mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 05:51:26 +00:00
6f9b035df8
the attack. SVN r2266 (trunk)
3174 lines
86 KiB
C++
3174 lines
86 KiB
C++
/*
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** thingdef.cpp
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**
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** Code pointers for Actor definitions
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2006 Christoph Oelckers
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** Copyright 2004-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
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** covered by the terms of the GNU General Public License as published by
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** the Free Software Foundation; either version 2 of the License, or (at
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** your option) any later version.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gi.h"
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#include "g_level.h"
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#include "actor.h"
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#include "info.h"
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#include "sc_man.h"
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#include "tarray.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "r_defs.h"
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#include "r_draw.h"
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#include "a_pickups.h"
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#include "s_sound.h"
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#include "cmdlib.h"
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#include "p_lnspec.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "decallib.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "c_console.h"
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#include "doomerrors.h"
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#include "a_sharedglobal.h"
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#include "thingdef/thingdef.h"
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#include "v_video.h"
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#include "v_font.h"
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#include "doomstat.h"
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#include "v_palette.h"
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_camelee ("CustomMelee");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cajump ("CustomJump");
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static FRandom pr_cwbullet ("CustomWpBullet");
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static FRandom pr_cwjump ("CustomWpJump");
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static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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static FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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static FRandom pr_monsterrefire ("MonsterRefire");
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//==========================================================================
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//
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// ACustomInventory :: CallStateChain
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//
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// Executes the code pointers in a chain of states
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// until there is no next state
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//
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//==========================================================================
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bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
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{
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StateCallData StateCall;
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bool result = false;
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int counter = 0;
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StateCall.Item = this;
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while (State != NULL)
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{
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// Assume success. The code pointer will set this to false if necessary
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StateCall.State = State;
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StateCall.Result = true;
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if (State->CallAction(actor, this, &StateCall))
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{
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// collect all the results. Even one successful call signifies overall success.
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result |= StateCall.Result;
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}
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// Since there are no delays it is a good idea to check for infinite loops here!
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counter++;
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if (counter >= 10000) break;
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if (StateCall.State == State)
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{
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// Abort immediately if the state jumps to itself!
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if (State == State->GetNextState())
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{
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return false;
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}
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// If both variables are still the same there was no jump
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// so we must advance to the next state.
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State = State->GetNextState();
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}
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else
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{
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State = StateCall.State;
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}
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}
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return result;
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}
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//==========================================================================
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//
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// Simple flag changers
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetSolid)
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{
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self->flags |= MF_SOLID;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid)
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{
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self->flags &= ~MF_SOLID;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SetFloat)
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{
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self->flags |= MF_FLOAT;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat)
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{
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self->flags &= ~(MF_FLOAT|MF_INFLOAT);
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}
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//==========================================================================
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//
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// Customizable attack functions which use actor parameters.
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//
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//==========================================================================
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static void DoAttack (AActor *self, bool domelee, bool domissile,
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int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight)
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{
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if (self->target == NULL) return;
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A_FaceTarget (self);
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if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
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{
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int damage = pr_camelee.HitDice(MeleeDamage);
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if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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}
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else if (domissile && MissileType != NULL)
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{
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// This seemingly senseless code is needed for proper aiming.
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self->z+=MissileHeight-32*FRACUNIT;
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AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false);
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self->z-=MissileHeight-32*FRACUNIT;
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if (missile)
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{
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// automatic handling of seeker missiles
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if (missile->flags2&MF2_SEEKERMISSILE)
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{
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missile->tracer=self->target;
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}
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// set the health value so that the missile works properly
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if (missile->flags4&MF4_SPECTRAL)
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{
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missile->health=-2;
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}
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P_CheckMissileSpawn(missile);
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}
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack)
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{
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int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
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FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
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DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack)
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{
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const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
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fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
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DoAttack(self, false, true, 0, 0, MissileType, MissileHeight);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack)
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{
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int MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
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FSoundID MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
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const PClass *MissileType=PClass::FindClass((ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None));
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fixed_t MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
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DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
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{
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ACTION_PARAM_START(4);
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ACTION_PARAM_INT(MeleeDamage, 0);
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ACTION_PARAM_SOUND(MeleeSound, 1);
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ACTION_PARAM_CLASS(MissileType, 2);
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ACTION_PARAM_FIXED(MissileHeight, 3);
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if (MissileType == NULL) return;
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DoAttack(self, true, true, MeleeDamage, MeleeSound, MissileType, MissileHeight);
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}
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//==========================================================================
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//
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// Custom sound functions.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_SOUND(soundid, 0);
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ACTION_PARAM_INT(channel, 1);
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ACTION_PARAM_FLOAT(volume, 2);
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ACTION_PARAM_BOOL(looping, 3);
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ACTION_PARAM_FLOAT(attenuation, 4);
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if (!looping)
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{
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S_Sound (self, channel, soundid, volume, attenuation);
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}
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else
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{
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if (!S_IsActorPlayingSomething (self, channel&7, soundid))
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{
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S_Sound (self, channel | CHAN_LOOP, soundid, volume, attenuation);
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}
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(slot, 0);
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S_StopSound(self, slot);
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}
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//==========================================================================
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//
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// These come from a time when DECORATE constants did not exist yet and
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// the sound interface was less flexible. As a result the parameters are
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// not optimal and these functions have been deprecated in favor of extending
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// A_PlaySound and A_StopSound.
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_SOUND(soundid, 0);
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S_Sound (self, CHAN_WEAPON, soundid, 1, ATTN_NORM);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx)
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{
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ACTION_PARAM_START(4);
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ACTION_PARAM_SOUND(soundid, 0);
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ACTION_PARAM_NAME(channel, 1);
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ACTION_PARAM_BOOL(looping, 2);
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ACTION_PARAM_INT(attenuation_raw, 3);
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float attenuation;
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switch (attenuation_raw)
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{
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case -1: attenuation = ATTN_STATIC; break; // drop off rapidly
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default:
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case 0: attenuation = ATTN_NORM; break; // normal
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case 1:
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case 2: attenuation = ATTN_NONE; break; // full volume
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}
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if (channel < NAME_Auto || channel > NAME_SoundSlot7)
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{
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channel = NAME_Auto;
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}
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if (!looping)
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{
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S_Sound (self, int(channel) - NAME_Auto, soundid, 1, attenuation);
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}
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else
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{
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if (!S_IsActorPlayingSomething (self, int(channel) - NAME_Auto, soundid))
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{
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S_Sound (self, (int(channel) - NAME_Auto) | CHAN_LOOP, soundid, 1, attenuation);
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}
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_NAME(channel, 0);
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if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
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{
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S_StopSound (self, int(channel) - NAME_Auto);
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}
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}
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//==========================================================================
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//
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// Generic seeker missile function
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//
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//==========================================================================
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static FRandom pr_seekermissile ("SeekerMissile");
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enum
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{
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SMF_LOOK = 1,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_INT(ang1, 0);
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ACTION_PARAM_INT(ang2, 1);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_INT(chance, 3);
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ACTION_PARAM_INT(distance, 4);
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if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()<chance))
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{
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self->tracer = P_RoughMonsterSearch (self, distance);
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}
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P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1);
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}
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//==========================================================================
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//
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// Hitscan attack with a customizable amount of bullets (specified in damage)
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
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{
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int i;
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int bangle;
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int slope;
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if (!self->target) return;
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A_FaceTarget (self);
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bangle = self->angle;
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slope = P_AimLineAttack (self, bangle, MISSILERANGE);
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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for (i = self->GetMissileDamage (0, 1); i > 0; --i)
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{
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int angle = bangle + (pr_cabullet.Random2() << 20);
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int damage = ((pr_cabullet()%5)+1)*3;
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P_LineAttack(self, angle, MISSILERANGE, slope, damage,
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NAME_None, NAME_BulletPuff);
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}
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}
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//==========================================================================
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//
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// Do the state jump
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//
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//==========================================================================
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static void DoJump(AActor * self, FState * CallingState, FState *jumpto, StateCallData *statecall)
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{
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if (jumpto == NULL) return;
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if (statecall != NULL)
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{
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statecall->State = jumpto;
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}
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else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state)
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{
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P_SetPsprite(self->player, ps_weapon, jumpto);
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}
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else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state)
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{
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P_SetPsprite(self->player, ps_flash, jumpto);
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}
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else if (CallingState == self->state)
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{
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self->SetState (jumpto);
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}
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else
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{
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// something went very wrong. This should never happen.
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assert(false);
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}
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}
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// This is just to avoid having to directly reference the internally defined
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// CallingState and statecall parameters in the code below.
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#define ACTION_JUMP(offset) DoJump(self, CallingState, offset, statecall)
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_INT(count, 0);
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ACTION_PARAM_INT(maxchance, 1);
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if (count >= 2 && (maxchance >= 256 || pr_cajump() < maxchance))
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{
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int jumps = 2 + (count == 2? 0 : (pr_cajump() % (count - 1)));
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ACTION_PARAM_STATE(jumpto, jumps);
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ACTION_JUMP(jumpto);
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}
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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}
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_INT(health, 0);
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ACTION_PARAM_STATE(jump, 1);
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if (self->health < health) ACTION_JUMP(jump);
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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}
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_FIXED(dist, 0);
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ACTION_PARAM_STATE(jump, 1);
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AActor *target;
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if (!self->player)
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{
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target=self->target;
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}
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else
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{
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// Does the player aim at something that can be shot?
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P_BulletSlope(self, &target);
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}
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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// No target - no jump
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if (target==NULL) return;
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if (P_AproxDistance(self->x-target->x, self->y-target->y) < dist &&
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( (self->z > target->z && self->z - (target->z + target->height) < dist) ||
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(self->z <=target->z && target->z - (self->z + self->height) < dist)
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)
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)
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{
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ACTION_JUMP(jump);
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}
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}
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|
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//==========================================================================
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//
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// State jump function
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//
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//==========================================================================
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|
void DoJumpIfInventory(AActor * owner, DECLARE_PARAMINFO)
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{
|
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ACTION_PARAM_START(3);
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ACTION_PARAM_CLASS(Type, 0);
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ACTION_PARAM_INT(ItemAmount, 1);
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ACTION_PARAM_STATE(JumpOffset, 2);
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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if (!Type || owner == NULL) return;
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AInventory *Item = owner->FindInventory(Type);
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|
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if (Item)
|
|
{
|
|
if (ItemAmount > 0)
|
|
{
|
|
if (Item->Amount >= ItemAmount)
|
|
ACTION_JUMP(JumpOffset);
|
|
}
|
|
else if (Item->Amount >= Item->MaxAmount)
|
|
{
|
|
ACTION_JUMP(JumpOffset);
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory)
|
|
{
|
|
DoJumpIfInventory(self, PUSH_PARAMINFO);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory)
|
|
{
|
|
DoJumpIfInventory(self->target, PUSH_PARAMINFO);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// State jump function
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_NAME(Type, 0);
|
|
ACTION_PARAM_STATE(JumpOffset, 1);
|
|
ACTION_PARAM_INT(amount, 2);
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
|
|
ABasicArmor * armor = (ABasicArmor *) self->FindInventory(NAME_BasicArmor);
|
|
|
|
if (armor && armor->ArmorType == Type && armor->Amount >= amount)
|
|
ACTION_JUMP(JumpOffset);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Parameterized version of A_Explode
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
|
|
{
|
|
ACTION_PARAM_START(7);
|
|
ACTION_PARAM_INT(damage, 0);
|
|
ACTION_PARAM_INT(distance, 1);
|
|
ACTION_PARAM_BOOL(hurtSource, 2);
|
|
ACTION_PARAM_BOOL(alert, 3);
|
|
ACTION_PARAM_INT(fulldmgdistance, 4);
|
|
ACTION_PARAM_INT(nails, 5);
|
|
ACTION_PARAM_INT(naildamage, 6);
|
|
|
|
if (damage < 0) // get parameters from metadata
|
|
{
|
|
damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
|
|
distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
|
|
hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
|
|
alert = false;
|
|
}
|
|
else
|
|
{
|
|
if (distance <= 0) distance = damage;
|
|
}
|
|
// NailBomb effect, from SMMU but not from its source code: instead it was implemented and
|
|
// generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html
|
|
|
|
if (nails)
|
|
{
|
|
angle_t ang;
|
|
for (int i = 0; i < nails; i++)
|
|
{
|
|
ang = i*(ANGLE_MAX/nails);
|
|
// Comparing the results of a test wad with Eternity, it seems A_NailBomb does not aim
|
|
P_LineAttack (self, ang, MISSILERANGE, 0,
|
|
//P_AimLineAttack (self, ang, MISSILERANGE),
|
|
naildamage, NAME_None, NAME_BulletPuff);
|
|
}
|
|
}
|
|
|
|
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource, true, fulldmgdistance);
|
|
P_CheckSplash(self, distance<<FRACBITS);
|
|
if (alert && self->target != NULL && self->target->player != NULL)
|
|
{
|
|
validcount++;
|
|
P_RecursiveSound (self->Sector, self->target, false, 0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_RadiusThrust
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_INT(force, 0);
|
|
ACTION_PARAM_FIXED(distance, 1);
|
|
ACTION_PARAM_BOOL(affectSource, 2);
|
|
|
|
if (force <= 0) force = 128;
|
|
if (distance <= 0) distance = force;
|
|
|
|
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
|
|
P_CheckSplash(self, distance<<FRACBITS);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Execute a line special / script
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial)
|
|
{
|
|
ACTION_PARAM_START(6);
|
|
ACTION_PARAM_INT(special, 0);
|
|
ACTION_PARAM_INT(arg1, 1);
|
|
ACTION_PARAM_INT(arg2, 2);
|
|
ACTION_PARAM_INT(arg3, 3);
|
|
ACTION_PARAM_INT(arg4, 4);
|
|
ACTION_PARAM_INT(arg5, 5);
|
|
|
|
bool res = !!LineSpecials[special](NULL, self, false, arg1, arg2, arg3, arg4, arg5);
|
|
|
|
ACTION_SET_RESULT(res);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks whether this actor is a missile
|
|
// Unfortunately this was buggy in older versions of the code and many
|
|
// released DECORATE monsters rely on this bug so it can only be fixed
|
|
// with an optional flag
|
|
//
|
|
//==========================================================================
|
|
inline static bool isMissile(AActor * self, bool precise=true)
|
|
{
|
|
return self->flags&MF_MISSILE || (precise && self->GetDefault()->flags&MF_MISSILE);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// The ultimate code pointer: Fully customizable missiles!
|
|
//
|
|
//==========================================================================
|
|
enum CM_Flags
|
|
{
|
|
CMF_AIMMODE = 3,
|
|
CMF_TRACKOWNER = 4,
|
|
CMF_CHECKTARGETDEAD = 8,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
|
|
{
|
|
ACTION_PARAM_START(6);
|
|
ACTION_PARAM_CLASS(ti, 0);
|
|
ACTION_PARAM_FIXED(SpawnHeight, 1);
|
|
ACTION_PARAM_INT(Spawnofs_XY, 2);
|
|
ACTION_PARAM_ANGLE(Angle, 3);
|
|
ACTION_PARAM_INT(flags, 4);
|
|
ACTION_PARAM_ANGLE(pitch, 5);
|
|
|
|
int aimmode = flags & CMF_AIMMODE;
|
|
|
|
AActor * targ;
|
|
AActor * missile;
|
|
|
|
if (self->target != NULL || aimmode==2)
|
|
{
|
|
if (ti)
|
|
{
|
|
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
|
|
fixed_t x = Spawnofs_XY * finecosine[ang];
|
|
fixed_t y = Spawnofs_XY * finesine[ang];
|
|
fixed_t z = SpawnHeight - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0);
|
|
|
|
switch (aimmode)
|
|
{
|
|
case 0:
|
|
default:
|
|
// same adjustment as above (in all 3 directions this time) - for better aiming!
|
|
self->x+=x;
|
|
self->y+=y;
|
|
self->z+=z;
|
|
missile = P_SpawnMissileXYZ(self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
|
|
self->x-=x;
|
|
self->y-=y;
|
|
self->z-=z;
|
|
break;
|
|
|
|
case 1:
|
|
missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z+SpawnHeight, self, self->target, ti, false);
|
|
break;
|
|
|
|
case 2:
|
|
self->x+=x;
|
|
self->y+=y;
|
|
missile = P_SpawnMissileAngleZSpeed(self, self->z+SpawnHeight, ti, self->angle, 0, GetDefaultByType(ti)->Speed, self, false);
|
|
self->x-=x;
|
|
self->y-=y;
|
|
|
|
// It is not necessary to use the correct angle here.
|
|
// The only important thing is that the horizontal velocity is correct.
|
|
// Therefore use 0 as the missile's angle and simplify the calculations accordingly.
|
|
// The actual velocity vector is set below.
|
|
if (missile)
|
|
{
|
|
fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT];
|
|
fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT];
|
|
|
|
missile->velx = FixedMul (vx, missile->Speed);
|
|
missile->vely = 0;
|
|
missile->velz = FixedMul (vz, missile->Speed);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (missile)
|
|
{
|
|
// Use the actual velocity instead of the missile's Speed property
|
|
// so that this can handle missiles with a high vertical velocity
|
|
// component properly.
|
|
FVector3 velocity (missile->velx, missile->vely, 0);
|
|
|
|
fixed_t missilespeed = (fixed_t)velocity.Length();
|
|
|
|
missile->angle += Angle;
|
|
ang = missile->angle >> ANGLETOFINESHIFT;
|
|
missile->velx = FixedMul (missilespeed, finecosine[ang]);
|
|
missile->vely = FixedMul (missilespeed, finesine[ang]);
|
|
|
|
// handle projectile shooting projectiles - track the
|
|
// links back to a real owner
|
|
if (isMissile(self, !!(flags & CMF_TRACKOWNER)))
|
|
{
|
|
AActor * owner=self ;//->target;
|
|
while (isMissile(owner, !!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
|
|
targ=owner;
|
|
missile->target=owner;
|
|
// automatic handling of seeker missiles
|
|
if (self->flags & missile->flags2 & MF2_SEEKERMISSILE)
|
|
{
|
|
missile->tracer=self->tracer;
|
|
}
|
|
}
|
|
else if (missile->flags2&MF2_SEEKERMISSILE)
|
|
{
|
|
// automatic handling of seeker missiles
|
|
missile->tracer=self->target;
|
|
}
|
|
// set the health value so that the missile works properly
|
|
if (missile->flags4&MF4_SPECTRAL)
|
|
{
|
|
missile->health=-2;
|
|
}
|
|
P_CheckMissileSpawn(missile);
|
|
}
|
|
}
|
|
}
|
|
else if (flags & CMF_CHECKTARGETDEAD)
|
|
{
|
|
// Target is dead and the attack shall be aborted.
|
|
if (self->SeeState != NULL) self->SetState(self->SeeState);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// An even more customizable hitscan attack
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
|
|
{
|
|
ACTION_PARAM_START(7);
|
|
ACTION_PARAM_ANGLE(Spread_XY, 0);
|
|
ACTION_PARAM_ANGLE(Spread_Z, 1);
|
|
ACTION_PARAM_INT(NumBullets, 2);
|
|
ACTION_PARAM_INT(DamagePerBullet, 3);
|
|
ACTION_PARAM_CLASS(pufftype, 4);
|
|
ACTION_PARAM_FIXED(Range, 5);
|
|
ACTION_PARAM_BOOL(AimFacing, 6);
|
|
|
|
if(Range==0) Range=MISSILERANGE;
|
|
|
|
int i;
|
|
int bangle;
|
|
int bslope;
|
|
|
|
if (self->target || AimFacing)
|
|
{
|
|
if (!AimFacing) A_FaceTarget (self);
|
|
bangle = self->angle;
|
|
|
|
if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff);
|
|
|
|
bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
|
|
|
|
S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
|
|
for (i=0 ; i<NumBullets ; i++)
|
|
{
|
|
int angle = bangle + pr_cabullet.Random2() * (Spread_XY / 255);
|
|
int slope = bslope + pr_cabullet.Random2() * (Spread_Z / 255);
|
|
int damage = ((pr_cabullet()%3)+1) * DamagePerBullet;
|
|
P_LineAttack(self, angle, Range, slope, damage, NAME_None, pufftype);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A fully customizable melee attack
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_INT(damage, 0);
|
|
ACTION_PARAM_SOUND(MeleeSound, 1);
|
|
ACTION_PARAM_SOUND(MissSound, 2);
|
|
ACTION_PARAM_NAME(DamageType, 3);
|
|
ACTION_PARAM_BOOL(bleed, 4);
|
|
|
|
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
|
|
|
|
if (!self->target)
|
|
return;
|
|
|
|
A_FaceTarget (self);
|
|
if (self->CheckMeleeRange ())
|
|
{
|
|
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
|
|
P_DamageMobj (self->target, self, self, damage, DamageType);
|
|
if (bleed) P_TraceBleed (damage, self->target, self);
|
|
}
|
|
else
|
|
{
|
|
if (MissSound) S_Sound (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A fully customizable combo attack
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
|
|
{
|
|
ACTION_PARAM_START(6);
|
|
ACTION_PARAM_CLASS(ti, 0);
|
|
ACTION_PARAM_FIXED(SpawnHeight, 1);
|
|
ACTION_PARAM_INT(damage, 2);
|
|
ACTION_PARAM_SOUND(MeleeSound, 3);
|
|
ACTION_PARAM_NAME(DamageType, 4);
|
|
ACTION_PARAM_BOOL(bleed, 5);
|
|
|
|
if (!self->target)
|
|
return;
|
|
|
|
A_FaceTarget (self);
|
|
if (self->CheckMeleeRange ())
|
|
{
|
|
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
|
|
if (MeleeSound) S_Sound (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
|
|
P_DamageMobj (self->target, self, self, damage, DamageType);
|
|
if (bleed) P_TraceBleed (damage, self->target, self);
|
|
}
|
|
else if (ti)
|
|
{
|
|
// This seemingly senseless code is needed for proper aiming.
|
|
self->z+=SpawnHeight-32*FRACUNIT;
|
|
AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, ti, false);
|
|
self->z-=SpawnHeight-32*FRACUNIT;
|
|
|
|
if (missile)
|
|
{
|
|
// automatic handling of seeker missiles
|
|
if (missile->flags2&MF2_SEEKERMISSILE)
|
|
{
|
|
missile->tracer=self->target;
|
|
}
|
|
// set the health value so that the missile works properly
|
|
if (missile->flags4&MF4_SPECTRAL)
|
|
{
|
|
missile->health=-2;
|
|
}
|
|
P_CheckMissileSpawn(missile);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// State jump function
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
if (!ACTION_CALL_FROM_WEAPON()) return;
|
|
|
|
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
|
|
{
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// An even more customizable hitscan attack
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
|
|
{
|
|
ACTION_PARAM_START(7);
|
|
ACTION_PARAM_ANGLE(Spread_XY, 0);
|
|
ACTION_PARAM_ANGLE(Spread_Z, 1);
|
|
ACTION_PARAM_INT(NumberOfBullets, 2);
|
|
ACTION_PARAM_INT(DamagePerBullet, 3);
|
|
ACTION_PARAM_CLASS(PuffType, 4);
|
|
ACTION_PARAM_BOOL(UseAmmo, 5);
|
|
ACTION_PARAM_FIXED(Range, 6);
|
|
|
|
if (!self->player) return;
|
|
|
|
player_t * player=self->player;
|
|
AWeapon * weapon=player->ReadyWeapon;
|
|
|
|
int i;
|
|
int bangle;
|
|
int bslope;
|
|
|
|
if (UseAmmo && weapon)
|
|
{
|
|
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
|
|
}
|
|
|
|
if (Range == 0) Range = PLAYERMISSILERANGE;
|
|
|
|
static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
|
|
|
|
bslope = P_BulletSlope(self);
|
|
bangle = self->angle;
|
|
|
|
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
|
|
|
|
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
|
|
|
|
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
|
|
{
|
|
int damage = ((pr_cwbullet()%3)+1)*DamagePerBullet;
|
|
P_LineAttack(self, bangle, Range, bslope, damage, NAME_None, PuffType);
|
|
}
|
|
else
|
|
{
|
|
if (NumberOfBullets == -1) NumberOfBullets = 1;
|
|
for (i=0 ; i<NumberOfBullets ; i++)
|
|
{
|
|
int angle = bangle + pr_cwbullet.Random2() * (Spread_XY / 255);
|
|
int slope = bslope + pr_cwbullet.Random2() * (Spread_Z / 255);
|
|
int damage = ((pr_cwbullet()%3)+1) * DamagePerBullet;
|
|
P_LineAttack(self, angle, Range, slope, damage, NAME_None, PuffType);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_FireProjectile
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
|
|
{
|
|
ACTION_PARAM_START(7);
|
|
ACTION_PARAM_CLASS(ti, 0);
|
|
ACTION_PARAM_ANGLE(Angle, 1);
|
|
ACTION_PARAM_BOOL(UseAmmo, 2);
|
|
ACTION_PARAM_INT(SpawnOfs_XY, 3);
|
|
ACTION_PARAM_FIXED(SpawnHeight, 4);
|
|
ACTION_PARAM_BOOL(AimAtAngle, 5);
|
|
ACTION_PARAM_ANGLE(pitch, 6);
|
|
|
|
if (!self->player) return;
|
|
|
|
player_t *player=self->player;
|
|
AWeapon * weapon=player->ReadyWeapon;
|
|
AActor *linetarget;
|
|
|
|
if (UseAmmo && weapon)
|
|
{
|
|
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
|
|
}
|
|
|
|
if (ti)
|
|
{
|
|
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
|
|
fixed_t x = SpawnOfs_XY * finecosine[ang];
|
|
fixed_t y = SpawnOfs_XY * finesine[ang];
|
|
fixed_t z = SpawnHeight;
|
|
fixed_t shootangle = self->angle;
|
|
|
|
if (AimAtAngle) shootangle+=Angle;
|
|
|
|
// Temporarily adjusts the pitch
|
|
fixed_t SavedPlayerPitch = self->pitch;
|
|
self->pitch -= pitch;
|
|
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
|
|
self->pitch = SavedPlayerPitch;
|
|
// automatic handling of seeker missiles
|
|
if (misl)
|
|
{
|
|
if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget;
|
|
if (!AimAtAngle)
|
|
{
|
|
// This original implementation is to aim straight ahead and then offset
|
|
// the angle from the resulting direction.
|
|
FVector3 velocity(misl->velx, misl->vely, 0);
|
|
fixed_t missilespeed = (fixed_t)velocity.Length();
|
|
misl->angle += Angle;
|
|
angle_t an = misl->angle >> ANGLETOFINESHIFT;
|
|
misl->velx = FixedMul (missilespeed, finecosine[an]);
|
|
misl->vely = FixedMul (missilespeed, finesine[an]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_CustomPunch
|
|
//
|
|
// Berserk is not handled here. That can be done with A_CheckIfInventory
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_INT(Damage, 0);
|
|
ACTION_PARAM_BOOL(norandom, 1);
|
|
ACTION_PARAM_BOOL(UseAmmo, 2);
|
|
ACTION_PARAM_CLASS(PuffType, 3);
|
|
ACTION_PARAM_FIXED(Range, 4);
|
|
|
|
if (!self->player) return;
|
|
|
|
player_t *player=self->player;
|
|
AWeapon * weapon=player->ReadyWeapon;
|
|
|
|
|
|
angle_t angle;
|
|
int pitch;
|
|
AActor * linetarget;
|
|
|
|
if (!norandom) Damage *= (pr_cwpunch()%8+1);
|
|
|
|
angle = self->angle + (pr_cwpunch.Random2() << 18);
|
|
if (Range == 0) Range = MELEERANGE;
|
|
pitch = P_AimLineAttack (self, angle, Range, &linetarget);
|
|
|
|
// only use ammo when actually hitting something!
|
|
if (UseAmmo && linetarget && weapon)
|
|
{
|
|
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
|
|
}
|
|
|
|
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
|
|
|
|
P_LineAttack (self, angle, Range, pitch, Damage, NAME_None, PuffType, true);
|
|
|
|
// turn to face target
|
|
if (linetarget)
|
|
{
|
|
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
|
|
|
|
self->angle = R_PointToAngle2 (self->x,
|
|
self->y,
|
|
linetarget->x,
|
|
linetarget->y);
|
|
}
|
|
}
|
|
|
|
|
|
enum
|
|
{
|
|
RAF_SILENT = 1,
|
|
RAF_NOPIERCE = 2
|
|
};
|
|
|
|
//==========================================================================
|
|
//
|
|
// customizable railgun attack function
|
|
//
|
|
//==========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
|
|
{
|
|
ACTION_PARAM_START(8);
|
|
ACTION_PARAM_INT(Damage, 0);
|
|
ACTION_PARAM_INT(Spawnofs_XY, 1);
|
|
ACTION_PARAM_BOOL(UseAmmo, 2);
|
|
ACTION_PARAM_COLOR(Color1, 3);
|
|
ACTION_PARAM_COLOR(Color2, 4);
|
|
ACTION_PARAM_INT(Flags, 5);
|
|
ACTION_PARAM_FLOAT(MaxDiff, 6);
|
|
ACTION_PARAM_CLASS(PuffType, 7);
|
|
|
|
if (!self->player) return;
|
|
|
|
AWeapon * weapon=self->player->ReadyWeapon;
|
|
|
|
// only use ammo when actually hitting something!
|
|
if (UseAmmo)
|
|
{
|
|
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
|
|
}
|
|
|
|
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// also for monsters
|
|
//
|
|
//==========================================================================
|
|
enum
|
|
{
|
|
CRF_DONTAIM = 0,
|
|
CRF_AIMPARALLEL = 1,
|
|
CRF_AIMDIRECT = 2
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
|
|
{
|
|
ACTION_PARAM_START(8);
|
|
ACTION_PARAM_INT(Damage, 0);
|
|
ACTION_PARAM_INT(Spawnofs_XY, 1);
|
|
ACTION_PARAM_COLOR(Color1, 2);
|
|
ACTION_PARAM_COLOR(Color2, 3);
|
|
ACTION_PARAM_INT(Flags, 4);
|
|
ACTION_PARAM_INT(aim, 5);
|
|
ACTION_PARAM_FLOAT(MaxDiff, 6);
|
|
ACTION_PARAM_CLASS(PuffType, 7);
|
|
|
|
AActor *linetarget;
|
|
|
|
fixed_t saved_x = self->x;
|
|
fixed_t saved_y = self->y;
|
|
angle_t saved_angle = self->angle;
|
|
fixed_t saved_pitch = self->pitch;
|
|
|
|
if (aim && self->target == NULL)
|
|
{
|
|
return;
|
|
}
|
|
// [RH] Andy Baker's stealth monsters
|
|
if (self->flags & MF_STEALTH)
|
|
{
|
|
self->visdir = 1;
|
|
}
|
|
|
|
self->flags &= ~MF_AMBUSH;
|
|
|
|
|
|
if (aim)
|
|
{
|
|
self->angle = R_PointToAngle2 (self->x,
|
|
self->y,
|
|
self->target->x,
|
|
self->target->y);
|
|
}
|
|
self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL);
|
|
if (linetarget == NULL && aim)
|
|
{
|
|
// We probably won't hit the target, but aim at it anyway so we don't look stupid.
|
|
FVector2 xydiff(self->target->x - self->x, self->target->y - self->y);
|
|
double zdiff = (self->target->z + (self->target->height>>1)) -
|
|
(self->z + (self->height>>1) - self->floorclip);
|
|
self->pitch = int(atan2(zdiff, xydiff.Length()) * ANGLE_180 / -M_PI);
|
|
}
|
|
// Let the aim trail behind the player
|
|
if (aim)
|
|
{
|
|
saved_angle = self->angle = R_PointToAngle2 (self->x, self->y,
|
|
self->target->x - self->target->velx * 3,
|
|
self->target->y - self->target->vely * 3);
|
|
|
|
if (aim == CRF_AIMDIRECT)
|
|
{
|
|
// Tricky: We must offset to the angle of the current position
|
|
// but then change the angle again to ensure proper aim.
|
|
self->x += Spawnofs_XY * finecosine[self->angle];
|
|
self->y += Spawnofs_XY * finesine[self->angle];
|
|
Spawnofs_XY = 0;
|
|
self->angle = R_PointToAngle2 (self->x, self->y,
|
|
self->target->x - self->target->velx * 3,
|
|
self->target->y - self->target->vely * 3);
|
|
}
|
|
|
|
if (self->target->flags & MF_SHADOW)
|
|
{
|
|
angle_t rnd = pr_crailgun.Random2() << 21;
|
|
self->angle += rnd;
|
|
saved_angle = rnd;
|
|
}
|
|
}
|
|
|
|
angle_t angle = (self->angle - ANG90) >> ANGLETOFINESHIFT;
|
|
|
|
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, (Flags & RAF_SILENT), PuffType, (!(Flags & RAF_NOPIERCE)));
|
|
|
|
self->x = saved_x;
|
|
self->y = saved_y;
|
|
self->angle = saved_angle;
|
|
self->pitch = saved_pitch;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// DoGiveInventory
|
|
//
|
|
//===========================================================================
|
|
|
|
static void DoGiveInventory(AActor * receiver, DECLARE_PARAMINFO)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_CLASS(mi, 0);
|
|
ACTION_PARAM_INT(amount, 1);
|
|
|
|
bool res=true;
|
|
if (receiver == NULL) return;
|
|
|
|
if (amount==0) amount=1;
|
|
if (mi)
|
|
{
|
|
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
|
|
if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
|
|
{
|
|
item->Amount *= amount;
|
|
}
|
|
else
|
|
{
|
|
item->Amount = amount;
|
|
}
|
|
item->flags |= MF_DROPPED;
|
|
if (item->flags & MF_COUNTITEM)
|
|
{
|
|
item->flags&=~MF_COUNTITEM;
|
|
level.total_items--;
|
|
}
|
|
if (!item->CallTryPickup (receiver))
|
|
{
|
|
item->Destroy ();
|
|
res = false;
|
|
}
|
|
else res = true;
|
|
}
|
|
else res = false;
|
|
ACTION_SET_RESULT(res);
|
|
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory)
|
|
{
|
|
DoGiveInventory(self, PUSH_PARAMINFO);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
|
|
{
|
|
DoGiveInventory(self->target, PUSH_PARAMINFO);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_TakeInventory
|
|
//
|
|
//===========================================================================
|
|
|
|
void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_CLASS(item, 0);
|
|
ACTION_PARAM_INT(amount, 1);
|
|
|
|
if (item == NULL || receiver == NULL) return;
|
|
|
|
bool res = false;
|
|
|
|
AInventory * inv = receiver->FindInventory(item);
|
|
|
|
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
|
{
|
|
if (inv->Amount > 0)
|
|
{
|
|
res = true;
|
|
}
|
|
if (!amount || amount>=inv->Amount)
|
|
{
|
|
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
|
|
else inv->Destroy();
|
|
}
|
|
else inv->Amount-=amount;
|
|
}
|
|
ACTION_SET_RESULT(res);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
|
|
{
|
|
DoTakeInventory(self, PUSH_PARAMINFO);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
|
|
{
|
|
DoTakeInventory(self->target, PUSH_PARAMINFO);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Common code for A_SpawnItem and A_SpawnItemEx
|
|
//
|
|
//===========================================================================
|
|
enum SIX_Flags
|
|
{
|
|
SIXF_TRANSFERTRANSLATION=1,
|
|
SIXF_ABSOLUTEPOSITION=2,
|
|
SIXF_ABSOLUTEANGLE=4,
|
|
SIXF_ABSOLUTEVELOCITY=8,
|
|
SIXF_SETMASTER=16,
|
|
SIXF_NOCHECKPOSITION=32,
|
|
SIXF_TELEFRAG=64,
|
|
// 128 is used by Skulltag!
|
|
SIXF_TRANSFERAMBUSHFLAG=256,
|
|
SIXF_TRANSFERPITCH=512,
|
|
SIXF_TRANSFERPOINTERS=1024,
|
|
};
|
|
|
|
|
|
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
|
{
|
|
if (mo)
|
|
{
|
|
AActor * originator = self;
|
|
|
|
if ((flags & SIXF_TRANSFERTRANSLATION) && !(mo->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
mo->Translation = self->Translation;
|
|
}
|
|
if (flags & SIXF_TRANSFERPOINTERS)
|
|
{
|
|
mo->target = self->target;
|
|
mo->master = self->master; // This will be overridden later if SIXF_SETMASTER is set
|
|
mo->tracer = self->tracer;
|
|
}
|
|
|
|
mo->angle=self->angle;
|
|
if (flags & SIXF_TRANSFERPITCH) mo->pitch = self->pitch;
|
|
while (originator && isMissile(originator)) originator = originator->target;
|
|
|
|
if (flags & SIXF_TELEFRAG)
|
|
{
|
|
P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
|
|
// This is needed to ensure consistent behavior.
|
|
// Otherwise it will only spawn if nothing gets telefragged
|
|
flags |= SIXF_NOCHECKPOSITION;
|
|
}
|
|
if (mo->flags3&MF3_ISMONSTER)
|
|
{
|
|
if (!(flags&SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo))
|
|
{
|
|
// The monster is blocked so don't spawn it at all!
|
|
if (mo->CountsAsKill()) level.total_monsters--;
|
|
mo->Destroy();
|
|
return false;
|
|
}
|
|
else if (originator)
|
|
{
|
|
if (originator->flags3&MF3_ISMONSTER)
|
|
{
|
|
// If this is a monster transfer all friendliness information
|
|
mo->CopyFriendliness(originator, true);
|
|
if (flags&SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
|
|
}
|
|
else if (originator->player)
|
|
{
|
|
// A player always spawns a monster friendly to him
|
|
mo->flags|=MF_FRIENDLY;
|
|
mo->FriendPlayer = int(originator->player-players+1);
|
|
|
|
AActor * attacker=originator->player->attacker;
|
|
if (attacker)
|
|
{
|
|
if (!(attacker->flags&MF_FRIENDLY) ||
|
|
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer))
|
|
{
|
|
// Target the monster which last attacked the player
|
|
mo->LastHeard = mo->target = attacker;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (!(flags & SIXF_TRANSFERPOINTERS))
|
|
{
|
|
// If this is a missile or something else set the target to the originator
|
|
mo->target=originator? originator : self;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SpawnItem
|
|
//
|
|
// Spawns an item in front of the caller like Heretic's time bomb
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_CLASS(missile, 0);
|
|
ACTION_PARAM_FIXED(distance, 1);
|
|
ACTION_PARAM_FIXED(zheight, 2);
|
|
ACTION_PARAM_BOOL(useammo, 3);
|
|
ACTION_PARAM_BOOL(transfer_translation, 4);
|
|
|
|
if (!missile)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
// Don't spawn monsters if this actor has been massacred
|
|
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
|
|
|
|
if (distance==0)
|
|
{
|
|
// use the minimum distance that does not result in an overlap
|
|
distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS;
|
|
}
|
|
|
|
if (ACTION_CALL_FROM_WEAPON())
|
|
{
|
|
// Used from a weapon so use some ammo
|
|
AWeapon * weapon=self->player->ReadyWeapon;
|
|
|
|
if (!weapon) return;
|
|
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
|
|
}
|
|
|
|
AActor * mo = Spawn( missile,
|
|
self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]),
|
|
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
|
|
self->z - self->floorclip + zheight, ALLOW_REPLACE);
|
|
|
|
int flags = (transfer_translation? SIXF_TRANSFERTRANSLATION:0) + (useammo? SIXF_SETMASTER:0);
|
|
bool res = InitSpawnedItem(self, mo, flags);
|
|
ACTION_SET_RESULT(res); // for an inventory item's use state
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SpawnItemEx
|
|
//
|
|
// Enhanced spawning function
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
|
|
{
|
|
ACTION_PARAM_START(10);
|
|
ACTION_PARAM_CLASS(missile, 0);
|
|
ACTION_PARAM_FIXED(xofs, 1);
|
|
ACTION_PARAM_FIXED(yofs, 2);
|
|
ACTION_PARAM_FIXED(zofs, 3);
|
|
ACTION_PARAM_FIXED(xvel, 4);
|
|
ACTION_PARAM_FIXED(yvel, 5);
|
|
ACTION_PARAM_FIXED(zvel, 6);
|
|
ACTION_PARAM_ANGLE(Angle, 7);
|
|
ACTION_PARAM_INT(flags, 8);
|
|
ACTION_PARAM_INT(chance, 9);
|
|
|
|
if (!missile)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
if (chance > 0 && pr_spawnitemex()<chance) return;
|
|
|
|
// Don't spawn monsters if this actor has been massacred
|
|
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
|
|
|
|
fixed_t x,y;
|
|
|
|
if (!(flags & SIXF_ABSOLUTEANGLE))
|
|
{
|
|
Angle += self->angle;
|
|
}
|
|
|
|
angle_t ang = Angle >> ANGLETOFINESHIFT;
|
|
|
|
if (flags & SIXF_ABSOLUTEPOSITION)
|
|
{
|
|
x = self->x + xofs;
|
|
y = self->y + yofs;
|
|
}
|
|
else
|
|
{
|
|
// in relative mode negative y values mean 'left' and positive ones mean 'right'
|
|
// This is the inverse orientation of the absolute mode!
|
|
x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]);
|
|
y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]);
|
|
}
|
|
|
|
if (!(flags & SIXF_ABSOLUTEVELOCITY))
|
|
{
|
|
// Same orientation issue here!
|
|
fixed_t newxvel = FixedMul(xvel, finecosine[ang]) + FixedMul(yvel, finesine[ang]);
|
|
yvel = FixedMul(xvel, finesine[ang]) - FixedMul(yvel, finecosine[ang]);
|
|
xvel = newxvel;
|
|
}
|
|
|
|
AActor * mo = Spawn(missile, x, y, self->z - self->floorclip + zofs, ALLOW_REPLACE);
|
|
bool res = InitSpawnedItem(self, mo, flags);
|
|
ACTION_SET_RESULT(res); // for an inventory item's use state
|
|
if (mo)
|
|
{
|
|
mo->velx = xvel;
|
|
mo->vely = yvel;
|
|
mo->velz = zvel;
|
|
mo->angle = Angle;
|
|
if (flags & SIXF_TRANSFERAMBUSHFLAG)
|
|
mo->flags = (mo->flags&~MF_AMBUSH) | (self->flags & MF_AMBUSH);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ThrowGrenade
|
|
//
|
|
// Throws a grenade (like Hexen's fighter flechette)
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_CLASS(missile, 0);
|
|
ACTION_PARAM_FIXED(zheight, 1);
|
|
ACTION_PARAM_FIXED(xyvel, 2);
|
|
ACTION_PARAM_FIXED(zvel, 3);
|
|
ACTION_PARAM_BOOL(useammo, 4);
|
|
|
|
if (missile == NULL) return;
|
|
|
|
if (ACTION_CALL_FROM_WEAPON())
|
|
{
|
|
// Used from a weapon, so use some ammo
|
|
AWeapon *weapon = self->player->ReadyWeapon;
|
|
|
|
if (!weapon) return;
|
|
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
|
|
}
|
|
|
|
|
|
AActor * bo;
|
|
|
|
bo = Spawn(missile, self->x, self->y,
|
|
self->z - self->floorclip + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0),
|
|
ALLOW_REPLACE);
|
|
if (bo)
|
|
{
|
|
P_PlaySpawnSound(bo, self);
|
|
if (xyvel != 0)
|
|
bo->Speed = xyvel;
|
|
bo->angle = self->angle + (((pr_grenade()&7) - 4) << 24);
|
|
|
|
angle_t pitch = angle_t(-self->pitch) >> ANGLETOFINESHIFT;
|
|
angle_t angle = bo->angle >> ANGLETOFINESHIFT;
|
|
|
|
// There are two vectors we are concerned about here: xy and z. We rotate
|
|
// them separately according to the shooter's pitch and then sum them to
|
|
// get the final velocity vector to shoot with.
|
|
|
|
fixed_t xy_xyscale = FixedMul(bo->Speed, finecosine[pitch]);
|
|
fixed_t xy_velz = FixedMul(bo->Speed, finesine[pitch]);
|
|
fixed_t xy_velx = FixedMul(xy_xyscale, finecosine[angle]);
|
|
fixed_t xy_vely = FixedMul(xy_xyscale, finesine[angle]);
|
|
|
|
pitch = angle_t(self->pitch) >> ANGLETOFINESHIFT;
|
|
fixed_t z_xyscale = FixedMul(zvel, finesine[pitch]);
|
|
fixed_t z_velz = FixedMul(zvel, finecosine[pitch]);
|
|
fixed_t z_velx = FixedMul(z_xyscale, finecosine[angle]);
|
|
fixed_t z_vely = FixedMul(z_xyscale, finesine[angle]);
|
|
|
|
bo->velx = xy_velx + z_velx + (self->velx >> 1);
|
|
bo->vely = xy_vely + z_vely + (self->vely >> 1);
|
|
bo->velz = xy_velz + z_velz;
|
|
|
|
bo->target= self;
|
|
P_CheckMissileSpawn (bo);
|
|
}
|
|
else ACTION_SET_RESULT(false);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Recoil
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_FIXED(xyvel, 0);
|
|
|
|
angle_t angle = self->angle + ANG180;
|
|
angle >>= ANGLETOFINESHIFT;
|
|
self->velx += FixedMul (xyvel, finecosine[angle]);
|
|
self->vely += FixedMul (xyvel, finesine[angle]);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SelectWeapon
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_CLASS(cls, 0);
|
|
|
|
if (cls == NULL || self->player == NULL)
|
|
{
|
|
ACTION_SET_RESULT(false);
|
|
return;
|
|
}
|
|
|
|
AWeapon * weaponitem = static_cast<AWeapon*>(self->FindInventory(cls));
|
|
|
|
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
|
{
|
|
if (self->player->ReadyWeapon != weaponitem)
|
|
{
|
|
self->player->PendingWeapon = weaponitem;
|
|
}
|
|
}
|
|
else ACTION_SET_RESULT(false);
|
|
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Print
|
|
//
|
|
//===========================================================================
|
|
EXTERN_CVAR(Float, con_midtime)
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_STRING(text, 0);
|
|
ACTION_PARAM_FLOAT(time, 1);
|
|
ACTION_PARAM_NAME(fontname, 2);
|
|
|
|
if (self->CheckLocalView (consoleplayer) ||
|
|
(self->target!=NULL && self->target->CheckLocalView (consoleplayer)))
|
|
{
|
|
float saved = con_midtime;
|
|
FFont *font = NULL;
|
|
|
|
if (fontname != NAME_None)
|
|
{
|
|
font = V_GetFont(fontname);
|
|
}
|
|
if (time > 0)
|
|
{
|
|
con_midtime = time;
|
|
}
|
|
|
|
FString formatted = strbin1(text);
|
|
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
|
|
con_midtime = saved;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_PrintBold
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_STRING(text, 0);
|
|
ACTION_PARAM_FLOAT(time, 1);
|
|
ACTION_PARAM_NAME(fontname, 2);
|
|
|
|
float saved = con_midtime;
|
|
FFont *font = NULL;
|
|
|
|
if (fontname != NAME_None)
|
|
{
|
|
font = V_GetFont(fontname);
|
|
}
|
|
if (time > 0)
|
|
{
|
|
con_midtime = time;
|
|
}
|
|
|
|
FString formatted = strbin1(text);
|
|
C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars());
|
|
con_midtime = saved;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Log
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_STRING(text, 0);
|
|
Printf("%s\n", text);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_LogInt
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_INT(num, 0);
|
|
Printf("%d\n", num);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetTranslucent
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_FIXED(alpha, 0);
|
|
ACTION_PARAM_INT(mode, 1);
|
|
|
|
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
|
|
|
|
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
|
self->alpha = clamp<fixed_t>(alpha, 0, FRACUNIT);
|
|
self->RenderStyle = ERenderStyle(mode);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_FadeIn
|
|
//
|
|
// Fades the actor in
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_FIXED(reduce, 0);
|
|
|
|
if (reduce == 0) reduce = FRACUNIT/10;
|
|
|
|
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
|
self->alpha += reduce;
|
|
//if (self->alpha<=0) self->Destroy();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_FadeOut
|
|
//
|
|
// fades the actor out and destroys it when done
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_FIXED(reduce, 0);
|
|
ACTION_PARAM_BOOL(remove, 1);
|
|
|
|
if (reduce == 0) reduce = FRACUNIT/10;
|
|
|
|
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
|
|
self->alpha -= reduce;
|
|
if (self->alpha<=0 && remove) self->Destroy();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SpawnDebris
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris)
|
|
{
|
|
int i;
|
|
AActor * mo;
|
|
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_CLASS(debris, 0);
|
|
ACTION_PARAM_BOOL(transfer_translation, 1);
|
|
ACTION_PARAM_FIXED(mult_h, 2);
|
|
ACTION_PARAM_FIXED(mult_v, 3);
|
|
|
|
if (debris == NULL) return;
|
|
|
|
// only positive values make sense here
|
|
if (mult_v<=0) mult_v=FRACUNIT;
|
|
if (mult_h<=0) mult_h=FRACUNIT;
|
|
|
|
for (i = 0; i < GetDefaultByType(debris)->health; i++)
|
|
{
|
|
mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12),
|
|
self->y+((pr_spawndebris()-128)<<12),
|
|
self->z+(pr_spawndebris()*self->height/256), ALLOW_REPLACE);
|
|
if (mo && transfer_translation)
|
|
{
|
|
mo->Translation = self->Translation;
|
|
}
|
|
if (mo && i < mo->GetClass()->ActorInfo->NumOwnedStates)
|
|
{
|
|
mo->SetState (mo->GetClass()->ActorInfo->OwnedStates + i);
|
|
mo->velz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT);
|
|
mo->velx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
|
|
mo->vely = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_CheckSight
|
|
// jumps if no player can see this actor
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && P_CheckSight(players[i].camera, self, SF_IGNOREVISIBILITY)) return;
|
|
}
|
|
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_CheckSightOrRange
|
|
// Jumps if this actor is out of range of all players *and* out of sight.
|
|
// Useful for maps with many multi-actor special effects.
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
double range = EvalExpressionF(ParameterIndex+0, self);
|
|
ACTION_PARAM_STATE(jump, 1);
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
|
|
range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
AActor *camera = players[i].camera;
|
|
|
|
// Check distance first, since it's cheaper than checking sight.
|
|
double dx = self->x - camera->x;
|
|
double dy = self->y - camera->y;
|
|
double dz;
|
|
fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
|
|
if (eyez > self->z + self->height)
|
|
{
|
|
dz = self->z + self->height - eyez;
|
|
}
|
|
else if (eyez < self->z)
|
|
{
|
|
dz = self->z - eyez;
|
|
}
|
|
else
|
|
{
|
|
dz = 0;
|
|
}
|
|
if ((dx*dx) + (dy*dy) + (dz*dz) <= range)
|
|
{ // Within range
|
|
return;
|
|
}
|
|
|
|
// Now check LOS.
|
|
if (P_CheckSight(camera, self, SF_IGNOREVISIBILITY))
|
|
{ // Visible
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Inventory drop
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_CLASS(drop, 0);
|
|
|
|
if (drop)
|
|
{
|
|
AInventory * inv = self->FindInventory(drop);
|
|
if (inv)
|
|
{
|
|
self->DropInventory(inv);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetBlend
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend)
|
|
{
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_COLOR(color, 0);
|
|
ACTION_PARAM_FLOAT(alpha, 1);
|
|
ACTION_PARAM_INT(tics, 2);
|
|
ACTION_PARAM_COLOR(color2, 3);
|
|
|
|
if (color == MAKEARGB(255,255,255,255)) color=0;
|
|
if (color2 == MAKEARGB(255,255,255,255)) color2=0;
|
|
if (!color2.a)
|
|
color2 = color;
|
|
|
|
new DFlashFader(color.r/255.0f, color.g/255.0f, color.b/255.0f, alpha,
|
|
color2.r/255.0f, color2.g/255.0f, color2.b/255.0f, 0,
|
|
(float)tics/TICRATE, self);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_JumpIf
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_BOOL(expression, 0);
|
|
ACTION_PARAM_STATE(jump, 1);
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
if (expression) ACTION_JUMP(jump);
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_KillMaster
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_NAME(damagetype, 0);
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
P_DamageMobj(self->master, self, self, self->master->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_KillChildren
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_NAME(damagetype, 0);
|
|
|
|
TThinkerIterator<AActor> it;
|
|
AActor *mo;
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if (mo->master == self)
|
|
{
|
|
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_KillSiblings
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_NAME(damagetype, 0);
|
|
|
|
TThinkerIterator<AActor> it;
|
|
AActor *mo;
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if (mo->master == self->master && mo != self)
|
|
{
|
|
P_DamageMobj(mo, self, self, mo->health, damagetype, DMG_NO_ARMOR | DMG_NO_FACTOR);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_CountdownArg
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(cnt, 0);
|
|
ACTION_PARAM_STATE(state, 1);
|
|
|
|
if (cnt<0 || cnt>=5) return;
|
|
if (!self->args[cnt]--)
|
|
{
|
|
if (self->flags&MF_MISSILE)
|
|
{
|
|
P_ExplodeMissile(self, NULL, NULL);
|
|
}
|
|
else if (self->flags&MF_SHOOTABLE)
|
|
{
|
|
P_DamageMobj (self, NULL, NULL, self->health, NAME_None, DMG_FORCED);
|
|
}
|
|
else
|
|
{
|
|
// can't use "Death" as default parameter with current DECORATE parser.
|
|
if (state == NULL) state = self->FindState(NAME_Death);
|
|
self->SetState(state);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_Burst
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_CLASS(chunk, 0);
|
|
|
|
int i, numChunks;
|
|
AActor * mo;
|
|
|
|
if (chunk == NULL) return;
|
|
|
|
self->velx = self->vely = self->velz = 0;
|
|
self->height = self->GetDefault()->height;
|
|
|
|
// [RH] In Hexen, this creates a random number of shards (range [24,56])
|
|
// with no relation to the size of the self shattering. I think it should
|
|
// base the number of shards on the size of the dead thing, so bigger
|
|
// things break up into more shards than smaller things.
|
|
// An self with radius 20 and height 64 creates ~40 chunks.
|
|
numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
|
|
i = (pr_burst.Random2()) % (numChunks/4);
|
|
for (i = MAX (24, numChunks + i); i >= 0; i--)
|
|
{
|
|
mo = Spawn(chunk,
|
|
self->x + (((pr_burst()-128)*self->radius)>>7),
|
|
self->y + (((pr_burst()-128)*self->radius)>>7),
|
|
self->z + (pr_burst()*self->height/255), ALLOW_REPLACE);
|
|
|
|
if (mo)
|
|
{
|
|
mo->velz = FixedDiv(mo->z - self->z, self->height)<<2;
|
|
mo->velx = pr_burst.Random2 () << (FRACBITS-7);
|
|
mo->vely = pr_burst.Random2 () << (FRACBITS-7);
|
|
mo->RenderStyle = self->RenderStyle;
|
|
mo->alpha = self->alpha;
|
|
mo->CopyFriendliness(self, true);
|
|
}
|
|
}
|
|
|
|
// [RH] Do some stuff to make this more useful outside Hexen
|
|
if (self->flags4 & MF4_BOSSDEATH)
|
|
{
|
|
CALL_ACTION(A_BossDeath, self);
|
|
}
|
|
CALL_ACTION(A_NoBlocking, self);
|
|
|
|
self->Destroy ();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_CheckFloor
|
|
// [GRB] Jumps if actor is standing on floor
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
if (self->z <= self->floorz)
|
|
{
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_CheckCeiling
|
|
// [GZ] Totally copied on A_CheckFloor, jumps if actor touches ceiling
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
|
|
ACTION_SET_RESULT(false);
|
|
if (self->z+self->height >= self->ceilingz) // Height needs to be counted
|
|
{
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Stop
|
|
// resets all velocity of the actor to 0
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Stop)
|
|
{
|
|
self->velx = self->vely = self->velz = 0;
|
|
if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
|
|
{
|
|
self->player->mo->PlayIdle();
|
|
self->player->velx = self->player->vely = 0;
|
|
}
|
|
}
|
|
|
|
static void CheckStopped(AActor *self)
|
|
{
|
|
if (self->player != NULL &&
|
|
self->player->mo == self &&
|
|
!(self->player->cheats & CF_PREDICTING) &&
|
|
!(self->velx | self->vely | self->velz))
|
|
{
|
|
self->player->mo->PlayIdle();
|
|
self->player->velx = self->player->vely = 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Respawn
|
|
//
|
|
//===========================================================================
|
|
|
|
enum RS_Flags
|
|
{
|
|
RSF_FOG=1,
|
|
RSF_KEEPTARGET=2,
|
|
RSF_TELEFRAG=4,
|
|
};
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_INT(flags, 0);
|
|
|
|
fixed_t x = self->SpawnPoint[0];
|
|
fixed_t y = self->SpawnPoint[1];
|
|
bool oktorespawn = false;
|
|
sector_t *sec;
|
|
|
|
self->flags |= MF_SOLID;
|
|
sec = P_PointInSector (x, y);
|
|
self->height = self->GetDefault()->height;
|
|
|
|
if (flags & RSF_TELEFRAG)
|
|
{
|
|
// [KS] DIE DIE DIE DIE erm *ahem* =)
|
|
if (P_TeleportMove (self, x, y, sec->floorplane.ZatPoint (x, y), true)) oktorespawn = true;
|
|
}
|
|
else
|
|
{
|
|
self->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y));
|
|
if (P_TestMobjLocation (self)) oktorespawn = true;
|
|
}
|
|
|
|
if (oktorespawn)
|
|
{
|
|
AActor *defs = self->GetDefault();
|
|
self->health = defs->health;
|
|
|
|
// [KS] Don't keep target, because it could be self if the monster committed suicide
|
|
// ...Actually it's better off an option, so you have better control over monster behavior.
|
|
if (!(flags & RSF_KEEPTARGET))
|
|
{
|
|
self->target = NULL;
|
|
self->LastHeard = NULL;
|
|
self->lastenemy = NULL;
|
|
}
|
|
else
|
|
{
|
|
// Don't attack yourself (Re: "Marine targets itself after suicide")
|
|
if (self->target == self) self->target = NULL;
|
|
if (self->lastenemy == self) self->lastenemy = NULL;
|
|
}
|
|
|
|
self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY);
|
|
self->flags2 = defs->flags2;
|
|
self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
|
|
self->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (self->flags4 & MF4_NOHATEPLAYERS);
|
|
self->flags5 = defs->flags5;
|
|
self->SetState (self->SpawnState);
|
|
self->renderflags &= ~RF_INVISIBLE;
|
|
|
|
if (flags & RSF_FOG)
|
|
{
|
|
Spawn<ATeleportFog> (x, y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE);
|
|
}
|
|
if (self->CountsAsKill()) level.total_monsters++;
|
|
}
|
|
else
|
|
{
|
|
self->flags &= ~MF_SOLID;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_PlayerSkinCheck
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
if (self->player != NULL &&
|
|
skins[self->player->userinfo.skin].othergame)
|
|
{
|
|
ACTION_JUMP(jump);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetGravity
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_FIXED(val, 0);
|
|
|
|
self->gravity = clamp<fixed_t> (val, 0, FRACUNIT*10);
|
|
}
|
|
|
|
|
|
// [KS] *** Start of my modifications ***
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ClearTarget
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget)
|
|
{
|
|
self->target = NULL;
|
|
self->LastHeard = NULL;
|
|
self->lastenemy = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_JumpIfTargetInLOS (state label, optional fixed fov, optional bool
|
|
// projectiletarget)
|
|
//
|
|
// Jumps if the actor can see its target, or if the player has a linetarget.
|
|
// ProjectileTarget affects how projectiles are treated. If set, it will use
|
|
// the target of the projectile for seekers, and ignore the target for
|
|
// normal projectiles. If not set, it will use the missile's owner instead
|
|
// (the default).
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
ACTION_PARAM_ANGLE(fov, 1);
|
|
ACTION_PARAM_BOOL(projtarg, 2);
|
|
|
|
angle_t an;
|
|
AActor *target;
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
|
|
if (!self->player)
|
|
{
|
|
if (self->flags & MF_MISSILE && projtarg)
|
|
{
|
|
if (self->flags2 & MF2_SEEKERMISSILE)
|
|
target = self->tracer;
|
|
else
|
|
target = NULL;
|
|
}
|
|
else
|
|
{
|
|
target = self->target;
|
|
}
|
|
|
|
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
|
|
|
|
if (!P_CheckSight (self, target, SF_IGNOREVISIBILITY))
|
|
return;
|
|
|
|
if (fov && (fov < ANGLE_MAX))
|
|
{
|
|
an = R_PointToAngle2 (self->x,
|
|
self->y,
|
|
target->x,
|
|
target->y)
|
|
- self->angle;
|
|
|
|
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
|
|
{
|
|
return; // [KS] Outside of FOV - return
|
|
}
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Does the player aim at something that can be shot?
|
|
P_BulletSlope(self, &target);
|
|
}
|
|
|
|
if (!target) return;
|
|
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// A_JumpIfInTargetLOS (state label, optional fixed fov, optional bool
|
|
// projectiletarget)
|
|
//
|
|
//==========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_STATE(jump, 0);
|
|
ACTION_PARAM_ANGLE(fov, 1);
|
|
ACTION_PARAM_BOOL(projtarg, 2);
|
|
|
|
angle_t an;
|
|
AActor *target;
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
|
|
if (self->flags & MF_MISSILE && projtarg)
|
|
{
|
|
if (self->flags2 & MF2_SEEKERMISSILE)
|
|
target = self->tracer;
|
|
else
|
|
target = NULL;
|
|
}
|
|
else
|
|
{
|
|
target = self->target;
|
|
}
|
|
|
|
if (!target) return; // [KS] Let's not call P_CheckSight unnecessarily in this case.
|
|
|
|
if (!P_CheckSight (target, self, SF_IGNOREVISIBILITY))
|
|
return;
|
|
|
|
if (fov && (fov < ANGLE_MAX))
|
|
{
|
|
an = R_PointToAngle2 (self->x,
|
|
self->y,
|
|
target->x,
|
|
target->y)
|
|
- self->angle;
|
|
|
|
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
|
|
{
|
|
return; // [KS] Outside of FOV - return
|
|
}
|
|
|
|
}
|
|
|
|
ACTION_JUMP(jump);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_DamageMaster (int amount)
|
|
// Damages the master of this child by the specified amount. Negative values heal.
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(amount, 0);
|
|
ACTION_PARAM_NAME(DamageType, 1);
|
|
|
|
if (self->master != NULL)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
P_DamageMobj(self->master, self, self, amount, DamageType, DMG_NO_ARMOR);
|
|
}
|
|
else if (amount < 0)
|
|
{
|
|
amount = -amount;
|
|
P_GiveBody(self->master, amount);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_DamageChildren (amount)
|
|
// Damages the children of this master by the specified amount. Negative values heal.
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(amount, 0);
|
|
ACTION_PARAM_NAME(DamageType, 1);
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if (mo->master == self)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
|
|
}
|
|
else if (amount < 0)
|
|
{
|
|
amount = -amount;
|
|
P_GiveBody(mo, amount);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// [KS] *** End of my modifications ***
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_DamageSiblings (amount)
|
|
// Damages the siblings of this master by the specified amount. Negative values heal.
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(amount, 0);
|
|
ACTION_PARAM_NAME(DamageType, 1);
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if (mo->master == self->master && mo != self)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
P_DamageMobj(mo, self, self, amount, DamageType, DMG_NO_ARMOR);
|
|
}
|
|
else if (amount < 0)
|
|
{
|
|
amount = -amount;
|
|
P_GiveBody(mo, amount);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Modified code pointer from Skulltag
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
|
|
{
|
|
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
|
|
return;
|
|
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(count, 0);
|
|
ACTION_PARAM_STATE(jump, 1);
|
|
ACTION_PARAM_BOOL(dontincrement, 2)
|
|
|
|
if (count <= 0) return;
|
|
|
|
AWeapon *weapon = self->player->ReadyWeapon;
|
|
|
|
int ReloadCounter = weapon->ReloadCounter;
|
|
if(!dontincrement || ReloadCounter != 0)
|
|
ReloadCounter = (weapon->ReloadCounter+1) % count;
|
|
else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though.
|
|
ReloadCounter = 1;
|
|
|
|
// If we have not made our last shot...
|
|
if (ReloadCounter != 0)
|
|
{
|
|
// Go back to the refire frames, instead of continuing on to the reload frames.
|
|
ACTION_JUMP(jump);
|
|
}
|
|
else
|
|
{
|
|
// We need to reload. However, don't reload if we're out of ammo.
|
|
weapon->CheckAmmo( false, false );
|
|
}
|
|
|
|
if(!dontincrement)
|
|
weapon->ReloadCounter = ReloadCounter;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Resets the counter for the above function
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter)
|
|
{
|
|
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
|
|
return;
|
|
|
|
AWeapon *weapon = self->player->ReadyWeapon;
|
|
weapon->ReloadCounter = 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ChangeFlag
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_STRING(flagname, 0);
|
|
ACTION_PARAM_BOOL(expression, 1);
|
|
|
|
const char *dot = strchr (flagname, '.');
|
|
FFlagDef *fd;
|
|
const PClass *cls = self->GetClass();
|
|
|
|
if (dot != NULL)
|
|
{
|
|
FString part1(flagname, dot-flagname);
|
|
fd = FindFlag (cls, part1, dot+1);
|
|
}
|
|
else
|
|
{
|
|
fd = FindFlag (cls, flagname, NULL);
|
|
}
|
|
|
|
if (fd != NULL)
|
|
{
|
|
bool kill_before, kill_after;
|
|
INTBOOL item_before, item_after;
|
|
|
|
kill_before = self->CountsAsKill();
|
|
item_before = self->flags & MF_COUNTITEM;
|
|
|
|
if (fd->structoffset == -1)
|
|
{
|
|
HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit);
|
|
}
|
|
else
|
|
{
|
|
DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset);
|
|
|
|
// If these 2 flags get changed we need to update the blockmap and sector links.
|
|
bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
|
|
|
|
if (linkchange) self->UnlinkFromWorld();
|
|
if (expression)
|
|
{
|
|
*flagp |= fd->flagbit;
|
|
}
|
|
else
|
|
{
|
|
*flagp &= ~fd->flagbit;
|
|
}
|
|
if (linkchange) self->LinkToWorld();
|
|
}
|
|
kill_after = self->CountsAsKill();
|
|
item_after = self->flags & MF_COUNTITEM;
|
|
// Was this monster previously worth a kill but no longer is?
|
|
// Or vice versa?
|
|
if (kill_before != kill_after)
|
|
{
|
|
if (kill_after)
|
|
{ // It counts as a kill now.
|
|
level.total_monsters++;
|
|
}
|
|
else
|
|
{ // It no longer counts as a kill.
|
|
level.total_monsters--;
|
|
}
|
|
}
|
|
// same for items
|
|
if (item_before != item_after)
|
|
{
|
|
if (item_after)
|
|
{ // It counts as an item now.
|
|
level.total_items++;
|
|
}
|
|
else
|
|
{ // It no longer counts as an item
|
|
level.total_items--;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RemoveMaster
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION(AActor, A_RemoveMaster)
|
|
{
|
|
if (self->master != NULL)
|
|
{
|
|
P_RemoveThing(self->master);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RemoveChildren
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_BOOL(removeall,0);
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if ( ( mo->master == self ) && ( ( mo->health <= 0 ) || removeall) )
|
|
{
|
|
P_RemoveThing(mo);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RemoveSiblings
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_BOOL(removeall,0);
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if ( ( mo->master == self->master ) && ( mo != self ) && ( ( mo->health <= 0 ) || removeall) )
|
|
{
|
|
P_RemoveThing(mo);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RaiseMaster
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
|
|
{
|
|
if (self->master != NULL)
|
|
{
|
|
P_Thing_Raise(self->master);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RaiseChildren
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
while ((mo = it.Next()))
|
|
{
|
|
if ( mo->master == self )
|
|
{
|
|
P_Thing_Raise(mo);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_RaiseSiblings
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * mo;
|
|
|
|
while ( (mo = it.Next()) )
|
|
{
|
|
if ( ( mo->master == self->master ) && ( mo != self ) )
|
|
{
|
|
P_Thing_Raise(mo);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_MonsterRefire
|
|
//
|
|
// Keep firing unless target got out of sight
|
|
//
|
|
//===========================================================================
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(prob, 0);
|
|
ACTION_PARAM_STATE(jump, 1);
|
|
|
|
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
|
A_FaceTarget (self);
|
|
|
|
if (pr_monsterrefire() < prob)
|
|
return;
|
|
|
|
if (!self->target
|
|
|| P_HitFriend (self)
|
|
|| self->target->health <= 0
|
|
|| !P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) )
|
|
{
|
|
ACTION_JUMP(jump);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetAngle
|
|
//
|
|
// Set actor's angle (in degrees).
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_ANGLE(angle, 0);
|
|
self->angle = angle;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetPitch
|
|
//
|
|
// Set actor's pitch (in degrees).
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_ANGLE(pitch, 0);
|
|
self->pitch = pitch;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ScaleVelocity
|
|
//
|
|
// Scale actor's velocity.
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_FIXED(scale, 0);
|
|
|
|
INTBOOL was_moving = self->velx | self->vely | self->velz;
|
|
|
|
self->velx = FixedMul(self->velx, scale);
|
|
self->vely = FixedMul(self->vely, scale);
|
|
self->velz = FixedMul(self->velz, scale);
|
|
|
|
// If the actor was previously moving but now is not, and is a player,
|
|
// update its player variables. (See A_Stop.)
|
|
if (was_moving)
|
|
{
|
|
CheckStopped(self);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_ChangeVelocity
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
|
|
{
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_FIXED(x, 0);
|
|
ACTION_PARAM_FIXED(y, 1);
|
|
ACTION_PARAM_FIXED(z, 2);
|
|
ACTION_PARAM_INT(flags, 3);
|
|
|
|
INTBOOL was_moving = self->velx | self->vely | self->velz;
|
|
|
|
fixed_t vx = x, vy = y, vz = z;
|
|
fixed_t sina = finesine[self->angle >> ANGLETOFINESHIFT];
|
|
fixed_t cosa = finecosine[self->angle >> ANGLETOFINESHIFT];
|
|
|
|
if (flags & 1) // relative axes - make x, y relative to actor's current angle
|
|
{
|
|
vx = DMulScale16(x, cosa, -y, sina);
|
|
vy = DMulScale16(x, sina, y, cosa);
|
|
}
|
|
if (flags & 2) // discard old velocity - replace old velocity with new velocity
|
|
{
|
|
self->velx = vx;
|
|
self->vely = vy;
|
|
self->velz = vz;
|
|
}
|
|
else // add new velocity to old velocity
|
|
{
|
|
self->velx += vx;
|
|
self->vely += vy;
|
|
self->velz += vz;
|
|
}
|
|
|
|
if (was_moving)
|
|
{
|
|
CheckStopped(self);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetArg
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(pos, 0);
|
|
ACTION_PARAM_INT(value, 1);
|
|
|
|
// Set the value of the specified arg
|
|
if ((size_t)pos < countof(self->args))
|
|
{
|
|
self->args[pos] = value;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetSpecial
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial)
|
|
{
|
|
ACTION_PARAM_START(6);
|
|
ACTION_PARAM_INT(spec, 0);
|
|
ACTION_PARAM_INT(arg0, 1);
|
|
ACTION_PARAM_INT(arg1, 2);
|
|
ACTION_PARAM_INT(arg2, 3);
|
|
ACTION_PARAM_INT(arg3, 4);
|
|
ACTION_PARAM_INT(arg4, 5);
|
|
|
|
self->special = spec;
|
|
self->args[0] = arg0;
|
|
self->args[1] = arg1;
|
|
self->args[2] = arg2;
|
|
self->args[3] = arg3;
|
|
self->args[4] = arg4;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetUserVar
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_NAME(varname, 0);
|
|
ACTION_PARAM_INT(value, 1);
|
|
|
|
PSymbol *sym = stateowner->GetClass()->Symbols.FindSymbol(varname, true);
|
|
PSymbolVariable *var;
|
|
|
|
if (sym == NULL || sym->SymbolType != SYM_Variable ||
|
|
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar ||
|
|
var->ValueType.Type != VAL_Int)
|
|
{
|
|
Printf("%s is not a user variable in class %s\n", varname.GetChars(),
|
|
stateowner->GetClass()->TypeName.GetChars());
|
|
return;
|
|
}
|
|
// Set the value of the specified user variable.
|
|
*(int *)(reinterpret_cast<BYTE *>(stateowner) + var->offset) = value;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_SetUserArray
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
|
|
{
|
|
ACTION_PARAM_START(3);
|
|
ACTION_PARAM_NAME(varname, 0);
|
|
ACTION_PARAM_INT(pos, 1);
|
|
ACTION_PARAM_INT(value, 2);
|
|
|
|
PSymbol *sym = stateowner->GetClass()->Symbols.FindSymbol(varname, true);
|
|
PSymbolVariable *var;
|
|
|
|
if (sym == NULL || sym->SymbolType != SYM_Variable ||
|
|
!(var = static_cast<PSymbolVariable *>(sym))->bUserVar ||
|
|
var->ValueType.Type != VAL_Array || var->ValueType.BaseType != VAL_Int)
|
|
{
|
|
Printf("%s is not a user array in class %s\n", varname.GetChars(),
|
|
stateowner->GetClass()->TypeName.GetChars());
|
|
return;
|
|
}
|
|
if (pos < 0 || pos >= var->ValueType.size)
|
|
{
|
|
Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(),
|
|
stateowner->GetClass()->TypeName.GetChars());
|
|
return;
|
|
}
|
|
// Set the value of the specified user array at index pos.
|
|
((int *)(reinterpret_cast<BYTE *>(stateowner) + var->offset))[pos] = value;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Turn
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
|
|
{
|
|
ACTION_PARAM_START(1);
|
|
ACTION_PARAM_ANGLE(angle, 0);
|
|
self->angle += angle;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Quake
|
|
//
|
|
//===========================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
|
|
{
|
|
ACTION_PARAM_START(5);
|
|
ACTION_PARAM_INT(intensity, 0);
|
|
ACTION_PARAM_INT(duration, 1);
|
|
ACTION_PARAM_INT(damrad, 2);
|
|
ACTION_PARAM_INT(tremrad, 3);
|
|
ACTION_PARAM_SOUND(sound, 4);
|
|
P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_Weave
|
|
//
|
|
//===========================================================================
|
|
|
|
void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist)
|
|
{
|
|
fixed_t newX, newY;
|
|
int weaveXY, weaveZ;
|
|
int angle;
|
|
fixed_t dist;
|
|
|
|
weaveXY = self->WeaveIndexXY & 63;
|
|
weaveZ = self->WeaveIndexZ & 63;
|
|
angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
|
|
|
|
if (xydist != 0 && xyspeed != 0)
|
|
{
|
|
dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
|
|
newX = self->x - FixedMul (finecosine[angle], dist);
|
|
newY = self->y - FixedMul (finesine[angle], dist);
|
|
weaveXY = (weaveXY + xyspeed) & 63;
|
|
dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
|
|
newX += FixedMul (finecosine[angle], dist);
|
|
newY += FixedMul (finesine[angle], dist);
|
|
P_TryMove (self, newX, newY, true);
|
|
self->WeaveIndexXY = weaveXY;
|
|
}
|
|
|
|
if (zdist != 0 && zspeed != 0)
|
|
{
|
|
self->z -= FixedMul(FloatBobOffsets[weaveZ], zdist);
|
|
weaveZ = (weaveZ + zspeed) & 63;
|
|
self->z += FixedMul(FloatBobOffsets[weaveZ], zdist);
|
|
self->WeaveIndexZ = weaveZ;
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave)
|
|
{
|
|
ACTION_PARAM_START(4);
|
|
ACTION_PARAM_INT(xspeed, 0);
|
|
ACTION_PARAM_INT(yspeed, 1);
|
|
ACTION_PARAM_FIXED(xdist, 2);
|
|
ACTION_PARAM_FIXED(ydist, 3);
|
|
A_Weave(self, xspeed, yspeed, xdist, ydist);
|
|
}
|
|
|
|
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// A_LineEffect
|
|
//
|
|
// This allows linedef effects to be activated inside deh frames.
|
|
//
|
|
//===========================================================================
|
|
|
|
|
|
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
|
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect)
|
|
{
|
|
ACTION_PARAM_START(2);
|
|
ACTION_PARAM_INT(special, 0);
|
|
ACTION_PARAM_INT(tag, 1);
|
|
|
|
line_t junk; maplinedef_t oldjunk;
|
|
bool res = false;
|
|
if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up
|
|
{
|
|
if ((oldjunk.special = special)) // Linedef type
|
|
{
|
|
oldjunk.tag = tag; // Sector tag for linedef
|
|
P_TranslateLineDef(&junk, &oldjunk); // Turn into native type
|
|
res = !!LineSpecials[junk.special](NULL, self, false, junk.args[0],
|
|
junk.args[1], junk.args[2], junk.args[3], junk.args[4]);
|
|
if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once,
|
|
self->flags6 |= MF6_LINEDONE; // no more for this thing
|
|
}
|
|
}
|
|
ACTION_SET_RESULT(res);
|
|
}
|