velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. SVN r1689 (trunk)
585 lines
15 KiB
C++
585 lines
15 KiB
C++
#include "actor.h"
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#include "thingdef/thingdef.h"
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#include "p_conversation.h"
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#include "p_lnspec.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "d_player.h"
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#include "p_local.h"
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#include "p_terrain.h"
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#include "p_enemy.h"
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#include "statnums.h"
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#include "templates.h"
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#include "r_translate.h"
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static FRandom pr_freezedeath ("FreezeDeath");
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static FRandom pr_icesettics ("IceSetTics");
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static FRandom pr_freeze ("FreezeDeathChunks");
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// SwitchableDecoration: Activate and Deactivate change state ---------------
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class ASwitchableDecoration : public AActor
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{
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DECLARE_CLASS (ASwitchableDecoration, AActor)
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public:
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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};
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IMPLEMENT_CLASS (ASwitchableDecoration)
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void ASwitchableDecoration::Activate (AActor *activator)
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{
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SetState (FindState(NAME_Active));
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}
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void ASwitchableDecoration::Deactivate (AActor *activator)
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{
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SetState (FindState(NAME_Inactive));
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}
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// SwitchingDecoration: Only Activate changes state -------------------------
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class ASwitchingDecoration : public ASwitchableDecoration
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{
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DECLARE_CLASS (ASwitchingDecoration, ASwitchableDecoration)
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public:
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void Deactivate (AActor *activator) {}
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};
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IMPLEMENT_CLASS (ASwitchingDecoration)
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//----------------------------------------------------------------------------
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//
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// PROC A_NoBlocking
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
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{
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// [RH] Andy Baker's stealth monsters
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if (self->flags & MF_STEALTH)
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{
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self->alpha = OPAQUE;
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self->visdir = 0;
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}
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self->flags &= ~MF_SOLID;
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// If the self has a conversation that sets an item to drop, drop that.
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if (self->Conversation != NULL && self->Conversation->DropType != NULL)
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{
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P_DropItem (self, self->Conversation->DropType, -1, 256);
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self->Conversation = NULL;
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return;
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}
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self->Conversation = NULL;
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// If the self has attached metadata for items to drop, drop those.
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if (!self->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
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{
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FDropItem *di = self->GetDropItems();
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if (di != NULL)
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{
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while (di != NULL)
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{
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if (di->Name != NAME_None)
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{
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const PClass *ti = PClass::FindClass(di->Name);
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if (ti) P_DropItem (self, ti, di->amount, di->probability);
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}
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di = di->Next;
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}
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}
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Fall)
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{
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CALL_ACTION(A_NoBlocking, self);
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}
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//==========================================================================
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//
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// A_SetFloorClip
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetFloorClip)
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{
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self->flags2 |= MF2_FLOORCLIP;
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self->AdjustFloorClip ();
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}
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//==========================================================================
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//
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// A_UnSetFloorClip
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnSetFloorClip)
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{
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self->flags2 &= ~MF2_FLOORCLIP;
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self->floorclip = 0;
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}
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//==========================================================================
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//
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// A_HideThing
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_HideThing)
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{
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self->renderflags |= RF_INVISIBLE;
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}
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//==========================================================================
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//
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// A_UnHideThing
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnHideThing)
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{
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self->renderflags &= ~RF_INVISIBLE;
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}
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//============================================================================
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//
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// A_FreezeDeath
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeath)
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{
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int t = pr_freezedeath();
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self->tics = 75+t+pr_freezedeath();
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self->flags |= MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_ICECORPSE;
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self->flags2 |= MF2_PUSHABLE|MF2_TELESTOMP|MF2_PASSMOBJ|MF2_SLIDE;
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self->flags3 |= MF3_CRASHED;
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self->height = self->GetDefault()->height;
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S_Sound (self, CHAN_BODY, "misc/freeze", 1, ATTN_NORM);
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// [RH] Andy Baker's stealth monsters
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if (self->flags & MF_STEALTH)
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{
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self->alpha = OPAQUE;
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self->visdir = 0;
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}
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if (self->player)
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{
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self->player->damagecount = 0;
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self->player->poisoncount = 0;
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self->player->bonuscount = 0;
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}
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else if (self->flags3&MF3_ISMONSTER && self->special)
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{ // Initiate monster death actions
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LineSpecials [self->special] (NULL, self, false, self->args[0],
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self->args[1], self->args[2], self->args[3], self->args[4]);
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self->special = 0;
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}
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}
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//==========================================================================
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//
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// A_GenericFreezeDeath
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_GenericFreezeDeath)
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{
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self->Translation = TRANSLATION(TRANSLATION_Standard, 7);
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CALL_ACTION(A_FreezeDeath, self);
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}
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//============================================================================
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//
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// A_IceSetTics
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_IceSetTics)
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{
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int floor;
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self->tics = 70+(pr_icesettics()&63);
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floor = P_GetThingFloorType (self);
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if (Terrains[floor].DamageMOD == NAME_Fire)
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{
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self->tics >>= 2;
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}
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else if (Terrains[floor].DamageMOD == NAME_Ice)
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{
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self->tics <<= 1;
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}
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}
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//============================================================================
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//
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// A_FreezeDeathChunks
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
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{
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int i;
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int numChunks;
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AActor *mo;
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if (self->velx || self->vely || self->velz)
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{
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self->tics = 3*TICRATE;
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return;
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}
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S_Sound (self, CHAN_BODY, "misc/icebreak", 1, ATTN_NORM);
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// [RH] In Hexen, this creates a random number of shards (range [24,56])
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// with no relation to the size of the self shattering. I think it should
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// base the number of shards on the size of the dead thing, so bigger
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// things break up into more shards than smaller things.
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// An self with radius 20 and height 64 creates ~40 chunks.
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numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
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i = (pr_freeze.Random2()) % (numChunks/4);
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for (i = MAX (24, numChunks + i); i >= 0; i--)
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{
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mo = Spawn("IceChunk",
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self->x + (((pr_freeze()-128)*self->radius)>>7),
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self->y + (((pr_freeze()-128)*self->radius)>>7),
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self->z + (pr_freeze()*self->height/255), ALLOW_REPLACE);
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mo->SetState (mo->SpawnState + (pr_freeze()%3));
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if (mo)
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{
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mo->velz = FixedDiv(mo->z - self->z, self->height)<<2;
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mo->velx = pr_freeze.Random2 () << (FRACBITS-7);
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mo->vely = pr_freeze.Random2 () << (FRACBITS-7);
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CALL_ACTION(A_IceSetTics, mo); // set a random tic wait
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mo->RenderStyle = self->RenderStyle;
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mo->alpha = self->alpha;
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}
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}
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if (self->player)
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{ // attach the player's view to a chunk of ice
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AActor *head = Spawn("IceChunkHead", self->x, self->y,
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self->z + self->player->mo->ViewHeight, ALLOW_REPLACE);
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head->velz = FixedDiv(head->z - self->z, self->height)<<2;
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head->velx = pr_freeze.Random2 () << (FRACBITS-7);
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head->vely = pr_freeze.Random2 () << (FRACBITS-7);
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head->health = self->health;
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head->angle = self->angle;
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if (head->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
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{
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head->player = self->player;
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head->player->mo = static_cast<APlayerPawn*>(head);
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self->player = NULL;
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head->ObtainInventory (self);
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}
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head->pitch = 0;
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head->RenderStyle = self->RenderStyle;
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head->alpha = self->alpha;
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if (head->player->camera == self)
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{
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head->player->camera = head;
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}
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}
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// [RH] Do some stuff to make this more useful outside Hexen
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if (self->flags4 & MF4_BOSSDEATH)
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{
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CALL_ACTION(A_BossDeath, self);
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}
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CALL_ACTION(A_NoBlocking, self);
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self->SetState(self->FindState(NAME_Null));
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}
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//----------------------------------------------------------------------------
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//
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// CorpseQueue Routines (used by Hexen)
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//
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//----------------------------------------------------------------------------
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// Corpse queue for monsters - this should be saved out
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class DCorpsePointer : public DThinker
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{
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DECLARE_CLASS (DCorpsePointer, DThinker)
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HAS_OBJECT_POINTERS
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public:
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DCorpsePointer (AActor *ptr);
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void Destroy ();
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void Serialize (FArchive &arc);
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TObjPtr<AActor> Corpse;
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DWORD Count; // Only the first corpse pointer's count is valid.
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private:
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DCorpsePointer () {}
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};
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IMPLEMENT_POINTY_CLASS(DCorpsePointer)
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DECLARE_POINTER(Corpse)
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END_POINTERS
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CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO)
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{
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if (self > 0)
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{
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TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
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DCorpsePointer *first = iterator.Next ();
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while (first != NULL && first->Count > (DWORD)self)
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{
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DCorpsePointer *next = iterator.Next ();
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next->Count = first->Count;
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first->Destroy ();
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first = next;
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}
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}
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}
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DCorpsePointer::DCorpsePointer (AActor *ptr)
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: DThinker (STAT_CORPSEPOINTER), Corpse (ptr)
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{
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Count = 0;
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// Thinkers are added to the end of their respective lists, so
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// the first thinker in the list is the oldest one.
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TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
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DCorpsePointer *first = iterator.Next ();
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if (first != this)
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{
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if (first->Count >= (DWORD)sv_corpsequeuesize)
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{
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DCorpsePointer *next = iterator.Next ();
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next->Count = first->Count;
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first->Destroy ();
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return;
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}
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}
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++first->Count;
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}
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void DCorpsePointer::Destroy ()
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{
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// Store the count of corpses in the first thinker in the list
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TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
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DCorpsePointer *first = iterator.Next ();
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int prevCount = first->Count;
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if (first == this)
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{
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first = iterator.Next ();
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}
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if (first != NULL)
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{
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first->Count = prevCount - 1;
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}
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if (Corpse != NULL)
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{
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Corpse->Destroy ();
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}
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Super::Destroy ();
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}
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void DCorpsePointer::Serialize (FArchive &arc)
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{
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Super::Serialize(arc);
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arc << Corpse << Count;
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}
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// throw another corpse on the queue
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DEFINE_ACTION_FUNCTION(AActor, A_QueueCorpse)
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{
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if (sv_corpsequeuesize > 0)
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new DCorpsePointer (self);
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}
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// Remove an self from the queue (for resurrection)
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DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
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{
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TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
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DCorpsePointer *corpsePtr;
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while ((corpsePtr = iterator.Next()) != NULL)
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{
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if (corpsePtr->Corpse == self)
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{
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corpsePtr->Corpse = NULL;
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corpsePtr->Destroy ();
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return;
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}
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}
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}
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//============================================================================
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//
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// A_SetInvulnerable
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetInvulnerable)
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{
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self->flags2 |= MF2_INVULNERABLE;
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}
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//============================================================================
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//
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// A_UnSetInvulnerable
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnSetInvulnerable)
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{
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self->flags2 &= ~MF2_INVULNERABLE;
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}
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//============================================================================
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//
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// A_SetReflective
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetReflective)
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{
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self->flags2 |= MF2_REFLECTIVE;
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}
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//============================================================================
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//
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// A_UnSetReflective
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflective)
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{
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self->flags2 &= ~MF2_REFLECTIVE;
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}
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//============================================================================
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//
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// A_SetReflectiveInvulnerable
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetReflectiveInvulnerable)
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{
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self->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE;
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}
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//============================================================================
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//
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// A_UnSetReflectiveInvulnerable
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflectiveInvulnerable)
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{
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self->flags2 &= ~(MF2_REFLECTIVE|MF2_INVULNERABLE);
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}
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//==========================================================================
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//
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// A_SetShootable
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetShootable)
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{
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self->flags2 &= ~MF2_NONSHOOTABLE;
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self->flags |= MF_SHOOTABLE;
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}
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//==========================================================================
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//
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// A_UnSetShootable
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnSetShootable)
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{
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self->flags2 |= MF2_NONSHOOTABLE;
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self->flags &= ~MF_SHOOTABLE;
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}
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//===========================================================================
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//
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// A_NoGravity
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_NoGravity)
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{
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self->flags |= MF_NOGRAVITY;
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}
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//===========================================================================
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//
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// A_Gravity
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_Gravity)
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{
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self->flags &= ~MF_NOGRAVITY;
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self->gravity = FRACUNIT;
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}
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//===========================================================================
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//
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// A_LowGravity
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LowGravity)
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{
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self->flags &= ~MF_NOGRAVITY;
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self->gravity = FRACUNIT/8;
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}
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//===========================================================================
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//
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// FaceMovementDirection
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//
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//===========================================================================
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void FaceMovementDirection (AActor *actor)
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{
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switch (actor->movedir)
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{
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case DI_EAST:
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actor->angle = 0<<24;
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break;
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case DI_NORTHEAST:
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actor->angle = 32<<24;
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break;
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case DI_NORTH:
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actor->angle = 64<<24;
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break;
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case DI_NORTHWEST:
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actor->angle = 96<<24;
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break;
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case DI_WEST:
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actor->angle = 128<<24;
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break;
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case DI_SOUTHWEST:
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actor->angle = 160<<24;
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break;
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case DI_SOUTH:
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actor->angle = 192<<24;
|
|
break;
|
|
case DI_SOUTHEAST:
|
|
actor->angle = 224<<24;
|
|
break;
|
|
}
|
|
}
|
|
|