qzdoom/src/thingdef/thingdef_codeptr.cpp
Randy Heit e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00

2166 lines
64 KiB
C++

/*
** thingdef.cpp
**
** Code pointers for Actor definitions
**
**---------------------------------------------------------------------------
** Copyright 2002-2006 Christoph Oelckers
** Copyright 2004-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of ZDoom or a ZDoom derivative, this code will be
** covered by the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or (at
** your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gi.h"
#include "actor.h"
#include "info.h"
#include "sc_man.h"
#include "tarray.h"
#include "w_wad.h"
#include "templates.h"
#include "r_defs.h"
#include "r_draw.h"
#include "a_pickups.h"
#include "s_sound.h"
#include "cmdlib.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "a_action.h"
#include "decallib.h"
#include "m_random.h"
#include "autosegs.h"
#include "i_system.h"
#include "p_local.h"
#include "c_console.h"
#include "doomerrors.h"
#include "vectors.h"
#include "a_sharedglobal.h"
#include "a_doomglobal.h"
#include "thingdef/thingdef.h"
#include "v_video.h"
static FRandom pr_camissile ("CustomActorfire");
static FRandom pr_camelee ("CustomMelee");
static FRandom pr_cabullet ("CustomBullet");
static FRandom pr_cajump ("CustomJump");
static FRandom pr_cwbullet ("CustomWpBullet");
static FRandom pr_cwjump ("CustomWpJump");
static FRandom pr_cwpunch ("CustomWpPunch");
static FRandom pr_grenade ("ThrowGrenade");
static FRandom pr_crailgun ("CustomRailgun");
static FRandom pr_spawndebris ("SpawnDebris");
static FRandom pr_spawnitemex ("SpawnItemEx");
static FRandom pr_burst ("Burst");
// A truly awful hack to get to the state that called an action function
// without knowing whether it has been called from a weapon or actor.
FState * CallingState;
struct StateCallData
{
FState * State;
AActor * Item;
bool Result;
};
StateCallData * pStateCall;
//==========================================================================
//
// ACustomInventory :: CallStateChain
//
// Executes the code pointers in a chain of states
// until there is no next state
//
//==========================================================================
bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
{
StateCallData StateCall;
StateCallData *pSavedCall = pStateCall;
bool result = false;
int counter = 0;
pStateCall = &StateCall;
StateCall.Item = this;
while (State != NULL)
{
// Assume success. The code pointer will set this to false if necessary
CallingState = StateCall.State = State;
if (State->GetAction() != NULL)
{
StateCall.Result = true;
State->GetAction() (actor);
// collect all the results. Even one successful call signifies overall success.
result |= StateCall.Result;
}
// Since there are no delays it is a good idea to check for infinite loops here!
counter++;
if (counter >= 10000) break;
if (StateCall.State == State)
{
// Abort immediately if the state jumps to itself!
if (State == State->GetNextState())
{
pStateCall = pSavedCall;
return false;
}
// If both variables are still the same there was no jump
// so we must advance to the next state.
State = State->GetNextState();
}
else
{
State = StateCall.State;
}
}
pStateCall = pSavedCall;
return result;
}
//==========================================================================
//
// Let's isolate all handling of CallingState in this one place
// so that removing it later becomes easier
//
//==========================================================================
int CheckIndex(int paramsize, FState ** pcallstate)
{
if (CallingState->ParameterIndex == 0) return -1;
unsigned int index = (unsigned int) CallingState->ParameterIndex-1;
if (index > StateParameters.Size()-paramsize) return -1;
if (pcallstate) *pcallstate=CallingState;
return index;
}
//==========================================================================
//
// Simple flag changers
//
//==========================================================================
void A_SetSolid(AActor * self)
{
self->flags |= MF_SOLID;
}
void A_UnsetSolid(AActor * self)
{
self->flags &= ~MF_SOLID;
}
void A_SetFloat(AActor * self)
{
self->flags |= MF_FLOAT;
}
void A_UnsetFloat(AActor * self)
{
self->flags &= ~(MF_FLOAT|MF_INFLOAT);
}
//==========================================================================
//
// Customizable attack functions which use actor parameters.
// I think this is among the most requested stuff ever ;-)
//
//==========================================================================
static void DoAttack (AActor *self, bool domelee, bool domissile)
{
int index=CheckIndex(4);
int MeleeDamage;
int MeleeSound;
FName MissileName;
fixed_t MissileHeight;
if (self->target == NULL) return;
if (index > 0)
{
MeleeDamage=StateParameters[index];
MeleeSound=StateParameters[index+1];
MissileName=(ENamedName)StateParameters[index+2];
MissileHeight=StateParameters[index+3];
}
else
{
MeleeDamage = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeDamage, 0);
MeleeSound = self->GetClass()->Meta.GetMetaInt (ACMETA_MeleeSound, 0);
MissileName=(ENamedName) self->GetClass()->Meta.GetMetaInt (ACMETA_MissileName, NAME_None);
MissileHeight= self->GetClass()->Meta.GetMetaFixed (ACMETA_MissileHeight, 32*FRACUNIT);
}
A_FaceTarget (self);
if (domelee && MeleeDamage>0 && self->CheckMeleeRange ())
{
int damage = pr_camelee.HitDice(MeleeDamage);
if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
}
else if (domissile && MissileName != NAME_None)
{
const PClass * ti=PClass::FindClass(MissileName);
if (ti)
{
// Although there is a P_SpawnMissileZ function its
// aiming is much too bad to be of any use
self->z+=MissileHeight-32*FRACUNIT;
AActor * missile = P_SpawnMissile (self, self->target, ti);
self->z-=MissileHeight-32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
}
}
}
}
void A_MeleeAttack(AActor * self)
{
DoAttack(self, true, false);
}
void A_MissileAttack(AActor * self)
{
DoAttack(self, false, true);
}
void A_ComboAttack(AActor * self)
{
DoAttack(self, true, true);
}
//==========================================================================
//
// Custom sound functions. These use misc1 and misc2 in the state structure
// This has been changed to use the parameter array instead of using the
// misc field directly so they can be used in weapon states
//
//==========================================================================
static void DoPlaySound(AActor * self, int channel)
{
int index=CheckIndex(1);
if (index<0) return;
int soundid = StateParameters[index];
S_SoundID (self, channel, soundid, 1, ATTN_NORM);
}
void A_PlaySound(AActor * self)
{
DoPlaySound(self, CHAN_BODY);
}
void A_PlayWeaponSound(AActor * self)
{
DoPlaySound(self, CHAN_WEAPON);
}
void A_StopSound(AActor * self)
{
S_StopSound(self, CHAN_VOICE);
}
void A_PlaySoundEx (AActor *self)
{
int index = CheckIndex(4);
if (index < 0) return;
int soundid = StateParameters[index];
ENamedName channel = ENamedName(StateParameters[index + 1]);
INTBOOL looping = StateParameters[index + 2];
int attenuation_raw = EvalExpressionI(StateParameters[index + 3], self);
int attenuation;
switch (attenuation_raw)
{
case -1: attenuation=ATTN_STATIC; break; // drop off rapidly
default:
case 0: attenuation=ATTN_NORM; break; // normal
case 1: attenuation=ATTN_NONE; break; // full volume
case 2: attenuation=ATTN_SURROUND; break; // full volume surround
}
if (channel < NAME_Auto || channel > NAME_SoundSlot7)
{
channel = NAME_Auto;
}
if (!looping)
{
S_SoundID (self, channel - NAME_Auto, soundid, 1, attenuation);
}
else
{
if (!S_IsActorPlayingSomething (self, channel - NAME_Auto, soundid))
{
S_LoopedSoundID (self, channel - NAME_Auto, soundid, 1, attenuation);
}
}
}
void A_StopSoundEx (AActor *self)
{
int index = CheckIndex (1);
if (index < 0) return;
ENamedName channel = ENamedName(StateParameters[index]);
if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
{
S_StopSound (self, channel - NAME_Auto);
}
}
//==========================================================================
//
// Generic seeker missile function
//
//==========================================================================
void A_SeekerMissile(AActor * self)
{
int index=CheckIndex(2);
if (index<0) return;
P_SeekerMissile(self,
clamp<int>(EvalExpressionI (StateParameters[index], self), 0, 90) * ANGLE_1,
clamp<int>(EvalExpressionI (StateParameters[index+1], self), 0, 90) * ANGLE_1);
}
//==========================================================================
//
// Hitscan attack with a customizable amount of bullets (specified in damage)
//
//==========================================================================
void A_BulletAttack (AActor *self)
{
int i;
int bangle;
int slope;
if (!self->target) return;
A_FaceTarget (self);
bangle = self->angle;
slope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i = self->GetMissileDamage (0, 1); i > 0; --i)
{
int angle = bangle + (pr_cabullet.Random2() << 20);
int damage = ((pr_cabullet()%5)+1)*3;
P_LineAttack(self, angle, MISSILERANGE, slope, damage,
NAME_None, NAME_BulletPuff);
}
}
//==========================================================================
//
// Resolves a label parameter
//
//==========================================================================
FState *P_GetState(AActor *self, FState *CallingState, int offset)
{
if (offset == 0)
{
return NULL; // 0 means 'no state'
}
else if (offset>0)
{
return CallingState + offset;
}
else if (self != NULL)
{
offset = -offset;
FName classname = JumpParameters[offset];
const PClass *cls;
cls = classname==NAME_None? RUNTIME_TYPE(self) : PClass::FindClass(classname);
if (cls==NULL || cls->ActorInfo==NULL) return NULL; // shouldn't happen
int numnames = (int)JumpParameters[offset+1];
FState *jumpto = cls->ActorInfo->FindState(numnames, &JumpParameters[offset+2]);
if (jumpto == NULL)
{
const char *dot="";
Printf("Jump target '");
if (classname != NAME_None) Printf("%s::", classname.GetChars());
for (int i=0;i<numnames;i++)
{
Printf("%s%s", dot, JumpParameters[offset+2+i].GetChars());
dot = ".";
}
Printf("' not found in %s\n", self->GetClass()->TypeName.GetChars());
}
return jumpto;
}
else return NULL;
}
//==========================================================================
//
// Do the state jump
//
//==========================================================================
static void DoJump(AActor * self, FState * CallingState, int offset)
{
if (pStateCall != NULL && CallingState == pStateCall->State)
{
FState *jumpto = P_GetState(pStateCall->Item, CallingState, offset);
if (jumpto == NULL) return;
pStateCall->State = jumpto;
}
else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state)
{
FState *jumpto = P_GetState(self->player->ReadyWeapon, CallingState, offset);
if (jumpto == NULL) return;
P_SetPsprite(self->player, ps_weapon, jumpto);
}
else if (self->player != NULL && CallingState == self->player->psprites[ps_flash].state)
{
FState *jumpto = P_GetState(self->player->ReadyWeapon, CallingState, offset);
if (jumpto == NULL) return;
P_SetPsprite(self->player, ps_flash, jumpto);
}
else
{
FState *jumpto = P_GetState(self, CallingState, offset);
if (jumpto == NULL) return;
self->SetState (jumpto);
}
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_Jump(AActor * self)
{
FState * CallingState;
int index = CheckIndex(3, &CallingState);
int maxchance;
if (index >= 0 &&
StateParameters[index] >= 2 &&
(maxchance = clamp<int>(EvalExpressionI (StateParameters[index + 1], self), 0, 256),
maxchance == 256 || pr_cajump() < maxchance))
{
if (StateParameters[index] == 2)
{
DoJump(self, CallingState, StateParameters[index + 2]);
}
else
{
DoJump(self, CallingState, StateParameters[index + (pr_cajump() % (StateParameters[index] - 1)) + 2]);
}
}
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_JumpIfHealthLower(AActor * self)
{
FState * CallingState;
int index=CheckIndex(2, &CallingState);
if (index>=0 && self->health < EvalExpressionI (StateParameters[index], self))
DoJump(self, CallingState, StateParameters[index+1]);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_JumpIfCloser(AActor * self)
{
FState * CallingState;
int index = CheckIndex(2, &CallingState);
AActor * target;
if (!self->player)
{
target=self->target;
}
else
{
// Does the player aim at something that can be shot?
P_BulletSlope(self);
target = linetarget;
}
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
// No target - no jump
if (target==NULL) return;
fixed_t dist = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
if (index > 0 && P_AproxDistance(self->x-target->x, self->y-target->y) < dist)
DoJump(self, CallingState, StateParameters[index+1]);
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void DoJumpIfInventory(AActor * self, AActor * owner)
{
FState * CallingState;
int index=CheckIndex(3, &CallingState);
if (index<0) return;
ENamedName ItemType=(ENamedName)StateParameters[index];
int ItemAmount = EvalExpressionI (StateParameters[index+1], self);
int JumpOffset = StateParameters[index+2];
const PClass * Type=PClass::FindClass(ItemType);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (!Type || owner == NULL) return;
AInventory * Item=owner->FindInventory(Type);
if (Item)
{
if (ItemAmount>0 && Item->Amount>=ItemAmount) DoJump(self, CallingState, JumpOffset);
else if (Item->Amount>=Item->MaxAmount) DoJump(self, CallingState, JumpOffset);
}
}
void A_JumpIfInventory(AActor * self)
{
DoJumpIfInventory(self, self);
}
void A_JumpIfInTargetInventory(AActor * self)
{
DoJumpIfInventory(self, self->target);
}
//==========================================================================
//
// Parameterized version of A_Explode
//
//==========================================================================
void A_ExplodeParms (AActor *self)
{
int damage;
int distance;
bool hurtSource;
int index=CheckIndex(3);
if (index>=0)
{
damage = EvalExpressionI (StateParameters[index], self);
distance = EvalExpressionI (StateParameters[index+1], self);
hurtSource = EvalExpressionN (StateParameters[index+2], self);
if (damage == 0) damage = 128;
if (distance == 0) distance = damage;
}
else
{
damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
}
P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource);
if (self->z <= self->floorz + (distance<<FRACBITS))
{
P_HitFloor (self);
}
}
//==========================================================================
//
// A_RadiusThrust
//
//==========================================================================
void A_RadiusThrust (AActor *self)
{
int force = 0;
int distance = 0;
bool affectSource = true;
int index=CheckIndex(3);
if (index>=0)
{
force = EvalExpressionI (StateParameters[index], self);
distance = EvalExpressionI (StateParameters[index+1], self);
affectSource = EvalExpressionN (StateParameters[index+2], self);
}
if (force == 0) force = 128;
if (distance == 0) distance = force;
P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false);
if (self->z <= self->floorz + (distance<<FRACBITS))
{
P_HitFloor (self);
}
}
//==========================================================================
//
// Execute a line special / script
//
//==========================================================================
void A_CallSpecial(AActor * self)
{
int index=CheckIndex(6);
if (index<0) return;
bool res = !!LineSpecials[StateParameters[index]](NULL, self, false,
EvalExpressionI (StateParameters[index+1], self),
EvalExpressionI (StateParameters[index+2], self),
EvalExpressionI (StateParameters[index+3], self),
EvalExpressionI (StateParameters[index+4], self),
EvalExpressionI (StateParameters[index+5], self));
if (pStateCall != NULL) pStateCall->Result = res;
}
//==========================================================================
//
// Checks whether this actor is a missile
// Unfortunately this was buggy in older versions of the code and many
// released DECORATE monsters rely on this bug so it can only be fixed
// with an optional flag
//
//==========================================================================
inline static bool isMissile(AActor * self, bool precise=true)
{
return self->flags&MF_MISSILE || (precise && self->GetDefault()->flags&MF_MISSILE);
}
//==========================================================================
//
// The ultimate code pointer: Fully customizable missiles!
//
//==========================================================================
enum CM_Flags
{
CMF_AIMMODE = 3,
CMF_TRACKOWNER = 4,
CMF_CHECKTARGETDEAD = 8,
};
void A_CustomMissile(AActor * self)
{
int index=CheckIndex(6);
if (index<0) return;
ENamedName MissileName=(ENamedName)StateParameters[index];
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
int Spawnofs_XY=EvalExpressionI (StateParameters[index+2], self);
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+3], self) * ANGLE_1);
int flags=EvalExpressionI (StateParameters[index+4], self);
angle_t pitch=angle_t(EvalExpressionF (StateParameters[index+5], self) * ANGLE_1);
int aimmode = flags & CMF_AIMMODE;
AActor * targ;
AActor * missile;
if (self->target != NULL || aimmode==2)
{
const PClass * ti=PClass::FindClass(MissileName);
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = Spawnofs_XY * finecosine[ang];
fixed_t y = Spawnofs_XY * finesine[ang];
fixed_t z = SpawnHeight - 32*FRACUNIT + (self->player? self->player->crouchoffset : 0);
switch (aimmode)
{
case 0:
default:
// same adjustment as above (in all 3 directions this time) - for better aiming!
self->x+=x;
self->y+=y;
self->z+=z;
missile = P_SpawnMissile(self, self->target, ti);
self->x-=x;
self->y-=y;
self->z-=z;
break;
case 1:
missile = P_SpawnMissileXYZ(self->x+x, self->y+y, self->z+SpawnHeight, self, self->target, ti);
break;
case 2:
missile = P_SpawnMissileAngleZ(self, self->z+SpawnHeight, ti, self->angle, 0);
// It is not necessary to use the correct angle here.
// The only important thing is that the horizontal momentum is correct.
// Therefore use 0 as the missile's angle and simplify the calculations accordingly.
// The actual momentum vector is set below.
if (missile)
{
fixed_t vx = finecosine[pitch>>ANGLETOFINESHIFT];
fixed_t vz = finesine[pitch>>ANGLETOFINESHIFT];
missile->momx = FixedMul (vx, missile->Speed);
missile->momy = 0;
missile->momz = FixedMul (vz, missile->Speed);
}
break;
}
if (missile)
{
// Use the actual momentum instead of the missile's Speed property
// so that this can handle missiles with a high vertical velocity
// component properly.
FVector3 velocity (missile->momx, missile->momy, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
missile->angle += Angle;
ang = missile->angle >> ANGLETOFINESHIFT;
missile->momx = FixedMul (missilespeed, finecosine[ang]);
missile->momy = FixedMul (missilespeed, finesine[ang]);
// handle projectile shooting projectiles - track the
// links back to a real owner
if (isMissile(self, !!(flags & CMF_TRACKOWNER)))
{
AActor * owner=self ;//->target;
while (isMissile(owner, !!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
targ=owner;
missile->target=owner;
// automatic handling of seeker missiles
if (self->flags & missile->flags2 & MF2_SEEKERMISSILE)
{
missile->tracer=self->tracer;
}
}
else if (missile->flags2&MF2_SEEKERMISSILE)
{
// automatic handling of seeker missiles
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
}
}
}
else if (flags & CMF_CHECKTARGETDEAD)
{
// Target is dead and the attack shall be aborted.
if (self->SeeState != NULL) self->SetState(self->SeeState);
}
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
void A_CustomBulletAttack (AActor *self)
{
int index=CheckIndex(7);
if (index<0) return;
angle_t Spread_XY=angle_t(EvalExpressionF (StateParameters[index], self) * ANGLE_1);
angle_t Spread_Z=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
int NumBullets=EvalExpressionI (StateParameters[index+2], self);
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
ENamedName PuffType=(ENamedName)StateParameters[index+4];
fixed_t Range = fixed_t(EvalExpressionF (StateParameters[index+5], self) * FRACUNIT);
bool AimFacing = !!EvalExpressionI (StateParameters[index+6], self);
if(Range==0) Range=MISSILERANGE;
int i;
int bangle;
int bslope;
const PClass *pufftype;
if (self->target || AimFacing)
{
if (!AimFacing) A_FaceTarget (self);
bangle = self->angle;
pufftype = PClass::FindClass(PuffType);
if (!pufftype) pufftype = PClass::FindClass(NAME_BulletPuff);
bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
for (i=0 ; i<NumBullets ; i++)
{
int angle = bangle + pr_cabullet.Random2() * (Spread_XY / 255);
int slope = bslope + pr_cabullet.Random2() * (Spread_Z / 255);
int damage = ((pr_cabullet()%3)+1) * DamagePerBullet;
P_LineAttack(self, angle, Range, slope, damage, GetDefaultByType(pufftype)->DamageType, pufftype);
}
}
}
//==========================================================================
//
// A fully customizable melee attack
//
//==========================================================================
void A_CustomMeleeAttack (AActor *self)
{
int index=CheckIndex(5);
if (index<0) return;
int damage = EvalExpressionI (StateParameters[index], self);
int MeleeSound = StateParameters[index+1];
int MissSound = StateParameters[index+2];
ENamedName DamageType = (ENamedName)StateParameters[index+3];
bool bleed = EvalExpressionN (StateParameters[index+4], self);
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (damage, self->target, self);
}
else
{
if (MissSound) S_SoundID (self, CHAN_WEAPON, MissSound, 1, ATTN_NORM);
}
}
//==========================================================================
//
// A fully customizable combo attack
//
//==========================================================================
void A_CustomComboAttack (AActor *self)
{
int index=CheckIndex(6);
if (index<0) return;
ENamedName MissileName=(ENamedName)StateParameters[index];
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
int damage = EvalExpressionI (StateParameters[index+2], self);
int MeleeSound = StateParameters[index+3];
ENamedName DamageType = (ENamedName)StateParameters[index+4];
bool bleed = EvalExpressionN (StateParameters[index+5], self);
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
if (DamageType==NAME_None) DamageType = NAME_Melee; // Melee is the default type
if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, DamageType);
if (bleed) P_TraceBleed (damage, self->target, self);
}
else
{
const PClass * ti=PClass::FindClass(MissileName);
if (ti)
{
// Although there is a P_SpawnMissileZ function its
// aiming is much too bad to be of any use
self->z+=SpawnHeight-32*FRACUNIT;
AActor * missile = P_SpawnMissile (self, self->target, ti);
self->z-=SpawnHeight-32*FRACUNIT;
if (missile)
{
// automatic handling of seeker missiles
if (missile->flags2&MF2_SEEKERMISSILE)
{
missile->tracer=self->target;
}
// set the health value so that the missile works properly
if (missile->flags4&MF4_SPECTRAL)
{
missile->health=-2;
}
}
}
}
}
//==========================================================================
//
// State jump function
//
//==========================================================================
void A_JumpIfNoAmmo(AActor * self)
{
FState * CallingState;
int index=CheckIndex(1, &CallingState);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (index<0 || !self->player || !self->player->ReadyWeapon || pStateCall != NULL) return; // only for weapons!
if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
DoJump(self, CallingState, StateParameters[index]);
}
//==========================================================================
//
// An even more customizable hitscan attack
//
//==========================================================================
void A_FireBullets (AActor *self)
{
int index=CheckIndex(7);
if (index<0 || !self->player) return;
angle_t Spread_XY=angle_t(EvalExpressionF (StateParameters[index], self) * ANGLE_1);
angle_t Spread_Z=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
int NumberOfBullets=EvalExpressionI (StateParameters[index+2], self);
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
ENamedName PuffTypeName=(ENamedName)StateParameters[index+4];
bool UseAmmo=EvalExpressionN (StateParameters[index+5], self);
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
const PClass * PuffType;
player_t * player=self->player;
AWeapon * weapon=player->ReadyWeapon;
int i;
int bangle;
int bslope;
if (UseAmmo && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
if (Range == 0) Range = PLAYERMISSILERANGE;
static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
P_BulletSlope(self);
bangle = self->angle;
bslope = bulletpitch;
PuffType = PClass::FindClass(PuffTypeName);
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
if ((NumberOfBullets==1 && !player->refire) || NumberOfBullets==0)
{
int damage = ((pr_cwbullet()%3)+1)*DamagePerBullet;
P_LineAttack(self, bangle, Range, bslope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
}
else
{
if (NumberOfBullets == -1) NumberOfBullets = 1;
for (i=0 ; i<NumberOfBullets ; i++)
{
int angle = bangle + pr_cwbullet.Random2() * (Spread_XY / 255);
int slope = bslope + pr_cwbullet.Random2() * (Spread_Z / 255);
int damage = ((pr_cwbullet()%3)+1) * DamagePerBullet;
P_LineAttack(self, angle, Range, slope, damage, GetDefaultByType(PuffType)->DamageType, PuffType);
}
}
}
//==========================================================================
//
// A_FireProjectile
//
//==========================================================================
void A_FireCustomMissile (AActor * self)
{
int index=CheckIndex(6);
if (index<0 || !self->player) return;
ENamedName MissileName=(ENamedName)StateParameters[index];
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
int SpawnOfs_XY=EvalExpressionI (StateParameters[index+3], self);
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
INTBOOL AimAtAngle=EvalExpressionI (StateParameters[index+5], self);
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
if (UseAmmo && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
const PClass * ti=PClass::FindClass(MissileName);
if (ti)
{
angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
fixed_t x = SpawnOfs_XY * finecosine[ang];
fixed_t y = SpawnOfs_XY * finesine[ang];
fixed_t z = SpawnHeight;
fixed_t shootangle = self->angle;
if (AimAtAngle) shootangle+=Angle;
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle);
// automatic handling of seeker missiles
if (misl)
{
if (linetarget && misl->flags2&MF2_SEEKERMISSILE) misl->tracer=linetarget;
if (!AimAtAngle)
{
// This original implementation is to aim straight ahead and then offset
// the angle from the resulting direction.
FVector3 velocity(misl->momx, misl->momy, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
misl->angle += Angle;
angle_t an = misl->angle >> ANGLETOFINESHIFT;
misl->momx = FixedMul (missilespeed, finecosine[an]);
misl->momy = FixedMul (missilespeed, finesine[an]);
}
if (misl->flags4&MF4_SPECTRAL) misl->health=-1;
}
}
}
//==========================================================================
//
// A_CustomPunch
//
// Berserk is not handled here. That can be done with A_CheckIfInventory
//
//==========================================================================
void A_CustomPunch (AActor *self)
{
int index=CheckIndex(5);
if (index<0 || !self->player) return;
int Damage=EvalExpressionI (StateParameters[index], self);
bool norandom=!!EvalExpressionI (StateParameters[index+1], self);
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
ENamedName PuffTypeName=(ENamedName)StateParameters[index+3];
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
const PClass * PuffType;
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
angle_t angle;
int pitch;
if (!norandom) Damage *= (pr_cwpunch()%8+1);
angle = self->angle + (pr_cwpunch.Random2() << 18);
if (Range == 0) Range = MELEERANGE;
pitch = P_AimLineAttack (self, angle, Range);
// only use ammo when actually hitting something!
if (UseAmmo && linetarget && weapon)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
PuffType = PClass::FindClass(PuffTypeName);
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
P_LineAttack (self, angle, Range, pitch, Damage, GetDefaultByType(PuffType)->DamageType, PuffType);
// turn to face target
if (linetarget)
{
S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
self->angle = R_PointToAngle2 (self->x,
self->y,
linetarget->x,
linetarget->y);
}
}
//==========================================================================
//
// customizable railgun attack function
//
//==========================================================================
void A_RailAttack (AActor * self)
{
int index=CheckIndex(7);
if (index<0 || !self->player) return;
int Damage=EvalExpressionI (StateParameters[index], self);
int Spawnofs_XY=EvalExpressionI (StateParameters[index+1], self);
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
int Color1=StateParameters[index+3];
int Color2=StateParameters[index+4];
bool Silent=!!EvalExpressionI (StateParameters[index+5], self);
float MaxDiff=EvalExpressionF (StateParameters[index+6], self);
ENamedName PuffTypeName=(ENamedName)StateParameters[index+7];
AWeapon * weapon=self->player->ReadyWeapon;
// only use ammo when actually hitting something!
if (UseAmmo)
{
if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
}
P_RailAttack (self, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Silent, PuffTypeName);
}
//==========================================================================
//
// also for monsters
//
//==========================================================================
void A_CustomRailgun (AActor *actor)
{
int index = CheckIndex(7);
if (index < 0) return;
int Damage = EvalExpressionI (StateParameters[index], actor);
int Spawnofs_XY = EvalExpressionI (StateParameters[index+1], actor);
int Color1 = StateParameters[index+2];
int Color2 = StateParameters[index+3];
bool Silent = !!EvalExpressionI (StateParameters[index+4], actor);
bool aim = !!EvalExpressionI (StateParameters[index+5], actor);
float MaxDiff = EvalExpressionF (StateParameters[index+6], actor);
ENamedName PuffTypeName = (ENamedName)StateParameters[index+7];
if (aim && actor->target == NULL)
{
return;
}
// [RH] Andy Baker's stealth monsters
if (actor->flags & MF_STEALTH)
{
actor->visdir = 1;
}
actor->flags &= ~MF_AMBUSH;
if (aim)
{
actor->angle = R_PointToAngle2 (actor->x,
actor->y,
actor->target->x,
actor->target->y);
}
actor->pitch = P_AimLineAttack (actor, actor->angle, MISSILERANGE);
// Let the aim trail behind the player
if (aim)
{
actor->angle = R_PointToAngle2 (actor->x,
actor->y,
actor->target->x - actor->target->momx * 3,
actor->target->y - actor->target->momy * 3);
if (actor->target->flags & MF_SHADOW)
{
actor->angle += pr_crailgun.Random2() << 21;
}
}
P_RailAttack (actor, Damage, Spawnofs_XY, Color1, Color2, MaxDiff, Silent, PuffTypeName);
}
//===========================================================================
//
// DoGiveInventory
//
//===========================================================================
static void DoGiveInventory(AActor * self, AActor * receiver)
{
int index=CheckIndex(2);
bool res=true;
if (index<0 || receiver == NULL) return;
ENamedName item =(ENamedName)StateParameters[index];
int amount=EvalExpressionI (StateParameters[index+1], self);
if (amount==0) amount=1;
const PClass * mi=PClass::FindClass(item);
if (mi)
{
AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0, NO_REPLACE));
if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
{
item->Amount *= amount;
}
else
{
item->Amount = amount;
}
item->flags |= MF_DROPPED;
if (item->flags & MF_COUNTITEM)
{
item->flags&=~MF_COUNTITEM;
level.total_items--;
}
if (!item->TryPickup (receiver))
{
item->Destroy ();
res = false;
}
else res = true;
}
else res = false;
if (pStateCall != NULL) pStateCall->Result = res;
}
void A_GiveInventory(AActor * self)
{
DoGiveInventory(self, self);
}
void A_GiveToTarget(AActor * self)
{
DoGiveInventory(self, self->target);
}
//===========================================================================
//
// A_TakeInventory
//
//===========================================================================
void DoTakeInventory(AActor * self, AActor * receiver)
{
int index=CheckIndex(2);
if (index<0 || receiver == NULL) return;
ENamedName item =(ENamedName)StateParameters[index];
int amount=EvalExpressionI (StateParameters[index+1], self);
if (pStateCall != NULL) pStateCall->Result=false;
AInventory * inv = receiver->FindInventory(item);
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
{
if (inv->Amount > 0 && pStateCall != NULL) pStateCall->Result=true;
if (!amount || amount>=inv->Amount)
{
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
else inv->Destroy();
}
else inv->Amount-=amount;
}
}
void A_TakeInventory(AActor * self)
{
DoTakeInventory(self, self);
}
void A_TakeFromTarget(AActor * self)
{
DoTakeInventory(self, self->target);
}
//===========================================================================
//
// Common code for A_SpawnItem and A_SpawnItemEx
//
//===========================================================================
static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translation, INTBOOL setmaster, INTBOOL nocheckpos)
{
if (mo)
{
AActor * originator = self;
if (transfer_translation && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = self->Translation;
}
mo->angle=self->angle;
while (originator && isMissile(originator)) originator = originator->target;
if (mo->flags3&MF3_ISMONSTER)
{
if (!nocheckpos && !P_TestMobjLocation(mo))
{
// The monster is blocked so don't spawn it at all!
if (mo->CountsAsKill()) level.total_monsters--;
mo->Destroy();
if (pStateCall != NULL) pStateCall->Result=false; // for an inventory item's use state
return;
}
else if (originator)
{
if (originator->flags3&MF3_ISMONSTER)
{
// If this is a monster transfer all friendliness information
mo->CopyFriendliness(originator, true);
if (setmaster) mo->master = originator; // don't let it attack you (optional)!
}
else if (originator->player)
{
// A player always spawns a monster friendly to him
mo->flags|=MF_FRIENDLY;
mo->FriendPlayer = originator->player-players+1;
AActor * attacker=originator->player->attacker;
if (attacker)
{
if (!(attacker->flags&MF_FRIENDLY) ||
(deathmatch && attacker->FriendPlayer!=0 && attacker->FriendPlayer!=mo->FriendPlayer))
{
// Target the monster which last attacked the player
mo->target = attacker;
}
}
}
}
}
else
{
// If this is a missile or something else set the target to the originator
mo->target=originator? originator : self;
}
}
}
//===========================================================================
//
// A_SpawnItem
//
// Spawns an item in front of the caller like Heretic's time bomb
//
//===========================================================================
void A_SpawnItem(AActor * self)
{
FState * CallingState;
int index=CheckIndex(5, &CallingState);
if (index<0) return;
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
fixed_t distance = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
bool useammo = EvalExpressionN (StateParameters[index+3], self);
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+4], self);
if (!missile)
{
if (pStateCall != NULL) pStateCall->Result=false;
return;
}
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
if (distance==0)
{
// use the minimum distance that does not result in an overlap
distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS;
}
if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
{
// Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * mo = Spawn( missile,
self->x + FixedMul(distance, finecosine[self->angle>>ANGLETOFINESHIFT]),
self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
self->z - self->floorclip + zheight, ALLOW_REPLACE);
InitSpawnedItem(self, mo, transfer_translation, useammo, false);
}
//===========================================================================
//
// A_SpawnItemEx
//
// Enhanced spawning function
//
//===========================================================================
enum SIX_Flags
{
SIXF_TRANSFERTRANSLATION=1,
SIXF_ABSOLUTEPOSITION=2,
SIXF_ABSOLUTEANGLE=4,
SIXF_ABSOLUTEMOMENTUM=8,
SIXF_SETMASTER=16,
SIXF_NOCHECKPOSITION=32,
SIXF_TELEFRAG=64
};
void A_SpawnItemEx(AActor * self)
{
FState * CallingState;
int index=CheckIndex(9, &CallingState);
if (index<0) return;
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
fixed_t xofs = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
fixed_t yofs = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
fixed_t zofs = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
fixed_t xmom = fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
fixed_t ymom = fixed_t(EvalExpressionF (StateParameters[index+5], self) * FRACUNIT);
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
angle_t Angle= angle_t(EvalExpressionF (StateParameters[index+7], self) * ANGLE_1);
int flags = EvalExpressionI (StateParameters[index+8], self);
int chance = EvalExpressionI (StateParameters[index+9], self);
if (!missile)
{
if (pStateCall != NULL) pStateCall->Result=false;
return;
}
if (chance > 0 && pr_spawnitemex()<chance) return;
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
fixed_t x,y;
if (!(flags & SIXF_ABSOLUTEANGLE))
{
Angle += self->angle;
}
angle_t ang = Angle >> ANGLETOFINESHIFT;
if (flags & SIXF_ABSOLUTEPOSITION)
{
x = self->x + xofs;
y = self->y + yofs;
}
else
{
// in relative mode negative y values mean 'left' and positive ones mean 'right'
// This is the inverse orientation of the absolute mode!
x = self->x + FixedMul(xofs, finecosine[ang]) + FixedMul(yofs, finesine[ang]);
y = self->y + FixedMul(xofs, finesine[ang]) - FixedMul(yofs, finecosine[ang]);
}
if (!(flags & SIXF_ABSOLUTEMOMENTUM))
{
// Same orientation issue here!
fixed_t newxmom = FixedMul(xmom, finecosine[ang]) + FixedMul(ymom, finesine[ang]);
ymom = FixedMul(xmom, finesine[ang]) - FixedMul(ymom, finecosine[ang]);
xmom = newxmom;
}
AActor * mo = Spawn( missile, x, y, self->z + self->floorclip + zofs, ALLOW_REPLACE);
InitSpawnedItem(self, mo, (flags & SIXF_TRANSFERTRANSLATION), (flags&SIXF_SETMASTER), (flags&SIXF_NOCHECKPOSITION));
if (mo)
{
mo->momx=xmom;
mo->momy=ymom;
mo->momz=zmom;
mo->angle=Angle;
if (flags & SIXF_TELEFRAG) P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
}
}
//===========================================================================
//
// A_ThrowGrenade
//
// Throws a grenade (like Hexen's fighter flechette)
//
//===========================================================================
void A_ThrowGrenade(AActor * self)
{
FState * CallingState;
int index=CheckIndex(5, &CallingState);
if (index<0) return;
const PClass * missile= PClass::FindClass((ENamedName)StateParameters[index]);
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
bool useammo = EvalExpressionN (StateParameters[index+4], self);
if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
{
// Used from a weapon so use some ammo
AWeapon * weapon=self->player->ReadyWeapon;
if (!weapon) return;
if (useammo && !weapon->DepleteAmmo(weapon->bAltFire)) return;
}
AActor * bo;
bo = Spawn(missile, self->x, self->y,
self->z - self->floorclip + zheight + 35*FRACUNIT + (self->player? self->player->crouchoffset : 0),
ALLOW_REPLACE);
if (bo)
{
int pitch = self->pitch;
P_PlaySpawnSound(bo, self);
if (xymom) bo->Speed=xymom;
bo->angle = self->angle+(((pr_grenade()&7)-4)<<24);
bo->momz = zmom + 2*finesine[pitch>>ANGLETOFINESHIFT];
bo->z += 2 * finesine[pitch>>ANGLETOFINESHIFT];
P_ThrustMobj(bo, bo->angle, bo->Speed);
bo->momx += self->momx>>1;
bo->momy += self->momy>>1;
bo->target= self;
if (bo->flags4&MF4_RANDOMIZE)
{
bo->tics -= pr_grenade()&3;
if (bo->tics<1) bo->tics=1;
}
P_CheckMissileSpawn (bo);
}
else if (pStateCall != NULL) pStateCall->Result=false;
}
//===========================================================================
//
// A_Recoil
//
//===========================================================================
void A_Recoil(AActor * actor)
{
int index=CheckIndex(1, NULL);
if (index<0) return;
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index], actor) * FRACUNIT);
angle_t angle = actor->angle + ANG180;
angle >>= ANGLETOFINESHIFT;
actor->momx += FixedMul (xymom, finecosine[angle]);
actor->momy += FixedMul (xymom, finesine[angle]);
}
//===========================================================================
//
// A_SelectWeapon
//
//===========================================================================
void A_SelectWeapon(AActor * actor)
{
int index=CheckIndex(1, NULL);
if (index<0 || actor->player == NULL) return;
AWeapon * weaponitem = static_cast<AWeapon*>(actor->FindInventory((ENamedName)StateParameters[index]));
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
if (actor->player->ReadyWeapon != weaponitem)
{
actor->player->PendingWeapon = weaponitem;
}
}
else if (pStateCall != NULL) pStateCall->Result=false;
}
//===========================================================================
//
// A_Print
//
//===========================================================================
EXTERN_CVAR(Float, con_midtime)
void A_Print(AActor * actor)
{
int index=CheckIndex(3, NULL);
if (index<0) return;
if (actor->CheckLocalView (consoleplayer) ||
(actor->target!=NULL && actor->target->CheckLocalView (consoleplayer)))
{
float time = EvalExpressionF (StateParameters[index+1], actor);
FName fontname = (ENamedName)StateParameters[index+2];
FFont * oldfont = screen->Font;
float saved = con_midtime;
if (fontname != NAME_None)
{
FFont * font = V_GetFont(fontname);
if (font != NULL) screen->SetFont(font);
}
if (time > 0)
{
con_midtime = time;
}
C_MidPrint(FName((ENamedName)StateParameters[index]).GetChars());
screen->SetFont(oldfont);
con_midtime = saved;
}
}
//===========================================================================
//
// A_SetTranslucent
//
//===========================================================================
void A_SetTranslucent(AActor * self)
{
int index=CheckIndex(2, NULL);
if (index<0) return;
fixed_t alpha = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
int mode = EvalExpressionI (StateParameters[index+1], self);
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha = clamp<fixed_t>(alpha, 0, FRACUNIT);
self->RenderStyle = ERenderStyle(mode);
}
//===========================================================================
//
// A_FadeIn
//
// Fades the actor in
//
//===========================================================================
void A_FadeIn(AActor * self)
{
fixed_t reduce = 0;
int index=CheckIndex(1, NULL);
if (index>=0)
{
reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
}
if (reduce == 0) reduce = FRACUNIT/10;
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha += reduce;
//if (self->alpha<=0) self->Destroy();
}
//===========================================================================
//
// A_FadeOut
//
// fades the actor out and destroys it when done
//
//===========================================================================
void A_FadeOut(AActor * self)
{
fixed_t reduce = 0;
int index=CheckIndex(1, NULL);
if (index>=0)
{
reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
}
if (reduce == 0) reduce = FRACUNIT/10;
self->RenderStyle.Flags &= ~STYLEF_Alpha1;
self->alpha -= reduce;
if (self->alpha<=0) self->Destroy();
}
//===========================================================================
//
// A_SpawnDebris
//
//===========================================================================
void A_SpawnDebris(AActor * self)
{
int i;
AActor * mo;
const PClass * debris;
int index=CheckIndex(4, NULL);
if (index<0) return;
debris = PClass::FindClass((ENamedName)StateParameters[index]);
if (debris == NULL) return;
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+1], self);
fixed_t mult_h = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
fixed_t mult_v = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
// only positive values make sense here
if (mult_v<=0) mult_v=FRACUNIT;
if (mult_h<=0) mult_h=FRACUNIT;
for (i = 0; i < GetDefaultByType(debris)->health; i++)
{
mo = Spawn(debris, self->x+((pr_spawndebris()-128)<<12),
self->y+((pr_spawndebris()-128)<<12),
self->z+(pr_spawndebris()*self->height/256), ALLOW_REPLACE);
if (mo && transfer_translation)
{
mo->Translation = self->Translation;
}
if (mo && i < mo->GetClass()->ActorInfo->NumOwnedStates)
{
mo->SetState (mo->GetClass()->ActorInfo->OwnedStates + i);
mo->momz = FixedMul(mult_v, ((pr_spawndebris()&7)+5)*FRACUNIT);
mo->momx = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
mo->momy = FixedMul(mult_h, pr_spawndebris.Random2()<<(FRACBITS-6));
}
}
}
//===========================================================================
//
// A_CheckSight
// jumps if no player can see this actor
//
//===========================================================================
void A_CheckSight(AActor * self)
{
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
for (int i=0;i<MAXPLAYERS;i++)
{
if (playeringame[i] && P_CheckSight(players[i].camera,self,true)) return;
}
FState * CallingState;
int index=CheckIndex(1, &CallingState);
if (index>=0) DoJump(self, CallingState, StateParameters[index]);
}
//===========================================================================
//
// Inventory drop
//
//===========================================================================
void A_DropInventory(AActor * self)
{
int index=CheckIndex(1, &CallingState);
if (index<0) return;
AInventory * inv = self->FindInventory((ENamedName)StateParameters[index]);
if (inv)
{
self->DropInventory(inv);
}
}
//===========================================================================
//
// A_SetBlend
//
//===========================================================================
void A_SetBlend(AActor * self)
{
int index=CheckIndex(3);
if (index<0) return;
PalEntry color = StateParameters[index];
float alpha = clamp<float> (EvalExpressionF (StateParameters[index+1], self), 0, 1);
int tics = EvalExpressionI (StateParameters[index+2], self);
PalEntry color2 = StateParameters[index+3];
if (color == MAKEARGB(255,255,255,255)) color=0;
if (color2 == MAKEARGB(255,255,255,255)) color2=0;
if (!color2.a)
color2 = color;
new DFlashFader(color.r/255.0f, color.g/255.0f, color.b/255.0f, alpha,
color2.r/255.0f, color2.g/255.0f, color2.b/255.0f, 0,
(float)tics/TICRATE, self);
}
//===========================================================================
//
// A_JumpIf
//
//===========================================================================
void A_JumpIf(AActor * self)
{
FState * CallingState;
int index=CheckIndex(2, &CallingState);
if (index<0) return;
INTBOOL expression = EvalExpressionI (StateParameters[index], self);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (expression) DoJump(self, CallingState, StateParameters[index+1]);
}
//===========================================================================
//
// A_KillMaster
//
//===========================================================================
void A_KillMaster(AActor * self)
{
if (self->master != NULL)
{
P_DamageMobj(self->master, self, self, self->master->health, NAME_None, DMG_NO_ARMOR);
}
}
//===========================================================================
//
// A_KillChildren
//
//===========================================================================
void A_KillChildren(AActor * self)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ( (mo = it.Next()) )
{
if (mo->master == self)
{
P_DamageMobj(mo, self, self, mo->health, NAME_None, DMG_NO_ARMOR);
}
}
}
//===========================================================================
//
// A_CountdownArg
//
//===========================================================================
void A_CountdownArg(AActor * self)
{
int index=CheckIndex(1);
if (index<0) return;
index = EvalExpressionI (StateParameters[index], self);
if (index<=0 || index>5) return;
if (!self->args[index]--)
{
if (self->flags&MF_MISSILE)
{
P_ExplodeMissile(self, NULL, NULL);
}
else if (self->flags&MF_SHOOTABLE)
{
P_DamageMobj (self, NULL, NULL, self->health, NAME_None);
}
else
{
self->SetState(self->FindState(NAME_Death));
}
}
}
//============================================================================
//
// A_Burst
//
//============================================================================
void A_Burst (AActor *actor)
{
int i, numChunks;
AActor * mo;
int index=CheckIndex(1, NULL);
if (index<0) return;
const PClass * chunk = PClass::FindClass((ENamedName)StateParameters[index]);
if (chunk == NULL) return;
actor->momx = actor->momy = actor->momz = 0;
actor->height = actor->GetDefault()->height;
// [RH] In Hexen, this creates a random number of shards (range [24,56])
// with no relation to the size of the actor shattering. I think it should
// base the number of shards on the size of the dead thing, so bigger
// things break up into more shards than smaller things.
// An actor with radius 20 and height 64 creates ~40 chunks.
numChunks = MAX<int> (4, (actor->radius>>FRACBITS)*(actor->height>>FRACBITS)/32);
i = (pr_burst.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
mo = Spawn(chunk,
actor->x + (((pr_burst()-128)*actor->radius)>>7),
actor->y + (((pr_burst()-128)*actor->radius)>>7),
actor->z + (pr_burst()*actor->height/255), ALLOW_REPLACE);
if (mo)
{
mo->momz = FixedDiv(mo->z-actor->z, actor->height)<<2;
mo->momx = pr_burst.Random2 () << (FRACBITS-7);
mo->momy = pr_burst.Random2 () << (FRACBITS-7);
mo->RenderStyle = actor->RenderStyle;
mo->alpha = actor->alpha;
mo->CopyFriendliness(actor, true);
}
}
// [RH] Do some stuff to make this more useful outside Hexen
if (actor->flags4 & MF4_BOSSDEATH)
{
A_BossDeath (actor);
}
A_NoBlocking (actor);
actor->Destroy ();
}
//===========================================================================
//
// A_CheckFloor
// [GRB] Jumps if actor is standing on floor
//
//===========================================================================
void A_CheckFloor (AActor *self)
{
FState *CallingState;
int index = CheckIndex (1, &CallingState);
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (self->z <= self->floorz && index >= 0)
{
DoJump (self, CallingState, StateParameters[index]);
}
}
//===========================================================================
//
// A_Stop
// resets all momentum of the actor to 0
//
//===========================================================================
void A_Stop (AActor *self)
{
self->momx = self->momy = self->momz = 0;
}
//===========================================================================
//
// A_Respawn
//
//===========================================================================
void A_Respawn (AActor *actor)
{
fixed_t x = actor->SpawnPoint[0] << FRACBITS;
fixed_t y = actor->SpawnPoint[1] << FRACBITS;
sector_t *sec;
actor->flags |= MF_SOLID;
sec = P_PointInSector (x, y);
actor->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y));
actor->height = actor->GetDefault()->height;
if (P_TestMobjLocation (actor))
{
AActor *defs = actor->GetDefault();
actor->health = defs->health;
actor->flags = (defs->flags & ~MF_FRIENDLY) | (actor->flags & MF_FRIENDLY);
actor->flags2 = defs->flags2;
actor->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (actor->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
actor->flags4 = (defs->flags4 & ~MF4_NOHATEPLAYERS) | (actor->flags4 & MF4_NOHATEPLAYERS);
actor->flags5 = defs->flags5;
actor->SetState (actor->SpawnState);
actor->renderflags &= ~RF_INVISIBLE;
int index=CheckIndex(1, NULL);
if (index<0 || EvalExpressionN (StateParameters[index], actor))
{
Spawn<ATeleportFog> (x, y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
}
if (actor->CountsAsKill()) level.total_monsters++;
}
else
{
actor->flags &= ~MF_SOLID;
}
}
//==========================================================================
//
// A_PlayerSkinCheck
//
//==========================================================================
void A_PlayerSkinCheck (AActor *actor)
{
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (actor->player != NULL &&
skins[actor->player->userinfo.skin].othergame)
{
int index = CheckIndex(1, &CallingState);
if (index >= 0)
{
DoJump(actor, CallingState, StateParameters[index]);
}
}
}
//===========================================================================
//
// A_SetGravity
//
//===========================================================================
void A_SetGravity(AActor * self)
{
int index=CheckIndex(1);
if (index<0) return;
self->gravity = clamp<fixed_t> (fixed_t(EvalExpressionF (StateParameters[index], self)*FRACUNIT), 0, FRACUNIT);
}
// [KS] *** Start of my modifications ***
//===========================================================================
//
// A_ClearTarget
//
//===========================================================================
void A_ClearTarget(AActor * self)
{
self->target = NULL;
self->LastHeard = NULL;
self->lastenemy = NULL;
}
//==========================================================================
//
// A_JumpIfTargetInLOS (state label, optional fixed fov)
// Jumps if the actor can see its target, or if the player has a linetarget.
//
//==========================================================================
void A_JumpIfTargetInLOS(AActor * self)
{
FState * CallingState;
int index = CheckIndex(2, &CallingState);
angle_t an;
angle_t fov = angle_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
AActor * target;
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
if (!self->player)
{
target=self->target;
if (!P_CheckSight (self, target, 1))
return; // [KS] Cannot see target - return
if (fov && (fov < ANGLE_MAX))
{
an = R_PointToAngle2 (self->x,
self->y,
target->x,
target->y)
- self->angle;
if (an > (fov / 2) && an < (ANGLE_MAX - (fov / 2)))
{
return; // [KS] Outside of FOV - return
}
}
}
else
{
// Does the player aim at something that can be shot?
P_BulletSlope(self);
target = linetarget;
}
// No target - return
if (target==NULL) return;
DoJump(self, CallingState, StateParameters[index]);
}
// [KS] *** End of my modifications ***