < 0)
{
Alpha -= 1.5/TICRATE;
if (Alpha < StealthAlpha)
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{
Alpha = StealthAlpha;
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visdir = 0;
}
}
}
if (bglobal.botnum && !demoplayback &&
((flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER)))
{
bglobal.BotTick(this);
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}
// [RH] Consider carrying sectors here
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DVector2 cumm(0, 0);
if ((level.Scrolls.Size() != 0 || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
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{
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double height, waterheight; // killough 4/4/98: add waterheight
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const msecnode_t *node;
int countx, county;
// killough 3/7/98: Carry things on floor
// killough 3/20/98: use new sector list which reflects true members
// killough 3/27/98: fix carrier bug
// killough 4/4/98: Underwater, carry things even w/o gravity
// Move objects only if on floor or underwater,
// non-floating, and clipped.
countx = county = 0;
for (node = touching_sectorlist; node; node = node->m_tnext)
{
sector_t *sec = node->m_sector;
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DVector2 scrollv;
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if (level.Scrolls.Size() > unsigned(sec->Index()))
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{
scrollv = level.Scrolls[sec->Index()];
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}
else
{
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scrollv.Zero();
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}
if (player != NULL)
{
int scrolltype = sec->special;
if (scrolltype >= Scroll_North_Slow &&
scrolltype <= Scroll_SouthWest_Fast)
{ // Hexen scroll special
scrolltype -= Scroll_North_Slow;
if (i_compatflags&COMPATF_RAVENSCROLL)
{
2016-03-28 08:01:24 +00:00
scrollv.X -= HexenCompatSpeeds[HexenScrollies[scrolltype][0]+4] * (1. / (32 * CARRYFACTOR));
scrollv.Y += HexenCompatSpeeds[HexenScrollies[scrolltype][1]+4] * (1. / (32 * CARRYFACTOR));
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}
else
{
// Use speeds that actually match the scrolling textures!
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scrollv.X -= HexenScrollies[scrolltype][0] * 0.5;
scrollv.Y += HexenScrollies[scrolltype][1] * 0.5;
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}
}
else if (scrolltype >= Carry_East5 &&
scrolltype <= Carry_West35)
{ // Heretic scroll special
scrolltype -= Carry_East5;
BYTE dir = HereticScrollDirs[scrolltype / 5];
2016-03-28 08:01:24 +00:00
double carryspeed = HereticSpeedMuls[scrolltype % 5] * (1. / (32 * CARRYFACTOR));
if (scrolltype < 5 && !(i_compatflags&COMPATF_RAVENSCROLL))
2016-03-01 15:47:10 +00:00
{
// Use speeds that actually match the scrolling textures!
carryspeed = (1 << ((scrolltype % 5) + 15)) / 65536.;
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}
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scrollv.X += carryspeed * ((dir & 3) - 1);
scrollv.Y += carryspeed * (((dir & 12) >> 2) - 1);
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}
else if (scrolltype == dScroll_EastLavaDamage)
{ // Special Heretic scroll special
if (i_compatflags&COMPATF_RAVENSCROLL)
{
2016-03-28 08:01:24 +00:00
scrollv.X += 28. / (32*CARRYFACTOR);
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}
else
{
// Use a speed that actually matches the scrolling texture!
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scrollv.X += 12. / (32 * CARRYFACTOR);
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}
}
else if (scrolltype == Scroll_StrifeCurrent)
{ // Strife scroll special
int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
2016-03-28 08:01:24 +00:00
double carryspeed = (anglespeed % 10) / (16 * CARRYFACTOR);
DAngle angle = ((anglespeed / 10) * 45.);
scrollv += angle.ToVector(carryspeed);
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}
}
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if (scrollv.isZero())
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{
continue;
}
sector_t *heightsec = sec->GetHeightSec();
if (flags & MF_NOGRAVITY && heightsec == NULL)
{
continue;
}
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DVector3 pos = PosRelative(sec);
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height = sec->floorplane.ZatPoint (pos);
double height2 = sec->floorplane.ZatPoint(this);
if (isAbove(height))
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{
if (heightsec == NULL)
{
continue;
}
waterheight = heightsec->floorplane.ZatPoint (pos);
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if (waterheight > height && Z() >= waterheight)
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{
continue;
}
}
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cumm += scrollv;
if (scrollv.X) countx++;
if (scrollv.Y) county++;
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}
// Some levels designed with Boom in mind actually want things to accelerate
// at neighboring scrolling sector boundaries. But it is only important for
// non-player objects.
if (player != NULL || !(i_compatflags & COMPATF_BOOMSCROLL))
{
if (countx > 1)
{
2016-03-28 08:01:24 +00:00
cumm.X /= countx;
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}
if (county > 1)
{
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cumm.Y /= county;
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}
}
}
// [RH] If standing on a steep slope, fall down it
if ((flags & MF_SOLID) && !(flags & (MF_NOCLIP|MF_NOGRAVITY)) &&
!(flags & MF_NOBLOCKMAP) &&
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Vel.Z <= 0 &&
floorz == Z())
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{
secplane_t floorplane;
// Check 3D floors as well
floorplane = P_FindFloorPlane(floorsector, PosAtZ(floorz));
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if (floorplane.fC() < STEEPSLOPE &&
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floorplane.ZatPoint (PosRelative(floorsector)) <= floorz)
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{
const msecnode_t *node;
bool dopush = true;
if (floorplane.fC() > STEEPSLOPE*2/3)
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{
for (node = touching_sectorlist; node; node = node->m_tnext)
{
const sector_t *sec = node->m_sector;
if (sec->floorplane.fC() >= STEEPSLOPE)
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{
if (floorplane.ZatPoint(PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
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{
dopush = false;
break;
}
}
}
}
if (dopush)
{
Vel += floorplane.Normal().XY();
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}
}
}
// [RH] Missiles moving perfectly vertical need some X/Y movement, or they
// won't hurt anything. Don't do this if damage is 0! That way, you can
// still have missiles that go straight up and down through actors without
// damaging anything.
// (for backwards compatibility this must check for lack of damage function, not for zero damage!)
if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
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{
Vel.X = MinVel;
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}
// Handle X and Y velocities
BlockingMobj = NULL;
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double oldfloorz = P_XYMovement (this, cumm);
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if (ObjectFlags & OF_EuthanizeMe)
{ // actor was destroyed
return;
}
if (Vel.X == 0 && Vel.Y == 0) // Actors at rest
2016-03-01 15:47:10 +00:00
{
if (flags2 & MF2_BLASTED)
{ // Reset to not blasted when velocities are gone
flags2 &= ~MF2_BLASTED;
}
if ((flags6 & MF6_TOUCHY) && !IsSentient())
{ // Arm a mine which has come to rest
flags6 |= MF6_ARMED;
}
}
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if (Vel.Z != 0 || BlockingMobj || Z() != floorz)
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{ // Handle Z velocity and gravity
if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{
if (!(onmo = P_CheckOnmobj (this)))
{
P_ZMovement (this, oldfloorz);
flags2 &= ~MF2_ONMOBJ;
}
else
{
if (player)
{
if (Vel.Z < level.gravity * Sector->gravity * (-1./100)// -655.36f)
2016-03-01 15:47:10 +00:00
&& !(flags&MF_NOGRAVITY))
{
PlayerLandedOnThing (this, onmo);
}
}
if (onmo->Top() - Z() <= MaxStepHeight)
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{
if (player && player->mo == this)
{
player->viewheight -= onmo->Top() - Z();
double deltaview = player->GetDeltaViewHeight();
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if (deltaview > player->deltaviewheight)
{
player->deltaviewheight = deltaview;
}
}
SetZ(onmo->Top());
2016-03-01 15:47:10 +00:00
}
// Check for MF6_BUMPSPECIAL
// By default, only players can activate things by bumping into them
// We trigger specials as long as we are on top of it and not just when
// we land on it. This could be considered as gravity making us continually
// bump into it, but it also avoids having to worry about walking on to
// something without dropping and not triggering anything.
if ((onmo->flags6 & MF6_BUMPSPECIAL) && ((player != NULL)
|| ((onmo->activationtype & THINGSPEC_MonsterTrigger) && (flags3 & MF3_ISMONSTER))
|| ((onmo->activationtype & THINGSPEC_MissileTrigger) && (flags & MF_MISSILE))
) && (level.maptime > onmo->lastbump)) // Leave the bumper enough time to go away
{
if (player == NULL || !(player->cheats & CF_PREDICTING))
{
if (P_ActivateThingSpecial(onmo, this))
onmo->lastbump = level.maptime + TICRATE;
}
}
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if (Vel.Z != 0 && (BounceFlags & BOUNCE_Actors))
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{
P_BounceActor(this, onmo, true);
}
else
{
flags2 |= MF2_ONMOBJ;
Vel.Z = 0;
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Crash();
}
}
}
else
{
P_ZMovement (this, oldfloorz);
}
if (ObjectFlags & OF_EuthanizeMe)
return; // actor was destroyed
}
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else if (Z() <= floorz)
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{
Crash();
if (ObjectFlags & OF_EuthanizeMe)
return; // actor was destroyed
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}
CheckPortalTransition(true);
UpdateWaterLevel ();
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// [RH] Don't advance if predicting a player
if (player && (player->cheats & CF_PREDICTING))
{
return;
}
// Check for poison damage, but only once per PoisonPeriod tics (or once per second if none).
if (PoisonDurationReceived && (level.time % (PoisonPeriodReceived ? PoisonPeriodReceived : TICRATE) == 0))
{
P_DamageMobj(this, NULL, Poisoner, PoisonDamageReceived, PoisonDamageTypeReceived ? PoisonDamageTypeReceived : (FName)NAME_Poison, 0);
--PoisonDurationReceived;
// Must clear damage when duration is done, otherwise it
// could be added to with ADDITIVEPOISONDAMAGE.
if (!PoisonDurationReceived) PoisonDamageReceived = 0;
}
}
assert (state != NULL);
if (state == NULL)
{
Destroy();
return;
}
if (!CheckNoDelay())
return; // freed itself
// cycle through states, calling action functions at transitions
UpdateRenderSectorList();
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if (tics != -1)
{
// [RH] Use tics <= 0 instead of == 0 so that spawnstates
// of 0 tics work as expected.
if (--tics <= 0)
{
if (!SetState(state->GetNextState()))
return; // freed itself
}
}
if (tics == -1 || state->GetCanRaise())
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{
int respawn_monsters = G_SkillProperty(SKILLP_Respawn);
// check for nightmare respawn
if (!(flags5 & MF5_ALWAYSRESPAWN))
{
if (!respawn_monsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT) || (flags5 & MF5_NEVERRESPAWN))
return;
int limit = G_SkillProperty (SKILLP_RespawnLimit);
if (limit > 0 && skillrespawncount >= limit)
return;
}
movecount++;
if (movecount < respawn_monsters)
return;
if (level.time & 31)
return;
if (pr_nightmarerespawn() > 4)
return;
P_NightmareRespawn (this);
}
}
DEFINE_ACTION_FUNCTION(AActor, Tick)
{
PARAM_SELF_PROLOGUE(AActor);
self->Tick();
return 0;
}
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//==========================================================================
//
// AActor :: CheckNoDelay
//
//==========================================================================
bool AActor::CheckNoDelay()
{
if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
{
flags7 &= ~MF7_HANDLENODELAY;
if (state->GetNoDelay())
{
// For immediately spawned objects with the NoDelay flag set for their
// Spawn state, explicitly call the current state's function.
FState *newstate;
FStateParamInfo stp = { state, STATE_Actor, PSP_WEAPON };
if (state->CallAction(this, this, &stp, &newstate))
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{
if (ObjectFlags & OF_EuthanizeMe)
{
return false; // freed itself
}
if (newstate != NULL)
{
return SetState(newstate);
}
}
}
}
return true;
}
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DEFINE_ACTION_FUNCTION(AActor, CheckNoDelay)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(self->CheckNoDelay());
}
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//==========================================================================
//
// AActor :: CheckSectorTransition
//
// Fire off some sector triggers if the actor has changed sectors.
//
//==========================================================================
void AActor::CheckSectorTransition(sector_t *oldsec)
{
if (oldsec != Sector)
{
if (oldsec->SecActTarget != NULL)
{
oldsec->TriggerSectorActions(this, SECSPAC_Exit);
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}
if (Sector->SecActTarget != NULL)
{
int act = SECSPAC_Enter;
if (Z() <= Sector->floorplane.ZatPoint(this))
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{
act |= SECSPAC_HitFloor;
}
if (Top() >= Sector->ceilingplane.ZatPoint(this))
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{
act |= SECSPAC_HitCeiling;
}
if (Sector->heightsec != NULL && Z() == Sector->heightsec->floorplane.ZatPoint(this))
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{
act |= SECSPAC_HitFakeFloor;
}
Sector->TriggerSectorActions(this, act);
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}
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if (Z() == floorz)
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{
P_CheckFor3DFloorHit(this, Z());
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}
if (Top() == ceilingz)
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{
P_CheckFor3DCeilingHit(this, Top());
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}
}
}
//==========================================================================
//
// AActor::SplashCheck
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//
// Returns true if actor should splash
//
//==========================================================================
void AActor::SplashCheck()
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{
double fh = -FLT_MAX;
bool reset = false;
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waterlevel = 0;
if (Sector == NULL)
{
return;
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}
if (Sector->MoreFlags & SECF_UNDERWATER) // intentionally not SECF_UNDERWATERMASK
{
waterlevel = 3;
}
else
{
const sector_t *hsec = Sector->GetHeightSec();
if (hsec != NULL)
{
fh = hsec->floorplane.ZatPoint(this);
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//if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors
{
if (Z() < fh)
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{
waterlevel = 1;
if (Center() < fh)
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{
waterlevel = 2;
if ((player && Z() + player->viewheight <= fh) ||
(Top() <= fh))
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{
waterlevel = 3;
}
}
}
else if (!(hsec->MoreFlags & SECF_FAKEFLOORONLY) && (Top() > hsec->ceilingplane.ZatPoint(this)))
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{
waterlevel = 3;
}
else
{
waterlevel = 0;
}
}
}
else
{
// Check 3D floors as well!
for (auto rover : Sector->e->XFloor.ffloors)
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{
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & FF_SOLID) continue;
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bool reset = !(rover->flags & FF_SWIMMABLE);
if (reset && rover->alpha == 0) continue;
double ff_bottom = rover->bottom.plane->ZatPoint(this);
double ff_top = rover->top.plane->ZatPoint(this);
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if (ff_top <= Z() || ff_bottom > (Center())) continue;
fh = ff_top;
if (Z() < fh)
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{
waterlevel = 1;
if (Center() < fh)
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{
waterlevel = 2;
if ((player && Z() + player->viewheight <= fh) ||
(Top() <= fh))
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{
waterlevel = 3;
}
}
}
break;
}
}
}
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// some additional checks to make deep sectors like Boom's splash without setting
// the water flags.
if (boomwaterlevel == 0 && waterlevel != 0)
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{
P_HitWater(this, Sector, PosAtZ(fh), true);
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}
boomwaterlevel = waterlevel;
return;
}
//==========================================================================
//
// AActor::UpdateWaterLevel
//
// Returns true if actor should splash
//
//==========================================================================
bool AActor::UpdateWaterLevel(bool dosplash)
{
if (dosplash) SplashCheck();
double fh = -FLT_MAX;
bool reset = false;
waterlevel = 0;
if (Sector == NULL)
{
return false;
}
if (Sector->MoreFlags & SECF_UNDERWATER) // intentionally not SECF_UNDERWATERMASK
{
waterlevel = 3;
}
else
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{
const sector_t *hsec = Sector->GetHeightSec();
if (hsec != NULL)
{
fh = hsec->floorplane.ZatPoint(this);
if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors
{
if (Z() < fh)
{
waterlevel = 1;
if (Center() < fh)
{
waterlevel = 2;
if ((player && Z() + player->viewheight <= fh) ||
(Top() <= fh))
{
waterlevel = 3;
}
}
}
else if (!(hsec->MoreFlags & SECF_FAKEFLOORONLY) && (Top() > hsec->ceilingplane.ZatPoint(this)))
{
waterlevel = 3;
}
else
{
waterlevel = 0;
}
}
}
else
{
// Check 3D floors as well!
for (auto rover : Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & FF_SOLID) continue;
if (!(rover->flags & FF_SWIMMABLE)) continue;
double ff_bottom = rover->bottom.plane->ZatPoint(this);
double ff_top = rover->top.plane->ZatPoint(this);
if (ff_top <= Z() || ff_bottom > (Center())) continue;
fh = ff_top;
if (Z() < fh)
{
waterlevel = 1;
if (Center() < fh)
{
waterlevel = 2;
if ((player && Z() + player->viewheight <= fh) ||
(Top() <= fh))
{
waterlevel = 3;
}
}
}
break;
}
}
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}
return false; // we did the splash ourselves
}
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DEFINE_ACTION_FUNCTION(AActor, UpdateWaterLevel)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_DEF(splash);
ACTION_RETURN_BOOL(self->UpdateWaterLevel(splash));
}
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//==========================================================================
//
// P_SpawnMobj
//
//==========================================================================
AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing)
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{
if (type == NULL)
{
I_Error ("Tried to spawn a class-less actor\n");
}
if (allowreplacement)
{
type = type->GetReplacement();
}
AActor *actor;
actor = static_cast<AActor *>(const_cast<PClassActor *>(type)->CreateNew ());
// Set default dialogue
actor->ConversationRoot = GetConversation(actor->GetClass()->TypeName);
if (actor->ConversationRoot != -1)
{
actor->Conversation = StrifeDialogues[actor->ConversationRoot];
}
else
{
actor->Conversation = NULL;
}
actor->SetXYZ(pos);
actor->OldRenderPos = { FLT_MAX, FLT_MAX, FLT_MAX };
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actor->picnum.SetInvalid();
actor->health = actor->SpawnHealth();
// Actors with zero gravity need the NOGRAVITY flag set.
if (actor->Gravity == 0) actor->flags |= MF_NOGRAVITY;
2016-03-01 15:47:10 +00:00
FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
if (actor->isFast() && actor->flags3 & MF3_ISMONSTER)
actor->reactiontime = 0;
if (actor->flags3 & MF3_ISMONSTER)
{
actor->LastLookPlayerNumber = rng() % MAXPLAYERS;
actor->TIDtoHate = 0;
}
// Set the state, but do not use SetState, because action
// routines can't be called yet. If the spawnstate has an action
// routine, it will not be called.
FState *st = actor->SpawnState;
actor->state = st;
actor->tics = st->GetTics();
actor->sprite = st->sprite;
actor->frame = st->GetFrame();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
actor->touching_sectorlist = nullptr; // NULL head of sector list // phares 3/13/98
actor->touching_rendersectors = nullptr;
if (G_SkillProperty(SKILLP_FastMonsters))
{
double f = actor->FloatVar(NAME_FastSpeed);
if (f >= 0) actor->Speed = f;
}
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// set subsector and/or block links
actor->LinkToWorld (nullptr, SpawningMapThing);
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actor->ClearInterpolation();
actor->dropoffz = actor->floorz = actor->Sector->floorplane.ZatPoint(pos);
actor->ceilingz = actor->Sector->ceilingplane.ZatPoint(pos);
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// The z-coordinate needs to be set once before calling P_FindFloorCeiling
// For FLOATRANDZ just use the floor here.
if (pos.Z == ONFLOORZ || pos.Z == FLOATRANDZ)
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{
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actor->SetZ(actor->floorz);
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}
else if (pos.Z == ONCEILINGZ)
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{
2016-03-20 19:55:06 +00:00
actor->SetZ(actor->ceilingz - actor->Height);
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}
if (SpawningMapThing || !type->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
{
// Check if there's something solid to stand on between the current position and the
// current sector's floor. For map spawns this must be delayed until after setting the
// z-coordinate.
if (!SpawningMapThing)
{
P_FindFloorCeiling(actor, FFCF_ONLYSPAWNPOS);
}
else
{
actor->floorsector = actor->Sector;
actor->floorpic = actor->floorsector->GetTexture(sector_t::floor);
actor->floorterrain = actor->floorsector->GetTerrain(sector_t::floor);
actor->ceilingsector = actor->Sector;
actor->ceilingpic = actor->ceilingsector->GetTexture(sector_t::ceiling);
}
}
else if (!(actor->flags5 & MF5_NOINTERACTION))
{
P_FindFloorCeiling (actor);
}
else
{
actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
actor->floorterrain = actor->Sector->GetTerrain(sector_t::floor);
actor->floorsector = actor->Sector;
actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);
actor->ceilingsector = actor->Sector;
}
actor->SpawnPoint.X = pos.X;
actor->SpawnPoint.Y = pos.Y;
// do not copy Z!
2016-03-01 15:47:10 +00:00
if (pos.Z == ONFLOORZ)
2016-03-01 15:47:10 +00:00
{
2016-03-20 18:52:35 +00:00
actor->SetZ(actor->floorz);
2016-03-01 15:47:10 +00:00
}
else if (pos.Z == ONCEILINGZ)
2016-03-01 15:47:10 +00:00
{
2016-03-20 19:55:06 +00:00
actor->SetZ(actor->ceilingz - actor->Height);
2016-03-01 15:47:10 +00:00
}
else if (pos.Z == FLOATRANDZ)
2016-03-01 15:47:10 +00:00
{
2016-03-20 19:55:06 +00:00
double space = actor->ceilingz - actor->Height - actor->floorz;
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if (space > 48)
2016-03-01 15:47:10 +00:00
{
2016-03-20 18:52:35 +00:00
space -= 40;
actor->SetZ( space * rng() / 256. + actor->floorz + 40);
2016-03-01 15:47:10 +00:00
}
else
{
2016-03-20 18:52:35 +00:00
actor->SetZ(actor->floorz);
2016-03-01 15:47:10 +00:00
}
}
else
{
actor->SpawnPoint.Z = (actor->Z() - actor->Sector->floorplane.ZatPoint(actor));
2016-03-01 15:47:10 +00:00
}
if (actor->FloatBobPhase == (BYTE)-1) actor->FloatBobPhase = rng(); // Don't make everything bob in sync (unless deliberately told to do)
if (actor->flags2 & MF2_FLOORCLIP)
{
actor->AdjustFloorClip ();
}
else
{
2016-03-20 22:42:27 +00:00
actor->Floorclip = 0;
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}
actor->UpdateWaterLevel (false);
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if (!SpawningMapThing)
{
actor->CallBeginPlay ();
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if (actor->ObjectFlags & OF_EuthanizeMe)
{
return NULL;
}
}
if (level.flags & LEVEL_NOALLIES && !actor->player)
{
actor->flags &= ~MF_FRIENDLY;
}
// [RH] Count monsters whenever they are spawned.
if (actor->CountsAsKill())
{
level.total_monsters++;
}
// [RH] Same, for items
if (actor->flags & MF_COUNTITEM)
{
level.total_items++;
}
// And for secrets
if (actor->flags5 & MF5_COUNTSECRET)
{
level.total_secrets++;
}
return actor;
}
DEFINE_ACTION_FUNCTION(AActor, Spawn)
{
PARAM_PROLOGUE;
PARAM_CLASS_NOT_NULL(type, AActor);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(y);
PARAM_FLOAT_DEF(z);
PARAM_INT_DEF(flags);
ACTION_RETURN_OBJECT(AActor::StaticSpawn(type, DVector3(x, y, z), replace_t(flags)));
}
PClassActor *ClassForSpawn(FName classname)
2016-03-01 15:47:10 +00:00
{
PClass *cls = PClass::FindClass(classname);
if (cls == NULL)
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{
I_Error("Attempt to spawn actor of unknown type '%s'\n", classname.GetChars());
}
if (!cls->IsKindOf(RUNTIME_CLASS(PClassActor)))
{
I_Error("Attempt to spawn non-actor of type '%s'\n", classname.GetChars());
}
return static_cast<PClassActor*>(cls);
2016-03-01 15:47:10 +00:00
}
void AActor::LevelSpawned ()
{
if (tics > 0 && !(flags4 & MF4_SYNCHRONIZED))
{
tics = 1 + (pr_spawnmapthing() % tics);
}
// [RH] Clear MF_DROPPED flag if the default version doesn't have it set.
// (AInventory::BeginPlay() makes all inventory items spawn with it set.)
if (!(GetDefault()->flags & MF_DROPPED))
{
flags &= ~MF_DROPPED;
}
HandleSpawnFlags ();
}
void AActor::HandleSpawnFlags ()
{
if (SpawnFlags & MTF_AMBUSH)
{
flags |= MF_AMBUSH;
}
if (SpawnFlags & MTF_DORMANT)
{
CallDeactivate (NULL);
2016-03-01 15:47:10 +00:00
}
if (SpawnFlags & MTF_STANDSTILL)
{
flags4 |= MF4_STANDSTILL;
}
if (SpawnFlags & MTF_FRIENDLY)
{
flags |= MF_FRIENDLY;
// Friendlies don't count as kills!
if (flags & MF_COUNTKILL)
{
flags &= ~MF_COUNTKILL;
level.total_monsters--;
}
}
if (SpawnFlags & MTF_SHADOW)
{
flags |= MF_SHADOW;
RenderStyle = STYLE_Translucent;
Alpha = 0.25;
2016-03-01 15:47:10 +00:00
}
else if (SpawnFlags & MTF_ALTSHADOW)
{
RenderStyle = STYLE_None;
}
if (SpawnFlags & MTF_SECRET)
{
if (!(flags5 & MF5_COUNTSECRET))
{
//Printf("Secret %s in sector %i!\n", GetTag(), Sector->sectornum);
flags5 |= MF5_COUNTSECRET;
level.total_secrets++;
}
}
}
DEFINE_ACTION_FUNCTION(AActor, HandleSpawnFlags)
{
PARAM_SELF_PROLOGUE(AActor);
self->HandleSpawnFlags();
return 0;
}
2016-03-01 15:47:10 +00:00
void AActor::BeginPlay ()
{
// If the actor is spawned with the dormant flag set, clear it, and use
// the normal deactivation logic to make it properly dormant.
if (flags2 & MF2_DORMANT)
{
flags2 &= ~MF2_DORMANT;
CallDeactivate (NULL);
2016-03-01 15:47:10 +00:00
}
}
DEFINE_ACTION_FUNCTION(AActor, BeginPlay)
{
PARAM_SELF_PROLOGUE(AActor);
self->BeginPlay();
return 0;
}
void AActor::CallBeginPlay()
{
IFVIRTUAL(AActor, BeginPlay)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DObject*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
else BeginPlay();
}
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void AActor::PostBeginPlay ()
{
if (Renderer != NULL)
{
Renderer->StateChanged(this);
}
PrevAngles = Angles;
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flags7 |= MF7_HANDLENODELAY;
}
void AActor::CallPostBeginPlay()
{
Super::CallPostBeginPlay();
E_WorldThingSpawned(this);
}
2016-03-01 15:47:10 +00:00
void AActor::MarkPrecacheSounds() const
{
SeeSound.MarkUsed();
AttackSound.MarkUsed();
PainSound.MarkUsed();
DeathSound.MarkUsed();
ActiveSound.MarkUsed();
UseSound.MarkUsed();
BounceSound.MarkUsed();
WallBounceSound.MarkUsed();
CrushPainSound.MarkUsed();
}
DEFINE_ACTION_FUNCTION(AActor, MarkPrecacheSounds)
{
PARAM_SELF_PROLOGUE(AActor);
self->MarkPrecacheSounds();
return 0;
}
2016-03-01 15:47:10 +00:00
bool AActor::isFast()
{
if (flags5&MF5_ALWAYSFAST) return true;
if (flags5&MF5_NEVERFAST) return false;
return !!G_SkillProperty(SKILLP_FastMonsters);
}
bool AActor::isSlow()
{
return !!G_SkillProperty(SKILLP_SlowMonsters);
}
//===========================================================================
//
// Activate
//
//===========================================================================
2016-03-01 15:47:10 +00:00
void AActor::Activate (AActor *activator)
{
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
{
if (flags2 & MF2_DORMANT)
{
flags2 &= ~MF2_DORMANT;
FState *state = FindState(NAME_Active);
if (state != NULL)
{
SetState(state);
}
else
{
tics = 1;
}
}
}
}
DEFINE_ACTION_FUNCTION(AActor, Activate)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(activator, AActor);
self->Activate(activator);
return 0;
}
void AActor::CallActivate(AActor *activator)
{
IFVIRTUAL(AActor, Activate)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[2] = { (DObject*)this, (DObject*)activator };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
else Activate(activator);
}
//===========================================================================
//
// Deactivate
//
//===========================================================================
2016-03-01 15:47:10 +00:00
void AActor::Deactivate (AActor *activator)
{
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
{
if (!(flags2 & MF2_DORMANT))
{
flags2 |= MF2_DORMANT;
FState *state = FindState(NAME_Inactive);
if (state != NULL)
{
SetState(state);
}
else
{
tics = -1;
}
}
}
}
DEFINE_ACTION_FUNCTION(AActor, Deactivate)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(activator, AActor);
self->Deactivate(activator);
return 0;
}
void AActor::CallDeactivate(AActor *activator)
{
IFVIRTUAL(AActor, Deactivate)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[2] = { (DObject*)this, (DObject*)activator };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
else Deactivate(activator);
}
//===========================================================================
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//
// Destroy
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//
//===========================================================================
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void AActor::OnDestroy ()
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{
// [ZZ] call destroy event hook.
// note that this differs from ThingSpawned in that you can actually override OnDestroy to avoid calling the hook.
// but you can't really do that without utterly breaking the game, so it's ok.
// note: if OnDestroy is ever made optional, E_WorldThingDestroyed should still be called for ANY thing.
E_WorldThingDestroyed(this);
ClearRenderSectorList();
ClearRenderLineList();
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// [RH] Destroy any inventory this actor is carrying
DestroyAllInventory ();
// [RH] Unlink from tid chain
RemoveFromHash ();
// unlink from sector and block lists
UnlinkFromWorld (nullptr);
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flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
// Transform any playing sound into positioned, non-actor sounds.
S_RelinkSound (this, NULL);
Super::OnDestroy();
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}
//===========================================================================
//
// AdjustFloorClip
//
//===========================================================================
void AActor::AdjustFloorClip ()
{
if (flags3 & MF3_SPECIALFLOORCLIP)
{
return;
}
double oldclip = Floorclip;
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double shallowestclip = INT_MAX;
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const msecnode_t *m;
// possibly standing on a 3D-floor
if (Sector->e->XFloor.ffloors.Size() && Z() > Sector->floorplane.ZatPoint(this)) Floorclip = 0;
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// [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)
{
DVector3 pos = PosRelative(m->m_sector);
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sector_t *hsec = m->m_sector->GetHeightSec();
if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == Z())
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{
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double clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
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if (clip < shallowestclip)
{
shallowestclip = clip;
}
}
}
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if (shallowestclip == INT_MAX)
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{
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Floorclip = 0;
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}
else
{
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Floorclip = shallowestclip;
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}
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if (player && player->mo == this && oldclip != Floorclip)
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{
player->viewheight -= (oldclip - Floorclip);
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player->deltaviewheight = player->GetDeltaViewHeight();
}
}
DEFINE_ACTION_FUNCTION(AActor, AdjustFloorClip)
{
PARAM_SELF_PROLOGUE(AActor);
self->AdjustFloorClip();
return 0;
}
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//
// P_SpawnPlayer
// Called when a player is spawned on the level.
// Most of the player structure stays unchanged between levels.
//
EXTERN_CVAR (Bool, chasedemo)
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
EXTERN_CVAR(Float, fov)
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extern bool demonew;
APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
{
player_t *p;
APlayerPawn *mobj, *oldactor;
BYTE state;
DVector3 spawn;
DAngle SpawnAngle;
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if (mthing == NULL)
{
return NULL;
}
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// not playing?
if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum])
return NULL;
// Old lerp data needs to go
if (playernum == consoleplayer)
{
P_PredictionLerpReset();
}
p = &players[playernum];
if (p->cls == NULL)
{
// [GRB] Pick a class from player class list
if (PlayerClasses.Size () > 1)
{
int type;
if (!deathmatch || !multiplayer)
{
type = SinglePlayerClass[playernum];
}
else
{
type = p->userinfo.GetPlayerClassNum();
if (type < 0)
{
type = pr_multiclasschoice() % PlayerClasses.Size ();
}
}
p->CurrentPlayerClass = type;
}
else
{
p->CurrentPlayerClass = 0;
}
p->cls = PlayerClasses[p->CurrentPlayerClass].Type;
}
if (( dmflags2 & DF2_SAME_SPAWN_SPOT ) &&
( p->playerstate == PST_REBORN ) &&
( deathmatch == false ) &&
( gameaction != ga_worlddone ) &&
( p->mo != NULL ) &&
( !(p->mo->Sector->Flags & SECF_NORESPAWN) ) &&
( NULL != p->attacker ) && // don't respawn on damaging floors
( p->mo->Sector->damageamount < TELEFRAG_DAMAGE )) // this really should be a bit smarter...
{
spawn = p->mo->Pos();
SpawnAngle = p->mo->Angles.Yaw;
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}
else
{
spawn.X = mthing->pos.X;
spawn.Y = mthing->pos.Y;
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// Allow full angular precision
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SpawnAngle = (double)mthing->angle;
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if (i_compatflags2 & COMPATF2_BADANGLES)
{
SpawnAngle += 0.01;
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}
if (GetDefaultByType(p->cls)->flags & MF_SPAWNCEILING)
spawn.Z = ONCEILINGZ;
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else if (GetDefaultByType(p->cls)->flags2 & MF2_SPAWNFLOAT)
spawn.Z = FLOATRANDZ;
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else
spawn.Z = ONFLOORZ;
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}
mobj = static_cast<APlayerPawn *>
(Spawn (p->cls, spawn, NO_REPLACE));
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if (level.flags & LEVEL_USEPLAYERSTARTZ)
{
if (spawn.Z == ONFLOORZ)
mobj->AddZ(mthing->pos.Z);
else if (spawn.Z == ONCEILINGZ)
mobj->AddZ(-mthing->pos.Z);
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P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
}
mobj->FriendPlayer = playernum + 1; // [RH] players are their own friends
oldactor = p->mo;
p->mo = mobj;
mobj->player = p;
state = p->playerstate;
if (state == PST_REBORN || state == PST_ENTER)
{
G_PlayerReborn (playernum);
}
else if (oldactor != NULL && oldactor->player == p && !(flags & SPF_TEMPPLAYER))
{
// Move the voodoo doll's inventory to the new player.
mobj->ObtainInventory (oldactor);
FBehavior::StaticStopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
}
// [GRB] Reset skin
p->userinfo.SkinNumChanged(R_FindSkin (Skins[p->userinfo.GetSkin()].Name, p->CurrentPlayerClass));
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if (!(mobj->flags2 & MF2_DONTTRANSLATE))
{
// [RH] Be sure the player has the right translation
R_BuildPlayerTranslation (playernum);
// [RH] set color translations for player sprites
mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
}
mobj->Angles.Yaw = SpawnAngle;
mobj->Angles.Pitch = mobj->Angles.Roll = 0.;
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mobj->health = p->health;
// [RH] Set player sprite based on skin
if (!(mobj->flags4 & MF4_NOSKIN))
{
mobj->sprite = Skins[p->userinfo.GetSkin()].sprite;
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}
p->DesiredFOV = p->FOV = fov;
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p->camera = p->mo;
p->playerstate = PST_LIVE;
p->refire = 0;
p->damagecount = 0;
p->bonuscount = 0;
p->morphTics = 0;
p->MorphedPlayerClass = 0;
p->MorphStyle = 0;
p->MorphExitFlash = NULL;
p->extralight = 0;
p->fixedcolormap = NOFIXEDCOLORMAP;
p->fixedlightlevel = -1;
p->viewheight = mobj->ViewHeight;
p->inconsistant = 0;
p->attacker = NULL;
p->spreecount = 0;
p->multicount = 0;
p->lastkilltime = 0;
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
p->mo->ResetAirSupply(false);
p->Uncrouch();
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p->MinPitch = p->MaxPitch = 0.; // will be filled in by PostBeginPlay()/netcode
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p->MUSINFOactor = NULL;
p->MUSINFOtics = -1;
p->Vel.Zero(); // killough 10/98: initialize bobbing to 0.
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for (int ii = 0; ii < MAXPLAYERS; ++ii)
{
if (playeringame[ii] && players[ii].camera == oldactor)
{
players[ii].camera = mobj;
}
}
// [RH] Allow chasecam for demo watching
if ((demoplayback || demonew) && chasedemo)
p->cheats = CF_CHASECAM;
// setup gun psprite
if (!(flags & SPF_TEMPPLAYER))
{ // This can also start a script so don't do it for the dummy player.
P_SetupPsprites (p, !!(flags & SPF_WEAPONFULLYUP));
}
if (deathmatch)
{ // Give all cards in death match mode.
p->mo->GiveDeathmatchInventory ();
}
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn) && state == PST_REBORN && oldactor != NULL)
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{ // Special inventory handling for respawning in coop
p->mo->FilterCoopRespawnInventory (oldactor);
}
if (oldactor != NULL)
{ // Remove any inventory left from the old actor. Coop handles
// it above, but the other modes don't.
oldactor->DestroyAllInventory();
}
// [BC] Handle temporary invulnerability when respawned
if (state == PST_REBORN || state == PST_ENTER)
{
IFVIRTUALPTR(p->mo, APlayerPawn, OnRespawn)
{
VMValue param = p->mo;
GlobalVMStack.Call(func, &param, 1, nullptr, 0);
}
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}
if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
{
StatusBar->AttachToPlayer (p);
}
if (multiplayer)
{
P_SpawnTeleportFog(mobj, mobj->Vec3Angle(20., mobj->Angles.Yaw, 0.), false, true);
2016-03-01 15:47:10 +00:00
}
// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,
// drop down below it, even if that means sinking into the floor.
if (mobj->Top() > mobj->ceilingz)
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{
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mobj->SetZ(mobj->ceilingz - mobj->Height, false);
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}
// [BC] Do script stuff
if (!(flags & SPF_TEMPPLAYER))
{
if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
{
FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
}
else if (state == PST_REBORN)
{
assert (oldactor != NULL);
// before relocating all pointers to the player all sound targets
// pointing to the old actor have to be NULLed. Otherwise all
// monsters who last targeted this player will wake up immediately
// after the player has respawned.
AActor *th;
TThinkerIterator<AActor> it;
while ((th = it.Next()))
{
if (th->LastHeard == oldactor) th->LastHeard = NULL;
}
for(auto &sec : level.sectors)
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{
if (sec.SoundTarget == oldactor) sec.SoundTarget = nullptr;
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}
DObject::StaticPointerSubstitution (oldactor, p->mo);
// PointerSubstitution() will also affect the bodyque, so undo that now.
for (int ii=0; ii < BODYQUESIZE; ++ii)
if (bodyque[ii] == p->mo)
bodyque[ii] = oldactor;
FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true);
}
}
return mobj;
}
//
// P_SpawnMapThing
// The fields of the mapthing should
// already be in host byte order.
//
// [RH] position is used to weed out unwanted start spots
AActor *P_SpawnMapThing (FMapThing *mthing, int position)
{
PClassActor *i;
int mask;
AActor *mobj;
if (mthing->EdNum == 0 || mthing->EdNum == -1)
return NULL;
// find which type to spawn
FDoomEdEntry *mentry = mthing->info;
if (mentry == NULL)
{
// [RH] Don't die if the map tries to spawn an unknown thing
Printf("Unknown type %i at (%.1f, %.1f)\n",
mthing->EdNum, mthing->pos.X, mthing->pos.Y);
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mentry = DoomEdMap.CheckKey(0);
if (mentry == NULL) // we need a valid entry for the rest of this function so if we can't find a default, let's exit right away.
{
return NULL;
}
}
if (mentry->Type == NULL && mentry->Special <= 0)
{
// has been explicitly set to not spawning anything.
return NULL;
}
// copy args to mapthing so that we have them in one place for the rest of this function
if (mentry->ArgsDefined > 0)
{
if (mentry->Type!= NULL) mthing->special = mentry->Special;
memcpy(mthing->args, mentry->Args, sizeof(mthing->args[0]) * mentry->ArgsDefined);
}
int pnum = -1;
if (mentry->Type == NULL)
{
switch (mentry->Special)
{
case SMT_DeathmatchStart:
{
// count deathmatch start positions
FPlayerStart start(mthing, 0);
deathmatchstarts.Push(start);
return NULL;
}
case SMT_PolyAnchor:
case SMT_PolySpawn:
case SMT_PolySpawnCrush:
case SMT_PolySpawnHurt:
{
polyspawns_t *polyspawn = new polyspawns_t;
polyspawn->next = polyspawns;
2016-03-28 14:22:21 +00:00
polyspawn->pos = mthing->pos;
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polyspawn->angle = mthing->angle;
polyspawn->type = mentry->Special;
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polyspawns = polyspawn;
if (mentry->Special != SMT_PolyAnchor)
po_NumPolyobjs++;
return NULL;
}
case SMT_Player1Start:
case SMT_Player2Start:
case SMT_Player3Start:
case SMT_Player4Start:
case SMT_Player5Start:
case SMT_Player6Start:
case SMT_Player7Start:
case SMT_Player8Start:
pnum = mentry->Special - SMT_Player1Start;
break;
// Sound sequence override will be handled later
default:
break;
}
}
if (pnum == -1 || (level.flags & LEVEL_FILTERSTARTS))
{
// check for appropriate game type
if (deathmatch)
{
mask = MTF_DEATHMATCH;
}
else if (multiplayer)
{
mask = MTF_COOPERATIVE;
}
else
{
mask = MTF_SINGLE;
}
if (!(mthing->flags & mask))
{
return NULL;
}
mask = G_SkillProperty(SKILLP_SpawnFilter);
if (!(mthing->SkillFilter & mask))
{
return NULL;
}
// Check class spawn masks. Now with player classes available
// this is enabled for all games.
if (!multiplayer)
{ // Single player
int spawnmask = players[consoleplayer].GetSpawnClass();
if (spawnmask != 0 && (mthing->ClassFilter & spawnmask) == 0)
{ // Not for current class
return NULL;
}
}
else if (!deathmatch)
{ // Cooperative
mask = 0;
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
int spawnmask = players[i].GetSpawnClass();
if (spawnmask != 0)
mask |= spawnmask;
else
mask = -1;
}
}
if (mask != -1 && (mthing->ClassFilter & mask) == 0)
{
return NULL;
}
}
}
if (pnum != -1)
{
// [RH] Only spawn spots that match position.
if (mthing->args[0] != position)
return NULL;
// save spots for respawning in network games
FPlayerStart start(mthing, pnum+1);
playerstarts[pnum] = start;
if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
{ // When using random player starts, all starts count
AllPlayerStarts.Push(start);
}
else
{ // When not using random player starts, later single player
// starts should override earlier ones, since the earlier
// ones are for voodoo dolls and not likely to be ideal for
// spawning regular players.
unsigned i;
for (i = 0; i < AllPlayerStarts.Size(); ++i)
{
if (AllPlayerStarts[i].type == pnum+1)
{
AllPlayerStarts[i] = start;
break;
}
}
if (i == AllPlayerStarts.Size())
{
AllPlayerStarts.Push(start);
}
}
2016-03-01 15:47:10 +00:00
if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
{
return P_SpawnPlayer(&start, pnum, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
}
return NULL;
}
// [RH] sound sequence overriders
if (mentry->Type == NULL && mentry->Special == SMT_SSeqOverride)
{
int type = mthing->args[0];
if (type == 255) type = -1;
if (type > 63)
{
Printf ("Sound sequence %d out of range\n", type);
}
else
{
P_PointInSector (mthing->pos)->seqType = type;
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}
return NULL;
}
// [RH] If the thing's corresponding sprite has no frames, also map
// it to the unknown thing.
// Handle decorate replacements explicitly here
// to check for missing frames in the replacement object.
i = mentry->Type->GetReplacement();
const AActor *defaults = GetDefaultByType (i);
if (defaults->SpawnState == NULL ||
sprites[defaults->SpawnState->sprite].numframes == 0)
{
// We don't load mods for shareware games so we'll just ignore
// missing actors. Heretic needs this since the shareware includes
// the retail weapons in Deathmatch.
if (gameinfo.flags & GI_SHAREWARE)
return NULL;
Printf ("%s at (%.1f, %.1f) has no frames\n",
i->TypeName.GetChars(), mthing->pos.X, mthing->pos.Y);
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i = PClass::FindActor("Unknown");
assert(i->IsKindOf(RUNTIME_CLASS(PClassActor)));
}
const AActor *info = GetDefaultByType (i);
// don't spawn keycards and players in deathmatch
if (deathmatch && info->flags & MF_NOTDMATCH)
return NULL;
// [RH] don't spawn extra weapons in coop if so desired
if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN))
{
if (GetDefaultByType(i)->flags7 & MF7_WEAPONSPAWN)
{
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
return NULL;
}
}
// don't spawn any monsters if -nomonsters
if (((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
{
return NULL;
}
// [RH] Other things that shouldn't be spawned depending on dmflags
if (deathmatch || alwaysapplydmflags)
{
if (i->IsDescendantOf(RUNTIME_CLASS(AInventory)))
2016-03-01 15:47:10 +00:00
{
auto it = static_cast<AInventory*>(GetDefaultByType(i));
if (dmflags & DF_NO_HEALTH)
{
if (it->ItemFlags & IF_ISHEALTH) return nullptr;
}
if (dmflags & DF_NO_ITEMS)
{
// if (i->IsDescendantOf (RUNTIME_CLASS(AArtifact)))
// return;
}
if (dmflags & DF_NO_ARMOR)
{
if (it->ItemFlags & IF_ISARMOR) return nullptr;
}
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}
}
// spawn it
double sz;
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if (info->flags & MF_SPAWNCEILING)
sz = ONCEILINGZ;
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else if (info->flags2 & MF2_SPAWNFLOAT)
sz = FLOATRANDZ;
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else
sz = ONFLOORZ;
2016-03-01 15:47:10 +00:00
mobj = AActor::StaticSpawn (i, DVector3(mthing->pos, sz), NO_REPLACE, true);
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if (sz == ONFLOORZ)
2016-03-01 15:47:10 +00:00
{
mobj->AddZ(mthing->pos.Z);
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if ((mobj->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
{
mobj->specialf1 = mthing->pos.Z;
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}
}
else if (sz == ONCEILINGZ)
mobj->AddZ(-mthing->pos.Z);
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mobj->SpawnPoint = mthing->pos;
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mobj->SpawnAngle = mthing->angle;
mobj->SpawnFlags = mthing->flags;
if (mthing->FloatbobPhase >= 0 && mthing->FloatbobPhase < 64) mobj->FloatBobPhase = mthing->FloatbobPhase;
if (mthing->Gravity < 0) mobj->Gravity = -mthing->Gravity;
else if (mthing->Gravity > 0) mobj->Gravity *= mthing->Gravity;
else
{
mobj->flags |= MF_NOGRAVITY;
mobj->Gravity = 0;
}
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// For Hexen floatbob 'compatibility' we do not really want to alter the floorz.
if (mobj->specialf1 == 0 || !(mobj->flags2 & MF2_FLOATBOB) || !(ib_compatflags & BCOMPATF_FLOATBOB))
2016-03-01 15:47:10 +00:00
{
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
}
// if the actor got args defined either in DECORATE or MAPINFO we must ignore the map's properties.
if (!(mobj->flags2 & MF2_ARGSDEFINED))
{
// [RH] Set the thing's special
mobj->special = mthing->special;
for(int j=0;j<5;j++) mobj->args[j]=mthing->args[j];
}
// [RH] Add ThingID to mobj and link it in with the others
mobj->tid = mthing->thingid;
mobj->AddToHash ();
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mobj->PrevAngles.Yaw = mobj->Angles.Yaw = (double)mthing->angle;
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// Check if this actor's mapthing has a conversation defined
if (mthing->Conversation > 0)
{
// Make sure that this does not partially overwrite the default dialogue settings.
int root = GetConversation(mthing->Conversation);
if (root != -1)
{
mobj->ConversationRoot = root;
mobj->Conversation = StrifeDialogues[mobj->ConversationRoot];
}
}
// Set various UDMF options
if (mthing->Alpha >= 0)
mobj->Alpha = mthing->Alpha;
2016-03-01 15:47:10 +00:00
if (mthing->RenderStyle != STYLE_Count)
mobj->RenderStyle = (ERenderStyle)mthing->RenderStyle;
if (mthing->Scale.X != 0)
mobj->Scale.X = mthing->Scale.X * mobj->Scale.X;
if (mthing->Scale.Y != 0)
mobj->Scale.Y = mthing->Scale.Y * mobj->Scale.Y;
2016-03-01 15:47:10 +00:00
if (mthing->pitch)
2016-03-16 21:29:35 +00:00
mobj->Angles.Pitch = (double)mthing->pitch;
2016-03-01 15:47:10 +00:00
if (mthing->roll)
mobj->Angles.Roll = (double)mthing->roll;
2016-03-01 15:47:10 +00:00
if (mthing->score)
mobj->Score = mthing->score;
if (mthing->fillcolor)
mobj->fillcolor = mthing->fillcolor;
mobj->CallBeginPlay ();
2016-03-01 15:47:10 +00:00
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
{
mobj->LevelSpawned ();
}
if (mthing->Health > 0)
mobj->health = int(mobj->health * mthing->Health);
2016-03-01 15:47:10 +00:00
else
mobj->health = -int(mthing->Health);
if (mthing->Health == 0)
mobj->CallDie(NULL, NULL);
else if (mthing->Health != 1)
2016-03-01 15:47:10 +00:00
mobj->StartHealth = mobj->health;
return mobj;
}
//
// GAME SPAWN FUNCTIONS
//
//
// P_SpawnPuff
//
AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1, DAngle hitdir, DAngle particledir, int updown, int flags, AActor *vict)
2016-03-01 15:47:10 +00:00
{
AActor *puff;
DVector3 pos = pos1;
2016-03-01 15:47:10 +00:00
if (pufftype == nullptr) return nullptr;
if (!(flags & PF_NORANDOMZ)) pos.Z += pr_spawnpuff.Random2() / 64.;
puff = Spawn(pufftype, pos, ALLOW_REPLACE);
2016-03-01 15:47:10 +00:00
if (puff == NULL) return NULL;
if ((puff->flags4 & MF4_RANDOMIZE) && puff->tics > 0)
{
puff->tics -= pr_spawnpuff() & 3;
if (puff->tics < 1)
puff->tics = 1;
}
//Moved puff creation and target/master/tracer setting to here.
if (puff && vict)
{
if (puff->flags7 & MF7_HITTARGET) puff->target = vict;
if (puff->flags7 & MF7_HITMASTER) puff->master = vict;
if (puff->flags7 & MF7_HITTRACER) puff->tracer = vict;
}
// [BB] If the puff came from a player, set the target of the puff to this player.
if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER))
puff->target = source;
// Angle is the opposite of the hit direction (i.e. the puff faces the source.)
puff->Angles.Yaw = hitdir + 180;
2016-03-01 15:47:10 +00:00
// If a puff has a crash state and an actor was not hit,
// it will enter the crash state. This is used by the StrifeSpark
// and BlasterPuff.
FState *crashstate;
if (!(flags & PF_HITTHING) && (crashstate = puff->FindState(NAME_Crash)) != NULL)
{
puff->SetState (crashstate);
}
else if ((flags & PF_HITTHINGBLEED) && (crashstate = puff->FindState(NAME_Death, NAME_Extreme, true)) != NULL)
{
puff->SetState (crashstate);
}
else if ((flags & PF_MELEERANGE) && puff->MeleeState != NULL)
{
// handle the hard coded state jump of Doom's bullet puff
// in a more flexible manner.
puff->SetState (puff->MeleeState);
}
if (!(flags & PF_TEMPORARY))
{
if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES))
{
P_DrawSplash2 (32, pos, particledir, updown, 1);
if (cl_pufftype == 1) puff->renderflags |= RF_INVISIBLE;
2016-03-01 15:47:10 +00:00
}
if ((flags & PF_HITTHING) && puff->SeeSound)
{ // Hit thing sound
S_Sound (puff, CHAN_BODY, puff->SeeSound, 1, ATTN_NORM);
}
else if (puff->AttackSound)
{
S_Sound (puff, CHAN_BODY, puff->AttackSound, 1, ATTN_NORM);
}
}
return puff;
}
2016-11-07 22:16:25 +00:00
DEFINE_ACTION_FUNCTION(AActor, SpawnPuff)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(pufftype, AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_ANGLE(hitdir);
PARAM_ANGLE(particledir);
PARAM_INT(updown);
PARAM_INT_DEF(flags);
PARAM_OBJECT_DEF(victim, AActor);
ACTION_RETURN_OBJECT(P_SpawnPuff(self, pufftype, DVector3(x, y, z), hitdir, particledir, updown, flags, victim));
}
2016-03-01 15:47:10 +00:00
//---------------------------------------------------------------------------
//
// P_SpawnBlood
//
//---------------------------------------------------------------------------
void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *originator)
2016-03-01 15:47:10 +00:00
{
AActor *th;
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType();
DVector3 pos = pos1;
pos.Z += pr_spawnblood.Random2() / 64.;
2016-03-01 15:47:10 +00:00
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
if (bloodcls != NULL)
{
th = Spawn(bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
th->Vel.Z = 2;
2016-03-28 14:22:21 +00:00
th->Angles.Yaw = dir;
2016-03-01 15:47:10 +00:00
// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner
if (th->flags5 & MF5_PUFFGETSOWNER) th->target = originator;
if (gameinfo.gametype & GAME_DoomChex)
{
th->tics -= pr_spawnblood() & 3;
if (th->tics < 1)
th->tics = 1;
}
// colorize the blood
if (bloodcolor != 0 && !(th->flags2 & MF2_DONTTRANSLATE))
{
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
// Moved out of the blood actor so that replacing blood is easier
if (gameinfo.gametype & GAME_DoomStrifeChex)
{
if (gameinfo.gametype == GAME_Strife)
{
if (damage > 13)
{
FState *state = th->FindState(NAME_Spray);
if (state != NULL)
{
th->SetState (state);
goto statedone;
}
}
else damage += 2;
}
int advance = 0;
if (damage <= 12 && damage >= 9)
{
advance = 1;
}
else if (damage < 9)
{
advance = 2;
}
PClassActor *cls = th->GetClass();
while (cls != RUNTIME_CLASS(AActor))
{
int checked_advance = advance;
if (cls->OwnsState(th->SpawnState))
{
for (; checked_advance > 0; --checked_advance)
{
// [RH] Do not set to a state we do not own.
if (cls->OwnsState(th->SpawnState + checked_advance))
{
th->SetState(th->SpawnState + checked_advance);
goto statedone;
}
}
}
// We can safely assume the ParentClass is of type PClassActor
// since we stop when we see the Actor base class.
cls = static_cast<PClassActor *>(cls->ParentClass);
}
}
statedone:
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
P_DrawSplash2 (40, pos, dir, 2, bloodcolor);
2016-03-01 15:47:10 +00:00
}
DEFINE_ACTION_FUNCTION(AActor, SpawnBlood)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_ANGLE(dir);
PARAM_INT(damage);
P_SpawnBlood(DVector3(x, y, z), dir, damage, self);
return 0;
}
2016-03-01 15:47:10 +00:00
//---------------------------------------------------------------------------
//
// PROC P_BloodSplatter
//
//---------------------------------------------------------------------------
void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
2016-03-01 15:47:10 +00:00
{
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType(1);
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
if (bloodcls != NULL)
{
AActor *mo;
mo = Spawn(bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
2016-03-01 15:47:10 +00:00
mo->target = originator;
mo->Vel.X = pr_splatter.Random2 () / 64.;
mo->Vel.Y = pr_splatter.Random2() / 64.;
mo->Vel.Z = 3;
2016-03-01 15:47:10 +00:00
// colorize the blood!
if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2 (40, pos, hitangle-180., 2, bloodcolor);
2016-03-01 15:47:10 +00:00
}
}
//===========================================================================
//
// P_BloodSplatter2
//
//===========================================================================
void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
2016-03-01 15:47:10 +00:00
{
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType(2);
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
DVector2 add;
add.X = (pr_splat() - 128) / 32.;
add.Y = (pr_splat() - 128) / 32.;
2016-03-01 15:47:10 +00:00
if (bloodcls != NULL)
{
AActor *mo;
mo = Spawn (bloodcls, pos + add, NO_REPLACE); // GetBloodType already performed the replacement
2016-03-01 15:47:10 +00:00
mo->target = originator;
// colorize the blood!
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2(40, pos + add, hitangle - 180., 2, bloodcolor);
2016-03-01 15:47:10 +00:00
}
}
DEFINE_ACTION_FUNCTION(AActor, BloodSplatter)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_ANGLE(dir);
PARAM_BOOL_DEF(axe);
if (axe) P_BloodSplatter2(DVector3(x, y, z), self, dir);
else P_BloodSplatter(DVector3(x, y, z), self, dir);
return 0;
}
2016-03-01 15:47:10 +00:00
//---------------------------------------------------------------------------
//
// PROC P_RipperBlood
//
//---------------------------------------------------------------------------
void P_RipperBlood (AActor *mo, AActor *bleeder)
{
PalEntry bloodcolor = bleeder->GetBloodColor();
PClassActor *bloodcls = bleeder->GetBloodType();
double xo = pr_ripperblood.Random2() / 16.;
double yo = pr_ripperblood.Random2() / 16.;
double zo = pr_ripperblood.Random2() / 16.;
DVector3 pos = mo->Vec3Offset(xo, yo, zo);
2016-03-01 15:47:10 +00:00
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
bloodtype = 0;
if (bloodcls != NULL)
{
AActor *th;
th = Spawn (bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner
if (th->flags5 & MF5_PUFFGETSOWNER) th->target = bleeder;
if (gameinfo.gametype == GAME_Heretic)
th->flags |= MF_NOGRAVITY;
th->Vel.X = mo->Vel.X / 2;
th->Vel.Y = mo->Vel.Y / 2;
2016-03-01 15:47:10 +00:00
th->tics += pr_ripperblood () & 3;
// colorize the blood!
if (bloodcolor!=0 && !(th->flags2 & MF2_DONTTRANSLATE))
{
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
}
if (bloodtype >= 1)
{
P_DrawSplash2(28, pos, bleeder->AngleTo(mo) + 180., 0, bloodcolor);
2016-03-01 15:47:10 +00:00
}
}
//---------------------------------------------------------------------------
//
// FUNC P_GetThingFloorType
//
//---------------------------------------------------------------------------
int P_GetThingFloorType (AActor *thing)
{
if (thing->floorterrain >= 0)
{
return thing->floorterrain;
}
else
{
return thing->Sector->GetTerrain(sector_t::floor);
}
}
DEFINE_ACTION_FUNCTION(AActor, GetFloorTerrain)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_POINTER(&Terrains[P_GetThingFloorType(self)]);
}
2016-03-01 15:47:10 +00:00
//---------------------------------------------------------------------------
//
// FUNC P_HitWater
//
// Returns true if hit liquid and splashed, false if not.
//---------------------------------------------------------------------------
bool P_HitWater (AActor * thing, sector_t * sec, const DVector3 &pos, bool checkabove, bool alert, bool force)
2016-03-01 15:47:10 +00:00
{
if (thing->flags3 & MF3_DONTSPLASH)
return false;
if (thing->player && (thing->player->cheats & CF_PREDICTING))
return false;
AActor *mo = NULL;
FSplashDef *splash;
int terrainnum;
sector_t *hsec = NULL;
// don't splash above the object
if (checkabove)
{
double compare_z = thing->Center();
2016-03-01 15:47:10 +00:00
// Missiles are typically small and fast, so they might
// end up submerged by the move that calls P_HitWater.
if (thing->flags & MF_MISSILE)
compare_z -= thing->Vel.Z;
if (pos.Z > compare_z)
2016-03-01 15:47:10 +00:00
return false;
}
#if 0 // needs some rethinking before activation
// This avoids spawning splashes on invisible self referencing sectors.
// For network consistency do this only in single player though because
// it is not guaranteed that all players have GL nodes loaded.
if (!multiplayer && thing->subsector->sector != thing->subsector->render_sector)
{
double zs = thing->subsector->sector->floorplane.ZatPoint(pos);
double zr = thing->subsector->render_sector->floorplane.ZatPoint(pos);
2016-03-01 15:47:10 +00:00
if (zs > zr && thing->Z() >= zs) return false;
2016-03-01 15:47:10 +00:00
}
#endif
// 'force' means, we want this sector's terrain, no matter what.
if (!force)
{
for (unsigned int i = 0; i<sec->e->XFloor.ffloors.Size(); i++)
{
F3DFloor * rover = sec->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
double planez = rover->top.plane->ZatPoint(pos);
if (pos.Z > planez - 0.5 && pos.Z < planez + 0.5) // allow minor imprecisions
2016-03-01 15:47:10 +00:00
{
if ((rover->flags & (FF_SOLID | FF_SWIMMABLE)) || rover->alpha > 0)
{
terrainnum = rover->model->GetTerrain(rover->top.isceiling);
goto foundone;
}
2016-03-01 15:47:10 +00:00
}
planez = rover->bottom.plane->ZatPoint(pos);
if (planez < pos.Z && !(planez < thing->floorz)) return false;
2016-03-01 15:47:10 +00:00
}
}
hsec = sec->GetHeightSec();
if (force || hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
{
terrainnum = sec->GetTerrain(sector_t::floor);
}
else
{
terrainnum = hsec->GetTerrain(sector_t::floor);
}
foundone:
int splashnum = Terrains[terrainnum].Splash;
bool smallsplash = false;
const secplane_t *plane;
if (splashnum == -1)
return Terrains[terrainnum].IsLiquid;
// don't splash when touching an underwater floor
if (thing->waterlevel >= 1 && pos.Z <= thing->floorz) return Terrains[terrainnum].IsLiquid;
2016-03-01 15:47:10 +00:00
plane = hsec != NULL? &sec->heightsec->floorplane : &sec->floorplane;
// Don't splash for living things with small vertical velocities.
// There are levels where the constant splashing from the monsters gets extremely annoying
if (((thing->flags3&MF3_ISMONSTER || thing->player) && thing->Vel.Z >= -6) && !force)
2016-03-01 15:47:10 +00:00
return Terrains[terrainnum].IsLiquid;
splash = &Splashes[splashnum];
// Small splash for small masses
if (thing->Mass < 10)
smallsplash = true;
if (smallsplash && splash->SmallSplash)
{
mo = Spawn (splash->SmallSplash, pos, ALLOW_REPLACE);
if (mo) mo->Floorclip += splash->SmallSplashClip;
2016-03-01 15:47:10 +00:00
}
else
{
if (splash->SplashChunk)
{
mo = Spawn (splash->SplashChunk, pos, ALLOW_REPLACE);
2016-03-01 15:47:10 +00:00
mo->target = thing;
if (splash->ChunkXVelShift != 255)
{
mo->Vel.X = (pr_chunk.Random2() << splash->ChunkXVelShift) / 65536.;
2016-03-01 15:47:10 +00:00
}
if (splash->ChunkYVelShift != 255)
{
mo->Vel.Y = (pr_chunk.Random2() << splash->ChunkYVelShift) / 65536.;
2016-03-01 15:47:10 +00:00
}
mo->Vel.Z = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift) / 65536.;
2016-03-01 15:47:10 +00:00
}
if (splash->SplashBase)
{
mo = Spawn (splash->SplashBase, pos, ALLOW_REPLACE);
2016-03-01 15:47:10 +00:00
}
if (thing->player && !splash->NoAlert && alert)
{
P_NoiseAlert (thing, thing, true);
}
}
if (mo)
{
S_Sound (mo, CHAN_ITEM, smallsplash ?
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
else
{
S_Sound (pos, CHAN_ITEM, smallsplash ?
2016-03-01 15:47:10 +00:00
splash->SmallSplashSound : splash->NormalSplashSound,
1, ATTN_IDLE);
}
// Don't let deep water eat missiles
return plane == &sec->floorplane ? Terrains[terrainnum].IsLiquid : false;
}
DEFINE_ACTION_FUNCTION(AActor, HitWater)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER_NOT_NULL(sec, sector_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_BOOL_DEF(checkabove);
PARAM_BOOL_DEF(alert);
PARAM_BOOL_DEF(force);
ACTION_RETURN_BOOL(P_HitWater(self, sec, DVector3(x, y, z), checkabove, alert, force));
}
2016-03-01 15:47:10 +00:00
//---------------------------------------------------------------------------
//
// FUNC P_HitFloor
//
// Returns true if hit liquid and splashed, false if not.
//---------------------------------------------------------------------------
bool P_HitFloor (AActor *thing)
{
const msecnode_t *m;
// killough 11/98: touchy objects explode on impact
// Allow very short drops to be safe, so that a touchy can be summoned without exploding.
2016-03-28 08:01:24 +00:00
if (thing->flags6 & MF6_TOUCHY && ((thing->flags6 & MF6_ARMED) || thing->IsSentient()) && thing->Vel.Z < -5)
2016-03-01 15:47:10 +00:00
{
thing->flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj (thing, NULL, NULL, thing->health, NAME_Crush, DMG_FORCED); // kill object
return false;
}
if (thing->flags3 & MF3_DONTSPLASH)
return false;
// don't splash if landing on the edge above water/lava/etc....
DVector3 pos;
2016-03-01 15:47:10 +00:00
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
{
pos = thing->PosRelative(m->m_sector);
if (thing->Z() == m->m_sector->floorplane.ZatPoint(pos))
2016-03-01 15:47:10 +00:00
{
break;
}
// Check 3D floors
for(unsigned int i=0;i<m->m_sector->e->XFloor.ffloors.Size();i++)
{
F3DFloor * rover = m->m_sector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & (FF_SOLID|FF_SWIMMABLE))
{
if (rover->top.plane->ZatPoint(pos) == thing->Z())
2016-03-01 15:47:10 +00:00
{
return P_HitWater (thing, m->m_sector, pos);
2016-03-01 15:47:10 +00:00
}
}
}
}
if (m == NULL || m->m_sector->GetHeightSec() != NULL)
{
return false;
}
return P_HitWater (thing, m->m_sector, pos);
2016-03-01 15:47:10 +00:00
}
DEFINE_ACTION_FUNCTION(AActor, HitFloor)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(P_HitFloor(self));
}
2016-03-01 15:47:10 +00:00
//---------------------------------------------------------------------------
//
// P_CheckSplash
//
// Checks for splashes caused by explosions
//
//---------------------------------------------------------------------------
void P_CheckSplash(AActor *self, double distance)
2016-03-01 15:47:10 +00:00
{
sector_t *floorsec;
self->Sector->LowestFloorAt(self, &floorsec);
2016-03-20 18:52:35 +00:00
if (self->Z() <= self->floorz + distance && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL)
2016-03-01 15:47:10 +00:00
{
// Explosion splashes never alert monsters. This is because A_Explode has
// a separate parameter for that so this would get in the way of proper
// behavior.
DVector3 pos = self->PosRelative(floorsec);
pos.Z = self->floorz;
P_HitWater (self, floorsec, pos, false, false);
2016-03-01 15:47:10 +00:00
}
}
//---------------------------------------------------------------------------
//
// 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, double maxdist)
2016-03-01 15:47:10 +00:00
{
// [RH] Don't decrement tics if they are already less than 1
if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
{
th->tics -= pr_checkmissilespawn() & 3;
if (th->tics < 1)
th->tics = 1;
}
if (maxdist > 0)
{
// move a little forward so an angle can be computed if it immediately explodes
DVector3 advance = th->Vel;
double maxsquared = maxdist*maxdist;
2016-03-01 15:47:10 +00:00
// Keep halving the advance vector until we get something less than maxdist
// units away, since we still want to spawn the missile inside the shooter.
do
{
advance *= 0.5f;
}
while (advance.XY().LengthSquared() >= maxsquared);
th->SetXYZ(th->Pos() + advance);
2016-03-01 15:47:10 +00:00
}
FCheckPosition tm(!!(th->flags2 & MF2_RIP));
// killough 8/12/98: for non-missile objects (e.g. grenades)
//
// [GZ] MBF excludes non-missile objects from the P_TryMove test
// and subsequent potential P_ExplodeMissile call. That is because
// in MBF, a projectile is not an actor with the MF_MISSILE flag
// but an actor with either or both the MF_MISSILE and MF_BOUNCES
// flags, and a grenade is identified by not having MF_MISSILE.
// Killough wanted grenades not to explode directly when spawned,
// therefore they can be fired safely even when humping a wall as
// they will then just drop on the floor at their shooter's feet.
//
// However, ZDoom does allow non-missiles to be shot as well, so
// Killough's check for non-missiles is inadequate here. So let's
// replace it by a check for non-missile and MBF bounce type.
// This should allow MBF behavior where relevant without altering
// established ZDoom behavior for crazy stuff like a cacodemon cannon.
bool MBFGrenade = (!(th->flags & MF_MISSILE) || (th->BounceFlags & BOUNCE_MBF));
// killough 3/15/98: no dropoff (really = don't care for missiles)
if (!(P_TryMove (th, th->Pos(), false, NULL, tm, true)))
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{
// [RH] Don't explode ripping missiles that spawn inside something
if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
{
// If this is a monster spawned by A_SpawnProjectile subtract it from the counter.
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th->ClearCounters();
// [RH] Don't explode missiles that spawn on top of horizon lines
if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
{
th->Destroy ();
}
else if (MBFGrenade && th->BlockingLine != NULL)
{
P_BounceWall(th);
}
else
{
P_ExplodeMissile (th, NULL, th->BlockingMobj);
}
return false;
}
}
th->ClearInterpolation();
return true;
}
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DEFINE_ACTION_FUNCTION(AActor, CheckMissileSpawn)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(add);
ACTION_RETURN_BOOL(P_CheckMissileSpawn(self, add));
}
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//---------------------------------------------------------------------------
//
// FUNC P_PlaySpawnSound
//
// Plays a missiles spawn sound. Location depends on the
// MF_SPAWNSOUNDSOURCE flag.
//
//---------------------------------------------------------------------------
void P_PlaySpawnSound(AActor *missile, AActor *spawner)
{
if (missile->SeeSound != 0)
{
if (!(missile->flags & MF_SPAWNSOUNDSOURCE))
{
S_Sound (missile, CHAN_VOICE, missile->SeeSound, 1, ATTN_NORM);
}
else if (spawner != NULL)
{
S_Sound (spawner, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
}
else
{
// If there is no spawner use the spawn position.
// But not in a silenced sector.
if (!(missile->Sector->Flags & SECF_SILENT))
S_Sound (missile->Pos(), CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
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}
}
}
DEFINE_ACTION_FUNCTION(AActor, PlaySpawnSound)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(missile, AActor);
P_PlaySpawnSound(missile, self);
return 0;
}
static double GetDefaultSpeed(PClassActor *type)
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{
if (type == NULL)
return 0;
auto def = GetDefaultByType(type);
if (G_SkillProperty(SKILLP_FastMonsters))
{
double f = def->FloatVar(NAME_FastSpeed);
if (f >= 0) return f;
}
return def->Speed;
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}
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DEFINE_ACTION_FUNCTION(AActor, GetDefaultSpeed)
{
PARAM_PROLOGUE;
PARAM_CLASS(type, AActor);
ACTION_RETURN_FLOAT(GetDefaultSpeed(type));
}
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//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissile
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner)
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{
if (source == nullptr || type == nullptr)
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{
return nullptr;
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}
if (dest == NULL)
{
Printf ("P_SpawnMissilyXYZ: Tried to shoot %s from %s with no dest\n",
type->TypeName.GetChars(), source->GetClass()->TypeName.GetChars());
return NULL;
}
if (pos.Z != ONFLOORZ && pos.Z != ONCEILINGZ)
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{
pos.Z -= source->Floorclip;
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}
AActor *th = Spawn (type, pos, ALLOW_REPLACE);
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P_PlaySpawnSound(th, source);
// record missile's originator
if (owner == NULL) owner = source;
th->target = owner;
double speed = th->Speed;
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// [RH]
// Hexen calculates the missile velocity based on the source's location.
// Would it be more useful to base it on the actual position of the
// missile?
// Answer: No, because this way, you can set up sets of parallel missiles.
DVector3 velocity = source->Vec3To(dest);
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// Floor and ceiling huggers should never have a vertical component to their velocity
if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
velocity.Z = 0;
}
// [RH] Adjust the trajectory if the missile will go over the target's head.
else if (pos.Z - source->Z() >= dest->Height)
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{
velocity.Z += (dest->Height - pos.Z + source->Z());
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}
th->Vel = velocity.Resized(speed);
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// invisible target: rotate velocity vector in 2D
// [RC] Now monsters can aim at invisible player as if they were fully visible.
if (dest->flags & MF_SHADOW && !(source->flags6 & MF6_SEEINVISIBLE))
{
DAngle an = pr_spawnmissile.Random2() * (22.5 / 256);
double c = an.Cos();
double s = an.Sin();
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double newx = th->Vel.X * c - th->Vel.Y * s;
double newy = th->Vel.X * s + th->Vel.Y * c;
th->Vel.X = newx;
th->Vel.Y = newy;
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}
th->AngleFromVel();
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if (th->flags4 & MF4_SPECTRAL)
{
th->SetFriendPlayer(owner->player);
}
return (!checkspawn || P_CheckMissileSpawn (th, source->radius)) ? th : NULL;
}
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DEFINE_ACTION_FUNCTION(AActor, SpawnMissileXYZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_OBJECT_NOT_NULL(dest, AActor);
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PARAM_CLASS(type, AActor);
PARAM_BOOL_DEF(check);
PARAM_OBJECT_DEF(owner, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileXYZ(DVector3(x,y,z), self, dest, type, check, owner));
}
AActor *P_SpawnMissile(AActor *source, AActor *dest, PClassActor *type, AActor *owner)
{
if (source == nullptr)
{
return nullptr;
}
return P_SpawnMissileXYZ(source->PosPlusZ(32 + source->GetBobOffset()), source, dest, type, true, owner);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
PARAM_OBJECT_DEF(owner, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissile(self, dest, type, owner));
}
AActor *P_SpawnMissileZ(AActor *source, double z, AActor *dest, PClassActor *type)
{
if (source == nullptr)
{
return nullptr;
}
return P_SpawnMissileXYZ(source->PosAtZ(z), source, dest, type);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileZ(self, z, dest, type));
}
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AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type)
{
if (source == nullptr || type == nullptr)
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{
return nullptr;
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}
AActor *th = Spawn (type, source->PosPlusZ(32.), ALLOW_REPLACE);
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P_PlaySpawnSound(th, source);
th->target = owner; // record missile's originator
th->Angles.Yaw = source->AngleTo(dest);
th->VelFromAngle();
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double dist = source->DistanceBySpeed(dest, MAX(1., th->Speed));
th->Vel.Z = (dest->Z() - source->Z()) / dist;
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if (th->flags4 & MF4_SPECTRAL)
{
th->SetFriendPlayer(owner->player);
}
P_CheckMissileSpawn(th, source->radius);
return th;
}
DEFINE_ACTION_FUNCTION(AActor, OldSpawnMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
PARAM_OBJECT_DEF(owner, AActor);
ACTION_RETURN_OBJECT(P_OldSpawnMissile(self, owner, dest, type));
}
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//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissileAngle
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, DAngle angle, double vz)
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{
if (source == nullptr || type == nullptr)
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{
return NULL;
}
return P_SpawnMissileAngleZSpeed (source, source->Z() + 32 + source->GetBobOffset(), type, angle, vz, GetDefaultSpeed (type));
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}
AActor *P_SpawnMissileAngleZ (AActor *source, double z, PClassActor *type, DAngle angle, double vz)
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{
if (type == nullptr)
{
return nullptr;
}
return P_SpawnMissileAngleZSpeed (source, z, type, angle, vz, GetDefaultSpeed (type));
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}
AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActor *type)
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{
if (source == nullptr || type == nullptr)
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{
return nullptr;
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}
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DAngle an;
double dist;
double speed;
double vz;
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an = source->Angles.Yaw;
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if (dest->flags & MF_SHADOW)
{
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an += pr_spawnmissile.Random2() * (16. / 360.);
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}
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dist = source->Distance2D (dest);
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speed = GetDefaultSpeed (type);
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dist /= speed;
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vz = dist != 0 ? (dest->Z() - source->Z())/dist : speed;
return P_SpawnMissileAngleZSpeed (source, z, type, an, vz, speed);
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}
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DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZAimed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
PARAM_OBJECT_NOT_NULL(dest, AActor);
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PARAM_CLASS(type, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileZAimed(self, z, dest, type));
}
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//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissileAngleZSpeed
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//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissileAngleZSpeed (AActor *source, double z,
PClassActor *type, DAngle angle, double vz, double speed, AActor *owner, bool checkspawn)
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{
if (source == nullptr || type == nullptr)
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{
return nullptr;
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}
AActor *mo;
if (z != ONFLOORZ && z != ONCEILINGZ)
{
z -= source->Floorclip;
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}
mo = Spawn (type, source->PosAtZ(z), ALLOW_REPLACE);
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P_PlaySpawnSound(mo, source);
if (owner == NULL) owner = source;
mo->target = owner;
mo->Angles.Yaw = angle;
mo->VelFromAngle(speed);
mo->Vel.Z = vz;
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if (mo->flags4 & MF4_SPECTRAL)
{
mo->SetFriendPlayer(owner->player);
}
return (!checkspawn || P_CheckMissileSpawn(mo, source->radius)) ? mo : NULL;
}
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DEFINE_ACTION_FUNCTION(AActor, SpawnMissileAngleZSpeed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
PARAM_CLASS(type, AActor);
PARAM_ANGLE(angle);
PARAM_FLOAT(vz);
PARAM_FLOAT(speed);
PARAM_OBJECT_DEF(owner, AActor);
PARAM_BOOL_DEF(checkspawn);
ACTION_RETURN_OBJECT(P_SpawnMissileAngleZSpeed(self, z, type, angle, vz, speed, owner, checkspawn));
}
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AActor *P_SpawnSubMissile(AActor *source, PClassActor *type, AActor *target)
{
AActor *other = Spawn(type, source->Pos(), ALLOW_REPLACE);
if (source == nullptr || type == nullptr)
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{
return nullptr;
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}
other->target = target;
other->Angles.Yaw = source->Angles.Yaw;
other->VelFromAngle();
if (other->flags4 & MF4_SPECTRAL)
{
if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
{
other->FriendPlayer = source->FriendPlayer;
}
else
{
other->SetFriendPlayer(target->player);
}
}
if (P_CheckMissileSpawn(other, source->radius))
{
DAngle pitch = P_AimLineAttack(source, source->Angles.Yaw, 1024.);
other->Vel.Z = -other->Speed * pitch.Sin();
return other;
}
return NULL;
}
DEFINE_ACTION_FUNCTION(AActor, SpawnSubMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(cls, AActor);
PARAM_OBJECT_NOT_NULL(target, AActor);
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ACTION_RETURN_OBJECT(P_SpawnSubMissile(self, cls, target));
}
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/*
================
=
= P_SpawnPlayerMissile
=
= Tries to aim at a nearby monster
================
*/
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->Angles.Yaw);
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}
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, DAngle angle)
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{
return P_SpawnPlayerMissile (source, 0, 0, 0, type, angle);
}
AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor,
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bool nofreeaim, bool noautoaim, int aimflags)
{
if (source == nullptr || type == nullptr)
{
return nullptr;
}
static const double angdiff[3] = { -5.625, 5.625, 0 };
DAngle an = angle;
DAngle pitch;
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FTranslatedLineTarget scratch;
AActor *defaultobject = GetDefaultByType(type);
DAngle vrange = nofreeaim ? 35. : 0.;
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if (!pLineTarget) pLineTarget = &scratch;
if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim))
{
// Keep exactly the same angle and pitch as the player's own aim
an = angle;
pitch = source->Angles.Pitch;
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pLineTarget->linetarget = NULL;
}
else // see which target is to be aimed at
{
// [XA] If MaxTargetRange is defined in the spawned projectile, use this as the
// maximum range for the P_AimLineAttack call later; this allows MaxTargetRange
// to function as a "maximum tracer-acquisition range" for seeker missiles.
double linetargetrange = defaultobject->maxtargetrange > 0 ? defaultobject->maxtargetrange*64 : 16*64.;
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int i = 2;
do
{
an = angle + angdiff[i];
pitch = P_AimLineAttack (source, an, linetargetrange, pLineTarget, vrange, aimflags);
if (source->player != NULL &&
!nofreeaim &&
level.IsFreelookAllowed() &&
source->player->userinfo.GetAimDist() <= 0.5)
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{
break;
}
} while (pLineTarget->linetarget == NULL && --i >= 0);
if (pLineTarget->linetarget == NULL)
{
an = angle;
if (nofreeaim || !level.IsFreelookAllowed())
{
pitch = 0.;
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}
}
}
if (z != ONFLOORZ && z != ONCEILINGZ)
{
// Doom spawns missiles 4 units lower than hitscan attacks for players.
z += source->Center() - source->Floorclip;
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if (source->player != NULL) // Considering this is for player missiles, it better not be NULL.
{
z += ((source->player->mo->AttackZOffset - 4) * source->player->crouchfactor);
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}
else
{
z += 4;
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}
// Do not fire beneath the floor.
if (z < source->floorz)
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{
z = source->floorz;
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}
}
DVector3 pos = source->Vec2OffsetZ(x, y, z);
AActor *MissileActor = Spawn (type, pos, ALLOW_REPLACE);
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if (pMissileActor) *pMissileActor = MissileActor;
P_PlaySpawnSound(MissileActor, source);
MissileActor->target = source;
MissileActor->Angles.Yaw = an;
if (MissileActor->flags3 & (MF3_FLOORHUGGER | MF3_CEILINGHUGGER))
{
MissileActor->VelFromAngle();
}
else
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{
MissileActor->Vel3DFromAngle(pitch, MissileActor->Speed);
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}
if (MissileActor->flags4 & MF4_SPECTRAL)
{
MissileActor->SetFriendPlayer(source->player);
}
if (P_CheckMissileSpawn (MissileActor, source->radius))
{
return MissileActor;
}
return NULL;
}
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DEFINE_ACTION_FUNCTION(AActor, SpawnPlayerMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AActor);
PARAM_ANGLE_DEF(angle);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(y);
PARAM_FLOAT_DEF(z);
PARAM_POINTER_DEF(lt, FTranslatedLineTarget);
PARAM_BOOL_DEF(nofreeaim);
PARAM_BOOL_DEF(noautoaim);
PARAM_INT_DEF(aimflags);
AActor *missileactor;
if (numparam == 2) angle = self->Angles.Yaw;
AActor *misl = P_SpawnPlayerMissile(self, x, y, z, type, angle, lt, &missileactor, nofreeaim, noautoaim, aimflags);
if (numret > 0) ret[0].SetPointer(misl, ATAG_OBJECT);
if (numret > 1) ret[1].SetPointer(missileactor, ATAG_OBJECT), numret = 2;
return numret;
}
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int AActor::GetTeam()
{
if (player)
{
return player->userinfo.GetTeam();
}
int myTeam = DesignatedTeam;
// Check for monsters that belong to a player on the team but aren't part of the team themselves.
if (myTeam == TEAM_NONE && FriendPlayer != 0)
{
myTeam = players[FriendPlayer - 1].userinfo.GetTeam();
}
return myTeam;
}
bool AActor::IsTeammate (AActor *other)
{
if (!other)
{
return false;
}
else if (!deathmatch && player && other->player)
{
return true;
}
else if (teamplay)
{
int myTeam = GetTeam();
int otherTeam = other->GetTeam();
return (myTeam != TEAM_NONE && myTeam == otherTeam);
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, isTeammate)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_BOOL(self->IsTeammate(other));
}
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//==========================================================================
//
// AActor :: GetSpecies
//
// Species is defined as the lowest base class that is a monster
// with no non-monster class in between. If the actor specifies an explicit
// species (i.e. not 'None'), that is used. This is virtualized, so special
// monsters can change this behavior if they like.
//
//==========================================================================
FName AActor::GetSpecies()
{
if (Species != NAME_None)
{
return Species;
}
PClassActor *thistype = GetClass();
if (GetDefaultByType(thistype)->flags3 & MF3_ISMONSTER)
{
while (thistype->ParentClass)
{
if (GetDefaultByType(thistype->ParentClass)->flags3 & MF3_ISMONSTER)
thistype = static_cast<PClassActor *>(thistype->ParentClass);
else
break;
}
}
return Species = thistype->TypeName; // [GZ] Speeds up future calls.
}
DEFINE_ACTION_FUNCTION(AActor, GetSpecies)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(self->GetSpecies());
}
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//==========================================================================
//
// AActor :: IsFriend
//
// Checks if two monsters have to be considered friendly.
//
//==========================================================================
bool AActor::IsFriend (AActor *other)
{
if (flags & other->flags & MF_FRIENDLY)
{
if (deathmatch && teamplay)
return IsTeammate(other) ||
(FriendPlayer != 0 && other->FriendPlayer != 0 &&
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo));
return !deathmatch ||
FriendPlayer == other->FriendPlayer ||
FriendPlayer == 0 ||
other->FriendPlayer == 0 ||
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo);
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, isFriend)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_BOOL(self->IsFriend(other));
}
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//==========================================================================
//
// AActor :: IsHostile
//
// Checks if two monsters have to be considered hostile under any circumstances
//
//==========================================================================
bool AActor::IsHostile (AActor *other)
{
// Both monsters are non-friendlies so hostilities depend on infighting settings
if (!((flags | other->flags) & MF_FRIENDLY)) return false;
// Both monsters are friendly and belong to the same player if applicable.
if (flags & other->flags & MF_FRIENDLY)
{
if (deathmatch && teamplay)
return !IsTeammate(other) &&
!(FriendPlayer != 0 && other->FriendPlayer != 0 &&
players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo));
return deathmatch &&
FriendPlayer != other->FriendPlayer &&
FriendPlayer !=0 &&
other->FriendPlayer != 0 &&
!players[FriendPlayer-1].mo->IsTeammate(players[other->FriendPlayer-1].mo);
}
return true;
}
DEFINE_ACTION_FUNCTION(AActor, isHostile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_BOOL(self->IsHostile(other));
}
//==========================================================================
//
// AActor :: DoSpecialDamage
//
// override this for special damage effects.
//
//==========================================================================
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int AActor::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
if (target->player && target->player->mo == target && damage < 1000 &&
(target->player->cheats & CF_GODMODE || target->player->cheats & CF_GODMODE2))
{
return -1;
}
else
{
if (target->player)
{
// Only do this for old style poison damage.
if (PoisonDamage > 0 && PoisonDuration == INT_MIN)
{
P_PoisonPlayer (target->player, this, this->target, PoisonDamage);
damage >>= 1;
}
}
return damage;
}
}
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DEFINE_ACTION_FUNCTION(AActor, DoSpecialDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(target, AActor);
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PARAM_INT(damage);
PARAM_NAME(damagetype);
ACTION_RETURN_INT(self->DoSpecialDamage(target, damage, damagetype));
}
int AActor::CallDoSpecialDamage(AActor *target, int damage, FName damagetype)
{
IFVIRTUAL(AActor, DoSpecialDamage)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[4] = { (DObject*)this, (DObject*)target, damage, damagetype.GetIndex() };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 4, &ret, 1, nullptr);
return retval;
}
else return DoSpecialDamage(target, damage, damagetype);
}
//==========================================================================
//
// AActor :: TakeSpecialDamage
//
//==========================================================================
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int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
{
FState *death;
// If the actor does not have a corresponding death state, then it does not take damage.
// Note that DeathState matches every kind of damagetype, so an actor has that, it can
// be hurt with any type of damage. Exception: Massacre damage always succeeds, because
// it needs to work.
// Always kill if there is a regular death state or no death states at all.
if (FindState (NAME_Death) != NULL || !HasSpecialDeathStates() || damagetype == NAME_Massacre)
{
return damage;
}
if (inflictor && inflictor->DeathType != NAME_None)
damagetype = inflictor->DeathType;
if (damagetype == NAME_Ice)
{
death = FindState (NAME_Death, NAME_Ice, true);
if (death == NULL && !deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) &&
(player || (flags3 & MF3_ISMONSTER)))
{
death = FindState(NAME_GenericFreezeDeath);
}
}
else
{
death = FindState (NAME_Death, damagetype);
}
return (death == NULL) ? -1 : damage;
}
DEFINE_ACTION_FUNCTION(AActor, TakeSpecialDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(inflictor, AActor);
PARAM_OBJECT(source, AActor);
PARAM_INT(damage);
PARAM_NAME(damagetype);
ACTION_RETURN_INT(self->TakeSpecialDamage(inflictor, source, damage, damagetype));
}
int AActor::CallTakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype)
{
IFVIRTUAL(AActor, TakeSpecialDamage)
{
VMValue params[5] = { (DObject*)this, inflictor, source, damage, damagetype.GetIndex() };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 5, &ret, 1, nullptr);
return retval;
}
else return TakeSpecialDamage(inflictor, source, damage, damagetype);
}
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void AActor::Crash()
{
// [RC] Weird that this forces the Crash state regardless of flag.
if(!(flags6 & MF6_DONTCORPSE))
{
if (((flags & MF_CORPSE) || (flags6 & MF6_KILLED)) &&
!(flags3 & MF3_CRASHED) &&
!(flags & MF_ICECORPSE))
{
FState *crashstate = NULL;
int gibh = GetGibHealth();
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if (DamageType != NAME_None)
{
if (health < gibh)
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{ // Extreme death
FName labels[] = { NAME_Crash, NAME_Extreme, DamageType };
crashstate = FindState (3, labels, true);
}
if (crashstate == NULL)
{ // Normal death
crashstate = FindState(NAME_Crash, DamageType, true);
}
}
if (crashstate == NULL)
{
if (health < gibh)
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{ // Extreme death
crashstate = FindState(NAME_Crash, NAME_Extreme);
}
else
{ // Normal death
crashstate = FindState(NAME_Crash);
}
}
if (crashstate != NULL) SetState(crashstate);
// Set MF3_CRASHED regardless of the presence of a crash state
// so this code doesn't have to be executed repeatedly.
flags3 |= MF3_CRASHED;
}
}
}
void AActor::SetIdle(bool nofunction)
{
FState *idle = FindState (NAME_Idle);
if (idle == NULL) idle = SpawnState;
SetState(idle, nofunction);
}
DEFINE_ACTION_FUNCTION(AActor, SetIdle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_DEF(nofunction);
self->SetIdle(nofunction);
return 0;
}
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int AActor::SpawnHealth() const
{
int defhealth = StartHealth ? StartHealth : GetDefault()->health;
if (!(flags3 & MF3_ISMONSTER) || defhealth == 0)
{
return defhealth;
}
else if (flags & MF_FRIENDLY)
{
int adj = int(defhealth * G_SkillProperty(SKILLP_FriendlyHealth));
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return (adj <= 0) ? 1 : adj;
}
else
{
int adj = int(defhealth * G_SkillProperty(SKILLP_MonsterHealth));
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return (adj <= 0) ? 1 : adj;
}
}
DEFINE_ACTION_FUNCTION(AActor, SpawnHealth)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(self->SpawnHealth());
}
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FState *AActor::GetRaiseState()
{
if (!(flags & MF_CORPSE))
{
return NULL; // not a monster
}
if (tics != -1 && // not lying still yet
!state->GetCanRaise()) // or not ready to be raised yet
{
return NULL;
}
if (IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
return NULL; // do not resurrect players
}
return FindState(NAME_Raise);
}
void AActor::Revive()
{
AActor *info = GetDefault();
flags = info->flags;
flags2 = info->flags2;
flags3 = info->flags3;
flags4 = info->flags4;
flags5 = info->flags5;
flags6 = info->flags6;
flags7 = info->flags7;
if (SpawnFlags & MTF_FRIENDLY) flags |= MF_FRIENDLY;
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DamageType = info->DamageType;
health = SpawnHealth();
target = NULL;
lastenemy = NULL;
// [RH] If it's a monster, it gets to count as another kill
if (CountsAsKill())
{
level.total_monsters++;
}
// [ZZ] resurrect hook
E_WorldThingRevived(this);
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}
int AActor::GetGibHealth() const
{
IFVIRTUAL(AActor, GetGibHealth)
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{
VMValue params[] = { (DObject*)this };
int h;
VMReturn ret(&h);
GlobalVMStack.Call(func, params, 1, &ret, 1);
return h;
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}
return -SpawnHealth();
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}
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double AActor::GetCameraHeight() const
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{
return CameraHeight == INT_MIN ? Height / 2 : CameraHeight;
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}
DEFINE_ACTION_FUNCTION(AActor, GetCameraHeight)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_FLOAT(self->GetCameraHeight());
}
FDropItem *AActor::GetDropItems() const
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{
return GetClass()->DropItems;
}
DEFINE_ACTION_FUNCTION(AActor, GetDropItems)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_OBJECT(self->GetDropItems());
}
double AActor::GetGravity() const
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{
if (flags & MF_NOGRAVITY) return 0;
return level.gravity * Sector->gravity * Gravity * 0.00125;
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}
DEFINE_ACTION_FUNCTION(AActor, GetGravity)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_FLOAT(self->GetGravity());
}
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// killough 11/98:
// Whether an object is "sentient" or not. Used for environmental influences.
// (left precisely the same as MBF even though it doesn't make much sense.)
bool AActor::IsSentient() const
{
return health > 0 && SeeState != NULL;
}
FSharedStringArena AActor::mStringPropertyData;
const char *AActor::GetTag(const char *def) const
{
if (Tag != NULL)
{
const char *tag = Tag->GetChars();
if (tag[0] == '$')
{
return GStrings(tag + 1);
}
else
{
return tag;
}
}
else if (def)
{
return def;
}
else
{
return GetClass()->TypeName.GetChars();
}
}
DEFINE_ACTION_FUNCTION(AActor, GetTag)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING(def);
ACTION_RETURN_STRING(self->GetTag(def.Len() == 0? nullptr : def.GetChars()));
}
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void AActor::SetTag(const char *def)
{
if (def == NULL || *def == 0) Tag = nullptr;
else Tag = mStringPropertyData.Alloc(def);
}
DEFINE_ACTION_FUNCTION(AActor, SetTag)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STRING(def);
if (def.IsEmpty()) self->Tag = nullptr;
else self->Tag = self->mStringPropertyData.Alloc(def);
return 0;
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}
void AActor::ClearCounters()
{
if (CountsAsKill() && health > 0)
{
level.total_monsters--;
flags &= ~MF_COUNTKILL;
}
// Same, for items
if (flags & MF_COUNTITEM)
{
level.total_items--;
flags &= ~MF_COUNTITEM;
}
// And finally for secrets
if (flags5 & MF5_COUNTSECRET)
{
level.total_secrets--;
flags5 &= ~MF5_COUNTSECRET;
}
}
DEFINE_ACTION_FUNCTION(AActor, ClearCounters)
{
PARAM_SELF_PROLOGUE(AActor);
self->ClearCounters();
return 0;
}
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int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive)
{
auto inv = Inventory;
while (inv != nullptr)
{
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IFVIRTUALPTR(inv, AInventory, ModifyDamage)
{
VMValue params[5] = { (DObject*)inv, damage, int(damagetype), &damage, passive };
GlobalVMStack.Call(func, params, 5, nullptr, 0, nullptr);
}
inv = inv->Inventory;
}
return damage;
}
DEFINE_ACTION_FUNCTION(AActor, GetModifiedDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME(type);
PARAM_INT(damage);
PARAM_BOOL(passive);
ACTION_RETURN_INT(self->GetModifiedDamage(type, damage, passive));
}
int AActor::ApplyDamageFactor(FName damagetype, int damage) const
{
damage = int(damage * DamageFactor);
if (damage > 0)
{
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, damagetype, GetClass()->DamageFactors);
}
return damage;
}
DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactor)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME(type);
PARAM_INT(damage);
ACTION_RETURN_INT(self->ApplyDamageFactor(type, damage));
}
void AActor::SetTranslation(FName trname)
{
// There is no constant for the empty name...
if (trname.GetChars()[0] == 0)
{
// an empty string resets to the default
Translation = GetDefault()->Translation;
return;
}
int tnum = R_FindCustomTranslation(trname);
if (tnum >= 0)
{
Translation = tnum;
}
// silently ignore if the name does not exist, this would create some insane message spam otherwise.
}
//---------------------------------------------------------------------------
//
// PROP A_RestoreSpecialPosition
//
//---------------------------------------------------------------------------
static FRandom pr_restore("RestorePos");
void AActor::RestoreSpecialPosition()
{
// Move item back to its original location
DVector2 sp = SpawnPoint;
FLinkContext ctx;
UnlinkFromWorld(&ctx);
SetXY(sp);
LinkToWorld(&ctx, true);
SetZ(Sector->floorplane.ZatPoint(sp));
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS | FFCF_NOPORTALS); // no portal checks here so that things get spawned in this sector.
if (flags & MF_SPAWNCEILING)
{
SetZ(ceilingz - Height - SpawnPoint.Z);
}
else if (flags2 & MF2_SPAWNFLOAT)
{
double space = ceilingz - Height - floorz;
if (space > 48)
{
space -= 40;
SetZ((space * pr_restore()) / 256. + floorz + 40);
}
else
{
SetZ(floorz);
}
}
else
{
SetZ(SpawnPoint.Z + floorz);
}
// Redo floor/ceiling check, in case of 3D floors and portals
P_FindFloorCeiling(this, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
if (Z() < floorz)
{ // Do not reappear under the floor, even if that's where we were for the
// initial spawn.
SetZ(floorz);
}
if ((flags & MF_SOLID) && (Top() > ceilingz))
{ // Do the same for the ceiling.
SetZ(ceilingz - Height);
}
// Do not interpolate from the position the actor was at when it was
// picked up, in case that is different from where it is now.
ClearInterpolation();
}
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
{
PARAM_SELF_PROLOGUE(AActor);
self->RestoreSpecialPosition();
return 0;
}
double AActor::GetBobOffset(double ticfrac) const
{
if (!(flags2 & MF2_FLOATBOB))
{
return 0;
}
return BobSin(FloatBobPhase + level.maptime + ticfrac);
}
DEFINE_ACTION_FUNCTION(AActor, GetBobOffset)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_DEF(frac);
ACTION_RETURN_FLOAT(self->GetBobOffset(frac));
}
class DActorIterator : public DObject, public NActorIterator
{
DECLARE_CLASS(DActorIterator, DObject)
public:
DActorIterator(PClassActor *cls= nullptr, int tid = 0)
: NActorIterator(cls, tid)
{
}
};
IMPLEMENT_CLASS(DActorIterator, false, false);
DEFINE_ACTION_FUNCTION(DActorIterator, Create)
{
PARAM_PROLOGUE;
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PARAM_INT(tid);
PARAM_CLASS_DEF(type, AActor);
ACTION_RETURN_OBJECT(new DActorIterator(type, tid));
}
DEFINE_ACTION_FUNCTION(DActorIterator, Next)
{
PARAM_SELF_PROLOGUE(DActorIterator);
ACTION_RETURN_OBJECT(self->Next());
}
DEFINE_ACTION_FUNCTION(DActorIterator, Reinit)
{
PARAM_SELF_PROLOGUE(DActorIterator);
self->Reinit();
return 0;
}
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DEFINE_ACTION_FUNCTION(AActor, deltaangle) // should this be global?
{
PARAM_PROLOGUE;
PARAM_FLOAT(a1);
PARAM_FLOAT(a2);
ACTION_RETURN_FLOAT(deltaangle(DAngle(a1), DAngle(a2)).Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, absangle) // should this be global?
{
PARAM_PROLOGUE;
PARAM_FLOAT(a1);
PARAM_FLOAT(a2);
ACTION_RETURN_FLOAT(absangle(DAngle(a1), DAngle(a2)).Degrees);
}
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DEFINE_ACTION_FUNCTION(AActor, Distance2D)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
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ACTION_RETURN_FLOAT(self->Distance2D(other));
}
DEFINE_ACTION_FUNCTION(AActor, Distance3D)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_FLOAT(self->Distance3D(other));
}
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DEFINE_ACTION_FUNCTION(AActor, AddZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(addz);
PARAM_BOOL_DEF(moving);
self->AddZ(addz, moving);
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return 0;
}
DEFINE_ACTION_FUNCTION(AActor, SetZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
self->SetZ(z);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, SetDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(dmg);
self->SetDamage(dmg);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, GetDefaultByType)
{
PARAM_PROLOGUE;
PARAM_CLASS(cls, AActor);
ACTION_RETURN_OBJECT(cls == nullptr? nullptr : GetDefaultByType(cls));
}
// This combines all 3 variations of the internal function
DEFINE_ACTION_FUNCTION(AActor, VelFromAngle)
{
PARAM_SELF_PROLOGUE(AActor);
if (numparam == 1)
{
self->VelFromAngle();
}
else
{
PARAM_FLOAT(speed);
if (numparam == 2)
{
self->VelFromAngle(speed);
}
else
{
PARAM_ANGLE(angle);
self->VelFromAngle(speed, angle);
}
}
return 0;
}
// This combines all 3 variations of the internal function
DEFINE_ACTION_FUNCTION(AActor, Vel3DFromAngle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(speed);
PARAM_ANGLE(angle);
PARAM_ANGLE(pitch);
self->Vel3DFromAngle(pitch, angle, speed);
return 0;
}
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// This combines all 3 variations of the internal function
DEFINE_ACTION_FUNCTION(AActor, Thrust)
{
PARAM_SELF_PROLOGUE(AActor);
if (numparam == 1)
{
self->Thrust();
}
else
{
PARAM_FLOAT(speed);
if (numparam == 2)
{
self->Thrust(speed);
}
else
{
PARAM_ANGLE(angle);
self->Thrust(angle, speed);
}
}
return 0;
}
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DEFINE_ACTION_FUNCTION(AActor, AngleTo)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(targ, AActor);
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PARAM_BOOL_DEF(absolute);
ACTION_RETURN_FLOAT(self->AngleTo(targ, absolute).Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, AngleToVector)
{
PARAM_PROLOGUE;
PARAM_ANGLE(angle);
PARAM_FLOAT_DEF(length);
ACTION_RETURN_VEC2(angle.ToVector(length));
}
DEFINE_ACTION_FUNCTION(AActor, RotateVector)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_ANGLE(angle);
ACTION_RETURN_VEC2(DVector2(x, y).Rotated(angle));
}
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DEFINE_ACTION_FUNCTION(AActor, Normalize180)
{
PARAM_PROLOGUE;
PARAM_ANGLE(angle);
ACTION_RETURN_FLOAT(angle.Normalized180().Degrees);
}
DEFINE_ACTION_FUNCTION(AActor, DistanceBySpeed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(targ, AActor);
PARAM_FLOAT(speed);
ACTION_RETURN_FLOAT(self->DistanceBySpeed(targ, speed));
}
DEFINE_ACTION_FUNCTION(AActor, SetXYZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
self->SetXYZ(x, y, z);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, Vec2Angle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(length);
PARAM_ANGLE(angle);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC2(self->Vec2Angle(length, angle, absolute));
}
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DEFINE_ACTION_FUNCTION(AActor, Vec3To)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(t, AActor)
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ACTION_RETURN_VEC3(self->Vec3To(t));
}
DEFINE_ACTION_FUNCTION(AActor, Vec2To)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(t, AActor)
ACTION_RETURN_VEC2(self->Vec2To(t));
}
DEFINE_ACTION_FUNCTION(AActor, Vec3Angle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(length)
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PARAM_ANGLE(angle);
PARAM_FLOAT(z);
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PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC3(self->Vec3Angle(length, angle, z, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, Vec2OffsetZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC3(self->Vec2OffsetZ(x, y, z, absolute));
}
DEFINE_ACTION_FUNCTION(AActor, Vec2Offset)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC2(self->Vec2Offset(x, y, absolute));
}
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DEFINE_ACTION_FUNCTION(AActor, Vec3Offset)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_VEC3(self->Vec3Offset(x, y, z, absolute));
}
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DEFINE_ACTION_FUNCTION(AActor, PosRelative)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(sec, sector_t);
ACTION_RETURN_VEC3(self->PosRelative(sec));
}
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DEFINE_ACTION_FUNCTION(AActor, RestoreDamage)
{
PARAM_SELF_PROLOGUE(AActor);
self->RestoreDamage();
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, PlayerNumber)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_INT(self->player ? int(self->player - players) : 0);
}
DEFINE_ACTION_FUNCTION(AActor, SetFriendPlayer)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(player, player_t);
self->SetFriendPlayer(player);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, ClearBounce)
{
PARAM_SELF_PROLOGUE(AActor);
self->BounceFlags = 0;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, AccuracyFactor)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_FLOAT(self->AccuracyFactor());
}
DEFINE_ACTION_FUNCTION(AActor, CountsAsKill)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_FLOAT(self->CountsAsKill());
}
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DEFINE_ACTION_FUNCTION(AActor, IsZeroDamage)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(self->IsZeroDamage());
}
DEFINE_ACTION_FUNCTION(AActor, ClearInterpolation)
{
PARAM_SELF_PROLOGUE(AActor);
self->ClearInterpolation();
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
{
PARAM_PROLOGUE;
PARAM_CLASS(itemcls, AInventory);
PARAM_NAME(damagetype);
PARAM_INT(damage);
PARAM_INT(defdamage);
DmgFactors *df = itemcls->DamageFactors;
if (df != nullptr && df->CountUsed() != 0)
{
ACTION_RETURN_INT(df->Apply(damagetype, damage));
}
else
{
ACTION_RETURN_INT(defdamage);
}
}
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//----------------------------------------------------------------------------
//
// DropItem handling
//
//----------------------------------------------------------------------------
DEFINE_FIELD(FDropItem, Next)
DEFINE_FIELD(FDropItem, Name)
DEFINE_FIELD(FDropItem, Probability)
DEFINE_FIELD(FDropItem, Amount)
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void PrintMiscActorInfo(AActor *query)
{
if (query)
{
int flagi;
int querystyle = STYLE_Count;
for (int style = STYLE_None; style < STYLE_Count; ++style)
{ // Check for a legacy render style that matches.
if (LegacyRenderStyles[style] == query->RenderStyle)
{
querystyle = style;
break;
}
}
static const char * renderstyles[]= {"None", "Normal", "Fuzzy", "SoulTrans",
"OptFuzzy", "Stencil", "Translucent", "Add", "Shaded", "TranslucentStencil",
"Shadow", "Subtract", "AddStencil", "AddShaded"};
FLineSpecial *spec = P_GetLineSpecialInfo(query->special);
Printf("%s @ %p has the following flags:\n flags: %x", query->GetTag(), query, query->flags.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags & ActorFlags::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags));
Printf("\n flags2: %x", query->flags2.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags2 & ActorFlags2::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags2));
Printf("\n flags3: %x", query->flags3.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags3 & ActorFlags3::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags3));
Printf("\n flags4: %x", query->flags4.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags4 & ActorFlags4::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags4));
Printf("\n flags5: %x", query->flags5.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags5 & ActorFlags5::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags5));
Printf("\n flags6: %x", query->flags6.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags6 & ActorFlags6::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
Printf("\n flags7: %x", query->flags7.GetValue());
for (flagi = 0; flagi <= 31; flagi++)
if (query->flags7 & ActorFlags7::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
query->BounceFlags.GetValue(), query->bouncefactor,
query->wallbouncefactor);
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/*for (flagi = 0; flagi < 31; flagi++)
if (query->BounceFlags & 1<<flagi) Printf(" %s", flagnamesb[flagi]);*/
Printf("\nRender style = %i:%s, alpha %f\nRender flags: %x",
querystyle, (querystyle < STYLE_Count ? renderstyles[querystyle] : "Unknown"),
query->Alpha, query->renderflags.GetValue());
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/*for (flagi = 0; flagi < 31; flagi++)
if (query->renderflags & 1<<flagi) Printf(" %s", flagnamesr[flagi]);*/
Printf("\nSpecial+args: %s(%i, %i, %i, %i, %i)\nspecial1: %i, special2: %i.",
(spec ? spec->name : "None"),
query->args[0], query->args[1], query->args[2], query->args[3],
query->args[4], query->special1, query->special2);
Printf("\nTID: %d", query->tid);
Printf("\nCoord= x: %f, y: %f, z:%f, floor:%f, ceiling:%f, height= %f",
query->X(), query->Y(), query->Z(),
query->floorz, query->ceilingz, query->Height);
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Printf("\nSpeed= %f, velocity= x:%f, y:%f, z:%f, combined:%f.\n",
query->Speed, query->Vel.X, query->Vel.Y, query->Vel.Z, query->Vel.Length());
Printf("Scale: x:%f, y:%f\n", query->Scale.X, query->Scale.Y);
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}
}