mirror of
https://github.com/ZDoom/qzdoom.git
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523cf6acb2
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player * WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate) * A_FireSTGrenade codepointer, extended to be parameterizable * The grenade (as the default actor for A_FireSTGrenade) * Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties. SVN r1661 (trunk)
5317 lines
133 KiB
C++
5317 lines
133 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Moving object handling. Spawn functions.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#include "templates.h"
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#include "i_system.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_terrain.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "c_cvars.h"
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#include "b_bot.h" //Added by MC:
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#include "stats.h"
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#include "a_hexenglobal.h"
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#include "a_sharedglobal.h"
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#include "gi.h"
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#include "sbar.h"
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#include "p_acs.h"
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#include "cmdlib.h"
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#include "decallib.h"
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#include "ravenshared.h"
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#include "a_action.h"
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#include "a_keys.h"
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#include "p_conversation.h"
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#include "thingdef/thingdef.h"
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#include "g_game.h"
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#include "teaminfo.h"
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#include "r_translate.h"
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#include "r_sky.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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#include "p_enemy.h"
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// MACROS ------------------------------------------------------------------
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#define WATER_SINK_FACTOR 3
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#define WATER_SINK_SMALL_FACTOR 4
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#define WATER_SINK_SPEED (FRACUNIT/2)
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#define WATER_JUMP_SPEED (FRACUNIT*7/2)
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void G_PlayerReborn (int player);
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern cycle_t BotSupportCycles;
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extern int BotWTG;
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EXTERN_CVAR (Bool, r_drawfuzz);
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EXTERN_CVAR (Int, cl_rockettrails)
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static bool SpawningMapThing;
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static FRandom pr_explodemissile ("ExplodeMissile");
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static FRandom pr_bounce ("Bounce");
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static FRandom pr_reflect ("Reflect");
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static FRandom pr_nightmarerespawn ("NightmareRespawn");
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static FRandom pr_botspawnmobj ("BotSpawnActor");
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static FRandom pr_spawnmapthing ("SpawnMapThing");
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static FRandom pr_spawnpuff ("SpawnPuff");
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static FRandom pr_spawnblood ("SpawnBlood");
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static FRandom pr_splatter ("BloodSplatter");
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static FRandom pr_takedamage ("TakeDamage");
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static FRandom pr_splat ("FAxeSplatter");
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static FRandom pr_ripperblood ("RipperBlood");
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static FRandom pr_chunk ("Chunk");
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static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
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static FRandom pr_spawnmissile ("SpawnMissile");
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static FRandom pr_missiledamage ("MissileDamage");
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FRandom pr_slam ("SkullSlam");
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static FRandom pr_multiclasschoice ("MultiClassChoice");
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static FRandom pr_rockettrail("RocketTrail");
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FRandom pr_spawnmobj ("SpawnActor");
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CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
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{
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level.gravity = self;
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}
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CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
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CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
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fixed_t FloatBobOffsets[64] =
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{
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0, 51389, 102283, 152192,
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200636, 247147, 291278, 332604,
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370727, 405280, 435929, 462380,
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484378, 501712, 514213, 521763,
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524287, 521763, 514213, 501712,
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484378, 462380, 435929, 405280,
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370727, 332604, 291278, 247147,
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200636, 152192, 102283, 51389,
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-1, -51390, -102284, -152193,
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-200637, -247148, -291279, -332605,
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-370728, -405281, -435930, -462381,
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-484380, -501713, -514215, -521764,
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-524288, -521764, -514214, -501713,
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-484379, -462381, -435930, -405280,
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-370728, -332605, -291279, -247148,
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-200637, -152193, -102284, -51389
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};
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fixed_t FloatBobDiffs[64] =
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{
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51389, 51389, 50894, 49909, 48444,
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46511, 44131, 41326, 38123,
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34553, 30649, 26451, 21998,
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17334, 12501, 7550, 2524,
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-2524, -7550, -12501, -17334,
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-21998, -26451, -30649, -34553,
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-38123, -41326, -44131, -46511,
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-48444, -49909, -50894, -51390,
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-51389, -50894, -49909, -48444,
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-46511, -44131, -41326, -38123,
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-34553, -30649, -26451, -21999,
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-17333, -12502, -7549, -2524,
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2524, 7550, 12501, 17334,
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21998, 26451, 30650, 34552,
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38123, 41326, 44131, 46511,
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48444, 49909, 50895
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};
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CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
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CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
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// CODE --------------------------------------------------------------------
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IMPLEMENT_POINTY_CLASS (AActor)
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DECLARE_POINTER (target)
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DECLARE_POINTER (lastenemy)
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DECLARE_POINTER (tracer)
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DECLARE_POINTER (goal)
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DECLARE_POINTER (LastLookActor)
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DECLARE_POINTER (Inventory)
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DECLARE_POINTER (LastHeard)
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DECLARE_POINTER (master)
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END_POINTERS
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AActor::~AActor ()
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{
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// Please avoid calling the destructor directly (or through delete)!
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// Use Destroy() instead.
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}
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void AActor::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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if (arc.IsStoring ())
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{
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arc.WriteSprite (sprite);
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}
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else
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{
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sprite = arc.ReadSprite ();
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}
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arc << x
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<< y
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<< z
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<< angle
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<< frame
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<< scaleX
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<< scaleY
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<< RenderStyle
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<< renderflags
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<< picnum
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<< floorpic
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<< ceilingpic
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<< TIDtoHate
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<< LastLookPlayerNumber
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<< LastLookActor
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<< effects
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<< alpha
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<< fillcolor
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<< pitch
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<< roll
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<< Sector
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<< floorz
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<< ceilingz
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<< dropoffz
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<< floorsector
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<< ceilingsector
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<< radius
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<< height
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<< projectilepassheight
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<< momx
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<< momy
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<< momz
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<< tics
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<< state
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<< Damage
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<< flags
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<< flags2
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<< flags3
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<< flags4
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<< flags5
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<< flags6
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<< special1
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<< special2
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<< health
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<< movedir
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<< visdir
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<< movecount
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<< target
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<< lastenemy
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<< LastHeard
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<< reactiontime
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<< threshold
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<< player
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<< SpawnPoint[0] << SpawnPoint[1] << SpawnPoint[2]
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<< SpawnAngle
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<< skillrespawncount
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<< tracer
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<< floorclip
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<< tid
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<< special
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<< args[0] << args[1] << args[2] << args[3] << args[4]
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<< goal
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<< waterlevel
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<< MinMissileChance
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<< SpawnFlags
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<< Inventory
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<< InventoryID
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<< id
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<< FloatBobPhase
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<< Translation
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<< SeeSound
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<< AttackSound
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<< PainSound
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<< DeathSound
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<< ActiveSound
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<< UseSound
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<< BounceSound
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<< WallBounceSound
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<< Speed
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<< FloatSpeed
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<< Mass
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<< PainChance
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<< SpawnState
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<< SeeState
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<< MeleeState
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<< MissileState
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<< MaxDropOffHeight
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<< MaxStepHeight
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<< bouncetype
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<< bouncefactor
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<< wallbouncefactor
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<< bouncecount
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<< maxtargetrange
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<< meleethreshold
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<< meleerange
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<< DamageType
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<< gravity
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<< FastChaseStrafeCount
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<< master
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<< smokecounter
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<< BlockingMobj
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<< BlockingLine
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<< pushfactor
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<< Species;
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if (arc.IsStoring ())
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{
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int convnum = 0;
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unsigned int i;
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if (Conversation != NULL)
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{
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for (i = 0; i < StrifeDialogues.Size(); ++i)
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{
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if (StrifeDialogues[i] == GetDefault()->Conversation)
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{
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break;
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}
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}
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for (; i + convnum < StrifeDialogues.Size(); ++convnum)
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{
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if (StrifeDialogues[i + convnum] == Conversation)
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{
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break;
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}
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}
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if (i + convnum < StrifeDialogues.Size())
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{
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convnum++;
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}
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else
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{
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convnum = 0;
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}
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}
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arc.WriteCount (convnum);
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}
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else
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{
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int convnum;
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unsigned int i;
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convnum = arc.ReadCount();
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if (convnum == 0 || GetDefault()->Conversation == NULL)
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{
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Conversation = NULL;
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}
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else
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{
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for (i = 0; i < StrifeDialogues.Size(); ++i)
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{
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if (StrifeDialogues[i] == GetDefault()->Conversation)
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{
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break;
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}
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}
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if (i + convnum <= StrifeDialogues.Size())
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{
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Conversation = StrifeDialogues[i + convnum - 1];
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}
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else
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{
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Conversation = GetDefault()->Conversation;
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}
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}
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}
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if (arc.IsLoading ())
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{
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touching_sectorlist = NULL;
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LinkToWorld (Sector);
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AddToHash ();
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SetShade (fillcolor);
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if (player)
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{
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if (playeringame[player - players] &&
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player->cls != NULL &&
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state->sprite ==
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GetDefaultByType (player->cls)->SpawnState->sprite)
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{ // Give player back the skin
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sprite = skins[player->userinfo.skin].sprite;
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scaleX = skins[player->userinfo.skin].ScaleX;
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scaleY = skins[player->userinfo.skin].ScaleY;
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}
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if (Speed == 0)
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{
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Speed = GetDefault()->Speed;
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}
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}
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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UpdateWaterLevel(z, false);
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}
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}
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void FMapThing::Serialize (FArchive &arc)
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{
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arc << thingid << x << y << z << angle << type << flags << special
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<< args[0] << args[1] << args[2] << args[3] << args[4];
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}
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AActor::AActor () throw()
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{
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}
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AActor::AActor (const AActor &other) throw()
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{
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memcpy (&x, &other.x, (BYTE *)&this[1] - (BYTE *)&x);
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}
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AActor &AActor::operator= (const AActor &other)
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{
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memcpy (&x, &other.x, (BYTE *)&this[1] - (BYTE *)&x);
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return *this;
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}
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//==========================================================================
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//
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// AActor::InStateSequence
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//
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// Checks whether the current state is in a contiguous sequence that
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// starts with basestate
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//
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//==========================================================================
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bool AActor::InStateSequence(FState * newstate, FState * basestate)
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{
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if (basestate == NULL) return false;
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FState * thisstate = basestate;
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do
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{
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if (newstate == thisstate) return true;
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basestate = thisstate;
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thisstate = thisstate->GetNextState();
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}
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while (thisstate == basestate+1);
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return false;
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}
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//==========================================================================
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//
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// AActor::GetTics
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//
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// Get the actual duration of the next state
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// This is a more generalized attempt to make the Demon faster in
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// nightmare mode. Actually changing the states' durations has to
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// be considered highly problematic.
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//
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//==========================================================================
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int AActor::GetTics(FState * newstate)
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{
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int tics = newstate->GetTics();
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if (isFast())
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{
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if (flags5 & MF5_FASTER)
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{
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if (InStateSequence(newstate, SeeState)) return tics - (tics>>1);
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}
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if (flags5 & MF5_FASTMELEE)
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{
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if (InStateSequence(newstate, MeleeState)) return tics - (tics>>1);
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}
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}
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return tics;
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}
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//==========================================================================
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//
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// AActor::SetState
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//
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// Returns true if the mobj is still present.
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//
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//==========================================================================
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bool AActor::SetState (FState *newstate)
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{
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if (debugfile && player && (player->cheats & CF_PREDICTING))
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fprintf (debugfile, "for pl %td: SetState while predicting!\n", player-players);
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do
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{
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if (newstate == NULL)
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{
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state = NULL;
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Destroy ();
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return false;
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}
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int prevsprite, newsprite;
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if (state != NULL)
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{
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prevsprite = state->sprite;
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}
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else
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{
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prevsprite = -1;
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}
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state = newstate;
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tics = GetTics(newstate);
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renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
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newsprite = newstate->sprite;
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if (newsprite != 1)
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{
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// Sprite 1 is ----, which means "do not change the sprite"
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frame = newstate->GetFrame();
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if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite)
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{ // [RH] If the new sprite is the same as the original sprite, and
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// this actor is attached to a player, use the player's skin's
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// sprite. If a player is not attached, do not change the sprite
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// unless it is different from the previous state's sprite; a
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// player may have been attached, died, and respawned elsewhere,
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// and we do not want to lose the skin on the body. If it wasn't
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// for Dehacked, I would move sprite changing out of the states
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// altogether, since actors rarely change their sprites after
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// spawning.
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if (player != NULL)
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{
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sprite = skins[player->userinfo.skin].sprite;
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}
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else if (newsprite != prevsprite)
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{
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sprite = newsprite;
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}
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}
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else
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{
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sprite = newsprite;
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}
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}
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if (newstate->CallAction(this, this))
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{
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// Check whether the called action function resulted in destroying the actor
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if (ObjectFlags & OF_EuthanizeMe)
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return false;
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}
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newstate = newstate->GetNextState();
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} while (tics == 0);
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return true;
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}
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//----------------------------------------------------------------------------
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//
|
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// FUNC AActor::SetStateNF
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//
|
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// Same as SetState, but does not call the state function.
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//
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//----------------------------------------------------------------------------
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bool AActor::SetStateNF (FState *newstate)
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{
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do
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|
{
|
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if (newstate == NULL)
|
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{
|
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state = NULL;
|
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Destroy ();
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return false;
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}
|
|
int prevsprite, newsprite;
|
|
|
|
if (state != NULL)
|
|
{
|
|
prevsprite = state->sprite;
|
|
}
|
|
else
|
|
{
|
|
prevsprite = -1;
|
|
}
|
|
state = newstate;
|
|
tics = GetTics(newstate);
|
|
renderflags = (renderflags & ~RF_FULLBRIGHT) | newstate->GetFullbright();
|
|
newsprite = newstate->sprite;
|
|
if (newsprite != 1)
|
|
{
|
|
// Sprite 1 is ----, which means "do not change the sprite"
|
|
|
|
frame = newstate->GetFrame();
|
|
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite)
|
|
{
|
|
if (player != NULL && gameinfo.gametype != GAME_Hexen)
|
|
{
|
|
sprite = skins[player->userinfo.skin].sprite;
|
|
}
|
|
else if (newsprite != prevsprite)
|
|
{
|
|
sprite = newsprite;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sprite = newsprite;
|
|
}
|
|
}
|
|
newstate = newstate->GetNextState();
|
|
} while (tics == 0);
|
|
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: AddInventory
|
|
//
|
|
//============================================================================
|
|
|
|
void AActor::AddInventory (AInventory *item)
|
|
{
|
|
// Check if it's already attached to an actor
|
|
if (item->Owner != NULL)
|
|
{
|
|
// Is it attached to us?
|
|
if (item->Owner == this)
|
|
return;
|
|
|
|
// No, then remove it from the other actor first
|
|
item->Owner->RemoveInventory (item);
|
|
}
|
|
|
|
item->Owner = this;
|
|
item->Inventory = Inventory;
|
|
Inventory = item;
|
|
|
|
// Each item receives an unique ID when added to an actor's inventory.
|
|
// This is used by the DEM_INVUSE command to identify the item. Simply
|
|
// using the item's position in the list won't work, because ticcmds get
|
|
// run sometime in the future, so by the time it runs, the inventory
|
|
// might not be in the same state as it was when DEM_INVUSE was sent.
|
|
Inventory->InventoryID = InventoryID++;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: RemoveInventory
|
|
//
|
|
//============================================================================
|
|
|
|
void AActor::RemoveInventory (AInventory *item)
|
|
{
|
|
AInventory *inv, **invp;
|
|
|
|
invp = &item->Owner->Inventory;
|
|
for (inv = *invp; inv != NULL; invp = &inv->Inventory, inv = *invp)
|
|
{
|
|
if (inv == item)
|
|
{
|
|
*invp = item->Inventory;
|
|
item->DetachFromOwner ();
|
|
item->Owner = NULL;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: DestroyAllInventory
|
|
//
|
|
//============================================================================
|
|
|
|
void AActor::DestroyAllInventory ()
|
|
{
|
|
while (Inventory != NULL)
|
|
{
|
|
AInventory *item = Inventory;
|
|
item->Destroy ();
|
|
assert (item != Inventory);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: FirstInv
|
|
//
|
|
// Returns the first item in this actor's inventory that has IF_INVBAR set.
|
|
//
|
|
//============================================================================
|
|
|
|
AInventory *AActor::FirstInv ()
|
|
{
|
|
if (Inventory == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
if (Inventory->ItemFlags & IF_INVBAR)
|
|
{
|
|
return Inventory;
|
|
}
|
|
return Inventory->NextInv ();
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: UseInventory
|
|
//
|
|
// Attempts to use an item. If the use succeeds, one copy of the item is
|
|
// removed from the inventory. If all copies are removed, then the item is
|
|
// destroyed.
|
|
//
|
|
//============================================================================
|
|
|
|
bool AActor::UseInventory (AInventory *item)
|
|
{
|
|
// No using items if you're dead.
|
|
if (health <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
// Don't use it if you don't actually have any of it.
|
|
if (item->Amount <= 0 || (item->ObjectFlags & OF_EuthanizeMe))
|
|
{
|
|
return false;
|
|
}
|
|
if (!item->Use (false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (dmflags2 & DF2_INFINITE_INVENTORY)
|
|
return true;
|
|
|
|
if (--item->Amount <= 0 && !(item->ItemFlags & IF_KEEPDEPLETED))
|
|
{
|
|
item->Destroy ();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AActor :: DropInventory
|
|
//
|
|
// Removes a single copy of an item and throws it out in front of the actor.
|
|
//
|
|
//===========================================================================
|
|
|
|
AInventory *AActor::DropInventory (AInventory *item)
|
|
{
|
|
fixed_t dropdist;
|
|
angle_t an;
|
|
AInventory *drop = item->CreateTossable ();
|
|
|
|
if (drop == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
an = angle >> ANGLETOFINESHIFT;
|
|
/* 92682 = sqrt(2) * FRACUNIT */
|
|
dropdist = FixedMul (92682, radius + 8*FRACUNIT + item->radius);
|
|
drop->x = x;
|
|
drop->y = y;
|
|
drop->z = z + 10*FRACUNIT;
|
|
P_TryMove (drop, x, y, true);
|
|
drop->angle = angle;
|
|
drop->momx = momx + 5 * finecosine[an];
|
|
drop->momy = momy + 5 * finesine[an];
|
|
drop->momz = momz + FRACUNIT;
|
|
drop->flags &= ~MF_NOGRAVITY; // Don't float
|
|
return drop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: FindInventory
|
|
//
|
|
//============================================================================
|
|
|
|
AInventory *AActor::FindInventory (const PClass *type)
|
|
{
|
|
AInventory *item;
|
|
|
|
if (type == NULL) return NULL;
|
|
|
|
assert (type->ActorInfo != NULL);
|
|
for (item = Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (item->GetClass() == type)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
return item;
|
|
}
|
|
|
|
AInventory *AActor::FindInventory (FName type)
|
|
{
|
|
return FindInventory(PClass::FindClass(type));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: GiveInventoryType
|
|
//
|
|
//============================================================================
|
|
|
|
AInventory *AActor::GiveInventoryType (const PClass *type)
|
|
{
|
|
AInventory *item = NULL;
|
|
|
|
if (type != NULL)
|
|
{
|
|
item = static_cast<AInventory *>(Spawn (type, 0,0,0, NO_REPLACE));
|
|
if (!item->CallTryPickup (this))
|
|
{
|
|
item->Destroy ();
|
|
return NULL;
|
|
}
|
|
}
|
|
return item;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: GiveAmmo
|
|
//
|
|
// Returns true if the ammo was added, false if not.
|
|
//
|
|
//============================================================================
|
|
|
|
bool AActor::GiveAmmo (const PClass *type, int amount)
|
|
{
|
|
if (type != NULL)
|
|
{
|
|
AInventory *item = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
|
|
if (item)
|
|
{
|
|
item->Amount = amount;
|
|
item->flags |= MF_DROPPED;
|
|
if (!item->CallTryPickup (this))
|
|
{
|
|
item->Destroy ();
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: CopyFriendliness
|
|
//
|
|
// Makes this actor hate (or like) the same things another actor does.
|
|
//
|
|
//============================================================================
|
|
|
|
void AActor::CopyFriendliness (AActor *other, bool changeTarget)
|
|
{
|
|
level.total_monsters -= CountsAsKill();
|
|
TIDtoHate = other->TIDtoHate;
|
|
LastLookActor = other->LastLookActor;
|
|
LastLookPlayerNumber = other->LastLookPlayerNumber;
|
|
flags = (flags & ~MF_FRIENDLY) | (other->flags & MF_FRIENDLY);
|
|
flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
|
|
flags4 = (flags4 & ~MF4_NOHATEPLAYERS) | (other->flags4 & MF4_NOHATEPLAYERS);
|
|
FriendPlayer = other->FriendPlayer;
|
|
if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET))
|
|
{
|
|
// LastHeard must be set as well so that A_Look can react to the new target if called
|
|
LastHeard = target = other->target;
|
|
}
|
|
level.total_monsters += CountsAsKill();
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: ObtainInventory
|
|
//
|
|
// Removes the items from the other actor and puts them in this actor's
|
|
// inventory. The actor receiving the inventory must not have any items.
|
|
//
|
|
//============================================================================
|
|
|
|
void AActor::ObtainInventory (AActor *other)
|
|
{
|
|
assert (Inventory == NULL);
|
|
|
|
Inventory = other->Inventory;
|
|
InventoryID = other->InventoryID;
|
|
other->Inventory = NULL;
|
|
other->InventoryID = 0;
|
|
|
|
if (other->IsKindOf(RUNTIME_CLASS(APlayerPawn)) && this->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
|
{
|
|
APlayerPawn *you = static_cast<APlayerPawn *>(other);
|
|
APlayerPawn *me = static_cast<APlayerPawn *>(this);
|
|
me->InvFirst = you->InvFirst;
|
|
me->InvSel = you->InvSel;
|
|
you->InvFirst = NULL;
|
|
you->InvSel = NULL;
|
|
}
|
|
|
|
AInventory *item = Inventory;
|
|
while (item != NULL)
|
|
{
|
|
item->Owner = this;
|
|
item = item->Inventory;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: CheckLocalView
|
|
//
|
|
// Returns true if this actor is local for the player. Here, local means the
|
|
// player is either looking out this actor's eyes, or this actor is the player
|
|
// and the player is looking out the eyes of something non-"sentient."
|
|
//
|
|
//============================================================================
|
|
|
|
bool AActor::CheckLocalView (int playernum) const
|
|
{
|
|
if (players[playernum].camera == this)
|
|
{
|
|
return true;
|
|
}
|
|
if (players[playernum].mo != this || players[playernum].camera == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
if (players[playernum].camera->player == NULL &&
|
|
!(players[playernum].camera->flags3 & MF3_ISMONSTER))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: ConversationAnimation
|
|
//
|
|
// Plays a conversation-related animation:
|
|
// 0 = greeting
|
|
// 1 = "yes"
|
|
// 2 = "no"
|
|
//
|
|
//============================================================================
|
|
|
|
void AActor::ConversationAnimation (int animnum)
|
|
{
|
|
FState * state = NULL;
|
|
switch (animnum)
|
|
{
|
|
case 0:
|
|
state = FindState(NAME_Greetings);
|
|
break;
|
|
case 1:
|
|
state = FindState(NAME_Yes);
|
|
break;
|
|
case 2:
|
|
state = FindState(NAME_No);
|
|
break;
|
|
}
|
|
if (state != NULL) SetState(state);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: Touch
|
|
//
|
|
// Something just touched this actor. Normally used only for inventory items,
|
|
// but some Strife monsters also use it.
|
|
//
|
|
//============================================================================
|
|
|
|
void AActor::Touch (AActor *toucher)
|
|
{
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: Grind
|
|
//
|
|
// Handles the an actor being crushed by a door, crusher or polyobject.
|
|
// Originally part of P_DoCrunch(), it has been made into its own actor
|
|
// function so that it could be called from a polyobject without hassle.
|
|
// Bool items is true if it should destroy() dropped items, false otherwise.
|
|
//============================================================================
|
|
|
|
bool AActor::Grind(bool items)
|
|
{
|
|
// crunch bodies to giblets
|
|
if ((this->flags & MF_CORPSE) &&
|
|
!(this->flags3 & MF3_DONTGIB) &&
|
|
(this->health <= 0))
|
|
{
|
|
FState * state = this->FindState(NAME_Crush);
|
|
if (state != NULL && !(this->flags & MF_ICECORPSE))
|
|
{
|
|
if (this->flags4 & MF4_BOSSDEATH)
|
|
{
|
|
CALL_ACTION(A_BossDeath, this);
|
|
}
|
|
this->flags &= ~MF_SOLID;
|
|
this->flags3 |= MF3_DONTGIB;
|
|
this->height = this->radius = 0;
|
|
this->SetState (state);
|
|
return false;
|
|
}
|
|
if (!(this->flags & MF_NOBLOOD))
|
|
{
|
|
if (this->flags4 & MF4_BOSSDEATH)
|
|
{
|
|
CALL_ACTION(A_BossDeath, this);
|
|
}
|
|
|
|
const PClass *i = PClass::FindClass("RealGibs");
|
|
|
|
if (i != NULL)
|
|
{
|
|
i = i->ActorInfo->GetReplacement()->Class;
|
|
|
|
const AActor *defaults = GetDefaultByType (i);
|
|
if (defaults->SpawnState == NULL ||
|
|
sprites[defaults->SpawnState->sprite].numframes == 0)
|
|
{
|
|
i = NULL;
|
|
}
|
|
}
|
|
if (i == NULL)
|
|
{
|
|
// if there's no gib sprite don't crunch it.
|
|
this->flags &= ~MF_SOLID;
|
|
this->flags3 |= MF3_DONTGIB;
|
|
this->height = this->radius = 0;
|
|
return false;
|
|
}
|
|
|
|
AActor *gib = Spawn (i, this->x, this->y, this->z, ALLOW_REPLACE);
|
|
if (gib != NULL)
|
|
{
|
|
gib->RenderStyle = this->RenderStyle;
|
|
gib->alpha = this->alpha;
|
|
gib->height = 0;
|
|
gib->radius = 0;
|
|
}
|
|
S_Sound (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
|
|
|
|
PalEntry bloodcolor = (PalEntry)this->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
|
if (bloodcolor!=0) gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
|
}
|
|
if (this->flags & MF_ICECORPSE)
|
|
{
|
|
this->tics = 1;
|
|
this->momx = this->momy = this->momz = 0;
|
|
}
|
|
else if (this->player)
|
|
{
|
|
this->flags |= MF_NOCLIP;
|
|
this->flags3 |= MF3_DONTGIB;
|
|
this->renderflags |= RF_INVISIBLE;
|
|
}
|
|
else
|
|
{
|
|
this->Destroy ();
|
|
}
|
|
return false; // keep checking
|
|
}
|
|
|
|
// crunch dropped items
|
|
if (this->flags & MF_DROPPED)
|
|
{
|
|
if (items) this->Destroy (); // Only destroy dropped items if wanted
|
|
return false; // keep checking
|
|
}
|
|
|
|
if (!(this->flags & MF_SOLID) || (this->flags & MF_NOCLIP))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!(this->flags & MF_SHOOTABLE))
|
|
{
|
|
return false; // assume it is bloody gibs or something
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: Massacre
|
|
//
|
|
// Called by the massacre cheat to kill monsters. Returns true if the monster
|
|
// was killed and false if it was already dead.
|
|
//============================================================================
|
|
|
|
bool AActor::Massacre ()
|
|
{
|
|
int prevhealth;
|
|
|
|
if (health > 0)
|
|
{
|
|
flags |= MF_SHOOTABLE;
|
|
flags2 &= ~(MF2_DORMANT|MF2_INVULNERABLE);
|
|
do
|
|
{
|
|
prevhealth = health;
|
|
P_DamageMobj (this, NULL, NULL, 1000000, NAME_Massacre);
|
|
}
|
|
while (health != prevhealth && health > 0); //abort if the actor wasn't hurt.
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_ExplodeMissile
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
|
|
{
|
|
if (mo->flags3 & MF3_EXPLOCOUNT)
|
|
{
|
|
if (++mo->special2 < mo->special1)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
mo->momx = mo->momy = mo->momz = 0;
|
|
mo->effects = 0; // [RH]
|
|
|
|
FState *nextstate=NULL;
|
|
|
|
if (target != NULL && target->flags & (MF_SHOOTABLE|MF_CORPSE))
|
|
{
|
|
if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
|
|
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
|
|
}
|
|
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death);
|
|
mo->SetState (nextstate);
|
|
|
|
if (mo->ObjectFlags & OF_EuthanizeMe)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (line != NULL && line->special == Line_Horizon)
|
|
{
|
|
// [RH] Don't explode missiles on horizon lines.
|
|
mo->Destroy ();
|
|
return;
|
|
}
|
|
|
|
if (line != NULL && cl_missiledecals)
|
|
{
|
|
int side = P_PointOnLineSide (mo->x, mo->y, line);
|
|
if (line->sidenum[side] == NO_SIDE)
|
|
side ^= 1;
|
|
if (line->sidenum[side] != NO_SIDE)
|
|
{
|
|
FDecalBase *base = mo->DecalGenerator;
|
|
if (base != NULL)
|
|
{
|
|
// Find the nearest point on the line, and stick a decal there
|
|
fixed_t x, y, z;
|
|
SQWORD num, den;
|
|
|
|
den = (SQWORD)line->dx*line->dx + (SQWORD)line->dy*line->dy;
|
|
if (den != 0)
|
|
{
|
|
SDWORD frac;
|
|
|
|
num = (SQWORD)(mo->x-line->v1->x)*line->dx+(SQWORD)(mo->y-line->v1->y)*line->dy;
|
|
if (num <= 0)
|
|
{
|
|
frac = 0;
|
|
}
|
|
else if (num >= den)
|
|
{
|
|
frac = 1<<30;
|
|
}
|
|
else
|
|
{
|
|
frac = (SDWORD)(num / (den>>30));
|
|
}
|
|
|
|
x = line->v1->x + MulScale30 (line->dx, frac);
|
|
y = line->v1->y + MulScale30 (line->dy, frac);
|
|
z = mo->z;
|
|
|
|
F3DFloor * ffloor=NULL;
|
|
#ifdef _3DFLOORS
|
|
if (line->sidenum[side^1]!=NO_SIDE)
|
|
{
|
|
sector_t * backsector=sides[line->sidenum[side^1]].sector;
|
|
extsector_t::xfloor &xf = backsector->e->XFloor;
|
|
// find a 3D-floor to stick to
|
|
for(unsigned int i=0;i<xf.ffloors.Size();i++)
|
|
{
|
|
F3DFloor * rover=xf.ffloors[i];
|
|
|
|
if ((rover->flags&(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))==(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))
|
|
{
|
|
if (z<=rover->top.plane->ZatPoint(x, y) && z>=rover->bottom.plane->ZatPoint( x, y))
|
|
{
|
|
ffloor=rover;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
DImpactDecal::StaticCreate (base->GetDecal (),
|
|
x, y, z, sides + line->sidenum[side], ffloor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (nextstate != NULL)
|
|
{
|
|
// [RH] Change render style of exploding rockets
|
|
if (mo->flags5 & MF5_DEHEXPLOSION)
|
|
{
|
|
if (deh.ExplosionStyle == 255)
|
|
{
|
|
if (addrocketexplosion)
|
|
{
|
|
mo->RenderStyle = STYLE_Add;
|
|
mo->alpha = FRACUNIT;
|
|
}
|
|
else
|
|
{
|
|
mo->RenderStyle = STYLE_Translucent;
|
|
mo->alpha = FRACUNIT*2/3;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mo->RenderStyle = ERenderStyle(deh.ExplosionStyle);
|
|
mo->alpha = deh.ExplosionAlpha;
|
|
}
|
|
}
|
|
|
|
if (mo->flags4 & MF4_RANDOMIZE)
|
|
{
|
|
mo->tics -= (pr_explodemissile() & 3) * TICRATE / 35;
|
|
if (mo->tics < 1)
|
|
mo->tics = 1;
|
|
}
|
|
|
|
mo->flags &= ~MF_MISSILE;
|
|
|
|
if (mo->DeathSound)
|
|
{
|
|
S_Sound (mo, CHAN_VOICE, mo->DeathSound, 1,
|
|
(mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void AActor::PlayBounceSound(bool onfloor)
|
|
{
|
|
if (!onfloor && (flags3 & MF3_NOWALLBOUNCESND))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!(flags4 & MF4_NOBOUNCESOUND))
|
|
{
|
|
if (bouncetype & BOUNCE_UseSeeSound)
|
|
{
|
|
S_Sound (this, CHAN_VOICE, SeeSound, 1, ATTN_IDLE);
|
|
}
|
|
else if (onfloor || WallBounceSound <= 0)
|
|
{
|
|
S_Sound (this, CHAN_VOICE, BounceSound, 1, ATTN_IDLE);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (this, CHAN_VOICE, WallBounceSound, 1, ATTN_IDLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_FloorBounceMissile
|
|
//
|
|
// Returns true if the missile was destroyed
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool AActor::FloorBounceMissile (secplane_t &plane)
|
|
{
|
|
if (z <= floorz && P_HitFloor (this))
|
|
{
|
|
// Landed in some sort of liquid
|
|
if (flags5 & MF5_EXPLODEONWATER)
|
|
{
|
|
P_ExplodeMissile(this, NULL, NULL);
|
|
return true;
|
|
}
|
|
if (!(flags3 & MF3_CANBOUNCEWATER))
|
|
{
|
|
Destroy ();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// The amount of bounces is limited
|
|
if (bouncecount>0 && --bouncecount==0)
|
|
{
|
|
P_ExplodeMissile(this, NULL, NULL);
|
|
return true;
|
|
}
|
|
|
|
fixed_t dot = TMulScale16 (momx, plane.a, momy, plane.b, momz, plane.c);
|
|
int bt = bouncetype & BOUNCE_TypeMask;
|
|
|
|
|
|
if (bt == BOUNCE_Heretic)
|
|
{
|
|
momx -= MulScale15 (plane.a, dot);
|
|
momy -= MulScale15 (plane.b, dot);
|
|
momz -= MulScale15 (plane.c, dot);
|
|
angle = R_PointToAngle2 (0, 0, momx, momy);
|
|
flags |= MF_INBOUNCE;
|
|
SetState (FindState(NAME_Death));
|
|
flags &= ~MF_INBOUNCE;
|
|
return false;
|
|
}
|
|
|
|
// The reflected velocity keeps only about 70% of its original speed
|
|
long bouncescale = 0x4000 * bouncefactor;
|
|
momx = MulScale30 (momx - MulScale15 (plane.a, dot), bouncescale);
|
|
momy = MulScale30 (momy - MulScale15 (plane.b, dot), bouncescale);
|
|
momz = MulScale30 (momz - MulScale15 (plane.c, dot), bouncescale);
|
|
angle = R_PointToAngle2 (0, 0, momx, momy);
|
|
|
|
PlayBounceSound(true);
|
|
if (bt == BOUNCE_Doom)
|
|
{
|
|
if (!(flags & MF_NOGRAVITY) && (momz < 3*FRACUNIT))
|
|
{
|
|
bouncetype = BOUNCE_None;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_ThrustMobj
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move)
|
|
{
|
|
angle >>= ANGLETOFINESHIFT;
|
|
mo->momx += FixedMul (move, finecosine[angle]);
|
|
mo->momy += FixedMul (move, finesine[angle]);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_FaceMobj
|
|
//
|
|
// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs
|
|
// to turn counter clockwise. 'delta' is set to the amount 'source'
|
|
// needs to turn.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
int P_FaceMobj (AActor *source, AActor *target, angle_t *delta)
|
|
{
|
|
angle_t diff;
|
|
angle_t angle1;
|
|
angle_t angle2;
|
|
|
|
angle1 = source->angle;
|
|
angle2 = R_PointToAngle2 (source->x, source->y, target->x, target->y);
|
|
if (angle2 > angle1)
|
|
{
|
|
diff = angle2 - angle1;
|
|
if (diff > ANGLE_180)
|
|
{
|
|
*delta = ANGLE_MAX - diff;
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
*delta = diff;
|
|
return 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
diff = angle1 - angle2;
|
|
if (diff > ANGLE_180)
|
|
{
|
|
*delta = ANGLE_MAX - diff;
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
*delta = diff;
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// CanSeek
|
|
//
|
|
// Checks if a seeker missile can home in on its target
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool AActor::CanSeek(AActor *target) const
|
|
{
|
|
if (target->flags5 & MF5_CANTSEEK) return false;
|
|
if ((flags2 & MF2_DONTSEEKINVISIBLE) &&
|
|
((target->flags & MF_SHADOW) ||
|
|
target->renderflags & RF_INVISIBLE ||
|
|
target->RenderStyle.IsVisible(target->alpha)
|
|
)
|
|
) return false;
|
|
return true;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_SeekerMissile
|
|
//
|
|
// The missile's tracer field must be the target. Returns true if
|
|
// target was tracked, false if not.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
|
|
{
|
|
int dir;
|
|
int dist;
|
|
angle_t delta;
|
|
angle_t angle;
|
|
AActor *target;
|
|
|
|
target = actor->tracer;
|
|
if (target == NULL || actor->Speed == 0 || !actor->CanSeek(target))
|
|
{
|
|
return false;
|
|
}
|
|
if (!(target->flags & MF_SHOOTABLE))
|
|
{ // Target died
|
|
actor->tracer = NULL;
|
|
return false;
|
|
}
|
|
dir = P_FaceMobj (actor, target, &delta);
|
|
if (delta > thresh)
|
|
{
|
|
delta >>= 1;
|
|
if (delta > turnMax)
|
|
{
|
|
delta = turnMax;
|
|
}
|
|
}
|
|
if (dir)
|
|
{ // Turn clockwise
|
|
actor->angle += delta;
|
|
}
|
|
else
|
|
{ // Turn counter clockwise
|
|
actor->angle -= delta;
|
|
}
|
|
angle = actor->angle>>ANGLETOFINESHIFT;
|
|
actor->momx = FixedMul (actor->Speed, finecosine[angle]);
|
|
actor->momy = FixedMul (actor->Speed, finesine[angle]);
|
|
if (actor->z + actor->height < target->z ||
|
|
target->z + target->height < actor->z)
|
|
{ // Need to seek vertically
|
|
dist = P_AproxDistance (target->x - actor->x, target->y - actor->y);
|
|
dist = dist / actor->Speed;
|
|
if (dist < 1)
|
|
{
|
|
dist = 1;
|
|
}
|
|
actor->momz = ((target->z+target->height/2) - (actor->z+actor->height/2)) / dist;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// P_XYMovement
|
|
//
|
|
// Returns the actor's old floorz.
|
|
//
|
|
#define STOPSPEED 0x1000
|
|
#define FRICTION 0xe800
|
|
#define CARRYSTOPSPEED (STOPSPEED*32/3)
|
|
|
|
fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|
{
|
|
bool bForceSlide = scrollx || scrolly;
|
|
angle_t angle;
|
|
fixed_t ptryx, ptryy;
|
|
player_t *player;
|
|
fixed_t xmove, ymove;
|
|
const secplane_t * walkplane;
|
|
static const int windTab[3] = {2048*5, 2048*10, 2048*25};
|
|
int steps, step, totalsteps;
|
|
fixed_t startx, starty;
|
|
fixed_t oldfloorz = mo->floorz;
|
|
|
|
fixed_t maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) ||
|
|
(mo->player && mo->player->crouchoffset<-10*FRACUNIT) ? MAXMOVE : MAXMOVE/4;
|
|
|
|
if (mo->flags2 & MF2_WINDTHRUST && mo->waterlevel < 2 && !(mo->flags & MF_NOCLIP))
|
|
{
|
|
int special = mo->Sector->special;
|
|
switch (special)
|
|
{
|
|
case 40: case 41: case 42: // Wind_East
|
|
P_ThrustMobj (mo, 0, windTab[special-40]);
|
|
break;
|
|
case 43: case 44: case 45: // Wind_North
|
|
P_ThrustMobj (mo, ANG90, windTab[special-43]);
|
|
break;
|
|
case 46: case 47: case 48: // Wind_South
|
|
P_ThrustMobj (mo, ANG270, windTab[special-46]);
|
|
break;
|
|
case 49: case 50: case 51: // Wind_West
|
|
P_ThrustMobj (mo, ANG180, windTab[special-49]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// [RH] No need to clamp these now. However, wall running needs it so
|
|
// that large thrusts can't propel an actor through a wall, because wall
|
|
// running depends on the player's original movement continuing even after
|
|
// it gets blocked.
|
|
if ((mo->player != NULL && (i_compatflags & COMPATF_WALLRUN)) || (mo->waterlevel >= 1) ||
|
|
(mo->player != NULL && mo->player->crouchfactor < FRACUNIT*3/4))
|
|
{
|
|
// preserve the direction instead of clamping x and y independently.
|
|
xmove = clamp (mo->momx, -maxmove, maxmove);
|
|
ymove = clamp (mo->momy, -maxmove, maxmove);
|
|
|
|
fixed_t xfac = FixedDiv(xmove, mo->momx);
|
|
fixed_t yfac = FixedDiv(ymove, mo->momy);
|
|
fixed_t fac = MIN(xfac, yfac);
|
|
|
|
xmove = mo->momx = FixedMul(mo->momx, fac);
|
|
ymove = mo->momy = FixedMul(mo->momy, fac);
|
|
}
|
|
else
|
|
{
|
|
xmove = mo->momx;
|
|
ymove = mo->momy;
|
|
}
|
|
// [RH] Carrying sectors didn't work with low speeds in BOOM. This is
|
|
// because BOOM relied on the speed being fast enough to accumulate
|
|
// despite friction. If the speed is too low, then its movement will get
|
|
// cancelled, and it won't accumulate to the desired speed.
|
|
mo->flags4 &= ~MF4_SCROLLMOVE;
|
|
if (abs(scrollx) > CARRYSTOPSPEED)
|
|
{
|
|
scrollx = FixedMul (scrollx, CARRYFACTOR);
|
|
mo->momx += scrollx;
|
|
mo->flags4 |= MF4_SCROLLMOVE;
|
|
}
|
|
if (abs(scrolly) > CARRYSTOPSPEED)
|
|
{
|
|
scrolly = FixedMul (scrolly, CARRYFACTOR);
|
|
mo->momy += scrolly;
|
|
mo->flags4 |= MF4_SCROLLMOVE;
|
|
}
|
|
xmove += scrollx;
|
|
ymove += scrolly;
|
|
|
|
if ((xmove | ymove) == 0)
|
|
{
|
|
if (mo->flags & MF_SKULLFLY)
|
|
{
|
|
// the skull slammed into something
|
|
mo->flags &= ~MF_SKULLFLY;
|
|
mo->momx = mo->momy = mo->momz = 0;
|
|
if (!(mo->flags2 & MF2_DORMANT))
|
|
{
|
|
if (mo->SeeState != NULL) mo->SetState (mo->SeeState);
|
|
else mo->SetIdle();
|
|
}
|
|
else
|
|
{
|
|
mo->SetIdle();
|
|
mo->tics = -1;
|
|
}
|
|
}
|
|
return oldfloorz;
|
|
}
|
|
|
|
player = mo->player;
|
|
|
|
// [RH] Adjust player movement on sloped floors
|
|
fixed_t startxmove = xmove;
|
|
fixed_t startymove = ymove;
|
|
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
|
|
|
|
// [RH] Take smaller steps when moving faster than the object's size permits.
|
|
// Moving as fast as the object's "diameter" is bad because it could skip
|
|
// some lines because the actor could land such that it is just touching the
|
|
// line. For Doom to detect that the line is there, it needs to actually cut
|
|
// through the actor.
|
|
|
|
{
|
|
maxmove = mo->radius - FRACUNIT;
|
|
|
|
if (maxmove <= 0)
|
|
{ // gibs can have radius 0, so don't divide by zero below!
|
|
maxmove = MAXMOVE;
|
|
}
|
|
|
|
const fixed_t xspeed = abs (xmove);
|
|
const fixed_t yspeed = abs (ymove);
|
|
|
|
steps = 1;
|
|
|
|
if (xspeed > yspeed)
|
|
{
|
|
if (xspeed > maxmove)
|
|
{
|
|
steps = 1 + xspeed / maxmove;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (yspeed > maxmove)
|
|
{
|
|
steps = 1 + yspeed / maxmove;
|
|
}
|
|
}
|
|
}
|
|
|
|
// P_SlideMove needs to know the step size before P_CheckSlopeWalk
|
|
// because it also calls P_CheckSlopeWalk on its clipped steps.
|
|
fixed_t onestepx = startxmove / steps;
|
|
fixed_t onestepy = startymove / steps;
|
|
|
|
startx = mo->x;
|
|
starty = mo->y;
|
|
step = 1;
|
|
totalsteps = steps;
|
|
|
|
// [RH] Instead of doing ripping damage each step, do it each tic.
|
|
// This makes it compatible with Heretic and Hexen, which only did
|
|
// one step for their missiles with ripping damage (excluding those
|
|
// that don't use P_XYMovement). It's also more intuitive since it
|
|
// makes the damage done dependant on the amount of time the projectile
|
|
// spends inside a target rather than on the projectile's size. The
|
|
// last actor ripped through is recorded so that if the projectile
|
|
// passes through more than one actor this tic, each one takes damage
|
|
// and not just the first one.
|
|
|
|
FCheckPosition tm(!!(mo->flags2 & MF2_RIP));
|
|
|
|
do
|
|
{
|
|
ptryx = startx + Scale (xmove, step, steps);
|
|
ptryy = starty + Scale (ymove, step, steps);
|
|
|
|
/* if (mo->player)
|
|
Printf ("%d,%d/%d: %d %d %d %d %d %d %d\n", level.time, step, steps, startxmove, Scale(xmove,step,steps), startymove, Scale(ymove,step,steps), mo->x, mo->y, mo->z);
|
|
*/
|
|
// [RH] If walking on a slope, stay on the slope
|
|
// killough 3/15/98: Allow objects to drop off
|
|
if (!P_TryMove (mo, ptryx, ptryy, true, walkplane, tm))
|
|
{
|
|
// blocked move
|
|
|
|
if ((mo->flags2 & (MF2_SLIDE|MF2_BLASTED) || bForceSlide) && !(mo->flags&MF_MISSILE))
|
|
{
|
|
// try to slide along it
|
|
if (mo->BlockingMobj == NULL)
|
|
{ // slide against wall
|
|
if (mo->BlockingLine != NULL &&
|
|
mo->player && mo->waterlevel && mo->waterlevel < 3 &&
|
|
(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove) &&
|
|
mo->BlockingLine->sidenum[1] != NO_SIDE)
|
|
{
|
|
mo->momz = WATER_JUMP_SPEED;
|
|
}
|
|
if (player && (i_compatflags & COMPATF_WALLRUN))
|
|
{
|
|
// [RH] Here is the key to wall running: The move is clipped using its full speed.
|
|
// If the move is done a second time (because it was too fast for one move), it
|
|
// is still clipped against the wall at its full speed, so you effectively
|
|
// execute two moves in one tic.
|
|
P_SlideMove (mo, mo->momx, mo->momy, 1);
|
|
}
|
|
else
|
|
{
|
|
P_SlideMove (mo, onestepx, onestepy, totalsteps);
|
|
}
|
|
if ((mo->momx | mo->momy) == 0)
|
|
{
|
|
steps = 0;
|
|
}
|
|
else
|
|
{
|
|
if (!player || !(i_compatflags & COMPATF_WALLRUN))
|
|
{
|
|
xmove = mo->momx;
|
|
ymove = mo->momy;
|
|
onestepx = xmove / steps;
|
|
onestepy = ymove / steps;
|
|
P_CheckSlopeWalk (mo, xmove, ymove);
|
|
}
|
|
startx = mo->x - Scale (xmove, step, steps);
|
|
starty = mo->y - Scale (ymove, step, steps);
|
|
}
|
|
}
|
|
else
|
|
{ // slide against another actor
|
|
fixed_t tx, ty;
|
|
tx = 0, ty = onestepy;
|
|
walkplane = P_CheckSlopeWalk (mo, tx, ty);
|
|
if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane))
|
|
{
|
|
mo->momx = 0;
|
|
}
|
|
else
|
|
{
|
|
tx = onestepx, ty = 0;
|
|
walkplane = P_CheckSlopeWalk (mo, tx, ty);
|
|
if (P_TryMove (mo, mo->x + tx, mo->y + ty, true, walkplane))
|
|
{
|
|
mo->momy = 0;
|
|
}
|
|
else
|
|
{
|
|
mo->momx = mo->momy = 0;
|
|
}
|
|
}
|
|
if (player && player->mo == mo)
|
|
{
|
|
if (mo->momx == 0)
|
|
player->momx = 0;
|
|
if (mo->momy == 0)
|
|
player->momy = 0;
|
|
}
|
|
steps = 0;
|
|
}
|
|
}
|
|
else if (mo->flags & MF_MISSILE)
|
|
{
|
|
AActor *BlockingMobj = mo->BlockingMobj;
|
|
steps = 0;
|
|
if (BlockingMobj)
|
|
{
|
|
int bt = mo->bouncetype & BOUNCE_TypeMask;
|
|
if (bt == BOUNCE_Doom || bt == BOUNCE_Hexen)
|
|
{
|
|
if (mo->flags5&MF5_BOUNCEONACTORS ||
|
|
(BlockingMobj->flags2 & MF2_REFLECTIVE) ||
|
|
((!BlockingMobj->player) &&
|
|
(!(BlockingMobj->flags3 & MF3_ISMONSTER))))
|
|
{
|
|
fixed_t speed;
|
|
|
|
angle = R_PointToAngle2 (BlockingMobj->x,
|
|
BlockingMobj->y, mo->x, mo->y)
|
|
+ANGLE_1*((pr_bounce()%16)-8);
|
|
speed = P_AproxDistance (mo->momx, mo->momy);
|
|
speed = FixedMul (speed, (fixed_t)(0.75*FRACUNIT));
|
|
mo->angle = angle;
|
|
angle >>= ANGLETOFINESHIFT;
|
|
mo->momx = FixedMul (speed, finecosine[angle]);
|
|
mo->momy = FixedMul (speed, finesine[angle]);
|
|
mo->PlayBounceSound(true);
|
|
return oldfloorz;
|
|
}
|
|
else
|
|
{ // Struck a player/creature
|
|
P_ExplodeMissile (mo, NULL, BlockingMobj);
|
|
return oldfloorz;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Struck a wall
|
|
if (P_BounceWall (mo))
|
|
{
|
|
mo->PlayBounceSound(false);
|
|
return oldfloorz;
|
|
}
|
|
}
|
|
if (BlockingMobj &&
|
|
(BlockingMobj->flags2 & MF2_REFLECTIVE))
|
|
{
|
|
angle = R_PointToAngle2(BlockingMobj->x,
|
|
BlockingMobj->y,
|
|
mo->x, mo->y);
|
|
|
|
// Change angle for deflection/reflection
|
|
if (mo->AdjustReflectionAngle (BlockingMobj, angle))
|
|
{
|
|
goto explode;
|
|
}
|
|
|
|
// Reflect the missile along angle
|
|
mo->angle = angle;
|
|
angle >>= ANGLETOFINESHIFT;
|
|
mo->momx = FixedMul (mo->Speed>>1, finecosine[angle]);
|
|
mo->momy = FixedMul (mo->Speed>>1, finesine[angle]);
|
|
mo->momz = -mo->momz/2;
|
|
if (mo->flags2 & MF2_SEEKERMISSILE)
|
|
{
|
|
mo->tracer = mo->target;
|
|
}
|
|
mo->target = BlockingMobj;
|
|
return oldfloorz;
|
|
}
|
|
explode:
|
|
// explode a missile
|
|
if (tm.ceilingline &&
|
|
tm.ceilingline->backsector &&
|
|
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
|
|
mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y) && //killough
|
|
!(mo->flags3 & MF3_SKYEXPLODE))
|
|
{
|
|
// Hack to prevent missiles exploding against the sky.
|
|
// Does not handle sky floors.
|
|
mo->Destroy ();
|
|
return oldfloorz;
|
|
}
|
|
// [RH] Don't explode on horizon lines.
|
|
if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
|
|
{
|
|
mo->Destroy ();
|
|
return oldfloorz;
|
|
}
|
|
P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj);
|
|
return oldfloorz;
|
|
}
|
|
else
|
|
{
|
|
mo->momx = mo->momy = 0;
|
|
steps = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (mo->x != ptryx || mo->y != ptryy)
|
|
{
|
|
// If the new position does not match the desired position, the player
|
|
// must have gone through a teleporter, so stop moving right now if it
|
|
// was a regular teleporter. If it was a line-to-line or fogless teleporter,
|
|
// the move should continue, but startx and starty need to change.
|
|
if (mo->momx == 0 && mo->momy == 0)
|
|
{
|
|
step = steps;
|
|
}
|
|
else
|
|
{
|
|
startx = mo->x - Scale (xmove, step, steps);
|
|
starty = mo->y - Scale (ymove, step, steps);
|
|
}
|
|
}
|
|
}
|
|
} while (++step <= steps);
|
|
|
|
// Friction
|
|
|
|
if (player && player->mo == mo && player->cheats & CF_NOMOMENTUM)
|
|
{ // debug option for no sliding at all
|
|
mo->momx = mo->momy = 0;
|
|
player->momx = player->momy = 0;
|
|
return oldfloorz;
|
|
}
|
|
|
|
if (mo->flags & (MF_MISSILE | MF_SKULLFLY))
|
|
{ // no friction for missiles
|
|
return oldfloorz;
|
|
}
|
|
|
|
if (mo->z > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) &&
|
|
(!(mo->flags2 & MF2_FLY) || !(mo->flags & MF_NOGRAVITY)) && !mo->waterlevel)
|
|
{ // [RH] Friction when falling is available for larger aircontrols
|
|
if (player != NULL && level.airfriction != FRACUNIT)
|
|
{
|
|
mo->momx = FixedMul (mo->momx, level.airfriction);
|
|
mo->momy = FixedMul (mo->momy, level.airfriction);
|
|
|
|
if (player->mo == mo) // Not voodoo dolls
|
|
{
|
|
player->momx = FixedMul (player->momx, level.airfriction);
|
|
player->momy = FixedMul (player->momy, level.airfriction);
|
|
}
|
|
}
|
|
return oldfloorz;
|
|
}
|
|
|
|
if (mo->flags & MF_CORPSE)
|
|
{ // Don't stop sliding if halfway off a step with some momentum
|
|
if (mo->momx > FRACUNIT/4 || mo->momx < -FRACUNIT/4
|
|
|| mo->momy > FRACUNIT/4 || mo->momy < -FRACUNIT/4)
|
|
{
|
|
if (mo->floorz > mo->Sector->floorplane.ZatPoint (mo->x, mo->y))
|
|
{
|
|
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
|
|
{
|
|
#ifdef _3DFLOORS
|
|
unsigned i;
|
|
for(i=0;i<mo->Sector->e->XFloor.ffloors.Size();i++)
|
|
{
|
|
// Sliding around on 3D floors looks extremely bad so
|
|
// if the floor comes from one in the current sector stop sliding the corpse!
|
|
F3DFloor * rover=mo->Sector->e->XFloor.ffloors[i];
|
|
if (!(rover->flags&FF_EXISTS)) continue;
|
|
if (rover->flags&FF_SOLID && rover->top.plane->ZatPoint(mo->x,mo->y)==mo->floorz) break;
|
|
}
|
|
if (i==mo->Sector->e->XFloor.ffloors.Size())
|
|
#endif
|
|
return oldfloorz;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// killough 11/98:
|
|
// Stop voodoo dolls that have come to rest, despite any
|
|
// moving corresponding player:
|
|
if (mo->momx > -STOPSPEED && mo->momx < STOPSPEED
|
|
&& mo->momy > -STOPSPEED && mo->momy < STOPSPEED
|
|
&& (!player || (player->mo != mo)
|
|
|| !(player->cmd.ucmd.forwardmove | player->cmd.ucmd.sidemove)))
|
|
{
|
|
// if in a walking frame, stop moving
|
|
// killough 10/98:
|
|
// Don't affect main player when voodoo dolls stop:
|
|
if (player && player->mo == mo && !(player->cheats & CF_PREDICTING))
|
|
{
|
|
player->mo->PlayIdle ();
|
|
}
|
|
|
|
mo->momx = mo->momy = 0;
|
|
mo->flags4 &= ~MF4_SCROLLMOVE;
|
|
|
|
// killough 10/98: kill any bobbing momentum too (except in voodoo dolls)
|
|
if (player && player->mo == mo)
|
|
player->momx = player->momy = 0;
|
|
}
|
|
else
|
|
{
|
|
// phares 3/17/98
|
|
// Friction will have been adjusted by friction thinkers for icy
|
|
// or muddy floors. Otherwise it was never touched and
|
|
// remained set at ORIG_FRICTION
|
|
//
|
|
// killough 8/28/98: removed inefficient thinker algorithm,
|
|
// instead using touching_sectorlist in P_GetFriction() to
|
|
// determine friction (and thus only when it is needed).
|
|
//
|
|
// killough 10/98: changed to work with new bobbing method.
|
|
// Reducing player momentum is no longer needed to reduce
|
|
// bobbing, so ice works much better now.
|
|
|
|
fixed_t friction = P_GetFriction (mo, NULL);
|
|
|
|
mo->momx = FixedMul (mo->momx, friction);
|
|
mo->momy = FixedMul (mo->momy, friction);
|
|
|
|
// killough 10/98: Always decrease player bobbing by ORIG_FRICTION.
|
|
// This prevents problems with bobbing on ice, where it was not being
|
|
// reduced fast enough, leading to all sorts of kludges being developed.
|
|
|
|
if (player && player->mo == mo) // Not voodoo dolls
|
|
{
|
|
player->momx = FixedMul (player->momx, ORIG_FRICTION);
|
|
player->momy = FixedMul (player->momy, ORIG_FRICTION);
|
|
}
|
|
}
|
|
return oldfloorz;
|
|
}
|
|
|
|
// Move this to p_inter ***
|
|
void P_MonsterFallingDamage (AActor *mo)
|
|
{
|
|
int damage;
|
|
int mom;
|
|
|
|
if (!(level.flags2 & LEVEL2_MONSTERFALLINGDAMAGE))
|
|
return;
|
|
if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE)
|
|
return;
|
|
|
|
mom = abs(mo->momz);
|
|
if (mom > 35*FRACUNIT)
|
|
{ // automatic death
|
|
damage = 1000000;
|
|
}
|
|
else
|
|
{
|
|
damage = ((mom - (23*FRACUNIT))*6)>>FRACBITS;
|
|
}
|
|
damage = 1000000; // always kill 'em
|
|
P_DamageMobj (mo, NULL, NULL, damage, NAME_Falling);
|
|
}
|
|
|
|
//
|
|
// P_ZMovement
|
|
//
|
|
void P_ZMovement (AActor *mo, fixed_t oldfloorz)
|
|
{
|
|
fixed_t dist;
|
|
fixed_t delta;
|
|
fixed_t oldz = mo->z;
|
|
|
|
//
|
|
// check for smooth step up
|
|
//
|
|
if (mo->player && mo->player->mo == mo && mo->z < mo->floorz)
|
|
{
|
|
mo->player->viewheight -= mo->floorz - mo->z;
|
|
mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
|
|
}
|
|
|
|
if (!(mo->flags2 & MF2_FLOATBOB))
|
|
{
|
|
mo->z += mo->momz;
|
|
}
|
|
|
|
//
|
|
// apply gravity
|
|
//
|
|
if (mo->z > mo->floorz && !(mo->flags & MF_NOGRAVITY))
|
|
{
|
|
fixed_t startmomz = mo->momz;
|
|
|
|
if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player &&
|
|
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
|
|
{
|
|
fixed_t grav = (fixed_t)(level.gravity * mo->Sector->gravity *
|
|
FIXED2FLOAT(mo->gravity) * 81.92);
|
|
|
|
// [RH] Double gravity only if running off a ledge. Coming down from
|
|
// an upward thrust (e.g. a jump) should not double it.
|
|
if (mo->momz == 0 && oldfloorz > mo->floorz && mo->z == oldfloorz)
|
|
{
|
|
mo->momz -= grav + grav;
|
|
}
|
|
else
|
|
{
|
|
mo->momz -= grav;
|
|
}
|
|
}
|
|
if (mo->waterlevel > 1)
|
|
{
|
|
fixed_t sinkspeed = mo->flags & MF_CORPSE ? -WATER_SINK_SPEED/3 : -WATER_SINK_SPEED;
|
|
|
|
if (mo->momz < sinkspeed)
|
|
{
|
|
mo->momz = (startmomz < sinkspeed) ? startmomz : sinkspeed;
|
|
}
|
|
else
|
|
{
|
|
mo->momz = startmomz + ((mo->momz - startmomz) >>
|
|
(mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mo->flags2 & MF2_FLOATBOB)
|
|
{
|
|
mo->z += mo->momz;
|
|
}
|
|
|
|
//
|
|
// adjust height
|
|
//
|
|
if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
|
|
{ // float down towards target if too close
|
|
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
|
|
{
|
|
dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
|
|
delta = (mo->target->z + (mo->height>>1)) - mo->z;
|
|
if (delta < 0 && dist < -(delta*3))
|
|
mo->z -= mo->FloatSpeed, mo->momz = 0;
|
|
else if (delta > 0 && dist < (delta*3))
|
|
mo->z += mo->FloatSpeed, mo->momz = 0;
|
|
}
|
|
}
|
|
if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->z > mo->floorz))
|
|
{
|
|
mo->z += finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8;
|
|
mo->momz = FixedMul (mo->momz, FRICTION_FLY);
|
|
}
|
|
if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY))
|
|
{
|
|
mo->momz = FixedMul (mo->momz, mo->Sector->friction);
|
|
}
|
|
|
|
//
|
|
// clip movement
|
|
//
|
|
if (mo->z <= mo->floorz)
|
|
{ // Hit the floor
|
|
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
|
|
mo->Sector->SecActTarget != NULL &&
|
|
mo->Sector->floorplane.ZatPoint (mo->x, mo->y) == mo->floorz)
|
|
{ // [RH] Let the sector do something to the actor
|
|
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
|
|
}
|
|
P_CheckFor3DFloorHit(mo);
|
|
// [RH] Need to recheck this because the sector action might have
|
|
// teleported the actor so it is no longer below the floor.
|
|
if (mo->z <= mo->floorz)
|
|
{
|
|
if ((mo->flags & MF_MISSILE) &&
|
|
(!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
|
|
{
|
|
mo->z = mo->floorz;
|
|
if (mo->bouncetype != BOUNCE_None)
|
|
{
|
|
mo->FloorBounceMissile (mo->floorsector->floorplane);
|
|
return;
|
|
}
|
|
else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
|
|
{
|
|
mo->momz = 0;
|
|
P_HitFloor (mo);
|
|
return;
|
|
}
|
|
else if (mo->flags3 & MF3_FLOORHUGGER)
|
|
{ // Floor huggers can go up steps
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (mo->floorpic == skyflatnum && !(mo->flags3 & MF3_SKYEXPLODE))
|
|
{
|
|
// [RH] Just remove the missile without exploding it
|
|
// if this is a sky floor.
|
|
mo->Destroy ();
|
|
return;
|
|
}
|
|
P_HitFloor (mo);
|
|
P_ExplodeMissile (mo, NULL, NULL);
|
|
return;
|
|
}
|
|
}
|
|
if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling
|
|
{
|
|
if (mo->momz < -(23*FRACUNIT))
|
|
{
|
|
P_MonsterFallingDamage (mo);
|
|
}
|
|
}
|
|
mo->z = mo->floorz;
|
|
if (mo->momz < 0)
|
|
{
|
|
const fixed_t minmom = -9*FRACUNIT; // landing speed from a jump with normal gravity
|
|
|
|
// Spawn splashes, etc.
|
|
P_HitFloor (mo);
|
|
if (mo->DamageType == NAME_Ice && mo->momz < minmom)
|
|
{
|
|
mo->tics = 1;
|
|
mo->momx = 0;
|
|
mo->momy = 0;
|
|
mo->momz = 0;
|
|
return;
|
|
}
|
|
// Let the actor do something special for hitting the floor
|
|
mo->HitFloor ();
|
|
if (mo->player)
|
|
{
|
|
mo->player->jumpTics = 7; // delay any jumping for a short while
|
|
if (mo->momz < minmom && !(mo->flags & MF_NOGRAVITY))
|
|
{
|
|
// Squat down.
|
|
// Decrease viewheight for a moment after hitting the ground (hard),
|
|
// and utter appropriate sound.
|
|
PlayerLandedOnThing (mo, NULL);
|
|
}
|
|
}
|
|
mo->momz = 0;
|
|
}
|
|
if (mo->flags & MF_SKULLFLY)
|
|
{ // The skull slammed into something
|
|
mo->momz = -mo->momz;
|
|
}
|
|
mo->Crash();
|
|
}
|
|
}
|
|
|
|
if (mo->flags2 & MF2_FLOORCLIP)
|
|
{
|
|
mo->AdjustFloorClip ();
|
|
}
|
|
|
|
if (mo->z + mo->height > mo->ceilingz)
|
|
{ // hit the ceiling
|
|
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
|
|
mo->Sector->SecActTarget != NULL &&
|
|
mo->Sector->ceilingplane.ZatPoint (mo->x, mo->y) == mo->ceilingz)
|
|
{ // [RH] Let the sector do something to the actor
|
|
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
|
|
}
|
|
P_CheckFor3DCeilingHit(mo);
|
|
// [RH] Need to recheck this because the sector action might have
|
|
// teleported the actor so it is no longer above the ceiling.
|
|
if (mo->z + mo->height > mo->ceilingz)
|
|
{
|
|
mo->z = mo->ceilingz - mo->height;
|
|
if (mo->bouncetype != BOUNCE_None)
|
|
{ // ceiling bounce
|
|
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
|
|
return;
|
|
}
|
|
if (mo->momz > 0)
|
|
mo->momz = 0;
|
|
if (mo->flags & MF_SKULLFLY)
|
|
{ // the skull slammed into something
|
|
mo->momz = -mo->momz;
|
|
}
|
|
if (mo->flags & MF_MISSILE &&
|
|
(!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
|
|
{
|
|
if (mo->flags3 & MF3_CEILINGHUGGER)
|
|
{
|
|
return;
|
|
}
|
|
if (mo->ceilingpic == skyflatnum && !(mo->flags3 & MF3_SKYEXPLODE))
|
|
{
|
|
mo->Destroy ();
|
|
return;
|
|
}
|
|
P_ExplodeMissile (mo, NULL, NULL);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
P_CheckFakeFloorTriggers (mo, oldz);
|
|
}
|
|
|
|
void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight)
|
|
{
|
|
if (mo->player && (mo->player->cheats & CF_PREDICTING))
|
|
{
|
|
return;
|
|
}
|
|
sector_t *sec = mo->Sector;
|
|
assert (sec != NULL);
|
|
if (sec == NULL)
|
|
{
|
|
return;
|
|
}
|
|
if (sec->heightsec != NULL && sec->SecActTarget != NULL)
|
|
{
|
|
sector_t *hs = sec->heightsec;
|
|
fixed_t waterz = hs->floorplane.ZatPoint (mo->x, mo->y);
|
|
fixed_t newz;
|
|
fixed_t viewheight;
|
|
|
|
if (mo->player != NULL)
|
|
{
|
|
viewheight = mo->player->viewheight;
|
|
}
|
|
else
|
|
{
|
|
viewheight = mo->height / 2;
|
|
}
|
|
|
|
if (oldz > waterz && mo->z <= waterz)
|
|
{ // Feet hit fake floor
|
|
sec->SecActTarget->TriggerAction (mo, SECSPAC_HitFakeFloor);
|
|
}
|
|
|
|
newz = mo->z + viewheight;
|
|
if (!oldz_has_viewheight)
|
|
{
|
|
oldz += viewheight;
|
|
}
|
|
|
|
if (oldz <= waterz && newz > waterz)
|
|
{ // View went above fake floor
|
|
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesSurface);
|
|
}
|
|
else if (oldz > waterz && newz <= waterz)
|
|
{ // View went below fake floor
|
|
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesDive);
|
|
}
|
|
|
|
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
|
|
{
|
|
waterz = hs->ceilingplane.ZatPoint (mo->x, mo->y);
|
|
if (oldz <= waterz && newz > waterz)
|
|
{ // View went above fake ceiling
|
|
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC);
|
|
}
|
|
else if (oldz > waterz && newz <= waterz)
|
|
{ // View went below fake ceiling
|
|
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesBelowC);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// PlayerLandedOnThing
|
|
//
|
|
//===========================================================================
|
|
|
|
static void PlayerLandedOnThing (AActor *mo, AActor *onmobj)
|
|
{
|
|
bool grunted;
|
|
|
|
if (!mo->player)
|
|
return;
|
|
|
|
if (mo->player->mo == mo)
|
|
{
|
|
mo->player->deltaviewheight = mo->momz>>3;
|
|
}
|
|
|
|
if (mo->player->cheats & CF_PREDICTING)
|
|
return;
|
|
|
|
P_FallingDamage (mo);
|
|
|
|
// [RH] only make noise if alive
|
|
if (!mo->player->morphTics && mo->health > 0)
|
|
{
|
|
grunted = false;
|
|
// Why should this number vary by gravity?
|
|
if (mo->momz < (fixed_t)(800.f /*level.gravity * mo->Sector->gravity*/ * -983.04f) && mo->health > 0)
|
|
{
|
|
S_Sound (mo, CHAN_VOICE, "*grunt", 1, ATTN_NORM);
|
|
grunted = true;
|
|
}
|
|
if (onmobj != NULL || !Terrains[P_GetThingFloorType (mo)].IsLiquid)
|
|
{
|
|
if (!grunted || !S_AreSoundsEquivalent (mo, "*grunt", "*land"))
|
|
{
|
|
S_Sound (mo, CHAN_AUTO, "*land", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
// mo->player->centering = true;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// P_NightmareRespawn
|
|
//
|
|
void P_NightmareRespawn (AActor *mobj)
|
|
{
|
|
fixed_t x, y, z;
|
|
AActor *mo;
|
|
AActor *info = mobj->GetDefault();
|
|
|
|
mobj->skillrespawncount++;
|
|
|
|
// spawn the new monster (assume the spawn will be good)
|
|
if (info->flags & MF_SPAWNCEILING)
|
|
z = ONCEILINGZ;
|
|
else if (info->flags2 & MF2_SPAWNFLOAT)
|
|
z = FLOATRANDZ;
|
|
else if (info->flags2 & MF2_FLOATBOB)
|
|
z = mobj->SpawnPoint[2];
|
|
else
|
|
z = ONFLOORZ;
|
|
|
|
// spawn it
|
|
x = mobj->SpawnPoint[0];
|
|
y = mobj->SpawnPoint[1];
|
|
mo = Spawn (RUNTIME_TYPE(mobj), x, y, z, NO_REPLACE);
|
|
|
|
if (z == ONFLOORZ)
|
|
mo->z += mo->SpawnPoint[2];
|
|
else if (z == ONCEILINGZ)
|
|
mo->z -= mo->SpawnPoint[2];
|
|
|
|
// something is occupying its position?
|
|
if (!P_TestMobjLocation (mo))
|
|
{
|
|
//[GrafZahl] MF_COUNTKILL still needs to be checked here.
|
|
if (mo->CountsAsKill()) level.total_monsters--;
|
|
mo->Destroy ();
|
|
return; // no respawn
|
|
}
|
|
|
|
z = mo->z;
|
|
|
|
// inherit attributes from deceased one
|
|
mo->SpawnPoint[0] = mobj->SpawnPoint[0];
|
|
mo->SpawnPoint[1] = mobj->SpawnPoint[1];
|
|
mo->SpawnPoint[2] = mobj->SpawnPoint[2];
|
|
mo->SpawnAngle = mobj->SpawnAngle;
|
|
mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
|
|
mo->angle = ANG45 * (mobj->SpawnAngle/45);
|
|
|
|
mo->HandleSpawnFlags ();
|
|
mo->reactiontime = 18;
|
|
mo->CopyFriendliness (mobj, false);
|
|
mo->Translation = mobj->Translation;
|
|
|
|
mo->skillrespawncount = mobj->skillrespawncount;
|
|
|
|
// spawn a teleport fog at old spot because of removal of the body?
|
|
mo = Spawn ("TeleportFog", mobj->x, mobj->y, mobj->z, ALLOW_REPLACE);
|
|
if (mo != NULL)
|
|
{
|
|
mo->z += TELEFOGHEIGHT;
|
|
}
|
|
|
|
// spawn a teleport fog at the new spot
|
|
mo = Spawn ("TeleportFog", x, y, z, ALLOW_REPLACE);
|
|
if (mo != NULL)
|
|
{
|
|
mo->z += TELEFOGHEIGHT;
|
|
}
|
|
|
|
// remove the old monster
|
|
mobj->Destroy ();
|
|
}
|
|
|
|
|
|
AActor *AActor::TIDHash[128];
|
|
|
|
//
|
|
// P_ClearTidHashes
|
|
//
|
|
// Clears the tid hashtable.
|
|
//
|
|
|
|
void AActor::ClearTIDHashes ()
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 128; i++)
|
|
TIDHash[i] = NULL;
|
|
}
|
|
|
|
//
|
|
// P_AddMobjToHash
|
|
//
|
|
// Inserts an mobj into the correct chain based on its tid.
|
|
// If its tid is 0, this function does nothing.
|
|
//
|
|
void AActor::AddToHash ()
|
|
{
|
|
if (tid == 0)
|
|
{
|
|
iprev = NULL;
|
|
inext = NULL;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int hash = TIDHASH (tid);
|
|
|
|
inext = TIDHash[hash];
|
|
iprev = &TIDHash[hash];
|
|
TIDHash[hash] = this;
|
|
if (inext)
|
|
{
|
|
inext->iprev = &inext;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_RemoveMobjFromHash
|
|
//
|
|
// Removes an mobj from its hash chain.
|
|
//
|
|
void AActor::RemoveFromHash ()
|
|
{
|
|
if (tid != 0 && iprev)
|
|
{
|
|
*iprev = inext;
|
|
if (inext)
|
|
{
|
|
inext->iprev = iprev;
|
|
}
|
|
iprev = NULL;
|
|
inext = NULL;
|
|
}
|
|
tid = 0;
|
|
}
|
|
|
|
angle_t AActor::AngleIncrements ()
|
|
{
|
|
return ANGLE_45;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: GetMissileDamage
|
|
//
|
|
// If the actor's damage amount is an expression, evaluate it and return
|
|
// the result. Otherwise, return ((random() & mask) + add) * damage.
|
|
//
|
|
//==========================================================================
|
|
|
|
int AActor::GetMissileDamage (int mask, int add)
|
|
{
|
|
if ((Damage & 0xC0000000) == 0x40000000)
|
|
{
|
|
return EvalExpressionI (Damage & 0x3FFFFFFF, this);
|
|
}
|
|
if (Damage == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
else if (mask == 0)
|
|
{
|
|
return add * Damage;
|
|
}
|
|
else
|
|
{
|
|
return ((pr_missiledamage() & mask) + add) * Damage;
|
|
}
|
|
}
|
|
|
|
void AActor::Howl ()
|
|
{
|
|
int howl = GetClass()->Meta.GetMetaInt(AMETA_HowlSound);
|
|
if (!S_IsActorPlayingSomething(this, CHAN_BODY, howl))
|
|
{
|
|
S_Sound (this, CHAN_BODY, howl, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
void AActor::HitFloor ()
|
|
{
|
|
}
|
|
|
|
bool AActor::Slam (AActor *thing)
|
|
{
|
|
flags &= ~MF_SKULLFLY;
|
|
momx = momy = momz = 0;
|
|
if (health > 0)
|
|
{
|
|
if (!(flags2 & MF2_DORMANT))
|
|
{
|
|
int dam = GetMissileDamage (7, 1);
|
|
P_DamageMobj (thing, this, this, dam, NAME_Melee);
|
|
P_TraceBleed (dam, thing, this);
|
|
if (SeeState != NULL) SetState (SeeState);
|
|
else SetIdle();
|
|
}
|
|
else
|
|
{
|
|
SetIdle();
|
|
tics = -1;
|
|
}
|
|
}
|
|
return false; // stop moving
|
|
}
|
|
|
|
bool AActor::SpecialBlastHandling (AActor *source, fixed_t strength)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int AActor::SpecialMissileHit (AActor *victim)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
|
|
{
|
|
if (flags2 & MF2_DONTREFLECT) return true;
|
|
|
|
// Change angle for reflection
|
|
if (thing->flags4&MF4_SHIELDREFLECT)
|
|
{
|
|
// Shield reflection (from the Centaur
|
|
if (abs (angle - thing->angle)>>24 > 45)
|
|
return true; // Let missile explode
|
|
|
|
if (thing->IsKindOf (RUNTIME_CLASS(AHolySpirit))) // shouldn't this be handled by another flag???
|
|
return true;
|
|
|
|
if (pr_reflect () < 128)
|
|
angle += ANGLE_45;
|
|
else
|
|
angle -= ANGLE_45;
|
|
|
|
}
|
|
else if (thing->flags4&MF4_DEFLECT)
|
|
{
|
|
// deflect (like the Heresiarch)
|
|
if(pr_reflect() < 128)
|
|
angle += ANG45;
|
|
else
|
|
angle -= ANG45;
|
|
}
|
|
else
|
|
angle += ANGLE_1 * ((pr_reflect()%16)-8);
|
|
return false;
|
|
}
|
|
|
|
void AActor::PlayActiveSound ()
|
|
{
|
|
if (ActiveSound && !S_IsActorPlayingSomething (this, CHAN_VOICE, -1))
|
|
{
|
|
S_Sound (this, CHAN_VOICE, ActiveSound, 1,
|
|
(flags3 & MF3_FULLVOLACTIVE) ? ATTN_NONE : ATTN_IDLE);
|
|
}
|
|
}
|
|
|
|
bool AActor::IsOkayToAttack (AActor *link)
|
|
{
|
|
if (player) // Minotaur looking around player
|
|
{
|
|
if ((link->flags3 & MF3_ISMONSTER) || (link->player && (link != this)))
|
|
{
|
|
if (IsFriend(link))
|
|
{
|
|
return false;
|
|
}
|
|
if (!(link->flags & MF_SHOOTABLE))
|
|
{
|
|
return false;
|
|
}
|
|
if (link->flags2 & MF2_DORMANT)
|
|
{
|
|
return false;
|
|
}
|
|
if ((link->flags5 & MF5_SUMMONEDMONSTER) && (link->tracer == this))
|
|
{
|
|
return false;
|
|
}
|
|
if (multiplayer && !deathmatch && link->player)
|
|
{
|
|
return false;
|
|
}
|
|
if (P_CheckSight (this, link))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void AActor::SetShade (DWORD rgb)
|
|
{
|
|
PalEntry *entry = (PalEntry *)&rgb;
|
|
fillcolor = rgb | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
|
|
}
|
|
|
|
void AActor::SetShade (int r, int g, int b)
|
|
{
|
|
fillcolor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
|
|
}
|
|
|
|
//
|
|
// P_MobjThinker
|
|
//
|
|
void AActor::Tick ()
|
|
{
|
|
// [RH] Data for Heretic/Hexen scrolling sectors
|
|
static const BYTE HexenScrollDirs[8] = { 64, 0, 192, 128, 96, 32, 224, 160 };
|
|
static const BYTE HexenSpeedMuls[3] = { 5, 10, 25 };
|
|
static const SBYTE HexenScrollies[24][2] =
|
|
{
|
|
{ 0, 1 }, { 0, 2 }, { 0, 4 },
|
|
{ -1, 0 }, { -2, 0 }, { -4, 0 },
|
|
{ 0, -1 }, { 0, -2 }, { 0, -4 },
|
|
{ 1, 0 }, { 2, 0 }, { 4, 0 },
|
|
{ 1, 1 }, { 2, 2 }, { 4, 4 },
|
|
{ -1, 1 }, { -2, 2 }, { -4, 4 },
|
|
{ -1, -1 }, { -2, -2 }, { -4, -4 },
|
|
{ 1, -1 }, { 2, -2 }, { 4, -4 }
|
|
};
|
|
|
|
static const BYTE HereticScrollDirs[4] = { 6, 9, 1, 4 };
|
|
static const BYTE HereticSpeedMuls[5] = { 5, 10, 25, 30, 35 };
|
|
|
|
AActor *onmo;
|
|
int i;
|
|
|
|
assert (state != NULL);
|
|
if (state == NULL)
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
|
|
PrevX = x;
|
|
PrevY = y;
|
|
PrevZ = z;
|
|
|
|
if (flags5 & MF5_NOINTERACTION)
|
|
{
|
|
// only do the minimally necessary things here to save time:
|
|
// Check the time freezer
|
|
// apply momentum
|
|
// ensure that the actor is not linked into the blockmap
|
|
|
|
if (!(flags5 & MF5_NOTIMEFREEZE))
|
|
{
|
|
//Added by MC: Freeze mode.
|
|
if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
UnlinkFromWorld ();
|
|
flags |= MF_NOBLOCKMAP;
|
|
x += momx;
|
|
y += momy;
|
|
z += momz;
|
|
LinkToWorld ();
|
|
}
|
|
else
|
|
{
|
|
AInventory * item = Inventory;
|
|
|
|
// Handle powerup effects here so that the order is controlled
|
|
// by the order in the inventory, not the order in the thinker table
|
|
while (item != NULL && item->Owner == this)
|
|
{
|
|
item->DoEffect();
|
|
item = item->Inventory;
|
|
}
|
|
|
|
if (flags & MF_UNMORPHED)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!(flags5 & MF5_NOTIMEFREEZE))
|
|
{
|
|
//Added by MC: Freeze mode.
|
|
if (bglobal.freeze && !(player && !player->isbot))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Apply freeze mode.
|
|
if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
if (cl_rockettrails & 2)
|
|
{
|
|
if (effects & FX_ROCKET)
|
|
{
|
|
if (++smokecounter==4)
|
|
{
|
|
// add some smoke behind the rocket
|
|
smokecounter = 0;
|
|
AActor * th = Spawn("RocketSmokeTrail", x-momx, y-momy, z-momz, ALLOW_REPLACE);
|
|
if (th)
|
|
{
|
|
th->tics -= pr_rockettrail()&3;
|
|
if (th->tics < 1) th->tics = 1;
|
|
}
|
|
}
|
|
}
|
|
else if (effects & FX_GRENADE)
|
|
{
|
|
if (++smokecounter==8)
|
|
{
|
|
smokecounter = 0;
|
|
angle_t moveangle = R_PointToAngle2(0,0,momx,momy);
|
|
AActor * th = Spawn("GrenadeSmokeTrail",
|
|
x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
|
|
y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
|
|
z - (height>>3) * (momz>>16) + (2*height)/3, ALLOW_REPLACE);
|
|
if (th)
|
|
{
|
|
th->tics -= pr_rockettrail()&3;
|
|
if (th->tics < 1) th->tics = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fixed_t oldz = z;
|
|
|
|
// [RH] Give the pain elemental vertical friction
|
|
// This used to be in APainElemental::Tick but in order to use
|
|
// A_PainAttack with other monsters it has to be here
|
|
if (flags4 & MF4_VFRICTION)
|
|
{
|
|
if (health >0)
|
|
{
|
|
if (abs (momz) < FRACUNIT/4)
|
|
{
|
|
momz = 0;
|
|
flags4 &= ~MF4_VFRICTION;
|
|
}
|
|
else
|
|
{
|
|
momz = FixedMul (momz, 0xe800);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Pulse in and out of visibility
|
|
if (effects & FX_VISIBILITYPULSE)
|
|
{
|
|
if (visdir > 0)
|
|
{
|
|
alpha += 0x800;
|
|
if (alpha >= OPAQUE)
|
|
{
|
|
alpha = OPAQUE;
|
|
visdir = -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
alpha -= 0x800;
|
|
if (alpha <= TRANSLUC25)
|
|
{
|
|
alpha = TRANSLUC25;
|
|
visdir = 1;
|
|
}
|
|
}
|
|
}
|
|
else if (flags & MF_STEALTH)
|
|
{
|
|
// [RH] Fade a stealth monster in and out of visibility
|
|
RenderStyle.Flags &= ~STYLEF_Alpha1;
|
|
if (visdir > 0)
|
|
{
|
|
alpha += 2*FRACUNIT/TICRATE;
|
|
if (alpha > OPAQUE)
|
|
{
|
|
alpha = OPAQUE;
|
|
visdir = 0;
|
|
}
|
|
}
|
|
else if (visdir < 0)
|
|
{
|
|
alpha -= 3*FRACUNIT/TICRATE/2;
|
|
if (alpha < 0)
|
|
{
|
|
alpha = 0;
|
|
visdir = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
|
|
((flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER)))
|
|
{
|
|
BotSupportCycles.Clock();
|
|
bglobal.m_Thinking = true;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || !players[i].isbot)
|
|
continue;
|
|
|
|
if (flags3 & MF3_ISMONSTER)
|
|
{
|
|
if (health > 0
|
|
&& !players[i].enemy
|
|
&& player ? !IsTeammate (players[i].mo) : true
|
|
&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
|
|
&& P_CheckSight (players[i].mo, this, 2))
|
|
{ //Probably a monster, so go kill it.
|
|
players[i].enemy = this;
|
|
}
|
|
}
|
|
else if (flags & MF_SPECIAL)
|
|
{ //Item pickup time
|
|
//clock (BotWTG);
|
|
bglobal.WhatToGet (players[i].mo, this);
|
|
//unclock (BotWTG);
|
|
BotWTG++;
|
|
}
|
|
else if (flags & MF_MISSILE)
|
|
{
|
|
if (!players[i].missile && (flags3 & MF3_WARNBOT))
|
|
{ //warn for incoming missiles.
|
|
if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
|
|
players[i].missile = this;
|
|
}
|
|
}
|
|
}
|
|
bglobal.m_Thinking = false;
|
|
BotSupportCycles.Unclock();
|
|
}
|
|
|
|
//End of MC
|
|
|
|
// [RH] Consider carrying sectors here
|
|
fixed_t cummx = 0, cummy = 0;
|
|
if ((level.Scrolls != NULL || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
|
|
{
|
|
fixed_t height, waterheight; // killough 4/4/98: add waterheight
|
|
const msecnode_t *node;
|
|
int countx, county;
|
|
|
|
// killough 3/7/98: Carry things on floor
|
|
// killough 3/20/98: use new sector list which reflects true members
|
|
// killough 3/27/98: fix carrier bug
|
|
// killough 4/4/98: Underwater, carry things even w/o gravity
|
|
|
|
// Move objects only if on floor or underwater,
|
|
// non-floating, and clipped.
|
|
|
|
countx = county = 0;
|
|
|
|
for (node = touching_sectorlist; node; node = node->m_tnext)
|
|
{
|
|
const sector_t *sec = node->m_sector;
|
|
fixed_t scrollx, scrolly;
|
|
|
|
if (level.Scrolls != NULL)
|
|
{
|
|
const FSectorScrollValues *scroll = &level.Scrolls[sec - sectors];
|
|
scrollx = scroll->ScrollX;
|
|
scrolly = scroll->ScrollY;
|
|
}
|
|
else
|
|
{
|
|
scrollx = scrolly = 0;
|
|
}
|
|
|
|
if (player != NULL)
|
|
{
|
|
int scrolltype = sec->special & 0xff;
|
|
|
|
if (scrolltype >= Scroll_North_Slow &&
|
|
scrolltype <= Scroll_SouthWest_Fast)
|
|
{ // Hexen scroll special
|
|
scrolltype -= Scroll_North_Slow;
|
|
if (i_compatflags&COMPATF_RAVENSCROLL)
|
|
{
|
|
angle_t fineangle = HexenScrollDirs[scrolltype / 3] * 32;
|
|
fixed_t carryspeed = DivScale32 (HexenSpeedMuls[scrolltype % 3], 32*CARRYFACTOR);
|
|
scrollx += FixedMul (carryspeed, finecosine[fineangle]);
|
|
scrolly += FixedMul (carryspeed, finesine[fineangle]);
|
|
}
|
|
else
|
|
{
|
|
// Use speeds that actually match the scrolling textures!
|
|
scrollx -= HexenScrollies[scrolltype][0] << (FRACBITS-1);
|
|
scrolly += HexenScrollies[scrolltype][1] << (FRACBITS-1);
|
|
}
|
|
}
|
|
else if (scrolltype >= Carry_East5 &&
|
|
scrolltype <= Carry_West35)
|
|
{ // Heretic scroll special
|
|
scrolltype -= Carry_East5;
|
|
BYTE dir = HereticScrollDirs[scrolltype / 5];
|
|
fixed_t carryspeed = DivScale32 (HereticSpeedMuls[scrolltype % 5], 32*CARRYFACTOR);
|
|
if (scrolltype<=Carry_East35 && !(i_compatflags&COMPATF_RAVENSCROLL))
|
|
{
|
|
// Use speeds that actually match the scrolling textures!
|
|
carryspeed = (1 << ((scrolltype%5) + FRACBITS-1));
|
|
}
|
|
scrollx += carryspeed * ((dir & 3) - 1);
|
|
scrolly += carryspeed * (((dir & 12) >> 2) - 1);
|
|
}
|
|
else if (scrolltype == dScroll_EastLavaDamage)
|
|
{ // Special Heretic scroll special
|
|
if (i_compatflags&COMPATF_RAVENSCROLL)
|
|
{
|
|
scrollx += DivScale32 (28, 32*CARRYFACTOR);
|
|
}
|
|
else
|
|
{
|
|
// Use a speed that actually matches the scrolling texture!
|
|
scrollx += DivScale32 (12, 32*CARRYFACTOR);
|
|
}
|
|
}
|
|
else if (scrolltype == Scroll_StrifeCurrent)
|
|
{ // Strife scroll special
|
|
int anglespeed = sec->tag - 100;
|
|
fixed_t carryspeed = DivScale32 (anglespeed % 10, 16*CARRYFACTOR);
|
|
angle_t fineangle = (anglespeed / 10) << (32-3);
|
|
fineangle >>= ANGLETOFINESHIFT;
|
|
scrollx += FixedMul (carryspeed, finecosine[fineangle]);
|
|
scrolly += FixedMul (carryspeed, finesine[fineangle]);
|
|
}
|
|
}
|
|
|
|
if ((scrollx | scrolly) == 0)
|
|
{
|
|
continue;
|
|
}
|
|
sector_t *heightsec = sec->GetHeightSec();
|
|
if (flags & MF_NOGRAVITY && heightsec == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
height = sec->floorplane.ZatPoint (x, y);
|
|
if (z > height)
|
|
{
|
|
if (heightsec == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
waterheight = heightsec->floorplane.ZatPoint (x, y);
|
|
if (waterheight > height && z >= waterheight)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
cummx += scrollx;
|
|
cummy += scrolly;
|
|
if (scrollx) countx++;
|
|
if (scrolly) county++;
|
|
}
|
|
|
|
// Some levels designed with Boom in mind actually want things to accelerate
|
|
// at neighboring scrolling sector boundaries. But it is only important for
|
|
// non-player objects.
|
|
if (player != NULL || !(i_compatflags & COMPATF_BOOMSCROLL))
|
|
{
|
|
if (countx > 1)
|
|
{
|
|
cummx /= countx;
|
|
}
|
|
if (county > 1)
|
|
{
|
|
cummy /= county;
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] If standing on a steep slope, fall down it
|
|
if ((flags & MF_SOLID) && !(flags & (MF_NOCLIP|MF_NOGRAVITY)) &&
|
|
!(flags & MF_NOBLOCKMAP) &&
|
|
momz <= 0 &&
|
|
floorz == z)
|
|
{
|
|
const secplane_t * floorplane = &floorsector->floorplane;
|
|
static secplane_t copyplane;
|
|
|
|
#ifdef _3DFLOORS
|
|
// Check 3D floors as well
|
|
if (floorsector->e) // apparently this can be called when the data is already gone-
|
|
for(unsigned int i=0;i<floorsector->e->XFloor.ffloors.Size();i++)
|
|
{
|
|
F3DFloor * rover= floorsector->e->XFloor.ffloors[i];
|
|
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
|
|
|
if (rover->top.plane->ZatPoint(x, y) == floorz)
|
|
{
|
|
copyplane = *rover->top.plane;
|
|
if (copyplane.c<0) copyplane.FlipVert();
|
|
floorplane = ©plane;
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (floorplane->c < STEEPSLOPE &&
|
|
floorplane->ZatPoint (x, y) <= floorz)
|
|
{
|
|
const msecnode_t *node;
|
|
bool dopush = true;
|
|
|
|
if (floorplane->c > STEEPSLOPE*2/3)
|
|
{
|
|
for (node = touching_sectorlist; node; node = node->m_tnext)
|
|
{
|
|
const sector_t *sec = node->m_sector;
|
|
if (sec->floorplane.c >= STEEPSLOPE)
|
|
{
|
|
if (floorplane->ZatPoint (x, y) >= z - MaxStepHeight)
|
|
{
|
|
dopush = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (dopush)
|
|
{
|
|
momx += floorplane->a;
|
|
momy += floorplane->b;
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Missiles moving perfectly vertical need some X/Y movement, or they
|
|
// won't hurt anything. Don't do this if damage is 0! That way, you can
|
|
// still have missiles that go straight up and down through actors without
|
|
// damaging anything.
|
|
if ((flags & MF_MISSILE) && (momx|momy) == 0 && Damage != 0)
|
|
{
|
|
momx = 1;
|
|
}
|
|
|
|
// Handle X and Y momemtums
|
|
BlockingMobj = NULL;
|
|
fixed_t oldfloorz = P_XYMovement (this, cummx, cummy);
|
|
if (ObjectFlags & OF_EuthanizeMe)
|
|
{ // actor was destroyed
|
|
return;
|
|
}
|
|
if ((momx | momy) == 0 && (flags2 & MF2_BLASTED))
|
|
{ // Reset to not blasted when momentums are gone
|
|
flags2 &= ~MF2_BLASTED;
|
|
}
|
|
|
|
if (flags2 & MF2_FLOATBOB)
|
|
{ // Floating item bobbing motion
|
|
z += FloatBobDiffs[(FloatBobPhase + level.maptime) & 63];
|
|
}
|
|
if (momz || BlockingMobj ||
|
|
(z != floorz && (!(flags2 & MF2_FLOATBOB) ||
|
|
(z - FloatBobOffsets[(FloatBobPhase + level.maptime) & 63] != floorz)
|
|
)))
|
|
{ // Handle Z momentum and gravity
|
|
if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
|
|
{
|
|
if (!(onmo = P_CheckOnmobj (this)))
|
|
{
|
|
P_ZMovement (this, oldfloorz);
|
|
flags2 &= ~MF2_ONMOBJ;
|
|
}
|
|
else
|
|
{
|
|
if (player)
|
|
{
|
|
if (momz < (fixed_t)(level.gravity * Sector->gravity * -655.36f)
|
|
&& !(flags&MF_NOGRAVITY))
|
|
{
|
|
PlayerLandedOnThing (this, onmo);
|
|
}
|
|
}
|
|
if (onmo->z + onmo->height - z <= MaxStepHeight)
|
|
{
|
|
if (player && player->mo == this)
|
|
{
|
|
player->viewheight -= onmo->z + onmo->height - z;
|
|
fixed_t deltaview = player->GetDeltaViewHeight();
|
|
if (deltaview > player->deltaviewheight)
|
|
{
|
|
player->deltaviewheight = deltaview;
|
|
}
|
|
}
|
|
z = onmo->z + onmo->height;
|
|
}
|
|
flags2 |= MF2_ONMOBJ;
|
|
momz = 0;
|
|
Crash();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
P_ZMovement (this, oldfloorz);
|
|
}
|
|
|
|
if (ObjectFlags & OF_EuthanizeMe)
|
|
return; // actor was destroyed
|
|
}
|
|
else if (z <= floorz)
|
|
{
|
|
Crash();
|
|
}
|
|
|
|
UpdateWaterLevel (oldz);
|
|
|
|
// [RH] Don't advance if predicting a player
|
|
if (player && (player->cheats & CF_PREDICTING))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// cycle through states, calling action functions at transitions
|
|
if (tics != -1)
|
|
{
|
|
tics--;
|
|
|
|
// you can cycle through multiple states in a tic
|
|
// [RH] Use <= 0 instead of == 0 so that spawnstates
|
|
// of 0 tics work as expected.
|
|
if (tics <= 0)
|
|
{
|
|
assert (state != NULL);
|
|
if (state == NULL)
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
if (!SetState (state->GetNextState()))
|
|
return; // freed itself
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int respawn_monsters = G_SkillProperty(SKILLP_Respawn);
|
|
// check for nightmare respawn
|
|
if (!(flags5 & MF5_ALWAYSRESPAWN))
|
|
{
|
|
if (!respawn_monsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT) || (flags5 & MF5_NEVERRESPAWN))
|
|
return;
|
|
|
|
int limit = G_SkillProperty (SKILLP_RespawnLimit);
|
|
if (limit > 0 && skillrespawncount >= limit)
|
|
return;
|
|
}
|
|
|
|
movecount++;
|
|
|
|
if (movecount < respawn_monsters)
|
|
return;
|
|
|
|
if (level.time & 31)
|
|
return;
|
|
|
|
if (pr_nightmarerespawn() > 4)
|
|
return;
|
|
|
|
P_NightmareRespawn (this);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor::UpdateWaterLevel
|
|
//
|
|
// Returns true if actor should splash
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
|
|
{
|
|
BYTE lastwaterlevel = waterlevel;
|
|
fixed_t fh=FIXED_MIN;
|
|
bool reset=false;
|
|
|
|
waterlevel = 0;
|
|
|
|
if (Sector == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (Sector->MoreFlags & SECF_UNDERWATER) // intentionally not SECF_UNDERWATERMASK
|
|
{
|
|
waterlevel = 3;
|
|
}
|
|
else
|
|
{
|
|
const sector_t *hsec = Sector->GetHeightSec();
|
|
if (hsec != NULL)
|
|
{
|
|
fh = hsec->floorplane.ZatPoint (x, y);
|
|
//if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors
|
|
{
|
|
if (z < fh)
|
|
{
|
|
waterlevel = 1;
|
|
if (z + height/2 < fh)
|
|
{
|
|
waterlevel = 2;
|
|
if ((player && z + player->viewheight <= fh) ||
|
|
(z + height <= fh))
|
|
{
|
|
waterlevel = 3;
|
|
}
|
|
}
|
|
}
|
|
else if (z + height > hsec->ceilingplane.ZatPoint (x, y))
|
|
{
|
|
waterlevel = 3;
|
|
}
|
|
else
|
|
{
|
|
waterlevel=0;
|
|
}
|
|
}
|
|
// even non-swimmable deep water must be checked here to do the splashes correctly
|
|
// But the water level must be reset when this function returns
|
|
if (!(hsec->MoreFlags&SECF_UNDERWATERMASK)) reset=true;
|
|
}
|
|
#ifdef _3DFLOORS
|
|
else
|
|
{
|
|
// Check 3D floors as well!
|
|
for(unsigned int i=0;i<Sector->e->XFloor.ffloors.Size();i++)
|
|
{
|
|
F3DFloor* rover=Sector->e->XFloor.ffloors[i];
|
|
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
if(!(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID) continue;
|
|
|
|
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(x, y);
|
|
fixed_t ff_top=rover->top.plane->ZatPoint(x, y);
|
|
|
|
if(ff_top <= z || ff_bottom > (z + (height >> 1))) continue;
|
|
|
|
fh=ff_top;
|
|
if (z < fh)
|
|
{
|
|
waterlevel = 1;
|
|
if (z + height/2 < fh)
|
|
{
|
|
waterlevel = 2;
|
|
if ((player && z + player->viewheight <= fh) ||
|
|
(z + height <= fh))
|
|
{
|
|
waterlevel = 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// some additional checks to make deep sectors like Boom's splash without setting
|
|
// the water flags.
|
|
if (boomwaterlevel == 0 && waterlevel != 0 && dosplash)
|
|
{
|
|
P_HitWater(this, Sector, FIXED_MIN, FIXED_MIN, fh, true);
|
|
}
|
|
boomwaterlevel=waterlevel;
|
|
if (reset) waterlevel=lastwaterlevel;
|
|
return false; // we did the splash ourselves
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_SpawnMobj
|
|
//
|
|
//==========================================================================
|
|
|
|
AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t iz, replace_t allowreplacement)
|
|
{
|
|
if (type == NULL)
|
|
{
|
|
I_Error ("Tried to spawn a class-less actor\n");
|
|
}
|
|
|
|
if (type->ActorInfo == NULL)
|
|
{
|
|
I_Error ("%s is not an actor\n", type->TypeName.GetChars());
|
|
}
|
|
|
|
if (allowreplacement)
|
|
type = type->ActorInfo->GetReplacement()->Class;
|
|
|
|
|
|
AActor *actor;
|
|
|
|
actor = static_cast<AActor *>(const_cast<PClass *>(type)->CreateNew ());
|
|
|
|
actor->x = actor->PrevX = ix;
|
|
actor->y = actor->PrevY = iy;
|
|
actor->z = actor->PrevZ = iz;
|
|
actor->picnum.SetInvalid();
|
|
|
|
FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
|
|
|
|
if (actor->isFast() && actor->flags3 & MF3_ISMONSTER)
|
|
actor->reactiontime = 0;
|
|
|
|
if (actor->flags3 & MF3_ISMONSTER)
|
|
{
|
|
actor->LastLookPlayerNumber = rng() % MAXPLAYERS;
|
|
actor->TIDtoHate = 0;
|
|
}
|
|
|
|
// Set the state, but do not use SetState, because action
|
|
// routines can't be called yet. If the spawnstate has an action
|
|
// routine, it will not be called.
|
|
FState *st = actor->SpawnState;
|
|
actor->state = st;
|
|
actor->tics = st->GetTics();
|
|
|
|
actor->sprite = st->sprite;
|
|
actor->frame = st->GetFrame();
|
|
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
|
|
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
|
|
if (G_SkillProperty(SKILLP_FastMonsters))
|
|
actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);
|
|
|
|
|
|
// set subsector and/or block links
|
|
actor->LinkToWorld (SpawningMapThing);
|
|
|
|
actor->dropoffz = // killough 11/98: for tracking dropoffs
|
|
actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
|
|
actor->ceilingz = actor->Sector->ceilingplane.ZatPoint (ix, iy);
|
|
|
|
// The z-coordinate needs to be set once before calling P_FindFloorCeiling
|
|
// For FLOATRANDZ just use the floor here.
|
|
if (iz == ONFLOORZ || iz == FLOATRANDZ)
|
|
{
|
|
actor->z = actor->floorz;
|
|
}
|
|
else if (iz == ONCEILINGZ)
|
|
{
|
|
actor->z = actor->ceilingz - actor->height;
|
|
}
|
|
|
|
if (SpawningMapThing || !type->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
|
|
{
|
|
// Check if there's something solid to stand on between the current position and the
|
|
// current sector's floor. For map spawns this must be delayed until after setting the
|
|
// z-coordinate.
|
|
if (!SpawningMapThing)
|
|
{
|
|
P_FindFloorCeiling(actor, true);
|
|
}
|
|
else
|
|
{
|
|
actor->floorsector = actor->Sector;
|
|
actor->floorpic = actor->floorsector->GetTexture(sector_t::floor);
|
|
actor->ceilingsector = actor->Sector;
|
|
actor->ceilingpic = actor->ceilingsector->GetTexture(sector_t::ceiling);
|
|
}
|
|
}
|
|
else if (!(actor->flags5 & MF5_NOINTERACTION))
|
|
{
|
|
P_FindFloorCeiling (actor);
|
|
}
|
|
else
|
|
{
|
|
actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
|
|
actor->floorsector = actor->Sector;
|
|
actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);
|
|
actor->ceilingsector = actor->Sector;
|
|
}
|
|
|
|
actor->SpawnPoint[0] = ix;
|
|
actor->SpawnPoint[1] = iy;
|
|
|
|
if (iz == ONFLOORZ)
|
|
{
|
|
actor->z = actor->floorz;
|
|
}
|
|
else if (iz == ONCEILINGZ)
|
|
{
|
|
actor->z = actor->ceilingz - actor->height;
|
|
}
|
|
else if (iz == FLOATRANDZ)
|
|
{
|
|
fixed_t space = actor->ceilingz - actor->height - actor->floorz;
|
|
if (space > 48*FRACUNIT)
|
|
{
|
|
space -= 40*FRACUNIT;
|
|
actor->z = MulScale8 (space, rng()) + actor->floorz + 40*FRACUNIT;
|
|
}
|
|
else
|
|
{
|
|
actor->z = actor->floorz;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->SpawnPoint[2] = (actor->z - actor->floorz);
|
|
}
|
|
|
|
if (actor->flags2 & MF2_FLOATBOB)
|
|
{ // Prime the bobber
|
|
actor->FloatBobPhase = rng();
|
|
actor->z += FloatBobOffsets[(actor->FloatBobPhase + level.maptime - 1) & 63];
|
|
}
|
|
if (actor->flags2 & MF2_FLOORCLIP)
|
|
{
|
|
actor->AdjustFloorClip ();
|
|
}
|
|
else
|
|
{
|
|
actor->floorclip = 0;
|
|
}
|
|
actor->UpdateWaterLevel (actor->z, false);
|
|
if (!SpawningMapThing)
|
|
{
|
|
actor->BeginPlay ();
|
|
if (actor->ObjectFlags & OF_EuthanizeMe)
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
if (level.flags & LEVEL_NOALLIES && !actor->player)
|
|
{
|
|
actor->flags &= ~MF_FRIENDLY;
|
|
}
|
|
// [RH] Count monsters whenever they are spawned.
|
|
if (actor->CountsAsKill())
|
|
{
|
|
level.total_monsters++;
|
|
}
|
|
// [RH] Same, for items
|
|
if (actor->flags & MF_COUNTITEM)
|
|
{
|
|
level.total_items++;
|
|
}
|
|
return actor;
|
|
}
|
|
|
|
AActor *Spawn (const char *type, fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
|
|
{
|
|
const PClass *cls = PClass::FindClass(type);
|
|
if (cls == NULL)
|
|
{
|
|
I_Error("Attempt to spawn actor of unknown type '%s'\n", type);
|
|
}
|
|
return AActor::StaticSpawn (cls, x, y, z, allowreplacement);
|
|
}
|
|
|
|
void AActor::LevelSpawned ()
|
|
{
|
|
if (tics > 0 && !(flags4 & MF4_SYNCHRONIZED))
|
|
tics = 1 + (pr_spawnmapthing() % tics);
|
|
angle_t incs = AngleIncrements ();
|
|
angle -= angle % incs;
|
|
flags &= ~MF_DROPPED; // [RH] clear MF_DROPPED flag
|
|
HandleSpawnFlags ();
|
|
}
|
|
|
|
void AActor::HandleSpawnFlags ()
|
|
{
|
|
if (SpawnFlags & MTF_AMBUSH)
|
|
{
|
|
flags |= MF_AMBUSH;
|
|
}
|
|
if (SpawnFlags & MTF_DORMANT)
|
|
{
|
|
Deactivate (NULL);
|
|
}
|
|
if (SpawnFlags & MTF_STANDSTILL)
|
|
{
|
|
flags4 |= MF4_STANDSTILL;
|
|
}
|
|
if (SpawnFlags & MTF_FRIENDLY)
|
|
{
|
|
flags |= MF_FRIENDLY;
|
|
// Friendlies don't count as kills!
|
|
if (flags & MF_COUNTKILL)
|
|
{
|
|
flags &= ~MF_COUNTKILL;
|
|
level.total_monsters--;
|
|
}
|
|
}
|
|
if (SpawnFlags & MTF_SHADOW)
|
|
{
|
|
flags |= MF_SHADOW;
|
|
RenderStyle = STYLE_Translucent;
|
|
alpha = TRANSLUC25;
|
|
}
|
|
else if (SpawnFlags & MTF_ALTSHADOW)
|
|
{
|
|
RenderStyle = STYLE_None;
|
|
}
|
|
}
|
|
|
|
void AActor::BeginPlay ()
|
|
{
|
|
// If the actor is spawned with the dormant flag set, clear it, and use
|
|
// the normal deactivation logic to make it properly dormant.
|
|
if (flags2 & MF2_DORMANT)
|
|
{
|
|
flags2 &= ~MF2_DORMANT;
|
|
Deactivate (NULL);
|
|
}
|
|
}
|
|
|
|
bool AActor::isFast()
|
|
{
|
|
if (flags5&MF5_ALWAYSFAST) return true;
|
|
if (flags5&MF5_NEVERFAST) return false;
|
|
return !!G_SkillProperty(SKILLP_FastMonsters);
|
|
}
|
|
|
|
void AActor::Activate (AActor *activator)
|
|
{
|
|
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
|
|
{
|
|
if (flags2 & MF2_DORMANT)
|
|
{
|
|
flags2 &= ~MF2_DORMANT;
|
|
FState *state = FindState("Active");
|
|
if (state != NULL)
|
|
{
|
|
SetState(state);
|
|
}
|
|
else
|
|
{
|
|
tics = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AActor::Deactivate (AActor *activator)
|
|
{
|
|
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
|
|
{
|
|
if (!(flags2 & MF2_DORMANT))
|
|
{
|
|
flags2 |= MF2_DORMANT;
|
|
FState *state = FindState("Inactive");
|
|
if (state != NULL)
|
|
{
|
|
SetState(state);
|
|
}
|
|
else
|
|
{
|
|
tics = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_RemoveMobj
|
|
//
|
|
|
|
void AActor::Destroy ()
|
|
{
|
|
// [RH] Destroy any inventory this actor is carrying
|
|
DestroyAllInventory ();
|
|
|
|
// [RH] Unlink from tid chain
|
|
RemoveFromHash ();
|
|
|
|
// unlink from sector and block lists
|
|
UnlinkFromWorld ();
|
|
flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
|
|
|
|
// Delete all nodes on the current sector_list phares 3/16/98
|
|
P_DelSector_List();
|
|
|
|
// Transform any playing sound into positioned, non-actor sounds.
|
|
S_RelinkSound (this, NULL);
|
|
|
|
Super::Destroy ();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AdjustFloorClip
|
|
//
|
|
//===========================================================================
|
|
|
|
void AActor::AdjustFloorClip ()
|
|
{
|
|
if (flags3 & MF3_SPECIALFLOORCLIP)
|
|
{
|
|
return;
|
|
}
|
|
|
|
fixed_t oldclip = floorclip;
|
|
fixed_t shallowestclip = FIXED_MAX;
|
|
const msecnode_t *m;
|
|
|
|
// possibly standing on a 3D-floor!
|
|
if (Sector->e->XFloor.ffloors.Size() && z>Sector->floorplane.ZatPoint(x,y)) floorclip=0;
|
|
|
|
// [RH] clip based on shallowest floor player is standing on
|
|
// If the sector has a deep water effect, then let that effect
|
|
// do the floorclipping instead of the terrain type.
|
|
for (m = touching_sectorlist; m; m = m->m_tnext)
|
|
{
|
|
sector_t *hsec = m->m_sector->GetHeightSec();
|
|
if (hsec == NULL && m->m_sector->floorplane.ZatPoint (x, y) == z)
|
|
{
|
|
fixed_t clip = Terrains[TerrainTypes[m->m_sector->GetTexture(sector_t::floor)]].FootClip;
|
|
if (clip < shallowestclip)
|
|
{
|
|
shallowestclip = clip;
|
|
}
|
|
}
|
|
}
|
|
if (shallowestclip == FIXED_MAX)
|
|
{
|
|
floorclip = 0;
|
|
}
|
|
else
|
|
{
|
|
floorclip = shallowestclip;
|
|
}
|
|
if (player && player->mo == this && oldclip != floorclip)
|
|
{
|
|
player->viewheight -= oldclip - floorclip;
|
|
player->deltaviewheight = player->GetDeltaViewHeight();
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_SpawnPlayer
|
|
// Called when a player is spawned on the level.
|
|
// Most of the player structure stays unchanged between levels.
|
|
//
|
|
EXTERN_CVAR (Bool, chasedemo)
|
|
|
|
extern bool demonew;
|
|
|
|
APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
|
|
{
|
|
int playernum;
|
|
player_t *p;
|
|
APlayerPawn *mobj, *oldactor;
|
|
BYTE state;
|
|
fixed_t spawn_x, spawn_y;
|
|
angle_t spawn_angle;
|
|
|
|
// [RH] Things 4001-? are also multiplayer starts. Just like 1-4.
|
|
// To make things simpler, figure out which player is being
|
|
// spawned here.
|
|
if (mthing->type <= 4 || gameinfo.gametype == GAME_Strife) // don't forget Strife's starts 5-8 here!
|
|
{
|
|
playernum = mthing->type - 1;
|
|
}
|
|
else if (gameinfo.gametype != GAME_Hexen)
|
|
{
|
|
playernum = mthing->type - 4001 + 4;
|
|
}
|
|
else
|
|
{
|
|
playernum = mthing->type - 9100 + 4;
|
|
}
|
|
|
|
// not playing?
|
|
if (playernum >= MAXPLAYERS || !playeringame[playernum])
|
|
return NULL;
|
|
|
|
p = &players[playernum];
|
|
|
|
if (p->cls == NULL)
|
|
{
|
|
// [GRB] Pick a class from player class list
|
|
if (PlayerClasses.Size () > 1)
|
|
{
|
|
int type;
|
|
|
|
if (!deathmatch || !multiplayer)
|
|
{
|
|
type = SinglePlayerClass[playernum];
|
|
}
|
|
else
|
|
{
|
|
type = p->userinfo.PlayerClass;
|
|
if (type < 0)
|
|
{
|
|
type = pr_multiclasschoice() % PlayerClasses.Size ();
|
|
}
|
|
}
|
|
p->CurrentPlayerClass = type;
|
|
}
|
|
else
|
|
{
|
|
p->CurrentPlayerClass = 0;
|
|
}
|
|
p->cls = PlayerClasses[p->CurrentPlayerClass].Type;
|
|
}
|
|
|
|
if (( dmflags2 & DF2_SAME_SPAWN_SPOT ) &&
|
|
( p->playerstate == PST_REBORN ) &&
|
|
( deathmatch == false ) &&
|
|
( gameaction != ga_worlddone ) &&
|
|
( p->mo != NULL ) &&
|
|
( !(p->mo->Sector->Flags & SECF_NORESPAWN) ) &&
|
|
( (p->mo->Sector->special & 255) != Damage_InstantDeath ))
|
|
{
|
|
spawn_x = p->mo->x;
|
|
spawn_y = p->mo->y;
|
|
spawn_angle = p->mo->angle;
|
|
}
|
|
else
|
|
{
|
|
spawn_x = mthing->x;
|
|
spawn_y = mthing->y;
|
|
spawn_angle = ANG45 * (mthing->angle/45);
|
|
}
|
|
|
|
mobj = static_cast<APlayerPawn *>
|
|
(Spawn (p->cls, spawn_x, spawn_y, ONFLOORZ, NO_REPLACE));
|
|
|
|
mobj->FriendPlayer = playernum + 1; // [RH] players are their own friends
|
|
oldactor = p->mo;
|
|
p->mo = mobj;
|
|
mobj->player = p;
|
|
state = p->playerstate;
|
|
if (state == PST_REBORN || state == PST_ENTER)
|
|
{
|
|
G_PlayerReborn (playernum);
|
|
}
|
|
else if (oldactor != NULL && oldactor->player == p && !tempplayer)
|
|
{
|
|
// Move the voodoo doll's inventory to the new player.
|
|
mobj->ObtainInventory (oldactor);
|
|
FBehavior::StaticStopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
|
|
}
|
|
|
|
// [GRB] Reset skin
|
|
p->userinfo.skin = R_FindSkin (skins[p->userinfo.skin].name, p->CurrentPlayerClass);
|
|
StatusBar->SetFace (&skins[p->userinfo.skin]);
|
|
|
|
// [RH] Be sure the player has the right translation
|
|
R_BuildPlayerTranslation (playernum);
|
|
|
|
// [RH] set color translations for player sprites
|
|
mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
|
|
|
|
mobj->angle = spawn_angle;
|
|
mobj->pitch = mobj->roll = 0;
|
|
mobj->health = p->health;
|
|
|
|
//Added by MC: Identification (number in the players[MAXPLAYERS] array)
|
|
mobj->id = playernum;
|
|
|
|
// [RH] Set player sprite based on skin
|
|
mobj->sprite = skins[p->userinfo.skin].sprite;
|
|
mobj->scaleX = skins[p->userinfo.skin].ScaleX;
|
|
mobj->scaleY = skins[p->userinfo.skin].ScaleY;
|
|
|
|
p->DesiredFOV = p->FOV = 90.f;
|
|
p->camera = p->mo;
|
|
p->playerstate = PST_LIVE;
|
|
p->refire = 0;
|
|
p->damagecount = 0;
|
|
p->bonuscount = 0;
|
|
p->morphTics = 0;
|
|
p->MorphedPlayerClass = 0;
|
|
p->MorphStyle = 0;
|
|
p->MorphExitFlash = NULL;
|
|
p->extralight = 0;
|
|
p->fixedcolormap = 0;
|
|
p->viewheight = mobj->ViewHeight;
|
|
p->inconsistant = 0;
|
|
p->attacker = NULL;
|
|
p->spreecount = 0;
|
|
p->multicount = 0;
|
|
p->lastkilltime = 0;
|
|
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
|
|
p->mo->ResetAirSupply(false);
|
|
p->Uncrouch();
|
|
|
|
p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.
|
|
|
|
if (players[consoleplayer].camera == oldactor)
|
|
{
|
|
players[consoleplayer].camera = mobj;
|
|
}
|
|
|
|
// [RH] Allow chasecam for demo watching
|
|
if ((demoplayback || demonew) && chasedemo)
|
|
p->cheats = CF_CHASECAM;
|
|
|
|
// setup gun psprite
|
|
if (!tempplayer)
|
|
{
|
|
// This can also start a script so don't do it for
|
|
// the dummy player.
|
|
P_SetupPsprites (p);
|
|
}
|
|
|
|
if (deathmatch)
|
|
{ // Give all cards in death match mode.
|
|
p->mo->GiveDeathmatchInventory ();
|
|
}
|
|
else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
|
|
{ // Special inventory handling for respawning in coop
|
|
p->mo->FilterCoopRespawnInventory (oldactor);
|
|
}
|
|
if (oldactor != NULL)
|
|
{ // Remove any inventory left from the old actor. Coop handles
|
|
// it above, but the other modes don't.
|
|
oldactor->DestroyAllInventory();
|
|
}
|
|
// [BC] Handle temporary invulnerability when respawned
|
|
if ((state == PST_REBORN || state == PST_ENTER) &&
|
|
(dmflags2 & DF2_YES_RESPAWN_INVUL) &&
|
|
(multiplayer || alwaysapplydmflags))
|
|
{
|
|
APowerup *invul = static_cast<APowerup*>(p->mo->GiveInventoryType (RUNTIME_CLASS(APowerInvulnerable)));
|
|
invul->EffectTics = 3*TICRATE;
|
|
invul->BlendColor = 0; // don't mess with the view
|
|
p->mo->effects |= FX_RESPAWNINVUL; // [RH] special effect
|
|
}
|
|
|
|
if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
|
|
{
|
|
StatusBar->AttachToPlayer (p);
|
|
}
|
|
|
|
if (multiplayer)
|
|
{
|
|
unsigned an = mobj->angle >> ANGLETOFINESHIFT;
|
|
Spawn ("TeleportFog", mobj->x+20*finecosine[an], mobj->y+20*finesine[an], mobj->z + TELEFOGHEIGHT, ALLOW_REPLACE);
|
|
}
|
|
|
|
// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,
|
|
// drop down below it, even if that means sinking into the floor.
|
|
if (mobj->z + mobj->height > mobj->ceilingz)
|
|
{
|
|
mobj->z = mobj->ceilingz - mobj->height;
|
|
}
|
|
|
|
// [BC] Do script stuff
|
|
if (!tempplayer)
|
|
{
|
|
if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
|
|
{
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
|
|
}
|
|
else if (state == PST_REBORN)
|
|
{
|
|
assert (oldactor != NULL);
|
|
|
|
// before relocating all pointers to the player all sound targets
|
|
// pointing to the old actor have to be NULLed. Otherwise all
|
|
// monsters who last targeted this player will wake up immediately
|
|
// after the player has respawned.
|
|
AActor *th;
|
|
TThinkerIterator<AActor> it;
|
|
while ((th = it.Next()))
|
|
{
|
|
if (th->LastHeard == oldactor) th->LastHeard = NULL;
|
|
}
|
|
for(int i = 0; i < numsectors; i++)
|
|
{
|
|
if (sectors[i].SoundTarget == oldactor) sectors[i].SoundTarget = NULL;
|
|
}
|
|
|
|
DObject::StaticPointerSubstitution (oldactor, p->mo);
|
|
// PointerSubstitution() will also affect the bodyque, so undo that now.
|
|
for (int ii=0; ii < BODYQUESIZE; ++ii)
|
|
if (bodyque[ii] == p->mo)
|
|
bodyque[ii] = oldactor;
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true);
|
|
}
|
|
}
|
|
return mobj;
|
|
}
|
|
|
|
|
|
//
|
|
// P_SpawnMapThing
|
|
// The fields of the mapthing should
|
|
// already be in host byte order.
|
|
//
|
|
// [RH] position is used to weed out unwanted start spots
|
|
AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|
{
|
|
const PClass *i;
|
|
int mask;
|
|
AActor *mobj;
|
|
fixed_t x, y, z;
|
|
|
|
if (mthing->type == 0 || mthing->type == -1)
|
|
return NULL;
|
|
|
|
// count deathmatch start positions
|
|
if (mthing->type == 11)
|
|
{
|
|
deathmatchstarts.Push (*mthing);
|
|
return NULL;
|
|
}
|
|
|
|
// Convert Strife starts to Hexen-style starts
|
|
if (gameinfo.gametype == GAME_Strife && mthing->type >= 118 && mthing->type <= 127)
|
|
{
|
|
mthing->args[0] = mthing->type - 117;
|
|
mthing->type = 1;
|
|
}
|
|
|
|
// [RH] Record polyobject-related things
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
{
|
|
switch (mthing->type)
|
|
{
|
|
case PO_HEX_ANCHOR_TYPE:
|
|
mthing->type = PO_ANCHOR_TYPE;
|
|
break;
|
|
case PO_HEX_SPAWN_TYPE:
|
|
mthing->type = PO_SPAWN_TYPE;
|
|
break;
|
|
case PO_HEX_SPAWNCRUSH_TYPE:
|
|
mthing->type = PO_SPAWNCRUSH_TYPE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (mthing->type == PO_ANCHOR_TYPE ||
|
|
mthing->type == PO_SPAWN_TYPE ||
|
|
mthing->type == PO_SPAWNCRUSH_TYPE ||
|
|
mthing->type == PO_SPAWNHURT_TYPE)
|
|
{
|
|
polyspawns_t *polyspawn = new polyspawns_t;
|
|
polyspawn->next = polyspawns;
|
|
polyspawn->x = mthing->x;
|
|
polyspawn->y = mthing->y;
|
|
polyspawn->angle = mthing->angle;
|
|
polyspawn->type = mthing->type;
|
|
polyspawns = polyspawn;
|
|
if (mthing->type != PO_ANCHOR_TYPE)
|
|
po_NumPolyobjs++;
|
|
return NULL;
|
|
}
|
|
|
|
// check for players specially
|
|
int pnum = -1;
|
|
|
|
if (mthing->type <= 4 && mthing->type > 0)
|
|
{
|
|
pnum = mthing->type - 1;
|
|
}
|
|
else
|
|
{
|
|
const int base = (gameinfo.gametype == GAME_Strife) ? 5 :
|
|
(gameinfo.gametype == GAME_Hexen) ? 9100 : 4001;
|
|
|
|
if (mthing->type >= base && mthing->type < base + MAXPLAYERS - 4)
|
|
{
|
|
pnum = mthing->type - base + 4;
|
|
}
|
|
}
|
|
|
|
if (pnum == -1 || (level.flags & LEVEL_FILTERSTARTS))
|
|
{
|
|
// check for appropriate game type
|
|
if (deathmatch)
|
|
{
|
|
mask = MTF_DEATHMATCH;
|
|
}
|
|
else if (multiplayer)
|
|
{
|
|
mask = MTF_COOPERATIVE;
|
|
}
|
|
else
|
|
{
|
|
mask = MTF_SINGLE;
|
|
}
|
|
if (!(mthing->flags & mask))
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
mask = G_SkillProperty(SKILLP_SpawnFilter);
|
|
if (!(mthing->SkillFilter & mask))
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Check class spawn masks. Now with player classes available
|
|
// this is enabled for all games.
|
|
if (!multiplayer)
|
|
{ // Single player
|
|
int spawnmask = players[consoleplayer].GetSpawnClass();
|
|
if (spawnmask != 0 && (mthing->ClassFilter & spawnmask) == 0)
|
|
{ // Not for current class
|
|
return NULL;
|
|
}
|
|
}
|
|
else if (!deathmatch)
|
|
{ // Cooperative
|
|
mask = 0;
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
int spawnmask = players[i].GetSpawnClass();
|
|
if (spawnmask != 0)
|
|
mask |= spawnmask;
|
|
else
|
|
mask = -1;
|
|
}
|
|
}
|
|
if (mask != -1 && (mthing->ClassFilter & mask) == 0)
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pnum != -1)
|
|
{
|
|
// [RH] Only spawn spots that match position.
|
|
if (mthing->args[0] != position)
|
|
return NULL;
|
|
|
|
// save spots for respawning in network games
|
|
playerstarts[pnum] = *mthing;
|
|
if (!deathmatch)
|
|
return P_SpawnPlayer (mthing);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// [RH] sound sequence overriders
|
|
if (mthing->type >= 1400 && mthing->type < 1410)
|
|
{
|
|
P_PointInSector (mthing->x, mthing->y)->seqType = mthing->type - 1400;
|
|
return NULL;
|
|
}
|
|
else if (mthing->type == 1411)
|
|
{
|
|
int type;
|
|
|
|
if (mthing->args[0] == 255)
|
|
type = -1;
|
|
else
|
|
type = mthing->args[0];
|
|
|
|
if (type > 63)
|
|
{
|
|
Printf ("Sound sequence %d out of range\n", type);
|
|
}
|
|
else
|
|
{
|
|
P_PointInSector (mthing->x, mthing->y)->seqType = type;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// [RH] Determine if it is an old ambient thing, and if so,
|
|
// map it to MT_AMBIENT with the proper parameter.
|
|
if (mthing->type >= 14001 && mthing->type <= 14064)
|
|
{
|
|
mthing->args[0] = mthing->type - 14000;
|
|
mthing->type = 14065;
|
|
}
|
|
// find which type to spawn
|
|
i = DoomEdMap.FindType (mthing->type);
|
|
|
|
if (i == NULL)
|
|
{
|
|
// [RH] Don't die if the map tries to spawn an unknown thing
|
|
Printf ("Unknown type %i at (%i, %i)\n",
|
|
mthing->type,
|
|
mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
|
i = PClass::FindClass("Unknown");
|
|
}
|
|
// [RH] If the thing's corresponding sprite has no frames, also map
|
|
// it to the unknown thing.
|
|
else
|
|
{
|
|
// Handle decorate replacements explicitly here
|
|
// to check for missing frames in the replacement object.
|
|
i = i->ActorInfo->GetReplacement()->Class;
|
|
|
|
const AActor *defaults = GetDefaultByType (i);
|
|
if (defaults->SpawnState == NULL ||
|
|
sprites[defaults->SpawnState->sprite].numframes == 0)
|
|
{
|
|
Printf ("%s at (%i, %i) has no frames\n",
|
|
i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
|
i = PClass::FindClass("Unknown");
|
|
}
|
|
}
|
|
|
|
const AActor *info = GetDefaultByType (i);
|
|
|
|
// don't spawn keycards and players in deathmatch
|
|
if (deathmatch && info->flags & MF_NOTDMATCH)
|
|
return NULL;
|
|
|
|
// [RH] don't spawn extra weapons in coop if so desired
|
|
if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN))
|
|
{
|
|
if (i->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
|
{
|
|
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
// don't spawn any monsters if -nomonsters
|
|
if (((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// [RH] Other things that shouldn't be spawned depending on dmflags
|
|
if (deathmatch || alwaysapplydmflags)
|
|
{
|
|
if (dmflags & DF_NO_HEALTH)
|
|
{
|
|
if (i->IsDescendantOf (RUNTIME_CLASS(AHealth)))
|
|
return NULL;
|
|
if (i->TypeName == NAME_Berserk)
|
|
return NULL;
|
|
if (i->TypeName == NAME_Megasphere)
|
|
return NULL;
|
|
}
|
|
if (dmflags & DF_NO_ITEMS)
|
|
{
|
|
// if (i->IsDescendantOf (RUNTIME_CLASS(AArtifact)))
|
|
// return;
|
|
}
|
|
if (dmflags & DF_NO_ARMOR)
|
|
{
|
|
if (i->IsDescendantOf (RUNTIME_CLASS(AArmor)))
|
|
return NULL;
|
|
if (i->TypeName == NAME_Megasphere)
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
// spawn it
|
|
x = mthing->x;
|
|
y = mthing->y;
|
|
|
|
if (info->flags & MF_SPAWNCEILING)
|
|
z = ONCEILINGZ;
|
|
else if (info->flags2 & MF2_SPAWNFLOAT)
|
|
z = FLOATRANDZ;
|
|
else
|
|
z = ONFLOORZ;
|
|
|
|
SpawningMapThing = true;
|
|
mobj = Spawn (i, x, y, z, NO_REPLACE);
|
|
SpawningMapThing = false;
|
|
|
|
if (z == ONFLOORZ)
|
|
mobj->z += mthing->z;
|
|
else if (z == ONCEILINGZ)
|
|
mobj->z -= mthing->z;
|
|
|
|
mobj->SpawnPoint[0] = mthing->x;
|
|
mobj->SpawnPoint[1] = mthing->y;
|
|
mobj->SpawnPoint[2] = mthing->z;
|
|
mobj->SpawnAngle = mthing->angle;
|
|
mobj->SpawnFlags = mthing->flags;
|
|
P_FindFloorCeiling(mobj, true);
|
|
|
|
if (!(mobj->flags2 & MF2_ARGSDEFINED))
|
|
{
|
|
// [RH] Set the thing's special
|
|
mobj->special = mthing->special;
|
|
for(int j=0;j<5;j++) mobj->args[j]=mthing->args[j];
|
|
}
|
|
|
|
// [RH] Add ThingID to mobj and link it in with the others
|
|
mobj->tid = mthing->thingid;
|
|
mobj->AddToHash ();
|
|
|
|
mobj->angle = (DWORD)((mthing->angle * UCONST64(0x100000000)) / 360);
|
|
mobj->BeginPlay ();
|
|
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
|
|
{
|
|
mobj->LevelSpawned ();
|
|
}
|
|
return mobj;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// GAME SPAWN FUNCTIONS
|
|
//
|
|
|
|
|
|
//
|
|
// P_SpawnPuff
|
|
//
|
|
|
|
AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags)
|
|
{
|
|
AActor *puff;
|
|
|
|
z += pr_spawnpuff.Random2 () << 10;
|
|
|
|
puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE);
|
|
if (puff == NULL) return NULL;
|
|
if (source != NULL) puff->angle = R_PointToAngle2(x, y, source->x, source->y);
|
|
|
|
// If a puff has a crash state and an actor was not hit,
|
|
// it will enter the crash state. This is used by the StrifeSpark
|
|
// and BlasterPuff.
|
|
FState *crashstate;
|
|
if (!(flags & PF_HITTHING) && (crashstate = puff->FindState(NAME_Crash)) != NULL)
|
|
{
|
|
puff->SetState (crashstate);
|
|
}
|
|
else if ((flags & PF_MELEERANGE) && puff->MeleeState != NULL)
|
|
{
|
|
// handle the hard coded state jump of Doom's bullet puff
|
|
// in a more flexible manner.
|
|
puff->SetState (puff->MeleeState);
|
|
}
|
|
|
|
if (!(flags & PF_TEMPORARY))
|
|
{
|
|
if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES))
|
|
{
|
|
P_DrawSplash2 (32, x, y, z, dir, updown, 1);
|
|
puff->renderflags |= RF_INVISIBLE;
|
|
}
|
|
|
|
if ((flags & PF_HITTHING) && puff->SeeSound)
|
|
{ // Hit thing sound
|
|
S_Sound (puff, CHAN_BODY, puff->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
else if (puff->AttackSound)
|
|
{
|
|
S_Sound (puff, CHAN_BODY, puff->AttackSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
// [BB] If the puff came from a player, set the target of the puff to this player.
|
|
if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER))
|
|
puff->target = source;
|
|
|
|
return puff;
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// P_SpawnBlood
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AActor *originator)
|
|
{
|
|
AActor *th;
|
|
PalEntry bloodcolor = (PalEntry)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
|
const PClass *bloodcls = PClass::FindClass((ENamedName)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodType, NAME_Blood));
|
|
|
|
if (bloodcls!=NULL && cl_bloodtype <= 1)
|
|
{
|
|
z += pr_spawnblood.Random2 () << 10;
|
|
th = Spawn (bloodcls, x, y, z, ALLOW_REPLACE);
|
|
th->momz = FRACUNIT*2;
|
|
th->angle = dir;
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
|
{
|
|
th->tics -= pr_spawnblood() & 3;
|
|
|
|
if (th->tics < 1)
|
|
th->tics = 1;
|
|
}
|
|
// colorize the blood
|
|
if (bloodcolor != 0 && !(th->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
|
}
|
|
|
|
// Moved out of the blood actor so that replacing blood is easier
|
|
if (gameinfo.gametype & GAME_DoomStrifeChex)
|
|
{
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
if (damage > 13)
|
|
{
|
|
FState *state = th->FindState(NAME_Spray);
|
|
if (state != NULL) th->SetState (state);
|
|
}
|
|
else damage+=2;
|
|
}
|
|
if (damage <= 12 && damage >= 9)
|
|
{
|
|
th->SetState (th->SpawnState + 1);
|
|
}
|
|
else if (damage < 9)
|
|
{
|
|
th->SetState (th->SpawnState + 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (cl_bloodtype >= 1)
|
|
P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_BloodSplatter
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
|
{
|
|
PalEntry bloodcolor = (PalEntry)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
|
const PClass *bloodcls = PClass::FindClass((ENamedName)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodType2, NAME_BloodSplatter));
|
|
|
|
if (bloodcls!=NULL && cl_bloodtype <= 1)
|
|
{
|
|
AActor *mo;
|
|
|
|
mo = Spawn(bloodcls, x, y, z, ALLOW_REPLACE);
|
|
mo->target = originator;
|
|
mo->momx = pr_splatter.Random2 () << 10;
|
|
mo->momy = pr_splatter.Random2 () << 10;
|
|
mo->momz = 3*FRACUNIT;
|
|
|
|
// colorize the blood!
|
|
if (bloodcolor!=0 && !(mo->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
|
}
|
|
}
|
|
if (cl_bloodtype >= 1)
|
|
{
|
|
P_DrawSplash2 (40, x, y, z, R_PointToAngle2 (x, y, originator->x, originator->y), 2, bloodcolor);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_BloodSplatter2
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
|
{
|
|
PalEntry bloodcolor = (PalEntry)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
|
const PClass *bloodcls = PClass::FindClass((ENamedName)originator->GetClass()->Meta.GetMetaInt(AMETA_BloodType3, NAME_AxeBlood));
|
|
|
|
if (bloodcls!=NULL && cl_bloodtype <= 1)
|
|
{
|
|
AActor *mo;
|
|
|
|
x += ((pr_splat()-128)<<11);
|
|
y += ((pr_splat()-128)<<11);
|
|
|
|
mo = Spawn (bloodcls, x, y, z, ALLOW_REPLACE);
|
|
mo->target = originator;
|
|
|
|
// colorize the blood!
|
|
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
|
}
|
|
}
|
|
if (cl_bloodtype >= 1)
|
|
{
|
|
P_DrawSplash2 (100, x, y, z, R_PointToAngle2 (0, 0, originator->x - x, originator->y - y), 2, bloodcolor);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_RipperBlood
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_RipperBlood (AActor *mo, AActor *bleeder)
|
|
{
|
|
fixed_t x, y, z;
|
|
PalEntry bloodcolor = (PalEntry)bleeder->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
|
const PClass *bloodcls = PClass::FindClass((ENamedName)bleeder->GetClass()->Meta.GetMetaInt(AMETA_BloodType, NAME_Blood));
|
|
|
|
x = mo->x + (pr_ripperblood.Random2 () << 12);
|
|
y = mo->y + (pr_ripperblood.Random2 () << 12);
|
|
z = mo->z + (pr_ripperblood.Random2 () << 12);
|
|
if (bloodcls!=NULL && cl_bloodtype <= 1)
|
|
{
|
|
AActor *th;
|
|
th = Spawn (bloodcls, x, y, z, ALLOW_REPLACE);
|
|
if (gameinfo.gametype == GAME_Heretic)
|
|
th->flags |= MF_NOGRAVITY;
|
|
th->momx = mo->momx >> 1;
|
|
th->momy = mo->momy >> 1;
|
|
th->tics += pr_ripperblood () & 3;
|
|
|
|
// colorize the blood!
|
|
if (bloodcolor!=0 && !(th->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
|
}
|
|
}
|
|
if (cl_bloodtype >= 1)
|
|
{
|
|
P_DrawSplash2 (28, x, y, z, 0, 0, bloodcolor);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_GetThingFloorType
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int P_GetThingFloorType (AActor *thing)
|
|
{
|
|
if (thing->floorpic.isValid())
|
|
{
|
|
return TerrainTypes[thing->floorpic];
|
|
}
|
|
else
|
|
{
|
|
return TerrainTypes[thing->Sector->GetTexture(sector_t::floor)];
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_HitWater
|
|
//
|
|
// Returns true if hit liquid and splashed, false if not.
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool checkabove)
|
|
{
|
|
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
|
|
return false;
|
|
|
|
if (thing->player && (thing->player->cheats & CF_PREDICTING))
|
|
return false;
|
|
|
|
AActor *mo = NULL;
|
|
FSplashDef *splash;
|
|
int terrainnum;
|
|
|
|
if (x == FIXED_MIN) x = thing->x;
|
|
if (y == FIXED_MIN) y = thing->y;
|
|
if (z == FIXED_MIN) z = thing->z;
|
|
// don't splash above the object
|
|
if (checkabove && z > thing->z + (thing->height >> 1)) return false;
|
|
|
|
#ifdef _3DFLOORS
|
|
for(unsigned int i=0;i<sec->e->XFloor.ffloors.Size();i++)
|
|
{
|
|
F3DFloor * rover = sec->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
fixed_t planez = rover->top.plane->ZatPoint(x, y);
|
|
if (z > planez - FRACUNIT/2 && z < planez + FRACUNIT/2) // allow minor imprecisions
|
|
{
|
|
if (rover->flags & (FF_SOLID|FF_SWIMMABLE) )
|
|
{
|
|
terrainnum = TerrainTypes[*rover->top.texture];
|
|
goto foundone;
|
|
}
|
|
}
|
|
planez = rover->bottom.plane->ZatPoint(x, y);
|
|
if (planez < z) return false;
|
|
}
|
|
#endif
|
|
sector_t *hsec = sec->GetHeightSec();
|
|
if (hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
|
|
{
|
|
terrainnum = TerrainTypes[sec->GetTexture(sector_t::floor)];
|
|
}
|
|
else
|
|
{
|
|
terrainnum = TerrainTypes[hsec->GetTexture(sector_t::floor)];
|
|
}
|
|
#ifdef _3DFLOORS
|
|
foundone:
|
|
#endif
|
|
|
|
int splashnum = Terrains[terrainnum].Splash;
|
|
bool smallsplash = false;
|
|
const secplane_t *plane;
|
|
|
|
if (splashnum == -1)
|
|
return Terrains[terrainnum].IsLiquid;
|
|
|
|
// don't splash when touching an underwater floor
|
|
if (thing->waterlevel>=1 && z<=thing->floorz) return Terrains[terrainnum].IsLiquid;
|
|
|
|
plane = hsec != NULL? &sec->heightsec->floorplane : &sec->floorplane;
|
|
|
|
// Don't splash for living things with small vertical velocities.
|
|
// There are levels where the constant splashing from the monsters gets extremely annoying
|
|
if ((thing->flags3&MF3_ISMONSTER || thing->player) && thing->momz>=-6*FRACUNIT) return Terrains[terrainnum].IsLiquid;
|
|
|
|
splash = &Splashes[splashnum];
|
|
|
|
// Small splash for small masses
|
|
if (thing->Mass < 10)
|
|
smallsplash = true;
|
|
|
|
if (smallsplash && splash->SmallSplash)
|
|
{
|
|
mo = Spawn (splash->SmallSplash, x, y, z, ALLOW_REPLACE);
|
|
if (mo) mo->floorclip += splash->SmallSplashClip;
|
|
}
|
|
else
|
|
{
|
|
if (splash->SplashChunk)
|
|
{
|
|
mo = Spawn (splash->SplashChunk, x, y, z, ALLOW_REPLACE);
|
|
mo->target = thing;
|
|
if (splash->ChunkXVelShift != 255)
|
|
{
|
|
mo->momx = pr_chunk.Random2() << splash->ChunkXVelShift;
|
|
}
|
|
if (splash->ChunkYVelShift != 255)
|
|
{
|
|
mo->momy = pr_chunk.Random2() << splash->ChunkYVelShift;
|
|
}
|
|
mo->momz = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift);
|
|
}
|
|
if (splash->SplashBase)
|
|
{
|
|
mo = Spawn (splash->SplashBase, x, y, z, ALLOW_REPLACE);
|
|
}
|
|
if (thing->player && !splash->NoAlert)
|
|
{
|
|
P_NoiseAlert (thing, thing, true);
|
|
}
|
|
}
|
|
if (mo)
|
|
{
|
|
S_Sound (mo, CHAN_ITEM, smallsplash ?
|
|
splash->SmallSplashSound : splash->NormalSplashSound,
|
|
1, ATTN_IDLE);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (x, y, z, CHAN_ITEM, smallsplash ?
|
|
splash->SmallSplashSound : splash->NormalSplashSound,
|
|
1, ATTN_IDLE);
|
|
}
|
|
|
|
// Don't let deep water eat missiles
|
|
return plane == &sec->floorplane ? Terrains[terrainnum].IsLiquid : false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_HitFloor
|
|
//
|
|
// Returns true if hit liquid and splashed, false if not.
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool P_HitFloor (AActor *thing)
|
|
{
|
|
const msecnode_t *m;
|
|
|
|
if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
|
|
return false;
|
|
|
|
// don't splash if landing on the edge above water/lava/etc....
|
|
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
|
|
{
|
|
if (thing->z == m->m_sector->floorplane.ZatPoint (thing->x, thing->y))
|
|
{
|
|
break;
|
|
}
|
|
|
|
#ifdef _3DFLOORS
|
|
// Check 3D floors
|
|
for(unsigned int i=0;i<m->m_sector->e->XFloor.ffloors.Size();i++)
|
|
{
|
|
F3DFloor * rover = m->m_sector->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
if (rover->flags & (FF_SOLID|FF_SWIMMABLE))
|
|
{
|
|
if (rover->top.plane->ZatPoint(thing->x, thing->y) == thing->z)
|
|
{
|
|
return P_HitWater (thing, m->m_sector);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
if (m == NULL || m->m_sector->GetHeightSec() != NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return P_HitWater (thing, m->m_sector);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_CheckMissileSpawn
|
|
//
|
|
// Returns true if the missile is at a valid spawn point, otherwise
|
|
// explodes it and returns false.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool P_CheckMissileSpawn (AActor* th)
|
|
{
|
|
int shift, count = 1;
|
|
|
|
// [RH] Don't decrement tics if they are already less than 1
|
|
if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
|
|
{
|
|
th->tics -= pr_checkmissilespawn() & 3;
|
|
if (th->tics < 1)
|
|
th->tics = 1;
|
|
}
|
|
|
|
// move a little forward so an angle can be computed if it immediately explodes
|
|
if (th->Speed >= 100*FRACUNIT)
|
|
{ // Ultra-fast ripper spawning missile
|
|
shift = 3;
|
|
}
|
|
else
|
|
{ // Normal missile
|
|
shift = 1;
|
|
}
|
|
|
|
if (th->radius > 0)
|
|
{
|
|
while ( ((th->momx >> shift) > th->radius) || ((th->momy >> shift) > th->radius))
|
|
{
|
|
// we need to take smaller steps but to produce the same end result
|
|
// we have to do more of them.
|
|
shift++;
|
|
count<<=1;
|
|
}
|
|
}
|
|
|
|
FCheckPosition tm(!!(th->flags2 & MF2_RIP));
|
|
|
|
for(int i=0; i<count; i++)
|
|
{
|
|
th->x += th->momx>>shift;
|
|
th->y += th->momy>>shift;
|
|
th->z += th->momz>>shift;
|
|
|
|
// killough 3/15/98: no dropoff (really = don't care for missiles)
|
|
|
|
if (!P_TryMove (th, th->x, th->y, false, false, tm))
|
|
{
|
|
// [RH] Don't explode ripping missiles that spawn inside something
|
|
if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
|
|
{
|
|
// If this is a monster spawned by A_CustomMissile subtract it from the counter.
|
|
if (th->CountsAsKill())
|
|
{
|
|
th->flags&=~MF_COUNTKILL;
|
|
level.total_monsters--;
|
|
}
|
|
// [RH] Don't explode missiles that spawn on top of horizon lines
|
|
if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
|
|
{
|
|
th->Destroy ();
|
|
}
|
|
else
|
|
{
|
|
P_ExplodeMissile (th, NULL, th->BlockingMobj);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_PlaySpawnSound
|
|
//
|
|
// Plays a missiles spawn sound. Location depends on the
|
|
// MF_SPAWNSOUNDSOURCE flag.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_PlaySpawnSound(AActor *missile, AActor *spawner)
|
|
{
|
|
if (missile->SeeSound != 0)
|
|
{
|
|
if (!(missile->flags & MF_SPAWNSOUNDSOURCE))
|
|
{
|
|
S_Sound (missile, CHAN_VOICE, missile->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
else if (spawner != NULL)
|
|
{
|
|
S_Sound (spawner, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
// If there is no spawner use the spawn position.
|
|
// But not in a silenced sector.
|
|
if (!(missile->Sector->Flags & SECF_SILENT))
|
|
S_Sound (missile->x, missile->y, missile->z, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
|
|
static fixed_t GetDefaultSpeed(const PClass *type)
|
|
{
|
|
if (type == NULL) return 0;
|
|
else if (G_SkillProperty(SKILLP_FastMonsters))
|
|
return type->Meta.GetMetaFixed(AMETA_FastSpeed, GetDefaultByType(type)->Speed);
|
|
else
|
|
return GetDefaultByType(type)->Speed;
|
|
}
|
|
|
|
static AActor * SpawnMissile (const PClass *type, fixed_t x, fixed_t y, fixed_t z)
|
|
{
|
|
AActor *th = Spawn (type, x, y, z, ALLOW_REPLACE);
|
|
|
|
if (th != NULL)
|
|
{
|
|
// Force floor huggers to the floor and ceiling huggers to the ceiling
|
|
if (th->flags3 & MF3_FLOORHUGGER)
|
|
{
|
|
z = th->floorz;
|
|
}
|
|
else if (th->flags3 & MF3_CEILINGHUGGER)
|
|
{
|
|
z = th->ceilingz - th->height;
|
|
}
|
|
}
|
|
return th;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_SpawnMissile
|
|
//
|
|
// Returns NULL if the missile exploded immediately, otherwise returns
|
|
// a mobj_t pointer to the missile.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AActor *P_SpawnMissile (AActor *source, AActor *dest, const PClass *type)
|
|
{
|
|
return P_SpawnMissileXYZ (source->x, source->y, source->z + 32*FRACUNIT,
|
|
source, dest, type);
|
|
}
|
|
|
|
AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, const PClass *type)
|
|
{
|
|
return P_SpawnMissileXYZ (source->x, source->y, z, source, dest, type);
|
|
}
|
|
|
|
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
|
|
AActor *source, AActor *dest, const PClass *type, bool checkspawn)
|
|
{
|
|
if (dest == NULL)
|
|
{
|
|
Printf ("P_SpawnMissilyXYZ: Tried to shoot %s from %s with no dest\n",
|
|
type->TypeName.GetChars(), source->GetClass()->TypeName.GetChars());
|
|
return NULL;
|
|
}
|
|
|
|
if (z != ONFLOORZ && z != ONCEILINGZ)
|
|
{
|
|
z -= source->floorclip;
|
|
}
|
|
|
|
AActor *th = SpawnMissile (type, x, y, z);
|
|
|
|
P_PlaySpawnSound(th, source);
|
|
th->target = source; // record missile's originator
|
|
|
|
float speed = (float)(th->Speed);
|
|
|
|
// [RH]
|
|
// Hexen calculates the missile velocity based on the source's location.
|
|
// Would it be more useful to base it on the actual position of the
|
|
// missile?
|
|
// Answer: No, because this way, you can set up sets of parallel missiles.
|
|
|
|
FVector3 velocity(dest->x - source->x, dest->y - source->y, dest->z - source->z);
|
|
// Floor and ceiling huggers should never have a vertical component to their velocity
|
|
if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
|
|
{
|
|
velocity.Z = 0;
|
|
}
|
|
// [RH] Adjust the trajectory if the missile will go over the target's head.
|
|
else if (z - source->z >= dest->height)
|
|
{
|
|
velocity.Z += dest->height - z + source->z;
|
|
}
|
|
velocity.Resize (speed);
|
|
th->momx = (fixed_t)(velocity.X);
|
|
th->momy = (fixed_t)(velocity.Y);
|
|
th->momz = (fixed_t)(velocity.Z);
|
|
|
|
// invisible target: rotate velocity vector in 2D
|
|
if (dest->flags & MF_SHADOW)
|
|
{
|
|
angle_t an = pr_spawnmissile.Random2 () << 20;
|
|
an >>= ANGLETOFINESHIFT;
|
|
|
|
fixed_t newx = DMulScale16 (th->momx, finecosine[an], -th->momy, finesine[an]);
|
|
fixed_t newy = DMulScale16 (th->momx, finesine[an], th->momy, finecosine[an]);
|
|
th->momx = newx;
|
|
th->momy = newy;
|
|
}
|
|
|
|
th->angle = R_PointToAngle2 (0, 0, th->momx, th->momy);
|
|
|
|
return (!checkspawn || P_CheckMissileSpawn (th)) ? th : NULL;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_SpawnMissileAngle
|
|
//
|
|
// Returns NULL if the missile exploded immediately, otherwise returns
|
|
// a mobj_t pointer to the missile.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AActor *P_SpawnMissileAngle (AActor *source, const PClass *type,
|
|
angle_t angle, fixed_t momz)
|
|
{
|
|
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT,
|
|
type, angle, momz, GetDefaultSpeed (type));
|
|
}
|
|
|
|
AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z,
|
|
const PClass *type, angle_t angle, fixed_t momz)
|
|
{
|
|
return P_SpawnMissileAngleZSpeed (source, z, type, angle, momz,
|
|
GetDefaultSpeed (type));
|
|
}
|
|
|
|
AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PClass *type)
|
|
{
|
|
angle_t an;
|
|
fixed_t dist;
|
|
fixed_t speed;
|
|
fixed_t momz;
|
|
|
|
an = source->angle;
|
|
|
|
if (dest->flags & MF_SHADOW)
|
|
{
|
|
an += pr_spawnmissile.Random2() << 20;
|
|
}
|
|
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
|
|
speed = GetDefaultSpeed (type);
|
|
dist /= speed;
|
|
momz = dist != 0 ? (dest->z - source->z)/dist : speed;
|
|
return P_SpawnMissileAngleZSpeed (source, z, type, an, momz, speed);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_SpawnMissileAngleSpeed
|
|
//
|
|
// Returns NULL if the missile exploded immediately, otherwise returns
|
|
// a mobj_t pointer to the missile.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AActor *P_SpawnMissileAngleSpeed (AActor *source, const PClass *type,
|
|
angle_t angle, fixed_t momz, fixed_t speed)
|
|
{
|
|
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT,
|
|
type, angle, momz, speed);
|
|
}
|
|
|
|
AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
|
|
const PClass *type, angle_t angle, fixed_t momz, fixed_t speed, AActor *owner, bool checkspawn)
|
|
{
|
|
AActor *mo;
|
|
|
|
if (z != ONFLOORZ && z != ONCEILINGZ && source != NULL)
|
|
{
|
|
z -= source->floorclip;
|
|
}
|
|
|
|
mo = SpawnMissile (type, source->x, source->y, z);
|
|
|
|
P_PlaySpawnSound(mo, source);
|
|
mo->target = owner != NULL ? owner : source; // Originator
|
|
mo->angle = angle;
|
|
angle >>= ANGLETOFINESHIFT;
|
|
mo->momx = FixedMul (speed, finecosine[angle]);
|
|
mo->momy = FixedMul (speed, finesine[angle]);
|
|
mo->momz = momz;
|
|
return (!checkspawn || P_CheckMissileSpawn(mo)) ? mo : NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
=
|
|
= P_SpawnPlayerMissile
|
|
=
|
|
= Tries to aim at a nearby monster
|
|
================
|
|
*/
|
|
|
|
AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type)
|
|
{
|
|
return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->angle);
|
|
}
|
|
|
|
AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
|
|
{
|
|
return P_SpawnPlayerMissile (source, 0, 0, 0, type, angle);
|
|
}
|
|
|
|
AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
|
|
const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor,
|
|
bool nofreeaim)
|
|
{
|
|
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
|
|
int i;
|
|
angle_t an;
|
|
angle_t pitch;
|
|
AActor *linetarget;
|
|
int vrange = nofreeaim? ANGLE_1*35 : 0;
|
|
|
|
// Note: NOAUTOAIM is implemented only here, and not in the hitscan or rail attack functions.
|
|
// That is because it is only justified for projectiles affected by gravity, not for other attacks.
|
|
if (source && source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM))
|
|
{
|
|
// Keep exactly the same angle and pitch as the player's own aim
|
|
pitch = source->pitch; linetarget = NULL;
|
|
}
|
|
else // see which target is to be aimed at
|
|
{
|
|
i = 2;
|
|
do
|
|
{
|
|
an = angle + angdiff[i];
|
|
pitch = P_AimLineAttack (source, an, 16*64*FRACUNIT, &linetarget, vrange);
|
|
|
|
if (source->player != NULL &&
|
|
!nofreeaim &&
|
|
level.IsFreelookAllowed() &&
|
|
source->player->userinfo.GetAimDist() <= ANGLE_1/2)
|
|
{
|
|
break;
|
|
}
|
|
} while (linetarget == NULL && --i >= 0);
|
|
}
|
|
|
|
if (linetarget == NULL)
|
|
{
|
|
an = angle;
|
|
}
|
|
if (pLineTarget) *pLineTarget = linetarget;
|
|
|
|
i = GetDefaultByType (type)->flags3;
|
|
|
|
if (i & MF3_FLOORHUGGER)
|
|
{
|
|
z = ONFLOORZ;
|
|
}
|
|
else if (i & MF3_CEILINGHUGGER)
|
|
{
|
|
z = ONCEILINGZ;
|
|
}
|
|
if (z != ONFLOORZ && z != ONCEILINGZ)
|
|
{
|
|
// Doom spawns missiles 4 units lower than hitscan attacks for players.
|
|
z += source->z + (source->height>>1) - source->floorclip;
|
|
if (source->player != NULL) // Considering this is for player missiles, it better not be NULL.
|
|
{
|
|
z += FixedMul (source->player->mo->AttackZOffset - 4*FRACUNIT, source->player->crouchfactor);
|
|
}
|
|
else
|
|
{
|
|
z += 4*FRACUNIT;
|
|
}
|
|
// Do not fire beneath the floor.
|
|
if (z < source->floorz)
|
|
{
|
|
z = source->floorz;
|
|
}
|
|
}
|
|
AActor *MissileActor = Spawn (type, source->x + x, source->y + y, z, ALLOW_REPLACE);
|
|
if (pMissileActor) *pMissileActor = MissileActor;
|
|
P_PlaySpawnSound(MissileActor, source);
|
|
MissileActor->target = source;
|
|
MissileActor->angle = an;
|
|
|
|
fixed_t vx, vy, vz, speed;
|
|
|
|
vx = FixedMul (finecosine[pitch>>ANGLETOFINESHIFT], finecosine[an>>ANGLETOFINESHIFT]);
|
|
vy = FixedMul (finecosine[pitch>>ANGLETOFINESHIFT], finesine[an>>ANGLETOFINESHIFT]);
|
|
vz = -finesine[pitch>>ANGLETOFINESHIFT];
|
|
speed = MissileActor->Speed;
|
|
|
|
MissileActor->momx = FixedMul (vx, speed);
|
|
MissileActor->momy = FixedMul (vy, speed);
|
|
MissileActor->momz = FixedMul (vz, speed);
|
|
|
|
if (MissileActor->flags4 & MF4_SPECTRAL)
|
|
MissileActor->health = -1;
|
|
|
|
if (P_CheckMissileSpawn (MissileActor))
|
|
{
|
|
return MissileActor;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
bool AActor::IsTeammate (AActor *other)
|
|
{
|
|
if (!player || !other || !other->player)
|
|
return false;
|
|
if (!deathmatch)
|
|
return true;
|
|
if (teamplay && other->player->userinfo.team != TEAM_NONE &&
|
|
player->userinfo.team == other->player->userinfo.team)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: GetSpecies
|
|
//
|
|
// Species is defined as the lowest base class that is a monster
|
|
// with no non-monster class in between. If the actor specifies an explicit
|
|
// species (i.e. not 'None'), that is used. This is virtualized, so special
|
|
// monsters can change this behavior if they like.
|
|
//
|
|
//==========================================================================
|
|
|
|
FName AActor::GetSpecies()
|
|
{
|
|
if (Species != NAME_None)
|
|
{
|
|
return Species;
|
|
}
|
|
|
|
const PClass *thistype = GetClass();
|
|
|
|
if (GetDefaultByType(thistype)->flags3 & MF3_ISMONSTER)
|
|
{
|
|
while (thistype->ParentClass)
|
|
{
|
|
if (GetDefaultByType(thistype->ParentClass)->flags3 & MF3_ISMONSTER)
|
|
thistype = thistype->ParentClass;
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
return Species = thistype->TypeName; // [GZ] Speeds up future calls.
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: IsFriend
|
|
//
|
|
// Checks if two monsters have to be considered friendly.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AActor::IsFriend (AActor *other)
|
|
{
|
|
if (flags & other->flags & MF_FRIENDLY)
|
|
{
|
|
return !deathmatch ||
|
|
FriendPlayer == other->FriendPlayer ||
|
|
FriendPlayer == 0 ||
|
|
other->FriendPlayer == 0;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: IsHostile
|
|
//
|
|
// Checks if two monsters have to be considered hostile under any circumstances
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AActor::IsHostile (AActor *other)
|
|
{
|
|
// Both monsters are non-friendlies so hostilities depend on infighting settings
|
|
if (!((flags | other->flags) & MF_FRIENDLY)) return false;
|
|
|
|
// Both monsters are friendly and belong to the same player if applicable.
|
|
if (flags & other->flags & MF_FRIENDLY)
|
|
{
|
|
return deathmatch &&
|
|
FriendPlayer != other->FriendPlayer &&
|
|
FriendPlayer !=0 &&
|
|
other->FriendPlayer != 0;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
int AActor::DoSpecialDamage (AActor *target, int damage)
|
|
{
|
|
if (target->player && target->player->mo == target && damage < 1000 &&
|
|
(target->player->cheats & CF_GODMODE))
|
|
{
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
if (target->player)
|
|
{
|
|
int poisondamage = GetClass()->Meta.GetMetaInt(AMETA_PoisonDamage);
|
|
if (poisondamage > 0)
|
|
{
|
|
P_PoisonPlayer (target->player, this, this->target, poisondamage);
|
|
damage >>= 1;
|
|
}
|
|
}
|
|
|
|
return damage;
|
|
}
|
|
}
|
|
|
|
int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
|
|
{
|
|
FState *death;
|
|
|
|
if (flags5 & MF5_NODAMAGE)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// If the actor does not have a corresponding death state, then it does not take damage.
|
|
// Note that DeathState matches every kind of damagetype, so an actor has that, it can
|
|
// be hurt with any type of damage. Exception: Massacre damage always succeeds, because
|
|
// it needs to work.
|
|
|
|
// Always kill if there is a regular death state or no death states at all.
|
|
if (FindState (NAME_Death) != NULL || !HasSpecialDeathStates() || damagetype == NAME_Massacre)
|
|
{
|
|
return damage;
|
|
}
|
|
if (damagetype == NAME_Ice)
|
|
{
|
|
death = FindState (NAME_Death, NAME_Ice, true);
|
|
if (death == NULL && !deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) &&
|
|
(player || (flags3 & MF3_ISMONSTER)))
|
|
{
|
|
death = FindState(NAME_GenericFreezeDeath);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
death = FindState (NAME_Death, damagetype);
|
|
}
|
|
return (death == NULL) ? -1 : damage;
|
|
}
|
|
|
|
void AActor::Crash()
|
|
{
|
|
if ((flags & MF_CORPSE) &&
|
|
!(flags3 & MF3_CRASHED) &&
|
|
!(flags & MF_ICECORPSE))
|
|
{
|
|
FState *crashstate = NULL;
|
|
|
|
if (DamageType != NAME_None)
|
|
{
|
|
crashstate = FindState(NAME_Crash, DamageType, true);
|
|
}
|
|
if (crashstate == NULL)
|
|
{
|
|
int gibhealth = -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth,
|
|
gameinfo.gametype & GAME_DoomChex ? -GetDefault()->health : -GetDefault()->health/2));
|
|
|
|
if (health < gibhealth)
|
|
{ // Extreme death
|
|
crashstate = FindState (NAME_Crash, NAME_Extreme);
|
|
}
|
|
else
|
|
{ // Normal death
|
|
crashstate = FindState (NAME_Crash);
|
|
}
|
|
}
|
|
if (crashstate != NULL) SetState(crashstate);
|
|
// Set MF3_CRASHED regardless of the presence of a crash state
|
|
// so this code doesn't have to be executed repeatedly.
|
|
flags3 |= MF3_CRASHED;
|
|
}
|
|
}
|
|
|
|
void AActor::SetIdle()
|
|
{
|
|
FState *idle = FindState (NAME_Idle);
|
|
if (idle == NULL) idle = SpawnState;
|
|
SetState(idle);
|
|
}
|
|
|
|
FDropItem *AActor::GetDropItems()
|
|
{
|
|
unsigned int index = GetClass()->Meta.GetMetaInt (ACMETA_DropItems) - 1;
|
|
|
|
if (index >= 0 && index < DropItemList.Size())
|
|
{
|
|
return DropItemList[index];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// DropItem handling
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
FDropItemPtrArray DropItemList;
|
|
|
|
void FreeDropItemChain(FDropItem *chain)
|
|
{
|
|
while (chain != NULL)
|
|
{
|
|
FDropItem *next = chain->Next;
|
|
delete chain;
|
|
chain = next;
|
|
}
|
|
}
|
|
|
|
FDropItemPtrArray::~FDropItemPtrArray()
|
|
{
|
|
for (unsigned int i = 0; i < Size(); ++i)
|
|
{
|
|
FreeDropItemChain ((*this)[i]);
|
|
}
|
|
}
|
|
|
|
int StoreDropItemChain(FDropItem *chain)
|
|
{
|
|
return DropItemList.Push (chain) + 1;
|
|
}
|
|
|