7731 lines
198 KiB
C++
7731 lines
198 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2017 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Moving object handling. Spawn functions.
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//
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//-----------------------------------------------------------------------------
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/* For code that originates from ZDoom the following applies:
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**
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**---------------------------------------------------------------------------
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// HEADER FILES ------------------------------------------------------------
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#include <float.h>
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_terrain.h"
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#include "hu_stuff.h"
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#include "v_video.h"
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#include "c_dispatch.h"
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#include "b_bot.h" //Added by MC:
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#include "a_sharedglobal.h"
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#include "gi.h"
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#include "sbar.h"
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#include "p_acs.h"
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#include "cmdlib.h"
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#include "decallib.h"
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#include "a_keys.h"
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#include "p_conversation.h"
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#include "g_game.h"
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#include "teaminfo.h"
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#include "r_sky.h"
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#include "d_event.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "po_man.h"
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#include "p_spec.h"
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#include "p_checkposition.h"
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#include "serializer_doom.h"
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#include "serialize_obj.h"
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#include "r_utility.h"
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#include "thingdef.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "a_morph.h"
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#include "events.h"
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#include "actorinlines.h"
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#include "a_dynlight.h"
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#include "fragglescript/t_fs.h"
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#include "shadowinlines.h"
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// MACROS ------------------------------------------------------------------
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#define WATER_SINK_FACTOR 0.125
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#define WATER_SINK_SMALL_FACTOR 0.25
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#define WATER_SINK_SPEED 0.5
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#define WATER_JUMP_SPEED 3.5
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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EXTERN_CVAR (Int, cl_rockettrails)
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static FRandom pr_explodemissile ("ExplodeMissile");
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static FRandom pr_reflect ("Reflect");
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static FRandom pr_nightmarerespawn ("NightmareRespawn");
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static FRandom pr_botspawnmobj ("BotSpawnActor");
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static FRandom pr_spawnmapthing ("SpawnMapThing");
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static FRandom pr_spawnpuff ("SpawnPuff");
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static FRandom pr_spawnblood ("SpawnBlood");
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static FRandom pr_splatter ("BloodSplatter");
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static FRandom pr_takedamage ("TakeDamage");
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static FRandom pr_splat ("FAxeSplatter");
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static FRandom pr_ripperblood ("RipperBlood");
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static FRandom pr_chunk ("Chunk");
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static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
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static FRandom pr_missiledamage ("MissileDamage");
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static FRandom pr_multiclasschoice ("MultiClassChoice");
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static FRandom pr_rockettrail("RocketTrail");
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static FRandom pr_uniquetid("UniqueTID");
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FRandom pr_spawnmobj ("SpawnActor");
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FRandom pr_bounce("Bounce");
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FRandom pr_spawnmissile("SpawnMissile");
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CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE|CVAR_NOINITCALL)
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{
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for (auto Level : AllLevels())
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{
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Level->gravity = self;
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}
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}
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CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
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CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
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CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
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CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
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// CODE --------------------------------------------------------------------
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IMPLEMENT_CLASS(DActorModelData, false, false);
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IMPLEMENT_CLASS(AActor, false, true)
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IMPLEMENT_POINTERS_START(AActor)
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IMPLEMENT_POINTER(target)
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IMPLEMENT_POINTER(lastenemy)
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IMPLEMENT_POINTER(tracer)
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IMPLEMENT_POINTER(goal)
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IMPLEMENT_POINTER(LastLookActor)
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IMPLEMENT_POINTER(Inventory)
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IMPLEMENT_POINTER(LastHeard)
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IMPLEMENT_POINTER(master)
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IMPLEMENT_POINTER(Poisoner)
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IMPLEMENT_POINTER(alternative)
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IMPLEMENT_POINTER(ViewPos)
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IMPLEMENT_POINTER(modelData)
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IMPLEMENT_POINTER(boneComponentData)
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IMPLEMENT_POINTERS_END
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//==========================================================================
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//
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// AActor :: Serialize
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//
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//==========================================================================
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#define A(a,b) ((a), (b), def->b)
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void AActor::Serialize(FSerializer &arc)
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{
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AActor *def = GetDefault();
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Super::Serialize(arc);
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arc
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.Sprite("sprite", sprite, &def->sprite)
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A("pos", __Pos)
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A("angles", Angles)
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A("frame", frame)
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A("scale", Scale)
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A("renderstyle", RenderStyle)
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A("renderflags", renderflags)
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A("renderflags2", renderflags2)
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A("picnum", picnum)
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A("floorpic", floorpic)
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A("ceilingpic", ceilingpic)
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A("tidtohate", TIDtoHate)
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A("lastlookpn", LastLookPlayerNumber)
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("lastlookactor", LastLookActor)
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A("effects", effects)
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A("fountaincolor", fountaincolor)
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A("alpha", Alpha)
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A("fillcolor", fillcolor)
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A("sector", Sector)
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A("floorz", floorz)
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A("ceilingz", ceilingz)
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A("dropoffz", dropoffz)
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A("floorsector", floorsector)
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A("ceilingsector", ceilingsector)
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A("radius", radius)
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A("renderradius", renderradius)
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A("height", Height)
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A("ppassheight", projectilepassheight)
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A("vel", Vel)
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A("tics", tics)
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A("state", state)
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A("damage", DamageVal)
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A("projectilekickback", projectileKickback)
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A("flags", flags)
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A("flags2", flags2)
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A("flags3", flags3)
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A("flags4", flags4)
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A("flags5", flags5)
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A("flags6", flags6)
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A("flags7", flags7)
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A("flags8", flags8)
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A("flags9", flags9)
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A("weaponspecial", weaponspecial)
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A("special1", special1)
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A("special2", special2)
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A("specialf1", specialf1)
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A("specialf2", specialf2)
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A("health", health)
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A("movedir", movedir)
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A("visdir", visdir)
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A("movecount", movecount)
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A("strafecount", strafecount)
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("target", target)
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("lastenemy", lastenemy)
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("lastheard", LastHeard)
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A("reactiontime", reactiontime)
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A("threshold", threshold)
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A("player", player)
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A("spawnpoint", SpawnPoint)
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A("spawnangle", SpawnAngle)
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A("starthealth", StartHealth)
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A("skillrespawncount", skillrespawncount)
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("tracer", tracer)
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A("floorclip", Floorclip)
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A("tid", tid)
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A("special", special)
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A("accuracy", accuracy)
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A("stamina", stamina)
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("goal", goal)
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A("waterlevel", waterlevel)
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A("boomwaterlevel", boomwaterlevel)
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A("minmissilechance", MinMissileChance)
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A("spawnflags", SpawnFlags)
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("inventory", Inventory)
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A("inventoryid", InventoryID)
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A("floatbobphase", FloatBobPhase)
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A("floatbobstrength", FloatBobStrength)
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A("translation", Translation)
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A("bloodcolor", BloodColor)
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A("bloodtranslation", BloodTranslation)
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A("seesound", SeeSound)
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A("attacksound", AttackSound)
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A("paimsound", PainSound)
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A("deathsound", DeathSound)
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A("activesound", ActiveSound)
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A("usesound", UseSound)
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A("bouncesound", BounceSound)
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A("wallbouncesound", WallBounceSound)
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A("crushpainsound", CrushPainSound)
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A("speed", Speed)
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A("floatspeed", FloatSpeed)
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A("mass", Mass)
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A("painchance", PainChance)
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A("spawnstate", SpawnState)
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A("seestate", SeeState)
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A("meleestate", MeleeState)
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A("missilestate", MissileState)
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A("maxdropoffheight", MaxDropOffHeight)
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A("maxslopesteepness", MaxSlopeSteepness)
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A("maxstepheight", MaxStepHeight)
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A("bounceflags", BounceFlags)
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A("bouncefactor", bouncefactor)
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A("wallbouncefactor", wallbouncefactor)
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A("bouncecount", bouncecount)
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A("maxtargetrange", maxtargetrange)
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A("meleethreshold", meleethreshold)
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A("meleerange", meleerange)
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A("damagetype", DamageType)
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A("damagetypereceived", DamageTypeReceived)
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A("paintype", PainType)
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A("deathtype", DeathType)
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A("gravity", Gravity)
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A("fastchasestrafecount", FastChaseStrafeCount)
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("master", master)
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A("smokecounter", smokecounter)
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("blockingmobj", BlockingMobj)
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A("blockingline", BlockingLine)
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A("blocking3dfloor", Blocking3DFloor)
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A("blockingceiling", BlockingCeiling)
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A("blockingfloor", BlockingFloor)
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A("visibletoteam", VisibleToTeam)
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A("pushfactor", pushfactor)
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A("species", Species)
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A("score", Score)
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A("designatedteam", DesignatedTeam)
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A("lastpush", lastpush)
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A("activationtype", activationtype)
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A("lastbump", lastbump)
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A("painthreshold", PainThreshold)
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A("damagefactor", DamageFactor)
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A("damagemultiply", DamageMultiply)
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A("waveindexxy", WeaveIndexXY)
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A("weaveindexz", WeaveIndexZ)
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A("freezetics", freezetics)
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A("pdmgreceived", PoisonDamageReceived)
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A("pdurreceived", PoisonDurationReceived)
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A("ppreceived", PoisonPeriodReceived)
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("poisoner", Poisoner)
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A("posiondamage", PoisonDamage)
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A("poisonduration", PoisonDuration)
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A("poisonperiod", PoisonPeriod)
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A("poisondamagetype", PoisonDamageType)
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A("poisondmgtypereceived", PoisonDamageTypeReceived)
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A("conversationroot", ConversationRoot)
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A("conversation", Conversation)
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A("friendplayer", FriendPlayer)
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A("telefogsourcetype", TeleFogSourceType)
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A("telefogdesttype", TeleFogDestType)
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A("ripperlevel", RipperLevel)
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A("riplevelmin", RipLevelMin)
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A("riplevelmax", RipLevelMax)
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A("devthreshold", DefThreshold)
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A("spriteangle", SpriteAngle)
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A("spriterotation", SpriteRotation)
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("alternative", alternative)
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A("thrubits", ThruBits)
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A("cameraheight", CameraHeight)
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A("camerafov", CameraFOV)
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A("tag", Tag)
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A("visiblestartangle", VisibleStartAngle)
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A("visibleendangle", VisibleEndAngle)
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A("visiblestartpitch", VisibleStartPitch)
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A("visibleendpitch", VisibleEndPitch)
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A("woundhealth", WoundHealth)
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A("rdfactor", RadiusDamageFactor)
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A("selfdamagefactor", SelfDamageFactor)
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A("stealthalpha", StealthAlpha)
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A("renderhidden", RenderHidden)
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A("renderrequired", RenderRequired)
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A("friendlyseeblocks", friendlyseeblocks)
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A("viewangles", ViewAngles)
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A("spawntime", SpawnTime)
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A("spawnorder", SpawnOrder)
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A("friction", Friction)
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A("SpriteOffset", SpriteOffset)
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("viewpos", ViewPos)
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A("lightlevel", LightLevel)
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A("userlights", UserLights)
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A("WorldOffset", WorldOffset)
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("modelData", modelData);
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SerializeTerrain(arc, "floorterrain", floorterrain, &def->floorterrain);
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SerializeArgs(arc, "args", args, def->args, special);
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}
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#undef A
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//==========================================================================
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//
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// This must be done after the world is set up.
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//
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//==========================================================================
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void AActor::PostSerialize()
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{
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touching_sectorlist = nullptr;
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touching_rendersectors = nullptr;
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LinkToWorld(nullptr, false, Sector);
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AddToHash();
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if (player)
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{
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if (Level->PlayerInGame(player) &&
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player->cls != NULL &&
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!(flags4 & MF4_NOSKIN) &&
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state->sprite == GetDefaultByType(player->cls)->SpawnState->sprite)
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{ // Give player back the skin
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sprite = Skins[player->userinfo.GetSkin()].sprite;
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}
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if (Speed == 0)
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{
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Speed = GetDefault()->Speed;
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}
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}
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ClearInterpolation();
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ClearFOVInterpolation();
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UpdateWaterLevel(false);
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}
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//==========================================================================
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//
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// AActor::InStateSequence
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//
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// Checks whether the current state is in a contiguous sequence that
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// starts with basestate
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//
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//==========================================================================
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static int InStateSequence(FState * newstate, FState * basestate)
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{
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if (basestate == NULL) return false;
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FState * thisstate = basestate;
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do
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{
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if (newstate == thisstate) return true;
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basestate = thisstate;
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thisstate = thisstate->GetNextState();
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}
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while (thisstate == basestate+1);
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return false;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, InStateSequence, InStateSequence)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(newstate, FState);
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PARAM_POINTER(basestate, FState);
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ACTION_RETURN_BOOL(InStateSequence(newstate, basestate));
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}
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DEFINE_ACTION_FUNCTION_NATIVE(FState, InStateSequence, InStateSequence)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FState);
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PARAM_POINTER(basestate, FState);
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ACTION_RETURN_BOOL(InStateSequence(self, basestate));
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}
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bool AActor::IsMapActor()
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{
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// [SP] Don't remove owned inventory objects.
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return (!IsKindOf(NAME_Inventory) || GC::ReadBarrier(PointerVar<AActor>(NAME_Owner)) == nullptr);
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}
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//==========================================================================
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//
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// AActor::GetTics
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//
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// Get the actual duration of the next state
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// We are using a state flag now to indicate a state that should be
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// accelerated in Fast mode or slowed in Slow mode.
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//
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//==========================================================================
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inline int GetTics(AActor* actor, FState * newstate)
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{
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int tics = newstate->GetTics();
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if (actor->isFast() && newstate->GetFast())
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{
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return tics - (tics>>1);
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}
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else if (actor->isSlow() && newstate->GetSlow())
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{
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return tics<<1;
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}
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return tics;
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}
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//==========================================================================
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//
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// AActor::SetState
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//
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// Returns true if the mobj is still present.
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//
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//==========================================================================
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bool AActor::SetState (FState *newstate, bool nofunction)
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{
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if (debugfile && player && (player->cheats & CF_PREDICTING))
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fprintf (debugfile, "for pl %d: SetState while predicting!\n", Level->PlayerNum(player));
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auto oldstate = state;
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do
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{
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if (newstate == NULL)
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{
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state = NULL;
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Destroy ();
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return false;
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}
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int prevsprite, newsprite;
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|
|
|
if (state != NULL)
|
|
{
|
|
prevsprite = state->sprite;
|
|
}
|
|
else
|
|
{
|
|
prevsprite = -1;
|
|
}
|
|
if (!(newstate->UseFlags & SUF_ACTOR))
|
|
{
|
|
Printf(TEXTCOLOR_RED "State %s in %s not flagged for use as an actor sprite\n", FState::StaticGetStateName(newstate).GetChars(), GetClass()->TypeName.GetChars());
|
|
state = nullptr;
|
|
Destroy();
|
|
return false;
|
|
}
|
|
state = newstate;
|
|
tics = GetTics(this, newstate);
|
|
renderflags = (renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (newstate->GetFullbright());
|
|
newsprite = newstate->sprite;
|
|
if (newsprite != SPR_FIXED)
|
|
{ // okay to change sprite and/or frame
|
|
if (!newstate->GetSameFrame())
|
|
{ // okay to change frame
|
|
frame = newstate->GetFrame();
|
|
}
|
|
if (newsprite != SPR_NOCHANGE)
|
|
{ // okay to change sprite
|
|
if (!(flags4 & MF4_NOSKIN) && newsprite == SpawnState->sprite)
|
|
{ // [RH] If the new sprite is the same as the original sprite, and
|
|
// this actor is attached to a player, use the player's skin's
|
|
// sprite. If a player is not attached, do not change the sprite
|
|
// unless it is different from the previous state's sprite; a
|
|
// player may have been attached, died, and respawned elsewhere,
|
|
// and we do not want to lose the skin on the body. If it wasn't
|
|
// for Dehacked, I would move sprite changing out of the states
|
|
// altogether, since actors rarely change their sprites after
|
|
// spawning.
|
|
if (player != NULL && Skins.Size() > 0)
|
|
{
|
|
sprite = Skins[player->userinfo.GetSkin()].sprite;
|
|
}
|
|
else if (newsprite != prevsprite)
|
|
{
|
|
sprite = newsprite;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sprite = newsprite;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!nofunction)
|
|
{
|
|
FState *returned_state;
|
|
FStateParamInfo stp = { newstate, STATE_Actor, PSP_WEAPON };
|
|
if (newstate->CallAction(this, this, &stp, &returned_state))
|
|
{
|
|
// Check whether the called action function resulted in destroying the actor
|
|
if (ObjectFlags & OF_EuthanizeMe)
|
|
{
|
|
return false;
|
|
}
|
|
if (returned_state != NULL)
|
|
{ // The action was an A_Jump-style function that wants to change the next state.
|
|
newstate = returned_state;
|
|
tics = 0; // make sure we loop and set the new state properly
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
newstate = newstate->GetNextState();
|
|
} while (tics == 0);
|
|
|
|
if (GetInfo()->LightAssociations.Size() || (state && state->Light > 0) || (oldstate && oldstate->Light > 0))
|
|
{
|
|
flags8 |= MF8_RECREATELIGHTS;
|
|
Level->flags3 |= LEVEL3_LIGHTCREATED;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SetState)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_POINTER(state, FState);
|
|
PARAM_BOOL(nofunction);
|
|
ACTION_RETURN_BOOL(self->SetState(state, nofunction));
|
|
};
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// DestroyAllInventory
|
|
// Destroys all the inventory the actor is holding.
|
|
//
|
|
//============================================================================
|
|
|
|
static void DestroyAllInventory(AActor* actor)
|
|
{
|
|
AActor *inv = PARAM_NULLCHECK(actor, self)->Inventory;
|
|
if (inv != nullptr)
|
|
{
|
|
TArray<AActor *> toDelete;
|
|
|
|
// Delete the list in a two stage approach.
|
|
// This is necessary because an item may destroy another item (e.g. sister weapons)
|
|
// which would break the list and leave parts of it undestroyed, maybe doing bad things later.
|
|
while (inv != nullptr)
|
|
{
|
|
toDelete.Push(inv);
|
|
auto item = inv->Inventory;
|
|
inv->Inventory = nullptr;
|
|
inv->PointerVar<AActor>(NAME_Owner) = nullptr;
|
|
inv = item;
|
|
}
|
|
for (auto p : toDelete)
|
|
{
|
|
// the item may already have been deleted by another one, so check this here to avoid problems.
|
|
if (!(p->ObjectFlags & OF_EuthanizeMe))
|
|
{
|
|
p->Destroy();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(AActor, DestroyAllInventory, DestroyAllInventory)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
DestroyAllInventory(self);
|
|
return 0;
|
|
}
|
|
//============================================================================
|
|
//
|
|
// AActor :: UseInventory
|
|
//
|
|
// Attempts to use an item. If the use succeeds, one copy of the item is
|
|
// removed from the inventory. If all copies are removed, then the item is
|
|
// destroyed.
|
|
//
|
|
//============================================================================
|
|
|
|
bool AActor::UseInventory (AActor *item)
|
|
{
|
|
IFVIRTUAL(AActor, UseInventory)
|
|
{
|
|
VMValue params[] = { this, item };
|
|
int retval = 0;
|
|
VMReturn ret(&retval);
|
|
VMCall(func, params, 2, &ret, 1);
|
|
return !!retval;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AActor :: DropInventory
|
|
//
|
|
// Removes a single copy of an item and throws it out in front of the actor.
|
|
//
|
|
//===========================================================================
|
|
|
|
AActor *AActor::DropInventory (AActor *item, int amt)
|
|
{
|
|
IFVM(Actor, DropInventory)
|
|
{
|
|
VMValue params[] = { this, item, amt };
|
|
AActor *retval = 0;
|
|
VMReturn ret((void**)&retval);
|
|
VMCall(func, params, 3, &ret, 1);
|
|
return retval;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: FindInventory
|
|
//
|
|
//============================================================================
|
|
|
|
AActor *AActor::FindInventory (PClassActor *type, bool subclass)
|
|
{
|
|
AActor *item;
|
|
|
|
if (type == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
for (item = Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (!subclass)
|
|
{
|
|
if (item->GetClass() == type)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (item->IsKindOf(type))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return item;
|
|
}
|
|
|
|
AActor *AActor::FindInventory (FName type, bool subclass)
|
|
{
|
|
return FindInventory(PClass::FindActor(type), subclass);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, FindInventory)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_CLASS(type, AActor);
|
|
PARAM_BOOL(subclass);
|
|
ACTION_RETURN_OBJECT(self->FindInventory(type, subclass));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: GiveInventoryType
|
|
//
|
|
//============================================================================
|
|
|
|
AActor *AActor::GiveInventoryType (PClassActor *type)
|
|
{
|
|
if (type != nullptr)
|
|
{
|
|
auto item = Spawn (Level, type);
|
|
if (!CallTryPickup (item, this))
|
|
{
|
|
item->Destroy ();
|
|
return nullptr;
|
|
}
|
|
return item;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_CLASS(type, AActor);
|
|
ACTION_RETURN_OBJECT(self->GiveInventoryType(type));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: CopyFriendliness
|
|
//
|
|
// Makes this actor hate (or like) the same things another actor does.
|
|
//
|
|
//============================================================================
|
|
|
|
void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealth)
|
|
{
|
|
Level->total_monsters -= CountsAsKill();
|
|
TIDtoHate = other->TIDtoHate;
|
|
LastLookActor = other->LastLookActor;
|
|
LastLookPlayerNumber = other->LastLookPlayerNumber;
|
|
flags = (flags & ~MF_FRIENDLY) | (other->flags & MF_FRIENDLY);
|
|
flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
|
|
flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED));
|
|
FriendPlayer = other->FriendPlayer;
|
|
DesignatedTeam = other->DesignatedTeam;
|
|
if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET) && !(other->target->flags7 & MF7_NEVERTARGET))
|
|
{
|
|
// LastHeard must be set as well so that A_Look can react to the new target if called
|
|
LastHeard = target = other->target;
|
|
}
|
|
if (resetHealth) health = SpawnHealth();
|
|
Level->total_monsters += CountsAsKill();
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, CopyFriendliness)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT_NOT_NULL(other, AActor);
|
|
PARAM_BOOL(changetarget);
|
|
PARAM_BOOL(resethealth);
|
|
self->CopyFriendliness(other, changetarget, resethealth);
|
|
return 0;
|
|
}
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_GetRealMaxHealth
|
|
//
|
|
// Taken out of P_GiveBody so that the bot code can also use it to decide
|
|
// whether to pick up an item or not.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int P_GetRealMaxHealth(AActor *actor, int max)
|
|
{
|
|
// Max is 0 by default, preserving default behavior for P_GiveBody()
|
|
// calls while supporting health pickups.
|
|
auto player = actor->player;
|
|
if (max <= 0)
|
|
{
|
|
max = actor->GetMaxHealth(true);
|
|
// [MH] First step in predictable generic morph effects
|
|
if (player->morphTics)
|
|
{
|
|
if (player->MorphStyle & MORPH_FULLHEALTH)
|
|
{
|
|
if (!(player->MorphStyle & MORPH_ADDSTAMINA))
|
|
{
|
|
max -= actor->stamina + actor->IntVar(NAME_BonusHealth);
|
|
}
|
|
}
|
|
else // old health behaviour
|
|
{
|
|
max = MAXMORPHHEALTH;
|
|
if (player->MorphStyle & MORPH_ADDSTAMINA)
|
|
{
|
|
max += actor->stamina + actor->IntVar(NAME_BonusHealth);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Bonus health should be added on top of the item's limit.
|
|
if (player->morphTics == 0 || (player->MorphStyle & MORPH_ADDSTAMINA))
|
|
{
|
|
max += actor->IntVar(NAME_BonusHealth);
|
|
}
|
|
}
|
|
return max;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_GiveBody
|
|
//
|
|
// Returns false if the body isn't needed at all.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool P_GiveBody(AActor *actor, int num, int max)
|
|
{
|
|
if (actor->health <= 0 || (actor->player != NULL && actor->player->playerstate == PST_DEAD))
|
|
{ // Do not heal dead things.
|
|
return false;
|
|
}
|
|
|
|
player_t *player = actor->player;
|
|
|
|
num = clamp(num, -65536, 65536); // prevent overflows for bad values
|
|
if (player != NULL)
|
|
{
|
|
max = P_GetRealMaxHealth(player->mo, max); // do not pass voodoo dolls in here.
|
|
// [RH] For Strife: A negative value sets you up with a percentage of your full health.
|
|
if (num < 0)
|
|
{
|
|
num = max * -num / 100;
|
|
if (player->health < num)
|
|
{
|
|
player->health = num;
|
|
actor->health = num;
|
|
return true;
|
|
}
|
|
}
|
|
else if (num > 0)
|
|
{
|
|
if (player->health < max)
|
|
{
|
|
num = int(num * G_SkillProperty(SKILLP_HealthFactor));
|
|
if (num < 1) num = 1;
|
|
player->health += num;
|
|
if (player->health > max)
|
|
{
|
|
player->health = max;
|
|
}
|
|
actor->health = player->health;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Parameter value for max is ignored on monsters, preserving original
|
|
// behaviour of health as well as on existing calls to P_GiveBody().
|
|
max = actor->SpawnHealth();
|
|
if (num < 0)
|
|
{
|
|
num = max * -num / 100;
|
|
if (actor->health < num)
|
|
{
|
|
actor->health = num;
|
|
return true;
|
|
}
|
|
}
|
|
else if (actor->health < max)
|
|
{
|
|
actor->health += num;
|
|
if (actor->health > max)
|
|
{
|
|
actor->health = max;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, GiveBody)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_INT(num);
|
|
PARAM_INT(max);
|
|
ACTION_RETURN_BOOL(P_GiveBody(self, num, max));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: CheckLocalView
|
|
//
|
|
// Returns true if this actor is local for the player. Here, local means the
|
|
// player is either looking out this actor's eyes, or this actor is the player
|
|
// and the player is looking out the eyes of something non-"sentient."
|
|
//
|
|
//============================================================================
|
|
|
|
bool AActor::CheckLocalView() const
|
|
{
|
|
auto p = Level->GetConsolePlayer();
|
|
if (p == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
if (p->camera == this)
|
|
{
|
|
return true;
|
|
}
|
|
if (p->mo != this || p->camera == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
if (p->camera->player == NULL &&
|
|
!(p->camera->flags3 & MF3_ISMONSTER))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, CheckLocalView)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_INT(cp);
|
|
ACTION_RETURN_BOOL(self->CheckLocalView());
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: IsInsideVisibleAngles
|
|
//
|
|
// Returns true if this actor is within viewing angle/pitch visibility.
|
|
//
|
|
//============================================================================
|
|
|
|
bool AActor::IsInsideVisibleAngles() const
|
|
{
|
|
// Don't bother masking if not wanted.
|
|
if (!(renderflags & RF_MASKROTATION))
|
|
return true;
|
|
|
|
auto p = Level->GetConsolePlayer();
|
|
|
|
if (p == nullptr || p->camera == nullptr)
|
|
return true;
|
|
|
|
DAngle anglestart = DAngle::fromDeg(VisibleStartAngle.Degrees());
|
|
DAngle angleend = DAngle::fromDeg(VisibleEndAngle.Degrees());
|
|
DAngle pitchstart = DAngle::fromDeg(VisibleStartPitch.Degrees());
|
|
DAngle pitchend = DAngle::fromDeg(VisibleEndPitch.Degrees());
|
|
|
|
if (anglestart > angleend)
|
|
{
|
|
DAngle temp = anglestart;
|
|
anglestart = angleend;
|
|
angleend = temp;
|
|
}
|
|
|
|
if (pitchstart > pitchend)
|
|
{
|
|
DAngle temp = pitchstart;
|
|
pitchstart = pitchend;
|
|
pitchend = temp;
|
|
}
|
|
|
|
|
|
AActor *mo = p->camera;
|
|
|
|
if (mo != nullptr)
|
|
{
|
|
DVector2 offset = Level->Displacements.getOffset(r_viewpoint.sector->PortalGroup, Sector->PortalGroup);
|
|
DVector3 diffang = r_viewpoint.Pos + offset - Pos();
|
|
DAngle to = diffang.Angle();
|
|
|
|
if (!(renderflags & RF_ABSMASKANGLE))
|
|
to = deltaangle(Angles.Yaw, to);
|
|
|
|
if ((to >= anglestart && to <= angleend))
|
|
{
|
|
to = diffang.Pitch();
|
|
if (!(renderflags & RF_ABSMASKPITCH))
|
|
to = deltaangle(Angles.Pitch, to);
|
|
|
|
return !!(to >= pitchstart && to <= pitchend);
|
|
}
|
|
else return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: IsVisibleToPlayer
|
|
//
|
|
// Returns true if this actor should be seen by the console player.
|
|
//
|
|
// Not that even for secondary maps this must check the real player!
|
|
//
|
|
//============================================================================
|
|
|
|
bool AActor::IsVisibleToPlayer() const
|
|
{
|
|
auto p = Level->GetConsolePlayer();
|
|
// [BB] Safety check. This should never be NULL. Nevertheless, we return true to leave the default ZDoom behavior unaltered.
|
|
if (p == nullptr || p->camera == nullptr )
|
|
return true;
|
|
|
|
if (VisibleToTeam != 0 && teamplay &&
|
|
(signed)(VisibleToTeam-1) != p->userinfo.GetTeam() )
|
|
return false;
|
|
|
|
auto &vis = GetInfo()->VisibleToPlayerClass;
|
|
if (vis.Size() == 0) return true; // early out for the most common case.
|
|
|
|
const player_t* pPlayer = p->camera->player;
|
|
|
|
if (pPlayer)
|
|
{
|
|
for(auto cls : vis)
|
|
{
|
|
if (cls && pPlayer->mo->GetClass()->IsDescendantOf(cls))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// [BB] Passed all checks.
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: ConversationAnimation
|
|
//
|
|
// Plays a conversation-related animation:
|
|
// 0 = greeting
|
|
// 1 = "yes"
|
|
// 2 = "no"
|
|
//
|
|
//============================================================================
|
|
|
|
void AActor::ConversationAnimation (int animnum)
|
|
{
|
|
FState * state = NULL;
|
|
switch (animnum)
|
|
{
|
|
case 0:
|
|
state = FindState(NAME_Greetings);
|
|
break;
|
|
case 1:
|
|
state = FindState(NAME_Yes);
|
|
break;
|
|
case 2:
|
|
state = FindState(NAME_No);
|
|
break;
|
|
}
|
|
if (state != NULL) SetState(state);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: Touch
|
|
//
|
|
// Something just touched this actor. Normally used only for inventory items,
|
|
// but some Strife monsters also use it.
|
|
//
|
|
//============================================================================
|
|
|
|
void AActor::CallTouch(AActor *toucher)
|
|
{
|
|
IFVIRTUAL(AActor, Touch)
|
|
{
|
|
VMValue params[2] = { (DObject*)this, toucher };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: Grind
|
|
//
|
|
// Handles the an actor being crushed by a door, crusher or polyobject.
|
|
// Originally part of P_DoCrunch(), it has been made into its own actor
|
|
// function so that it could be called from a polyobject without hassle.
|
|
// Bool items is true if it should destroy() dropped items, false otherwise.
|
|
//============================================================================
|
|
|
|
static int Grind(AActor* actor, int items)
|
|
{
|
|
PARAM_NULLCHECK(actor, actor);
|
|
// crunch bodies to giblets
|
|
if ((actor->flags & MF_CORPSE) && !(actor->flags3 & MF3_DONTGIB) && (actor->health <= 0))
|
|
{
|
|
FState * state = actor->FindState(NAME_Crush);
|
|
|
|
// In Heretic and Chex Quest we don't change the actor's sprite, just its size.
|
|
if (state == NULL && gameinfo.dontcrunchcorpses)
|
|
{
|
|
actor->flags &= ~MF_SOLID;
|
|
actor->flags3 |= MF3_DONTGIB;
|
|
actor->Height = 0;
|
|
actor->radius = 0;
|
|
actor->Vel.Zero();
|
|
return false;
|
|
}
|
|
|
|
bool isgeneric = false;
|
|
// ZDoom behavior differs from standard as crushed corpses cannot be raised.
|
|
// The reason for the change was originally because of a problem with players,
|
|
// see rh_log entry for February 21, 1999. Don't know if it is still relevant.
|
|
if (state == NULL // Only use the default crushed state if:
|
|
&& !(actor->flags & MF_NOBLOOD) // 1. the monster bleeeds,
|
|
&& actor->player == NULL) // 3. and the thing isn't a player.
|
|
{
|
|
isgeneric = true;
|
|
state = actor->FindState(NAME_GenericCrush);
|
|
if (state != NULL && (sprites[state->sprite].numframes <= 0))
|
|
state = NULL; // If one of these tests fails, do not use that state.
|
|
}
|
|
if (state != NULL && !(actor->flags & MF_ICECORPSE))
|
|
{
|
|
if (actor->flags4 & MF4_BOSSDEATH)
|
|
{
|
|
A_BossDeath(actor);
|
|
}
|
|
actor->flags &= ~MF_SOLID;
|
|
actor->flags3 |= MF3_DONTGIB;
|
|
actor->Height = 0;
|
|
actor->radius = 0;
|
|
actor->Vel.Zero();
|
|
actor->SetState (state);
|
|
if (isgeneric) // Not a custom crush state, so colorize it appropriately.
|
|
{
|
|
S_Sound (actor, CHAN_BODY, 0, "misc/fallingsplat", 1, ATTN_IDLE);
|
|
actor->Translation = actor->BloodTranslation;
|
|
}
|
|
actor->Level->localEventManager->WorldThingGround(actor, state);
|
|
return false;
|
|
}
|
|
if (!(actor->flags & MF_NOBLOOD))
|
|
{
|
|
if (actor->flags4 & MF4_BOSSDEATH)
|
|
{
|
|
A_BossDeath(actor);
|
|
}
|
|
|
|
PClassActor *i = PClass::FindActor("RealGibs");
|
|
|
|
if (i != NULL)
|
|
{
|
|
i = i->GetReplacement(actor->Level);
|
|
|
|
const AActor *defaults = GetDefaultByType (i);
|
|
if (defaults->SpawnState == NULL ||
|
|
sprites[defaults->SpawnState->sprite].numframes == 0)
|
|
{
|
|
i = NULL;
|
|
}
|
|
}
|
|
if (i == NULL)
|
|
{
|
|
// if there's no gib sprite don't crunch it.
|
|
actor->flags &= ~MF_SOLID;
|
|
actor->flags3 |= MF3_DONTGIB;
|
|
actor->Height = 0;
|
|
actor->radius = 0;
|
|
actor->Vel.Zero();
|
|
return false;
|
|
}
|
|
|
|
AActor *gib = Spawn (actor->Level, i, actor->Pos(), ALLOW_REPLACE);
|
|
if (gib != NULL)
|
|
{
|
|
gib->RenderStyle = actor->RenderStyle;
|
|
gib->Alpha = actor->Alpha;
|
|
gib->Height = 0;
|
|
gib->radius = 0;
|
|
gib->Translation = actor->BloodTranslation;
|
|
}
|
|
S_Sound (actor, CHAN_BODY, 0, "misc/fallingsplat", 1, ATTN_IDLE);
|
|
actor->Level->localEventManager->WorldThingGround(actor, nullptr);
|
|
}
|
|
if (actor->flags & MF_ICECORPSE)
|
|
{
|
|
actor->tics = 1;
|
|
actor->Vel.Zero();
|
|
}
|
|
else if (actor->player)
|
|
{
|
|
actor->flags |= MF_NOCLIP;
|
|
actor->flags3 |= MF3_DONTGIB;
|
|
actor->renderflags |= RF_INVISIBLE;
|
|
}
|
|
else
|
|
{
|
|
actor->Destroy ();
|
|
}
|
|
return false; // keep checking
|
|
}
|
|
|
|
// killough 11/98: kill touchy things immediately
|
|
if (actor->flags6 & MF6_TOUCHY && (actor->flags6 & MF6_ARMED || actor->IsSentient()))
|
|
{
|
|
actor->flags6 &= ~MF6_ARMED; // Disarm
|
|
P_DamageMobj (actor, NULL, NULL, actor->health, NAME_Crush, DMG_FORCED); // kill object
|
|
return true; // keep checking
|
|
}
|
|
|
|
if (!(actor->flags & MF_SOLID) || (actor->flags & MF_NOCLIP))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!(actor->flags & MF_SHOOTABLE))
|
|
{
|
|
return false; // assume it is bloody gibs or something
|
|
}
|
|
return true;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(AActor, Grind, Grind)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_BOOL(items);
|
|
ACTION_RETURN_BOOL(Grind(self, items));
|
|
}
|
|
|
|
bool AActor::CallGrind(bool items)
|
|
{
|
|
IFVIRTUAL(AActor, Grind)
|
|
{
|
|
VMValue params[] = { (DObject*)this, items };
|
|
int retv;
|
|
VMReturn ret(&retv);
|
|
VMCall(func, params, 2, &ret, 1);
|
|
return !!retv;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// AActor :: Massacre
|
|
//
|
|
// Called by the massacre cheat to kill monsters. Returns true if the monster
|
|
// was killed and false if it was already dead.
|
|
//============================================================================
|
|
|
|
bool AActor::Massacre ()
|
|
{
|
|
int prevhealth;
|
|
|
|
if (health > 0)
|
|
{
|
|
auto f = flags;
|
|
auto f2 = flags2;
|
|
|
|
flags |= MF_SHOOTABLE;
|
|
flags2 &= ~(MF2_DORMANT|MF2_INVULNERABLE);
|
|
do
|
|
{
|
|
prevhealth = health;
|
|
P_DamageMobj (this, NULL, NULL, TELEFRAG_DAMAGE, NAME_Massacre);
|
|
}
|
|
while (health != prevhealth && health > 0); //abort if the actor wasn't hurt.
|
|
if (health > 0)
|
|
{
|
|
// restore flags if this did not kill the monster.
|
|
flags = f;
|
|
flags2 = f2;
|
|
}
|
|
return health <= 0;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// Serialize DActorModelData
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
FSerializer &Serialize(FSerializer &arc, const char *key, ModelOverride &sid, ModelOverride *def)
|
|
{
|
|
arc.BeginObject(key);
|
|
arc("modelID", sid.modelID);
|
|
arc("surfaceSkinIDs", sid.surfaceSkinIDs);
|
|
arc.EndObject();
|
|
return arc;
|
|
}
|
|
|
|
void DActorModelData::Serialize(FSerializer& arc)
|
|
{
|
|
Super::Serialize(arc);
|
|
arc("modelDef", modelDef)
|
|
("models", models)
|
|
("skinIDs", skinIDs)
|
|
//("surfaceSkinIDs", surfaceSkinIDs)
|
|
("animationIDs", animationIDs)
|
|
("modelFrameGenerators", modelFrameGenerators)
|
|
("hasModel", hasModel);
|
|
}
|
|
|
|
void DActorModelData::OnDestroy()
|
|
{
|
|
models.Reset();
|
|
modelFrameGenerators.Reset();
|
|
skinIDs.Reset();
|
|
//surfaceSkinIDs.Reset();
|
|
animationIDs.Reset();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_ExplodeMissile
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target, bool onsky, FName damageType)
|
|
{
|
|
// [ZZ] line damage callback
|
|
if (line)
|
|
{
|
|
P_ProjectileHitLinedef(mo, line);
|
|
}
|
|
|
|
if (mo->flags3 & MF3_EXPLOCOUNT)
|
|
{
|
|
if (++mo->threshold < mo->DefThreshold)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
mo->Vel.Zero();
|
|
mo->effects = 0; // [RH]
|
|
mo->flags &= ~MF_SHOOTABLE;
|
|
|
|
FState *nextstate = nullptr;
|
|
|
|
if (target != nullptr)
|
|
{
|
|
if (mo->flags7 & MF7_HITTARGET) mo->target = target;
|
|
if (mo->flags7 & MF7_HITMASTER) mo->master = target;
|
|
if (mo->flags7 & MF7_HITTRACER) mo->tracer = target;
|
|
if ((target->flags & (MF_SHOOTABLE | MF_CORPSE)) || (target->flags6 & MF6_KILLED))
|
|
{
|
|
if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
|
|
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
|
|
}
|
|
}
|
|
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, damageType);
|
|
|
|
if (onsky || (line != NULL && line->special == Line_Horizon))
|
|
{
|
|
if (!(mo->flags3 & MF3_SKYEXPLODE))
|
|
{
|
|
// [RH] Don't explode missiles on horizon lines.
|
|
mo->Destroy();
|
|
return;
|
|
}
|
|
nextstate = mo->FindState(NAME_Death, NAME_Sky);
|
|
}
|
|
|
|
if (line != NULL && cl_missiledecals)
|
|
{
|
|
DVector3 pos = mo->PosRelative(line);
|
|
int side = P_PointOnLineSidePrecise (pos, line);
|
|
if (line->sidedef[side] == NULL)
|
|
side ^= 1;
|
|
if (line->sidedef[side] != NULL)
|
|
{
|
|
FDecalBase *base = mo->DecalGenerator;
|
|
if (base != NULL)
|
|
{
|
|
// Find the nearest point on the line, and stick a decal there
|
|
DVector3 linepos;
|
|
double den, frac;
|
|
|
|
den = line->Delta().LengthSquared();
|
|
if (den != 0)
|
|
{
|
|
frac = clamp<double>((mo->Pos().XY() - line->v1->fPos()) | line->Delta(), 0, den) / den;
|
|
|
|
linepos = DVector3(line->v1->fPos() + line->Delta() * frac, pos.Z);
|
|
|
|
F3DFloor * ffloor=NULL;
|
|
if (line->sidedef[side^1] != NULL)
|
|
{
|
|
sector_t * backsector = line->sidedef[side^1]->sector;
|
|
extsector_t::xfloor &xf = backsector->e->XFloor;
|
|
// find a 3D-floor to stick to
|
|
for(unsigned int i=0;i<xf.ffloors.Size();i++)
|
|
{
|
|
F3DFloor * rover=xf.ffloors[i];
|
|
|
|
if ((rover->flags&(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))==(FF_EXISTS|FF_SOLID|FF_RENDERSIDES))
|
|
{
|
|
if (pos.Z <= rover->top.plane->ZatPoint(linepos) && pos.Z >= rover->bottom.plane->ZatPoint(linepos))
|
|
{
|
|
ffloor = rover;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DImpactDecal::StaticCreate(mo->Level, base->GetDecal(), linepos, line->sidedef[side], ffloor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// play the sound before changing the state, so that AActor::OnDestroy can call S_RelinkSounds on it and the death state can override it.
|
|
if (mo->DeathSound.isvalid())
|
|
{
|
|
S_Sound (mo, CHAN_VOICE, 0, mo->DeathSound, 1,
|
|
(mo->flags3 & MF3_FULLVOLDEATH) ? ATTN_NONE : ATTN_NORM);
|
|
}
|
|
|
|
mo->SetState (nextstate);
|
|
if (!(mo->ObjectFlags & OF_EuthanizeMe))
|
|
{
|
|
// The rest only applies if the missile actor still exists.
|
|
// [RH] Change render style of exploding rockets
|
|
if (mo->flags5 & MF5_DEHEXPLOSION)
|
|
{
|
|
if (deh.ExplosionStyle == 255)
|
|
{
|
|
if (addrocketexplosion)
|
|
{
|
|
mo->RenderStyle = STYLE_Add;
|
|
mo->Alpha = 1.;
|
|
}
|
|
else
|
|
{
|
|
mo->RenderStyle = STYLE_Translucent;
|
|
mo->Alpha = 0.6666;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mo->RenderStyle = ERenderStyle(deh.ExplosionStyle);
|
|
mo->Alpha = deh.ExplosionAlpha;
|
|
}
|
|
}
|
|
|
|
if (mo->flags4 & MF4_RANDOMIZE)
|
|
{
|
|
mo->tics -= (pr_explodemissile() & 3) * TICRATE / 35;
|
|
if (mo->tics < 1)
|
|
mo->tics = 1;
|
|
}
|
|
|
|
mo->flags &= ~MF_MISSILE;
|
|
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, ExplodeMissile)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_POINTER(line, line_t);
|
|
PARAM_OBJECT(target, AActor);
|
|
P_ExplodeMissile(self, line, target);
|
|
return 0;
|
|
}
|
|
|
|
|
|
void AActor::PlayBounceSound(bool onfloor)
|
|
{
|
|
if (!onfloor && (BounceFlags & BOUNCE_NoWallSound))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!(BounceFlags & BOUNCE_Quiet))
|
|
{
|
|
if (BounceFlags & BOUNCE_UseSeeSound)
|
|
{
|
|
S_Sound (this, CHAN_VOICE, 0, SeeSound, 1, ATTN_IDLE);
|
|
}
|
|
else if (onfloor || !WallBounceSound.isvalid())
|
|
{
|
|
S_Sound (this, CHAN_VOICE, 0, BounceSound, 1, ATTN_IDLE);
|
|
}
|
|
else
|
|
{
|
|
S_Sound (this, CHAN_VOICE, 0, WallBounceSound, 1, ATTN_IDLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_FloorBounceMissile
|
|
//
|
|
// Returns true if the missile was destroyed
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool AActor::FloorBounceMissile (secplane_t &plane)
|
|
{
|
|
// [ZZ] if bouncing missile hits a damageable sector(plane), it dies
|
|
if (P_ProjectileHitPlane(this, -1) && bouncecount > 0)
|
|
{
|
|
Vel.Zero();
|
|
Speed = 0;
|
|
bouncecount = 0;
|
|
if (flags & MF_MISSILE)
|
|
P_ExplodeMissile(this, nullptr, nullptr);
|
|
else CallDie(nullptr, nullptr);
|
|
return true;
|
|
}
|
|
|
|
if (Z() <= floorz && P_HitFloor (this))
|
|
{
|
|
// Landed in some sort of liquid
|
|
if (BounceFlags & BOUNCE_ExplodeOnWater)
|
|
{
|
|
if (flags & MF_MISSILE)
|
|
P_ExplodeMissile(this, NULL, NULL);
|
|
else
|
|
CallDie(NULL, NULL);
|
|
return true;
|
|
}
|
|
if (!(BounceFlags & BOUNCE_CanBounceWater))
|
|
{
|
|
Destroy ();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
bool onsky;
|
|
|
|
if (plane.fC() < 0)
|
|
{ // on ceiling
|
|
if (!(BounceFlags & BOUNCE_Ceilings))
|
|
return true;
|
|
|
|
onsky = ceilingpic == skyflatnum;
|
|
}
|
|
else
|
|
{ // on floor
|
|
if (!(BounceFlags & BOUNCE_Floors))
|
|
return true;
|
|
|
|
onsky = floorpic == skyflatnum;
|
|
}
|
|
|
|
if (onsky && (BounceFlags & BOUNCE_NotOnSky))
|
|
{
|
|
Destroy();
|
|
return true;
|
|
}
|
|
|
|
// The amount of bounces is limited
|
|
if (bouncecount>0 && --bouncecount==0)
|
|
{
|
|
if (flags & MF_MISSILE)
|
|
P_ExplodeMissile(this, NULL, NULL);
|
|
else
|
|
CallDie(NULL, NULL);
|
|
return true;
|
|
}
|
|
|
|
double dot = (Vel | plane.Normal()) * 2;
|
|
|
|
if (BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF))
|
|
{
|
|
Vel -= plane.Normal() * dot;
|
|
AngleFromVel();
|
|
if (!(BounceFlags & BOUNCE_MBF)) // Heretic projectiles die, MBF projectiles don't.
|
|
{
|
|
flags |= MF_INBOUNCE;
|
|
SetState (FindState(NAME_Death));
|
|
flags &= ~MF_INBOUNCE;
|
|
return false;
|
|
}
|
|
else Vel.Z *= GetMBFBounceFactor(this);
|
|
}
|
|
else // Don't run through this for MBF-style bounces
|
|
{
|
|
// The reflected velocity keeps only about 70% of its original speed
|
|
Vel = (Vel - plane.Normal() * dot) * bouncefactor;
|
|
AngleFromVel();
|
|
}
|
|
|
|
PlayBounceSound(true);
|
|
|
|
// Set bounce state
|
|
if (BounceFlags & BOUNCE_UseBounceState)
|
|
{
|
|
FName names[2] = { NAME_Bounce, plane.fC() < 0 ? NAME_Ceiling : NAME_Floor };
|
|
FState *bouncestate = FindState(2, names);
|
|
if (bouncestate != nullptr)
|
|
{
|
|
SetState(bouncestate);
|
|
}
|
|
}
|
|
|
|
if (BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed
|
|
{
|
|
if (fabs(Vel.Z) < Mass * GetGravity() / 64)
|
|
Vel.Z = 0;
|
|
}
|
|
else if (BounceFlags & (BOUNCE_AutoOff|BOUNCE_AutoOffFloorOnly))
|
|
{
|
|
if (plane.fC() > 0 || (BounceFlags & BOUNCE_AutoOff))
|
|
{
|
|
// AutoOff only works when bouncing off a floor, not a ceiling (or in compatibility mode.)
|
|
if (!(flags & MF_NOGRAVITY) && (Vel.Z < 3))
|
|
BounceFlags &= ~BOUNCE_TypeMask;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_FaceMobj
|
|
//
|
|
// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs
|
|
// to turn counter clockwise. 'delta' is set to the amount 'source'
|
|
// needs to turn.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
static int P_FaceMobj (AActor *source, AActor *target, DAngle *delta)
|
|
{
|
|
DAngle diff;
|
|
|
|
diff = deltaangle(source->Angles.Yaw, source->AngleTo(target));
|
|
if (diff > nullAngle)
|
|
{
|
|
*delta = diff;
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
*delta = -diff;
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// CanSeek
|
|
//
|
|
// Checks if a seeker missile can home in on its target
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool AActor::CanSeek(AActor *target) const
|
|
{
|
|
if (target->flags5 & MF5_CANTSEEK) return false;
|
|
if ((flags2 & MF2_DONTSEEKINVISIBLE) &&
|
|
((target->flags & MF_SHADOW) ||
|
|
(target->renderflags & RF_INVISIBLE) ||
|
|
(target->flags8 & MF8_MINVISIBLE) ||
|
|
!target->RenderStyle.IsVisible(target->Alpha)
|
|
)
|
|
) return false;
|
|
return true;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, CanSeek)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT_NOT_NULL(target, AActor);
|
|
ACTION_RETURN_BOOL(self->CanSeek(target));
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_SeekerMissile
|
|
//
|
|
// The missile's tracer field must be the target. Returns true if
|
|
// target was tracked, false if not.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool P_SeekerMissile (AActor *actor, DAngle thresh, DAngle turnMax, bool precise, bool usecurspeed)
|
|
{
|
|
int dir;
|
|
DAngle delta;
|
|
AActor *target;
|
|
double speed;
|
|
|
|
speed = !usecurspeed ? actor->Speed : actor->VelToSpeed();
|
|
target = actor->tracer;
|
|
if (target == NULL || !actor->CanSeek(target))
|
|
{
|
|
return false;
|
|
}
|
|
if (!(target->flags & MF_SHOOTABLE))
|
|
{ // Target died
|
|
actor->tracer = nullptr;
|
|
return false;
|
|
}
|
|
if (speed == 0)
|
|
{ // Technically, we're not seeking since our speed is 0, but the target *is* seekable.
|
|
return true;
|
|
}
|
|
dir = P_FaceMobj (actor, target, &delta);
|
|
if (delta > thresh)
|
|
{
|
|
delta /= 2;
|
|
if (delta > turnMax)
|
|
{
|
|
delta = turnMax;
|
|
}
|
|
}
|
|
if (dir)
|
|
{ // Turn clockwise
|
|
actor->Angles.Yaw += delta;
|
|
}
|
|
else
|
|
{ // Turn counter clockwise
|
|
actor->Angles.Yaw -= delta;
|
|
}
|
|
|
|
if (!precise)
|
|
{
|
|
actor->VelFromAngle(speed);
|
|
|
|
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
|
{
|
|
if (actor->Top() < target->Z() ||
|
|
target->Top() < actor->Z())
|
|
{ // Need to seek vertically
|
|
actor->Vel.Z = (target->Center() - actor->Center()) / actor->DistanceBySpeed(target, speed);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DAngle pitch = nullAngle;
|
|
if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
|
|
{ // Need to seek vertically
|
|
double dist = max(1., actor->Distance2D(target));
|
|
// Aim at a player's eyes and at the middle of the actor for everything else.
|
|
double aimheight = target->Height/2;
|
|
if (target->player)
|
|
{
|
|
aimheight = target->player->DefaultViewHeight();
|
|
}
|
|
pitch = DVector2(dist, target->Z() + aimheight - actor->Center()).Angle();
|
|
}
|
|
actor->Vel3DFromAngle(-pitch, speed);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//
|
|
// P_XYMovement
|
|
//
|
|
// Returns the actor's old floorz.
|
|
//
|
|
#define STOPSPEED (0x1000/65536.)
|
|
#define CARRYSTOPSPEED ((0x1000*32/3)/65536.)
|
|
|
|
static double P_XYMovement (AActor *mo, DVector2 scroll)
|
|
{
|
|
static int pushtime = 0;
|
|
bool bForceSlide = !scroll.isZero();
|
|
DVector2 ptry;
|
|
player_t *player;
|
|
DVector2 move;
|
|
const secplane_t * walkplane;
|
|
static const double windTab[3] = { 5 / 32., 10 / 32., 25 / 32. };
|
|
int steps, step, totalsteps;
|
|
DVector2 start;
|
|
double Oldfloorz = mo->floorz;
|
|
double oldz = mo->Z();
|
|
|
|
double maxmove = (mo->waterlevel < 1) || (mo->flags & MF_MISSILE) ||
|
|
(mo->player && mo->player->crouchoffset<-10) ? MAXMOVE : MAXMOVE/4;
|
|
|
|
if (mo->flags2 & MF2_WINDTHRUST && mo->waterlevel < 2 && !(mo->flags & MF_NOCLIP))
|
|
{
|
|
int special = mo->Sector->special;
|
|
switch (special)
|
|
{
|
|
case 40: case 41: case 42: // Wind_East
|
|
mo->Thrust(DAngle::fromDeg(0.), windTab[special-40]);
|
|
break;
|
|
case 43: case 44: case 45: // Wind_North
|
|
mo->Thrust(DAngle::fromDeg(90.), windTab[special-43]);
|
|
break;
|
|
case 46: case 47: case 48: // Wind_South
|
|
mo->Thrust(DAngle::fromDeg(270.), windTab[special-46]);
|
|
break;
|
|
case 49: case 50: case 51: // Wind_West
|
|
mo->Thrust(DAngle::fromDeg(180.), windTab[special-49]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// [RH] No need to clamp these now. However, wall running needs it so
|
|
// that large thrusts can't propel an actor through a wall, because wall
|
|
// running depends on the player's original movement continuing even after
|
|
// it gets blocked.
|
|
//
|
|
// [anon] When friction is turned off, turn off the crouching and water
|
|
// speed caps as well, since it is a sort of friction, and the modders
|
|
// most likely want to deal with that themselves.
|
|
if ((mo->player != NULL && (mo->Level->i_compatflags & COMPATF_WALLRUN)) || ((mo->waterlevel >= 1 ||
|
|
(mo->player != NULL && mo->player->crouchfactor < 0.75)) && !(mo->flags8 & MF8_NOFRICTION)))
|
|
{
|
|
// preserve the direction instead of clamping x and y independently.
|
|
double cx = mo->Vel.X == 0 ? 1. : clamp(mo->Vel.X, -maxmove, maxmove) / mo->Vel.X;
|
|
double cy = mo->Vel.Y == 0 ? 1. : clamp(mo->Vel.Y, -maxmove, maxmove) / mo->Vel.Y;
|
|
double fac = min(cx, cy);
|
|
|
|
mo->Vel.X *= fac;
|
|
mo->Vel.Y *= fac;
|
|
}
|
|
const double VELOCITY_THRESHOLD = 5000; // don't let it move faster than this. Fixed point overflowed at 32768 but that's too much to make this safe.
|
|
if (mo->Vel.LengthSquared() >= VELOCITY_THRESHOLD*VELOCITY_THRESHOLD)
|
|
{
|
|
mo->Vel.MakeResize(VELOCITY_THRESHOLD);
|
|
}
|
|
move = mo->Vel;
|
|
// [RH] Carrying sectors didn't work with low speeds in BOOM. This is
|
|
// because BOOM relied on the speed being fast enough to accumulate
|
|
// despite friction. If the speed is too low, then its movement will get
|
|
// cancelled, and it won't accumulate to the desired speed.
|
|
mo->flags4 &= ~MF4_SCROLLMOVE;
|
|
if (fabs(scroll.X) > CARRYSTOPSPEED)
|
|
{
|
|
scroll.X *= CARRYFACTOR;
|
|
mo->Vel.X += scroll.X;
|
|
mo->flags4 |= MF4_SCROLLMOVE;
|
|
}
|
|
if (fabs(scroll.Y) > CARRYSTOPSPEED)
|
|
{
|
|
scroll.Y *= CARRYFACTOR;
|
|
mo->Vel.Y += scroll.Y;
|
|
mo->flags4 |= MF4_SCROLLMOVE;
|
|
}
|
|
move += scroll;
|
|
|
|
if (move.isZero())
|
|
{
|
|
if (mo->flags & MF_SKULLFLY)
|
|
{
|
|
// the skull slammed into something
|
|
mo->flags &= ~MF_SKULLFLY;
|
|
mo->Vel.Zero();
|
|
if (!(mo->flags2 & MF2_DORMANT))
|
|
{
|
|
if (mo->SeeState != NULL) mo->SetState (mo->SeeState);
|
|
else mo->SetIdle();
|
|
}
|
|
else
|
|
{
|
|
mo->SetIdle();
|
|
mo->tics = -1;
|
|
}
|
|
}
|
|
return Oldfloorz;
|
|
}
|
|
|
|
player = mo->player;
|
|
|
|
// [RH] Adjust player movement on sloped floors
|
|
DVector2 startmove = move;
|
|
walkplane = P_CheckSlopeWalk (mo, move);
|
|
|
|
// [RH] Take smaller steps when moving faster than the object's size permits.
|
|
// Moving as fast as the object's "diameter" is bad because it could skip
|
|
// some lines because the actor could land such that it is just touching the
|
|
// line. For Doom to detect that the line is there, it needs to actually cut
|
|
// through the actor.
|
|
|
|
{
|
|
double maxmove = mo->radius - 1;
|
|
|
|
if (maxmove <= 0)
|
|
{ // gibs can have radius 0, so don't divide by zero below!
|
|
maxmove = MAXMOVE;
|
|
}
|
|
|
|
const double xspeed = fabs (move.X);
|
|
const double yspeed = fabs (move.Y);
|
|
|
|
steps = 1;
|
|
|
|
if (xspeed > yspeed)
|
|
{
|
|
if (xspeed > maxmove)
|
|
{
|
|
steps = int(1 + xspeed / maxmove);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (yspeed > maxmove)
|
|
{
|
|
steps = int(1 + yspeed / maxmove);
|
|
}
|
|
}
|
|
}
|
|
|
|
// P_SlideMove needs to know the step size before P_CheckSlopeWalk
|
|
// because it also calls P_CheckSlopeWalk on its clipped steps.
|
|
DVector2 onestep = startmove / steps;
|
|
|
|
start = mo->Pos();
|
|
step = 1;
|
|
totalsteps = steps;
|
|
|
|
// [RH] Instead of doing ripping damage each step, do it each tic.
|
|
// This makes it compatible with Heretic and Hexen, which only did
|
|
// one step for their missiles with ripping damage (excluding those
|
|
// that don't use P_XYMovement). It's also more intuitive since it
|
|
// makes the damage done dependant on the amount of time the projectile
|
|
// spends inside a target rather than on the projectile's size. The
|
|
// last actor ripped through is recorded so that if the projectile
|
|
// passes through more than one actor this tic, each one takes damage
|
|
// and not just the first one.
|
|
pushtime++;
|
|
|
|
FCheckPosition tm(!!(mo->flags2 & MF2_RIP));
|
|
|
|
DAngle oldangle = mo->Angles.Yaw;
|
|
do
|
|
{
|
|
if (mo->Level->i_compatflags & COMPATF_WALLRUN) pushtime++;
|
|
tm.PushTime = pushtime;
|
|
|
|
ptry = start + move * step / steps;
|
|
|
|
DVector2 startvel = mo->Vel;
|
|
|
|
// killough 3/15/98: Allow objects to drop off
|
|
// [RH] If walking on a slope, stay on the slope
|
|
if (!P_TryMove (mo, ptry, true, walkplane, tm))
|
|
{
|
|
// blocked move
|
|
AActor *BlockingMobj = mo->BlockingMobj;
|
|
line_t *BlockingLine = mo->BlockingLine;
|
|
|
|
// [ZZ]
|
|
if (!BlockingLine && !BlockingMobj) // hit floor or ceiling while XY movement - sector actions
|
|
{
|
|
int hitpart = -1;
|
|
sector_t* hitsector = nullptr;
|
|
secplane_t* hitplane = nullptr;
|
|
if (tm.ceilingsector && mo->Z() + mo->Height > tm.ceilingsector->ceilingplane.ZatPoint(tm.pos.XY()))
|
|
mo->BlockingCeiling = tm.ceilingsector;
|
|
if (tm.floorsector && mo->Z() < tm.floorsector->floorplane.ZatPoint(tm.pos.XY()))
|
|
mo->BlockingFloor = tm.floorsector;
|
|
// the following two only set the appropriate field - to avoid issues caused by running actions right in the middle of XY movement
|
|
P_CheckFor3DFloorHit(mo, mo->floorz, false);
|
|
P_CheckFor3DCeilingHit(mo, mo->ceilingz, false);
|
|
}
|
|
|
|
if (!(mo->flags & MF_MISSILE) && (mo->BounceFlags & BOUNCE_MBF)
|
|
&& (BlockingMobj != NULL ? P_BounceActor(mo, BlockingMobj, false) : P_BounceWall(mo)))
|
|
{
|
|
// Do nothing, relevant actions already done in the condition.
|
|
// This allows to avoid setting velocities to 0 in the final else of this series.
|
|
}
|
|
else if ((mo->flags2 & (MF2_SLIDE|MF2_BLASTED) || bForceSlide) && !(mo->flags&MF_MISSILE))
|
|
{ // try to slide along it
|
|
if (BlockingMobj == NULL)
|
|
{ // slide against wall
|
|
if (BlockingLine != NULL &&
|
|
mo->player && mo->waterlevel && mo->waterlevel < 3 &&
|
|
(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove) &&
|
|
mo->BlockingLine->sidedef[1] != NULL)
|
|
{
|
|
double spd = mo->FloatVar(NAME_WaterClimbSpeed);
|
|
if (fabs(spd) >= EQUAL_EPSILON)
|
|
mo->Vel.Z = spd;
|
|
}
|
|
// If the blocked move executed any push specials that changed the
|
|
// actor's velocity, do not attempt to slide.
|
|
if (mo->Vel.XY() == startvel)
|
|
{
|
|
if (player && (mo->Level->i_compatflags & COMPATF_WALLRUN))
|
|
{
|
|
// [RH] Here is the key to wall running: The move is clipped using its full speed.
|
|
// If the move is done a second time (because it was too fast for one move), it
|
|
// is still clipped against the wall at its full speed, so you effectively
|
|
// execute two moves in one tic.
|
|
P_SlideMove (mo, mo->Vel, 1);
|
|
}
|
|
else
|
|
{
|
|
P_SlideMove (mo, onestep, totalsteps);
|
|
}
|
|
if (mo->Vel.XY().isZero())
|
|
{
|
|
steps = 0;
|
|
}
|
|
else
|
|
{
|
|
if (!player || !(mo->Level->i_compatflags & COMPATF_WALLRUN))
|
|
{
|
|
move = mo->Vel;
|
|
onestep = move / steps;
|
|
P_CheckSlopeWalk (mo, move);
|
|
}
|
|
start = mo->Pos().XY() - move * step / steps;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
steps = 0;
|
|
}
|
|
}
|
|
else
|
|
{ // slide against another actor
|
|
DVector2 t;
|
|
t.X = 0, t.Y = onestep.Y;
|
|
walkplane = P_CheckSlopeWalk (mo, t);
|
|
if (P_TryMove (mo, mo->Pos() + t, true, walkplane, tm))
|
|
{
|
|
mo->Vel.X = 0;
|
|
}
|
|
else
|
|
{
|
|
t.X = onestep.X, t.Y = 0;
|
|
walkplane = P_CheckSlopeWalk (mo, t);
|
|
if (P_TryMove (mo, mo->Pos() + t, true, walkplane, tm))
|
|
{
|
|
mo->Vel.Y = 0;
|
|
}
|
|
else
|
|
{
|
|
mo->Vel.X = mo->Vel.Y = 0;
|
|
}
|
|
}
|
|
if (player && player->mo == mo)
|
|
{
|
|
if (mo->Vel.X == 0)
|
|
player->Vel.X = 0;
|
|
if (mo->Vel.Y == 0)
|
|
player->Vel.Y = 0;
|
|
}
|
|
steps = 0;
|
|
}
|
|
}
|
|
else if (mo->flags & MF_MISSILE)
|
|
{
|
|
steps = 0;
|
|
if (BlockingMobj)
|
|
{
|
|
if (mo->BounceFlags & BOUNCE_Actors)
|
|
{
|
|
// Bounce test and code moved to P_BounceActor
|
|
if (!P_BounceActor(mo, BlockingMobj, false))
|
|
{ // Struck a player/creature
|
|
P_ExplodeMissile (mo, NULL, BlockingMobj);
|
|
}
|
|
return Oldfloorz;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Struck a wall
|
|
if (P_BounceWall (mo))
|
|
{
|
|
mo->PlayBounceSound(false);
|
|
return Oldfloorz;
|
|
}
|
|
}
|
|
if (BlockingMobj && (BlockingMobj->flags2 & MF2_REFLECTIVE))
|
|
{
|
|
bool seeker = (mo->flags2 & MF2_SEEKERMISSILE) ? true : false;
|
|
// Don't change the angle if there's THRUREFLECT on the monster.
|
|
if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
|
|
{
|
|
DAngle angle = BlockingMobj->AngleTo(mo);
|
|
bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
|
|
// Change angle for deflection/reflection
|
|
|
|
if (!dontReflect)
|
|
{
|
|
bool tg = (mo->target != NULL);
|
|
bool blockingtg = (BlockingMobj->target != NULL);
|
|
if ((BlockingMobj->flags7 & MF7_AIMREFLECT) && (tg | blockingtg))
|
|
{
|
|
AActor *origin = tg ? mo->target : BlockingMobj->target;
|
|
|
|
//dest->x - source->x
|
|
DVector3 vect = mo->Vec3To(origin);
|
|
vect.Z += origin->Height / 2;
|
|
mo->Vel = vect.Resized(mo->Speed);
|
|
}
|
|
else
|
|
{
|
|
if ((BlockingMobj->flags7 & MF7_MIRRORREFLECT) && (tg | blockingtg))
|
|
{
|
|
mo->Angles.Yaw += DAngle::fromDeg(180.);
|
|
mo->Vel *= -.5;
|
|
}
|
|
else
|
|
{
|
|
mo->Angles.Yaw = angle;
|
|
mo->VelFromAngle(mo->Speed / 2);
|
|
mo->Vel.Z *= -.5;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
goto explode;
|
|
}
|
|
}
|
|
if (mo->flags2 & MF2_SEEKERMISSILE)
|
|
{
|
|
mo->tracer = mo->target;
|
|
}
|
|
mo->target = BlockingMobj;
|
|
return Oldfloorz;
|
|
}
|
|
explode:
|
|
// explode a missile
|
|
bool onsky = false;
|
|
if (tm.ceilingline && tm.ceilingline->hitSkyWall(mo))
|
|
{
|
|
if (!(mo->flags3 & MF3_SKYEXPLODE))
|
|
{
|
|
// Hack to prevent missiles exploding against the sky.
|
|
// Does not handle sky floors.
|
|
mo->Destroy();
|
|
return Oldfloorz;
|
|
}
|
|
else onsky = true;
|
|
}
|
|
// [RH] Don't explode on horizon lines.
|
|
if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
|
|
{
|
|
if (!(mo->flags3 & MF3_SKYEXPLODE))
|
|
{
|
|
mo->Destroy();
|
|
return Oldfloorz;
|
|
}
|
|
else onsky = true;
|
|
}
|
|
if (mo->BlockingCeiling) // hit floor or ceiling while XY movement
|
|
{
|
|
P_ProjectileHitPlane(mo, SECPART_Ceiling);
|
|
}
|
|
if (mo->BlockingFloor)
|
|
{
|
|
P_ProjectileHitPlane(mo, SECPART_Floor);
|
|
}
|
|
P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj, onsky);
|
|
return Oldfloorz;
|
|
}
|
|
else
|
|
{
|
|
mo->Vel.X = mo->Vel.Y = 0;
|
|
steps = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (mo->Pos().XY() != ptry)
|
|
{
|
|
// If the new position does not match the desired position, the player
|
|
// must have gone through a teleporter or portal.
|
|
|
|
if (mo->Vel.X == 0 && mo->Vel.Y == 0)
|
|
{
|
|
// Stop moving right now if it was a regular teleporter.
|
|
step = steps;
|
|
}
|
|
else
|
|
{
|
|
// It was a portal, line-to-line or fogless teleporter, so the move should continue.
|
|
// For that we need to adjust the start point, and the movement vector.
|
|
DAngle anglediff = deltaangle(oldangle, mo->Angles.Yaw);
|
|
|
|
if (anglediff != nullAngle)
|
|
{
|
|
move = move.Rotated(anglediff);
|
|
oldangle = mo->Angles.Yaw;
|
|
}
|
|
start = mo->Pos() - move * step / steps;
|
|
}
|
|
}
|
|
}
|
|
} while (++step <= steps);
|
|
|
|
// Friction
|
|
|
|
if (player && player->mo == mo && player->cheats & CF_NOVELOCITY)
|
|
{ // debug option for no sliding at all
|
|
mo->Vel.X = mo->Vel.Y = 0;
|
|
player->Vel.X = player->Vel.Y = 0;
|
|
return Oldfloorz;
|
|
}
|
|
|
|
if (mo->flags & (MF_MISSILE | MF_SKULLFLY) || mo->flags8 & MF8_NOFRICTION)
|
|
{ // no friction for missiles
|
|
return Oldfloorz;
|
|
}
|
|
|
|
if (mo->Z() > mo->floorz && !(mo->flags2 & MF2_ONMOBJ) &&
|
|
!mo->IsNoClip2() &&
|
|
(!(mo->flags2 & MF2_FLY) || !(mo->flags & MF_NOGRAVITY)) &&
|
|
!mo->waterlevel)
|
|
{ // [RH] Friction when falling is available for larger aircontrols
|
|
auto airfriction = mo->Level->airfriction;
|
|
if (player != NULL && airfriction != 1.)
|
|
{
|
|
mo->Vel.X *= airfriction;
|
|
mo->Vel.Y *= airfriction;
|
|
|
|
if (player->mo == mo) // Not voodoo dolls
|
|
{
|
|
player->Vel.X *= airfriction;
|
|
player->Vel.Y *= airfriction;
|
|
}
|
|
}
|
|
return Oldfloorz;
|
|
}
|
|
|
|
// killough 8/11/98: add bouncers
|
|
// killough 9/15/98: add objects falling off ledges
|
|
// killough 11/98: only include bouncers hanging off ledges
|
|
if ((mo->flags & MF_CORPSE) || (mo->BounceFlags & BOUNCE_MBF && mo->Z() > mo->dropoffz) || (mo->flags6 & MF6_FALLING))
|
|
{ // Don't stop sliding if halfway off a step with some velocity
|
|
if (fabs(mo->Vel.X) > 0.25 || fabs(mo->Vel.Y) > 0.25)
|
|
{
|
|
if (mo->floorz > mo->Sector->floorplane.ZatPoint(mo))
|
|
{
|
|
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
|
|
{
|
|
unsigned i;
|
|
for(i=0;i<mo->Sector->e->XFloor.ffloors.Size();i++)
|
|
{
|
|
// Sliding around on 3D floors looks extremely bad so
|
|
// if the floor comes from one in the current sector stop sliding the corpse!
|
|
F3DFloor * rover=mo->Sector->e->XFloor.ffloors[i];
|
|
if (!(rover->flags&FF_EXISTS)) continue;
|
|
if (rover->flags&FF_SOLID && rover->top.plane->ZatPoint(mo) == mo->floorz) break;
|
|
}
|
|
if (i==mo->Sector->e->XFloor.ffloors.Size())
|
|
return Oldfloorz;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// killough 11/98:
|
|
// Stop voodoo dolls that have come to rest, despite any
|
|
// moving corresponding player:
|
|
if (fabs(mo->Vel.X) < STOPSPEED && fabs(mo->Vel.Y) < STOPSPEED
|
|
&& (!player || (player->mo != mo)
|
|
|| !(player->cmd.ucmd.forwardmove | player->cmd.ucmd.sidemove)))
|
|
{
|
|
// if in a walking frame, stop moving
|
|
// killough 10/98:
|
|
// Don't affect main player when voodoo dolls stop:
|
|
if (player && player->mo == mo && !(player->cheats & CF_PREDICTING))
|
|
{
|
|
PlayIdle (player->mo);
|
|
}
|
|
|
|
mo->Vel.X = mo->Vel.Y = 0;
|
|
mo->flags4 &= ~MF4_SCROLLMOVE;
|
|
|
|
// killough 10/98: kill any bobbing velocity too (except in voodoo dolls)
|
|
if (player && player->mo == mo)
|
|
player->Vel.X = player->Vel.Y = 0;
|
|
}
|
|
else
|
|
{
|
|
// phares 3/17/98
|
|
// Friction will have been adjusted by friction thinkers for icy
|
|
// or muddy floors. Otherwise it was never touched and
|
|
// remained set at ORIG_FRICTION
|
|
//
|
|
// killough 8/28/98: removed inefficient thinker algorithm,
|
|
// instead using touching_sectorlist in P_GetFriction() to
|
|
// determine friction (and thus only when it is needed).
|
|
//
|
|
// killough 10/98: changed to work with new bobbing method.
|
|
// Reducing player velocity is no longer needed to reduce
|
|
// bobbing, so ice works much better now.
|
|
|
|
double friction = P_GetFriction (mo, NULL);
|
|
|
|
mo->Vel.X *= friction;
|
|
mo->Vel.Y *= friction;
|
|
|
|
// killough 10/98: Always decrease player bobbing by ORIG_FRICTION.
|
|
// This prevents problems with bobbing on ice, where it was not being
|
|
// reduced fast enough, leading to all sorts of kludges being developed.
|
|
|
|
if (player && player->mo == mo) // Not voodoo dolls
|
|
{
|
|
player->Vel.X *= ORIG_FRICTION;
|
|
player->Vel.Y *= ORIG_FRICTION;
|
|
}
|
|
|
|
// Don't let the velocity become less than the smallest representable fixed point value.
|
|
if (fabs(mo->Vel.X) < MinVel) mo->Vel.X = 0;
|
|
if (fabs(mo->Vel.Y) < MinVel) mo->Vel.Y = 0;
|
|
if (player && player->mo == mo) // Not voodoo dolls
|
|
{
|
|
if (fabs(player->Vel.X) < MinVel) player->Vel.X = 0;
|
|
if (fabs(player->Vel.Y) < MinVel) player->Vel.Y = 0;
|
|
}
|
|
}
|
|
return Oldfloorz;
|
|
}
|
|
|
|
|
|
static void P_MonsterFallingDamage (AActor *mo)
|
|
{
|
|
int damage;
|
|
double vel;
|
|
|
|
if (!(mo->Level->flags2 & LEVEL2_MONSTERFALLINGDAMAGE) && !(mo->flags8 & MF8_FALLDAMAGE))
|
|
return;
|
|
if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE)
|
|
return;
|
|
|
|
vel = fabs(mo->Vel.Z);
|
|
if (vel > 35)
|
|
{ // automatic death
|
|
damage = TELEFRAG_DAMAGE;
|
|
}
|
|
else
|
|
{
|
|
damage = int((vel - 23)*6);
|
|
}
|
|
if (!(mo->Level->flags3 & LEVEL3_PROPERMONSTERFALLINGDAMAGE)) damage = TELEFRAG_DAMAGE;
|
|
P_DamageMobj (mo, NULL, NULL, damage, NAME_Falling);
|
|
}
|
|
|
|
//
|
|
// P_ZMovement
|
|
//
|
|
|
|
static void P_ZMovement (AActor *mo, double oldfloorz)
|
|
{
|
|
double dist;
|
|
double delta;
|
|
double oldz = mo->Z();
|
|
double grav = mo->GetGravity();
|
|
|
|
//
|
|
// check for smooth step up
|
|
//
|
|
if (mo->player && mo->player->mo == mo && mo->Z() < mo->floorz)
|
|
{
|
|
mo->player->viewheight -= mo->floorz - mo->Z();
|
|
mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
|
|
}
|
|
|
|
mo->AddZ(mo->Vel.Z);
|
|
|
|
mo->CallFallAndSink(grav, oldfloorz);
|
|
|
|
// Hexen compatibility handling for floatbobbing. Ugh...
|
|
// Hexen yanked all items to the floor, except those being spawned at map start in the air.
|
|
// Those were kept at their original height.
|
|
// Do this only if the item was actually spawned by the map above ground to avoid problems.
|
|
if (mo->specialf1 > 0 && (mo->flags2 & MF2_FLOATBOB) && (mo->Level->ib_compatflags & BCOMPATF_FLOATBOB))
|
|
{
|
|
mo->SetZ(mo->floorz + mo->specialf1);
|
|
}
|
|
|
|
|
|
//
|
|
// adjust height
|
|
//
|
|
if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
|
|
{ // float down towards target if too close
|
|
if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
|
|
{
|
|
dist = mo->Distance2D (mo->target);
|
|
delta = (mo->target->Center()) - mo->Z();
|
|
if (delta < 0 && dist < -(delta*3))
|
|
mo->AddZ(-mo->FloatSpeed);
|
|
else if (delta > 0 && dist < (delta*3))
|
|
mo->AddZ(mo->FloatSpeed);
|
|
}
|
|
}
|
|
if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->Z() > mo->floorz))
|
|
{
|
|
FBaseCVar* const fViewBobCvar = G_GetUserCVar(int(mo->player - players),"FViewBob");
|
|
bool const fViewBob = fViewBobCvar->GetGenericRep(fViewBobCvar->GetRealType()).Bool;
|
|
|
|
if (!mo->IsNoClip2() && fViewBob)
|
|
{
|
|
mo->AddZ(DAngle::fromDeg(360 / 80.f * mo->Level->maptime).Sin() / 8 * mo->FloatVar(NAME_FlyBob));
|
|
}
|
|
|
|
if (!(mo->flags8 & MF8_NOFRICTION))
|
|
{
|
|
mo->Vel.Z *= FRICTION_FLY;
|
|
}
|
|
}
|
|
if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY) && !(mo->flags8 & MF8_NOFRICTION))
|
|
{
|
|
double friction = -1;
|
|
|
|
// Check 3D floors -- might be the source of the waterlevel
|
|
for (auto rover : mo->Sector->e->XFloor.ffloors)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
if (!(rover->flags & FF_SWIMMABLE)) continue;
|
|
|
|
if (mo->Z() >= rover->top.plane->ZatPoint(mo) ||
|
|
mo->Center() < rover->bottom.plane->ZatPoint(mo))
|
|
continue;
|
|
|
|
friction = rover->model->GetFriction(rover->top.isceiling);
|
|
break;
|
|
}
|
|
if (friction < 0)
|
|
friction = mo->Sector->GetFriction(); // get real friction, even if from a terrain definition
|
|
|
|
mo->Vel.Z *= friction;
|
|
}
|
|
|
|
//
|
|
// clip movement
|
|
//
|
|
if (mo->Z() <= mo->floorz)
|
|
{ // Hit the floor
|
|
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
|
|
mo->Sector->SecActTarget != NULL &&
|
|
mo->Sector->floorplane.ZatPoint(mo) == mo->floorz)
|
|
{ // [RH] Let the sector do something to the actor
|
|
mo->Sector->TriggerSectorActions(mo, SECSPAC_HitFloor);
|
|
}
|
|
P_CheckFor3DFloorHit(mo, mo->floorz, true);
|
|
// [RH] Need to recheck this because the sector action might have
|
|
// teleported the actor so it is no longer below the floor.
|
|
if (mo->Z() <= mo->floorz)
|
|
{
|
|
mo->BlockingFloor = mo->Sector;
|
|
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
|
|
{
|
|
mo->SetZ(mo->floorz);
|
|
if (mo->BounceFlags & BOUNCE_Floors)
|
|
{
|
|
mo->FloorBounceMissile (mo->floorsector->floorplane);
|
|
/* if (!CanJump(mo)) */ return;
|
|
}
|
|
else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
|
|
{
|
|
P_HitFloor (mo);
|
|
mo->Vel.Z = 0;
|
|
return;
|
|
}
|
|
else if ((mo->flags3 & MF3_FLOORHUGGER) && !(mo->flags5 & MF5_NODROPOFF))
|
|
{ // Floor huggers can go up steps
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
bool onsky = false;
|
|
if (mo->floorpic == skyflatnum)
|
|
{
|
|
if (!(mo->flags3 & MF3_SKYEXPLODE))
|
|
{
|
|
// [RH] Just remove the missile without exploding it
|
|
// if this is a sky floor.
|
|
mo->Destroy();
|
|
return;
|
|
}
|
|
else onsky = true;
|
|
}
|
|
P_HitFloor (mo);
|
|
// hit floor: direct damage callback
|
|
P_ProjectileHitPlane(mo, SECPART_Floor);
|
|
P_ExplodeMissile (mo, NULL, NULL, onsky);
|
|
return;
|
|
}
|
|
}
|
|
else if (mo->BounceFlags & BOUNCE_MBF && mo->Vel.Z) // check for MBF-like bounce on non-missiles
|
|
{
|
|
mo->FloorBounceMissile(mo->floorsector->floorplane);
|
|
}
|
|
if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling
|
|
{
|
|
if (mo->Vel.Z < -23)
|
|
{
|
|
P_MonsterFallingDamage (mo);
|
|
}
|
|
}
|
|
mo->SetZ(mo->floorz);
|
|
if (mo->Vel.Z < 0)
|
|
{
|
|
const double minvel = -8; // landing speed from a jump with normal gravity
|
|
|
|
// Spawn splashes, etc.
|
|
P_HitFloor (mo);
|
|
if (mo->DamageType == NAME_Ice && mo->Vel.Z < minvel)
|
|
{
|
|
mo->tics = 1;
|
|
mo->Vel.Zero();
|
|
return;
|
|
}
|
|
// Let the actor do something special for hitting the floor
|
|
if (mo->flags7 & MF7_SMASHABLE)
|
|
{
|
|
P_DamageMobj(mo, nullptr, nullptr, mo->health, NAME_Smash);
|
|
}
|
|
if (mo->player)
|
|
{
|
|
if (mo->player->jumpTics < 0 || mo->Vel.Z < minvel)
|
|
{ // delay any jumping for a short while
|
|
mo->player->jumpTics = 7;
|
|
}
|
|
if (mo->Vel.Z < minvel && !(mo->flags & MF_NOGRAVITY))
|
|
{
|
|
// Squat down.
|
|
// Decrease viewheight for a moment after hitting the ground (hard),
|
|
// and utter appropriate sound.
|
|
PlayerLandedOnThing (mo, NULL);
|
|
}
|
|
}
|
|
mo->Vel.Z = 0;
|
|
}
|
|
if (mo->flags & MF_SKULLFLY)
|
|
{ // The skull slammed into something
|
|
mo->Vel.Z = -mo->Vel.Z;
|
|
}
|
|
mo->Crash();
|
|
}
|
|
}
|
|
|
|
if (mo->flags2 & MF2_FLOORCLIP)
|
|
{
|
|
mo->AdjustFloorClip ();
|
|
}
|
|
|
|
if (mo->Top() > mo->ceilingz)
|
|
{ // hit the ceiling
|
|
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
|
|
mo->Sector->SecActTarget != NULL &&
|
|
mo->Sector->ceilingplane.ZatPoint(mo) == mo->ceilingz)
|
|
{ // [RH] Let the sector do something to the actor
|
|
mo->Sector->TriggerSectorActions (mo, SECSPAC_HitCeiling);
|
|
}
|
|
P_CheckFor3DCeilingHit(mo, mo->ceilingz, true);
|
|
// [RH] Need to recheck this because the sector action might have
|
|
// teleported the actor so it is no longer above the ceiling.
|
|
if (mo->Top() > mo->ceilingz)
|
|
{
|
|
mo->BlockingCeiling = mo->Sector;
|
|
mo->SetZ(mo->ceilingz - mo->Height);
|
|
if (mo->BounceFlags & BOUNCE_Ceilings)
|
|
{ // ceiling bounce
|
|
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
|
|
/* if (!CanJump(mo)) */ return;
|
|
}
|
|
if (mo->flags & MF_SKULLFLY)
|
|
{ // the skull slammed into something
|
|
mo->Vel.Z = -mo->Vel.Z;
|
|
}
|
|
if (mo->Vel.Z > 0)
|
|
mo->Vel.Z = 0;
|
|
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
|
|
{
|
|
if (mo->flags3 & MF3_CEILINGHUGGER)
|
|
{
|
|
return;
|
|
}
|
|
bool onsky = false;
|
|
if (mo->ceilingpic == skyflatnum)
|
|
{
|
|
if (!(mo->flags3 & MF3_SKYEXPLODE))
|
|
{
|
|
mo->Destroy();
|
|
return;
|
|
}
|
|
else onsky = true;
|
|
}
|
|
// hit ceiling: direct damage callback
|
|
P_ProjectileHitPlane(mo, SECPART_Ceiling);
|
|
P_ExplodeMissile (mo, NULL, NULL, onsky);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
P_CheckFakeFloorTriggers (mo, oldz);
|
|
}
|
|
|
|
void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight)
|
|
{
|
|
if (mo->player && (mo->player->cheats & CF_PREDICTING))
|
|
{
|
|
return;
|
|
}
|
|
sector_t *sec = mo->Sector;
|
|
assert (sec != NULL);
|
|
if (sec == NULL)
|
|
{
|
|
return;
|
|
}
|
|
if (sec->heightsec != NULL && sec->SecActTarget != NULL)
|
|
{
|
|
sector_t *hs = sec->heightsec;
|
|
double waterz = hs->floorplane.ZatPoint(mo);
|
|
double newz;
|
|
double viewheight;
|
|
|
|
if (mo->player != NULL)
|
|
{
|
|
viewheight = mo->player->viewheight;
|
|
}
|
|
else
|
|
{
|
|
viewheight = mo->Height;
|
|
}
|
|
|
|
if (oldz > waterz && mo->Z() <= waterz)
|
|
{ // Feet hit fake floor
|
|
sec->TriggerSectorActions (mo, SECSPAC_HitFakeFloor);
|
|
}
|
|
|
|
newz = mo->Z() + viewheight;
|
|
if (!oldz_has_viewheight)
|
|
{
|
|
oldz += viewheight;
|
|
}
|
|
|
|
if (oldz <= waterz && newz > waterz)
|
|
{ // View went above fake floor
|
|
sec->TriggerSectorActions (mo, SECSPAC_EyesSurface);
|
|
}
|
|
else if (oldz > waterz && newz <= waterz)
|
|
{ // View went below fake floor
|
|
sec->TriggerSectorActions (mo, SECSPAC_EyesDive);
|
|
}
|
|
|
|
if (!(hs->MoreFlags & SECMF_FAKEFLOORONLY))
|
|
{
|
|
waterz = hs->ceilingplane.ZatPoint(mo);
|
|
if (oldz <= waterz && newz > waterz)
|
|
{ // View went above fake ceiling
|
|
sec->TriggerSectorActions (mo, SECSPAC_EyesAboveC);
|
|
}
|
|
else if (oldz > waterz && newz <= waterz)
|
|
{ // View went below fake ceiling
|
|
sec->TriggerSectorActions (mo, SECSPAC_EyesBelowC);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, CheckFakeFloorTriggers)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT(oldz);
|
|
PARAM_BOOL(oldz_has_viewh);
|
|
P_CheckFakeFloorTriggers(self, oldz, oldz_has_viewh);
|
|
return 0;
|
|
}
|
|
//===========================================================================
|
|
//
|
|
// PlayerLandedOnThing
|
|
//
|
|
//===========================================================================
|
|
|
|
static void PlayerLandedMakeGruntSound(AActor* self, AActor *onmobj)
|
|
{
|
|
IFVIRTUALPTR(self, AActor, PlayerLandedMakeGruntSound)
|
|
{
|
|
VMValue params[2] = { self, onmobj };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
static void PlayerLandedOnThing (AActor *mo, AActor *onmobj)
|
|
{
|
|
if (!mo->player)
|
|
return;
|
|
|
|
if (mo->player->mo == mo)
|
|
{
|
|
mo->player->deltaviewheight = mo->Vel.Z / 8.;
|
|
}
|
|
|
|
if (mo->player->cheats & CF_PREDICTING)
|
|
return;
|
|
|
|
P_FallingDamage (mo);
|
|
|
|
PlayerLandedMakeGruntSound(mo, onmobj);
|
|
|
|
// mo->player->centering = true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: FallAndSink
|
|
//
|
|
//==========================================================================
|
|
|
|
void AActor::FallAndSink(double grav, double oldfloorz)
|
|
{
|
|
if (Z() > floorz && !(flags & MF_NOGRAVITY))
|
|
{
|
|
double startvelz = Vel.Z;
|
|
|
|
if (waterlevel == 0 || (player &&
|
|
!(player->cmd.ucmd.forwardmove | player->cmd.ucmd.sidemove)))
|
|
{
|
|
// [RH] Double gravity only if running off a ledge. Coming down from
|
|
// an upward thrust (e.g. a jump) should not double it.
|
|
if (Vel.Z == 0 && oldfloorz > floorz && Z() == oldfloorz)
|
|
{
|
|
Vel.Z -= grav + grav;
|
|
}
|
|
else
|
|
{
|
|
Vel.Z -= grav;
|
|
}
|
|
}
|
|
if (player == NULL)
|
|
{
|
|
if (waterlevel >= 1)
|
|
{
|
|
double sinkspeed;
|
|
|
|
if ((flags & MF_SPECIAL) && !(flags3 & MF3_ISMONSTER))
|
|
{ // Pickup items don't sink if placed and drop slowly if dropped
|
|
sinkspeed = (flags & MF_DROPPED) ? -WATER_SINK_SPEED / 8 : 0;
|
|
}
|
|
else
|
|
{
|
|
sinkspeed = -WATER_SINK_SPEED;
|
|
|
|
// If it's not a player, scale sinkspeed by its mass, with
|
|
// 100 being equivalent to a player.
|
|
if (player == NULL)
|
|
{
|
|
sinkspeed = sinkspeed * clamp(Mass, 1, 4000) / 100;
|
|
}
|
|
}
|
|
if (Vel.Z < sinkspeed)
|
|
{ // Dropping too fast, so slow down toward sinkspeed.
|
|
Vel.Z -= max(sinkspeed * 2, -8.);
|
|
if (Vel.Z > sinkspeed)
|
|
{
|
|
Vel.Z = sinkspeed;
|
|
}
|
|
}
|
|
else if (Vel.Z > sinkspeed)
|
|
{ // Dropping too slow/going up, so trend toward sinkspeed.
|
|
Vel.Z = startvelz + max(sinkspeed / 3, -8.);
|
|
if (Vel.Z < sinkspeed)
|
|
{
|
|
Vel.Z = sinkspeed;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (waterlevel > 1)
|
|
{
|
|
double sinkspeed = -WATER_SINK_SPEED;
|
|
|
|
if (Vel.Z < sinkspeed)
|
|
{
|
|
Vel.Z = (startvelz < sinkspeed) ? startvelz : sinkspeed;
|
|
}
|
|
else
|
|
{
|
|
Vel.Z = startvelz + ((Vel.Z - startvelz) *
|
|
(waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, FallAndSink)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT(grav);
|
|
PARAM_FLOAT(oldfloorz);
|
|
self->FallAndSink(grav, oldfloorz);
|
|
return 0;
|
|
}
|
|
|
|
void AActor::CallFallAndSink(double grav, double oldfloorz)
|
|
{
|
|
IFVIRTUAL(AActor, FallAndSink)
|
|
{
|
|
VMValue params[3] = { (DObject*)this, grav, oldfloorz };
|
|
VMCall(func, params, 3, nullptr, 0);
|
|
}
|
|
else
|
|
{
|
|
FallAndSink(grav, oldfloorz);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_NightmareRespawn
|
|
//
|
|
void P_NightmareRespawn (AActor *mobj)
|
|
{
|
|
double z;
|
|
AActor *mo;
|
|
AActor *info = mobj->GetDefault();
|
|
|
|
mobj->skillrespawncount++;
|
|
|
|
// spawn the new monster (assume the spawn will be good)
|
|
if (info->flags & MF_SPAWNCEILING)
|
|
z = ONCEILINGZ;
|
|
else if (info->flags2 & MF2_SPAWNFLOAT)
|
|
z = FLOATRANDZ;
|
|
else
|
|
z = ONFLOORZ;
|
|
|
|
// spawn it
|
|
mo = AActor::StaticSpawn(mobj->Level, mobj->GetClass(), DVector3(mobj->SpawnPoint.X, mobj->SpawnPoint.Y, z), NO_REPLACE, true);
|
|
mo->health = mobj->SpawnHealth();
|
|
|
|
if (z == ONFLOORZ)
|
|
{
|
|
mo->AddZ(mobj->SpawnPoint.Z);
|
|
if (mo->Z() < mo->floorz)
|
|
{ // Do not respawn monsters in the floor, even if that's where they
|
|
// started. The initial P_ZMovement() call would have put them on
|
|
// the floor right away, but we need them on the floor now so we
|
|
// can use P_CheckPosition() properly.
|
|
mo->SetZ(mo->floorz);
|
|
}
|
|
if (mo->Top() > mo->ceilingz)
|
|
{
|
|
mo->SetZ(mo->ceilingz- mo->Height);
|
|
}
|
|
}
|
|
else if (z == ONCEILINGZ)
|
|
{
|
|
mo->AddZ(-mobj->SpawnPoint.Z);
|
|
}
|
|
|
|
// If there are 3D floors, we need to find floor/ceiling again.
|
|
P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
|
|
|
if (z == ONFLOORZ)
|
|
{
|
|
if (mo->Z() < mo->floorz)
|
|
{ // Do not respawn monsters in the floor, even if that's where they
|
|
// started. The initial P_ZMovement() call would have put them on
|
|
// the floor right away, but we need them on the floor now so we
|
|
// can use P_CheckPosition() properly.
|
|
mo->SetZ(mo->floorz);
|
|
}
|
|
if (mo->Top() > mo->ceilingz)
|
|
{ // Do the same for the ceiling.
|
|
mo->SetZ(mo->ceilingz - mo->Height);
|
|
}
|
|
}
|
|
|
|
// something is occupying its position?
|
|
if (!P_CheckPosition(mo, mo->Pos(), true))
|
|
{
|
|
//[GrafZahl] MF_COUNTKILL still needs to be checked here.
|
|
mo->ClearCounters();
|
|
mo->Destroy ();
|
|
return; // no respawn
|
|
}
|
|
|
|
z = mo->Z();
|
|
|
|
// inherit attributes from deceased one
|
|
mo->SpawnPoint = mobj->SpawnPoint;
|
|
mo->SpawnAngle = mobj->SpawnAngle;
|
|
mo->SpawnFlags = mobj->SpawnFlags & ~MTF_DORMANT; // It wasn't dormant when it died, so it's not dormant now, either.
|
|
mo->Angles.Yaw = DAngle::fromDeg(mobj->SpawnAngle);
|
|
|
|
mo->HandleSpawnFlags ();
|
|
mo->reactiontime = 18;
|
|
mo->CopyFriendliness (mobj, false);
|
|
mo->Translation = mobj->Translation;
|
|
|
|
mo->skillrespawncount = mobj->skillrespawncount;
|
|
|
|
mo->Prev.Z = z; // Do not interpolate Z position if we changed it since spawning.
|
|
|
|
// spawn a teleport fog at old spot because of removal of the body?
|
|
P_SpawnTeleportFog(mobj, mobj->Pos(), true, true);
|
|
|
|
// spawn a teleport fog at the new spot
|
|
P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z), false, true);
|
|
|
|
// remove the old monster
|
|
mobj->Destroy ();
|
|
}
|
|
|
|
|
|
//
|
|
// P_AddMobjToHash
|
|
//
|
|
// Inserts an mobj into the correct chain based on its tid.
|
|
// If its tid is 0, this function does nothing.
|
|
//
|
|
void AActor::AddToHash ()
|
|
{
|
|
assert(!(ObjectFlags & OF_EuthanizeMe));
|
|
|
|
if (tid == 0)
|
|
{
|
|
iprev = NULL;
|
|
inext = NULL;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int hash = TIDHASH (tid);
|
|
auto &slot = Level->TIDHash[hash];
|
|
|
|
inext = slot;
|
|
iprev = &slot;
|
|
slot = this;
|
|
if (inext)
|
|
{
|
|
inext->iprev = &inext;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_RemoveMobjFromHash
|
|
//
|
|
// Removes an mobj from its hash chain.
|
|
//
|
|
void AActor::RemoveFromHash ()
|
|
{
|
|
if (tid != 0 && iprev)
|
|
{
|
|
*iprev = inext;
|
|
if (inext)
|
|
{
|
|
inext->iprev = iprev;
|
|
}
|
|
iprev = NULL;
|
|
inext = NULL;
|
|
}
|
|
tid = 0;
|
|
}
|
|
|
|
void AActor::SetTID (int newTID)
|
|
{
|
|
RemoveFromHash();
|
|
|
|
if (ObjectFlags & OF_EuthanizeMe)
|
|
{
|
|
// Do not assign TID and do not link actor into the hash
|
|
// if it was already destroyed and will be freed by GC
|
|
return;
|
|
}
|
|
|
|
tid = newTID;
|
|
|
|
AddToHash();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_IsTIDUsed
|
|
//
|
|
// Returns true if there is at least one actor with the specified TID
|
|
// (dead or alive).
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FLevelLocals::IsTIDUsed(int tid)
|
|
{
|
|
AActor *probe = TIDHash[tid & 127];
|
|
while (probe != NULL)
|
|
{
|
|
if (probe->tid == tid)
|
|
{
|
|
return true;
|
|
}
|
|
probe = probe->inext;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_FindUniqueTID
|
|
//
|
|
// Returns an unused TID. If start_tid is 0, then a random TID will be
|
|
// chosen. Otherwise, it will perform a linear search starting from
|
|
// start_tid. If limit is non-0, then it will not check more than <limit>
|
|
// number of TIDs. Returns 0 if no suitable TID was found.
|
|
//
|
|
//==========================================================================
|
|
|
|
int FLevelLocals::FindUniqueTID(int start_tid, int limit)
|
|
{
|
|
int tid;
|
|
|
|
if (start_tid != 0)
|
|
{ // Do a linear search.
|
|
if (start_tid > INT_MAX-limit+1)
|
|
{ // If 'limit+start_tid-1' overflows, clamp 'limit' to INT_MAX
|
|
limit = INT_MAX;
|
|
}
|
|
else
|
|
{
|
|
limit += start_tid-1;
|
|
}
|
|
for (tid = start_tid; tid <= limit; ++tid)
|
|
{
|
|
if (tid != 0 && !IsTIDUsed(tid))
|
|
{
|
|
return tid;
|
|
}
|
|
}
|
|
// Nothing free found.
|
|
return 0;
|
|
}
|
|
// Do a random search. To try and be a bit more performant, this
|
|
// actually does several linear searches. In the case of *very*
|
|
// dense TID usage, this could potentially perform worse than doing
|
|
// a complete linear scan starting at 1. However, you would need
|
|
// to use an absolutely ridiculous number of actors before this
|
|
// becomes a real concern.
|
|
if (limit == 0)
|
|
{
|
|
limit = INT_MAX;
|
|
}
|
|
for (int i = 0; i < limit; i += 5)
|
|
{
|
|
// Use a positive starting TID.
|
|
tid = pr_uniquetid.GenRand32() & INT_MAX;
|
|
tid = FindUniqueTID(tid == 0 ? 1 : tid, 5);
|
|
if (tid != 0)
|
|
{
|
|
return tid;
|
|
}
|
|
}
|
|
// Nothing free found.
|
|
return 0;
|
|
}
|
|
|
|
|
|
CCMD(utid)
|
|
{
|
|
for (auto Level : AllLevels())
|
|
{
|
|
Printf("%s, %d\n", Level->MapName.GetChars(), Level->FindUniqueTID(argv.argc() > 1 ? atoi(argv[1]) : 0,
|
|
(argv.argc() > 2 && atoi(argv[2]) >= 0) ? atoi(argv[2]) : 0));
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: GetMissileDamage
|
|
//
|
|
// If the actor's damage amount is an expression, evaluate it and return
|
|
// the result. Otherwise, return ((random() & mask) + add) * damage.
|
|
//
|
|
//==========================================================================
|
|
|
|
int AActor::GetMissileDamage (int mask, int add)
|
|
{
|
|
if (DamageVal >= 0)
|
|
{
|
|
if (mask == 0)
|
|
{
|
|
return add * DamageVal;
|
|
}
|
|
else
|
|
{
|
|
return ((pr_missiledamage() & mask) + add) * DamageVal;
|
|
}
|
|
}
|
|
if (DamageFunc == nullptr)
|
|
{
|
|
// This should never happen
|
|
assert(false && "No damage function found");
|
|
return 0;
|
|
}
|
|
VMValue param = this;
|
|
VMReturn result;
|
|
|
|
int amount;
|
|
|
|
result.IntAt(&amount);
|
|
|
|
if (VMCall(DamageFunc, ¶m, 1, &result, 1) < 1)
|
|
{ // No results
|
|
return 0;
|
|
}
|
|
return amount;
|
|
}
|
|
|
|
void AActor::Howl ()
|
|
{
|
|
FSoundID howl = SoundVar(NAME_HowlSound);
|
|
if (!S_IsActorPlayingSomething(this, CHAN_BODY, howl))
|
|
{
|
|
S_Sound (this, CHAN_BODY, 0, howl, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, Howl)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
self->Howl();
|
|
return 0;
|
|
}
|
|
|
|
bool AActor::Slam (AActor *thing)
|
|
{
|
|
if ((flags8 & MF8_ONLYSLAMSOLID)
|
|
&& !(thing->flags & MF_SOLID) && !(thing->flags & MF_SHOOTABLE))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
flags &= ~MF_SKULLFLY;
|
|
Vel.Zero();
|
|
if (health > 0)
|
|
{
|
|
if (!(flags2 & MF2_DORMANT))
|
|
{
|
|
int dam = GetMissileDamage (7, 1);
|
|
int newdam = P_DamageMobj (thing, this, this, dam, NAME_Melee);
|
|
P_TraceBleed (newdam > 0 ? newdam : dam, thing, this);
|
|
// The charging monster may have died by the target's actions here.
|
|
if (health > 0)
|
|
{
|
|
FState *slam = FindState(NAME_Slam);
|
|
if (slam != NULL)
|
|
SetState(slam);
|
|
else if (SeeState != NULL && !(flags8 & MF8_RETARGETAFTERSLAM))
|
|
SetState (SeeState);
|
|
else
|
|
SetIdle();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetIdle();
|
|
tics = -1;
|
|
}
|
|
}
|
|
return false; // stop moving
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, Slam)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT(thing, AActor);
|
|
ACTION_RETURN_BOOL(self->Slam(thing));
|
|
}
|
|
|
|
bool AActor::CallSlam(AActor *thing)
|
|
{
|
|
IFVIRTUAL(AActor, Slam)
|
|
{
|
|
VMValue params[2] = { (DObject*)this, thing };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
VMCall(func, params, 2, &ret, 1);
|
|
return !!retval;
|
|
|
|
}
|
|
else return Slam(thing);
|
|
}
|
|
|
|
|
|
|
|
// This virtual method only exists on the script side.
|
|
int AActor::SpecialMissileHit (AActor *victim)
|
|
{
|
|
IFVIRTUAL(AActor, SpecialMissileHit)
|
|
{
|
|
VMValue params[2] = { (DObject*)this, victim };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
VMCall(func, params, 2, &ret, 1);
|
|
return retval;
|
|
}
|
|
else return -1;
|
|
}
|
|
|
|
bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle)
|
|
{
|
|
if (flags2 & MF2_DONTREFLECT) return true;
|
|
if (thing->flags7 & MF7_THRUREFLECT) return false;
|
|
// Change angle for reflection
|
|
if (thing->flags4&MF4_SHIELDREFLECT)
|
|
{
|
|
// Shield reflection (from the Centaur)
|
|
if (absangle(angle, thing->Angles.Yaw) > DAngle::fromDeg(45))
|
|
return true; // Let missile explode
|
|
|
|
if (thing->flags7 & MF7_NOSHIELDREFLECT) return true;
|
|
|
|
if (pr_reflect () < 128)
|
|
angle += DAngle::fromDeg(45);
|
|
else
|
|
angle -= DAngle::fromDeg(45);
|
|
|
|
}
|
|
else if (thing->flags4&MF4_DEFLECT)
|
|
{
|
|
// deflect (like the Heresiarch)
|
|
if(pr_reflect() < 128)
|
|
angle += DAngle::fromDeg(45);
|
|
else
|
|
angle -= DAngle::fromDeg(45);
|
|
}
|
|
else
|
|
{
|
|
angle += DAngle::fromDeg((pr_reflect() % 16) - 8);
|
|
}
|
|
//Always check for AIMREFLECT, no matter what else is checked above.
|
|
if (thing->flags7 & MF7_AIMREFLECT)
|
|
{
|
|
if (this->target != NULL)
|
|
{
|
|
A_Face(this, this->target);
|
|
}
|
|
else if (thing->target != NULL)
|
|
{
|
|
A_Face(this, thing->target);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int AActor::AbsorbDamage(int damage, FName dmgtype, AActor *inflictor, AActor *source, int flags)
|
|
{
|
|
AActor *next;
|
|
for (AActor *item = Inventory; item != nullptr; item = next)
|
|
{
|
|
// [Player701] Remember the next item now in case the current item is destroyed later
|
|
next = item->Inventory;
|
|
IFVIRTUALPTRNAME(item, NAME_Inventory, AbsorbDamage)
|
|
{
|
|
VMValue params[7] = { item, damage, dmgtype.GetIndex(), &damage, inflictor, source, flags };
|
|
VMCall(func, params, 7, nullptr, 0);
|
|
}
|
|
}
|
|
return damage;
|
|
}
|
|
|
|
void AActor::AlterWeaponSprite(visstyle_t *vis)
|
|
{
|
|
int changed = 0;
|
|
TArray<AActor *> items;
|
|
// This needs to go backwards through the items but the list has no backlinks.
|
|
for (AActor *item = Inventory; item != nullptr; item = item->Inventory)
|
|
{
|
|
items.Push(item);
|
|
}
|
|
for(int i=items.Size()-1;i>=0;i--)
|
|
{
|
|
IFVIRTUALPTRNAME(items[i], NAME_Inventory, AlterWeaponSprite)
|
|
{
|
|
VMValue params[3] = { items[i], vis, &changed };
|
|
VMCall(func, params, 3, nullptr, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void AActor::PlayActiveSound ()
|
|
{
|
|
if (ActiveSound.isvalid() && !S_IsActorPlayingSomething(this, CHAN_VOICE))
|
|
{
|
|
S_Sound (this, CHAN_VOICE, 0, ActiveSound, 1,
|
|
(flags3 & MF3_FULLVOLACTIVE) ? ATTN_NONE : ATTN_IDLE);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, PlayActiveSound)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
self->PlayActiveSound();
|
|
return 0;
|
|
}
|
|
|
|
void AActor::PlayPushSound()
|
|
{
|
|
FSoundID push = SoundVar(NAME_PushSound);
|
|
if (!S_IsActorPlayingSomething(this, CHAN_BODY, push))
|
|
{
|
|
S_Sound(this, CHAN_BODY, 0, push, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, PlayPushSound)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
self->PlayPushSound();
|
|
return 0;
|
|
}
|
|
|
|
bool AActor::IsOkayToAttack (AActor *link)
|
|
{
|
|
// Standard things to eliminate: an actor shouldn't attack itself,
|
|
// or a non-shootable, dormant, non-player-and-non-monster actor.
|
|
if (link == this) return false;
|
|
if (!(link->player||(link->flags3 & MF3_ISMONSTER)))return false;
|
|
if (!(link->flags & MF_SHOOTABLE)) return false;
|
|
if (link->flags2 & MF2_DORMANT) return false;
|
|
if (link->flags7 & MF7_NEVERTARGET) return false; // NEVERTARGET means just that.
|
|
|
|
// An actor shouldn't attack friendly actors. The reference depends
|
|
// on the type of actor: for a player's actor, itself; for a projectile,
|
|
// its target; and for a summoned minion, its tracer.
|
|
AActor * Friend;
|
|
if (flags5 & MF5_SUMMONEDMONSTER) Friend = tracer;
|
|
else if (flags & MF_MISSILE) Friend = target;
|
|
else if ((flags & MF_FRIENDLY) && FriendPlayer) Friend = Level->Players[FriendPlayer-1]->mo;
|
|
else Friend = this;
|
|
|
|
// Friend checks
|
|
if (link == Friend) return false;
|
|
if (Friend == NULL) return false;
|
|
if (Friend->IsFriend(link)) return false;
|
|
if ((link->flags5 & MF5_SUMMONEDMONSTER) // No attack against minions on the same side
|
|
&& (link->tracer == Friend)) return false;
|
|
if (multiplayer && !deathmatch // No attack against fellow players in coop
|
|
&& link->player && Friend->player) return false;
|
|
if (((flags & link->flags) & MF_FRIENDLY) // No friendly infighting amongst minions
|
|
&& IsFriend(link)) return false;
|
|
|
|
// Now that all the actor checks are made, the line of sight can be checked
|
|
if (P_CheckSight (this, link))
|
|
{
|
|
// AMageStaffFX2::IsOkayToAttack had an extra check here, generalized with a flag,
|
|
// to only allow the check to succeed if the enemy was in a ~84 FOV of the player
|
|
if (flags3 & MF3_SCREENSEEKER)
|
|
{
|
|
DAngle angle = absangle(Friend->AngleTo(link), Friend->Angles.Yaw);
|
|
if (angle < DAngle::fromDeg(30 * (256./360.)))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
// Other actors are not concerned by this check
|
|
else return true;
|
|
}
|
|
// The sight check was failed, or the angle wasn't right for a screenseeker
|
|
return false;
|
|
}
|
|
|
|
void AActor::SetShade (uint32_t rgb)
|
|
{
|
|
PalEntry *entry = (PalEntry *)&rgb;
|
|
fillcolor = (rgb & 0xffffff) | (ColorMatcher.Pick (entry->r, entry->g, entry->b) << 24);
|
|
}
|
|
|
|
void AActor::SetShade (int r, int g, int b)
|
|
{
|
|
fillcolor = MAKEARGB(ColorMatcher.Pick (r, g, b), r, g, b);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SetShade)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_INT(color);
|
|
self->SetShade(color);
|
|
return 0;
|
|
}
|
|
|
|
// [MC] Helper function for Set(View)Pitch.
|
|
DAngle AActor::ClampPitch(DAngle p)
|
|
{
|
|
// clamp the pitch we set
|
|
DAngle min, max;
|
|
|
|
if (player != nullptr)
|
|
{
|
|
min = player->MinPitch;
|
|
max = player->MaxPitch;
|
|
}
|
|
else
|
|
{
|
|
min = DAngle::fromDeg(-89.);
|
|
max = DAngle::fromDeg(89.);
|
|
}
|
|
p = clamp(p, min, max);
|
|
return p;
|
|
}
|
|
|
|
void AActor::SetPitch(DAngle p, int fflags)
|
|
{
|
|
if (player != nullptr || (fflags & SPF_FORCECLAMP))
|
|
{
|
|
p = ClampPitch(p);
|
|
}
|
|
|
|
if (p != Angles.Pitch)
|
|
{
|
|
if (player != nullptr)
|
|
{
|
|
const bool mustLerp = !P_NoInterpolation(player, this);
|
|
|
|
if ((fflags & SPF_INTERPOLATE) || ((fflags & SPF_SCALEDNOLERP) && mustLerp))
|
|
{
|
|
Angles.Pitch = p;
|
|
player->cheats |= CF_INTERPVIEW;
|
|
}
|
|
else if ((fflags & SPF_SCALEDNOLERP) && !mustLerp)
|
|
{
|
|
player->angleTargets.Pitch = deltaangle(Angles.Pitch, p);
|
|
player->angleAppliedAmounts.Pitch = nullAngle;
|
|
player->cheats |= CF_SCALEDNOLERP;
|
|
}
|
|
else
|
|
{
|
|
Angles.Pitch = p;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Angles.Pitch = p;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void AActor::SetAngle(DAngle ang, int fflags)
|
|
{
|
|
if (ang != Angles.Yaw)
|
|
{
|
|
if (player != nullptr)
|
|
{
|
|
const bool mustLerp = !P_NoInterpolation(player, this);
|
|
|
|
if ((fflags & SPF_INTERPOLATE) || ((fflags & SPF_SCALEDNOLERP) && mustLerp))
|
|
{
|
|
Angles.Yaw = ang;
|
|
player->cheats |= CF_INTERPVIEW;
|
|
}
|
|
else if ((fflags & SPF_SCALEDNOLERP) && !mustLerp)
|
|
{
|
|
player->angleTargets.Yaw = deltaangle(Angles.Yaw, ang);
|
|
player->angleAppliedAmounts.Yaw = nullAngle;
|
|
player->cheats |= CF_SCALEDNOLERP;
|
|
}
|
|
else
|
|
{
|
|
Angles.Yaw = ang;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Angles.Yaw = ang;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void AActor::SetRoll(DAngle r, int fflags)
|
|
{
|
|
if (r != Angles.Roll)
|
|
{
|
|
if (player != nullptr)
|
|
{
|
|
const bool mustLerp = !P_NoInterpolation(player, this);
|
|
|
|
if ((fflags & SPF_INTERPOLATE) || ((fflags & SPF_SCALEDNOLERP) && mustLerp))
|
|
{
|
|
Angles.Roll = r;
|
|
player->cheats |= CF_INTERPVIEW;
|
|
}
|
|
else if ((fflags & SPF_SCALEDNOLERP) && !mustLerp)
|
|
{
|
|
player->angleTargets.Roll = deltaangle(Angles.Roll, r);
|
|
player->angleAppliedAmounts.Roll = nullAngle;
|
|
player->cheats |= CF_SCALEDNOLERP;
|
|
}
|
|
else
|
|
{
|
|
Angles.Roll = r;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Angles.Roll = r;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AActor::SetViewPitch(DAngle p, int fflags)
|
|
{
|
|
if (player != NULL || (fflags & SPF_FORCECLAMP))
|
|
{
|
|
p = ClampPitch(p);
|
|
}
|
|
|
|
if (p != ViewAngles.Pitch)
|
|
{
|
|
ViewAngles.Pitch = p;
|
|
if (player != nullptr && (fflags & SPF_INTERPOLATE))
|
|
{
|
|
player->cheats |= CF_INTERPVIEWANGLES;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void AActor::SetViewAngle(DAngle ang, int fflags)
|
|
{
|
|
if (ang != ViewAngles.Yaw)
|
|
{
|
|
ViewAngles.Yaw = ang;
|
|
if (player != nullptr && (fflags & SPF_INTERPOLATE))
|
|
{
|
|
player->cheats |= CF_INTERPVIEWANGLES;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
double AActor::GetFOV(double ticFrac)
|
|
{
|
|
// [B] Disable interpolation when playing online, otherwise it gets vomit inducing
|
|
if (netgame)
|
|
return player ? player->FOV : CameraFOV;
|
|
|
|
double fov;
|
|
if (player)
|
|
{
|
|
if (player->cheats & CF_NOFOVINTERP)
|
|
return player->FOV;
|
|
|
|
fov = player->FOV;
|
|
}
|
|
else
|
|
{
|
|
fov = CameraFOV;
|
|
}
|
|
|
|
return PrevFOV.Degrees() * (1 - ticFrac) + fov * ticFrac;
|
|
}
|
|
|
|
void AActor::SetViewRoll(DAngle r, int fflags)
|
|
{
|
|
if (r != ViewAngles.Roll)
|
|
{
|
|
ViewAngles.Roll = r;
|
|
if (player != nullptr && (fflags & SPF_INTERPOLATE))
|
|
{
|
|
player->cheats |= CF_INTERPVIEWANGLES;
|
|
}
|
|
}
|
|
}
|
|
|
|
PClassActor *AActor::GetBloodType(int type) const
|
|
{
|
|
IFVIRTUAL(AActor, GetBloodType)
|
|
{
|
|
VMValue params[] = { (DObject*)this, type };
|
|
PClassActor *res;
|
|
VMReturn ret((void**)&res);
|
|
VMCall(func, params, countof(params), &ret, 1);
|
|
return res;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
|
|
DVector3 AActor::GetPortalTransition(double byoffset, sector_t **pSec)
|
|
{
|
|
bool moved = false;
|
|
sector_t *sec = Sector;
|
|
double testz = Z() + byoffset;
|
|
DVector3 pos = Pos();
|
|
|
|
while (!sec->PortalBlocksMovement(sector_t::ceiling))
|
|
{
|
|
if (testz >= sec->GetPortalPlaneZ(sector_t::ceiling))
|
|
{
|
|
pos = PosRelative(sec->GetOppositePortalGroup(sector_t::ceiling));
|
|
sec = Level->PointInSector(pos);
|
|
moved = true;
|
|
}
|
|
else break;
|
|
}
|
|
if (!moved)
|
|
{
|
|
while (!sec->PortalBlocksMovement(sector_t::floor))
|
|
{
|
|
if (testz < sec->GetPortalPlaneZ(sector_t::floor))
|
|
{
|
|
pos = PosRelative(sec->GetOppositePortalGroup(sector_t::floor));
|
|
sec = Level->PointInSector(pos);
|
|
}
|
|
else break;
|
|
}
|
|
}
|
|
if (pSec) *pSec = sec;
|
|
return pos;
|
|
}
|
|
|
|
|
|
|
|
void AActor::CheckPortalTransition(bool islinked)
|
|
{
|
|
bool moved = false;
|
|
FLinkContext ctx;
|
|
while (!Sector->PortalBlocksMovement(sector_t::ceiling))
|
|
{
|
|
if (Z() >= Sector->GetPortalPlaneZ(sector_t::ceiling))
|
|
{
|
|
DVector3 oldpos = Pos();
|
|
if (islinked && !moved) UnlinkFromWorld(&ctx);
|
|
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::ceiling)));
|
|
Prev += Pos() - oldpos;
|
|
Sector = Level->PointInSector(Pos());
|
|
PrevPortalGroup = Sector->PortalGroup;
|
|
moved = true;
|
|
}
|
|
else break;
|
|
}
|
|
if (!moved)
|
|
{
|
|
while (!Sector->PortalBlocksMovement(sector_t::floor))
|
|
{
|
|
double portalz = Sector->GetPortalPlaneZ(sector_t::floor);
|
|
if (Z() < portalz && floorz < portalz)
|
|
{
|
|
DVector3 oldpos = Pos();
|
|
if (islinked && !moved) UnlinkFromWorld(&ctx);
|
|
SetXYZ(PosRelative(Sector->GetOppositePortalGroup(sector_t::floor)));
|
|
Prev += Pos() - oldpos;
|
|
Sector = Level->PointInSector(Pos());
|
|
PrevPortalGroup = Sector->PortalGroup;
|
|
moved = true;
|
|
}
|
|
else break;
|
|
}
|
|
}
|
|
if (islinked && moved) LinkToWorld(&ctx);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, CheckPortalTransition)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_BOOL(linked);
|
|
self->CheckPortalTransition(linked);
|
|
return 0;
|
|
}
|
|
|
|
//
|
|
// P_MobjThinker
|
|
//
|
|
void AActor::Tick ()
|
|
{
|
|
// [RH] Data for Heretic/Hexen scrolling sectors
|
|
static const int8_t HexenCompatSpeeds[] = {-25, 0, -10, -5, 0, 5, 10, 0, 25 };
|
|
static const int8_t HexenScrollies[24][2] =
|
|
{
|
|
{ 0, 1 }, { 0, 2 }, { 0, 4 },
|
|
{ -1, 0 }, { -2, 0 }, { -4, 0 },
|
|
{ 0, -1 }, { 0, -2 }, { 0, -4 },
|
|
{ 1, 0 }, { 2, 0 }, { 4, 0 },
|
|
{ 1, 1 }, { 2, 2 }, { 4, 4 },
|
|
{ -1, 1 }, { -2, 2 }, { -4, 4 },
|
|
{ -1, -1 }, { -2, -2 }, { -4, -4 },
|
|
{ 1, -1 }, { 2, -2 }, { 4, -4 }
|
|
};
|
|
|
|
static const uint8_t HereticScrollDirs[4] = { 6, 9, 1, 4 };
|
|
static const uint8_t HereticSpeedMuls[5] = { 5, 10, 25, 30, 35 };
|
|
|
|
if (freezetics > 0)
|
|
{
|
|
freezetics--;
|
|
return;
|
|
}
|
|
|
|
AActor *onmo;
|
|
|
|
//assert (state != NULL);
|
|
if (state == NULL)
|
|
{
|
|
Printf("Actor of type %s at (%f,%f) left without a state\n", GetClass()->TypeName.GetChars(), X(), Y());
|
|
Destroy();
|
|
return;
|
|
}
|
|
|
|
if (flags5 & MF5_NOINTERACTION)
|
|
{
|
|
// only do the minimally necessary things here to save time:
|
|
// Check the time freezer
|
|
// apply velocity
|
|
// ensure that the actor is not linked into the blockmap
|
|
|
|
//Added by MC: Freeze mode.
|
|
if (isFrozen())
|
|
{
|
|
// Boss cubes shouldn't be accelerated by timefreeze
|
|
if (flags6 & MF6_BOSSCUBE)
|
|
{
|
|
special2++;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!Vel.isZero() || !(flags & MF_NOBLOCKMAP))
|
|
{
|
|
FLinkContext ctx;
|
|
UnlinkFromWorld(&ctx);
|
|
flags |= MF_NOBLOCKMAP;
|
|
SetXYZ(Vec3Offset(Vel));
|
|
CheckPortalTransition(false);
|
|
LinkToWorld(&ctx);
|
|
}
|
|
flags8 &= ~MF8_INSCROLLSEC;
|
|
}
|
|
else
|
|
{
|
|
|
|
if (!player || !(player->cheats & CF_PREDICTING))
|
|
{
|
|
// Handle powerup effects here so that the order is controlled
|
|
// by the order in the inventory, not the order in the thinker table
|
|
AActor *item = Inventory;
|
|
|
|
while (item != NULL)
|
|
{
|
|
IFVIRTUALPTRNAME(item, NAME_Inventory, DoEffect)
|
|
{
|
|
VMValue params[1] = { item };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
item = item->Inventory;
|
|
}
|
|
}
|
|
|
|
if (flags & MF_UNMORPHED)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (isFrozen())
|
|
{
|
|
// Boss cubes shouldn't be accelerated by timefreeze
|
|
if (flags6 & MF6_BOSSCUBE)
|
|
{
|
|
special2++;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (effects & FX_ROCKET)
|
|
{
|
|
if (++smokecounter == 4)
|
|
{
|
|
// add some smoke behind the rocket
|
|
smokecounter = 0;
|
|
AActor *th = Spawn(Level, "RocketSmokeTrail", Vec3Offset(-Vel), ALLOW_REPLACE);
|
|
if (th)
|
|
{
|
|
th->tics -= pr_rockettrail()&3;
|
|
if (th->tics < 1) th->tics = 1;
|
|
if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE;
|
|
}
|
|
}
|
|
}
|
|
else if (effects & FX_GRENADE)
|
|
{
|
|
if (++smokecounter == 8)
|
|
{
|
|
smokecounter = 0;
|
|
DAngle moveangle = Vel.Angle();
|
|
double xo = -moveangle.Cos() * radius * 2 + pr_rockettrail() / 64.;
|
|
double yo = -moveangle.Sin() * radius * 2 + pr_rockettrail() / 64.;
|
|
double zo = -Height * Vel.Z / 8. + Height * (2 / 3.);
|
|
AActor * th = Spawn(Level, "GrenadeSmokeTrail", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
|
|
if (th)
|
|
{
|
|
th->tics -= pr_rockettrail()&3;
|
|
if (th->tics < 1) th->tics = 1;
|
|
if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
double oldz = Z();
|
|
|
|
// [RH] Give the pain elemental vertical friction
|
|
// This used to be in APainElemental::Tick but in order to use
|
|
// A_PainAttack with other monsters it has to be here
|
|
if (flags4 & MF4_VFRICTION)
|
|
{
|
|
if (health >0)
|
|
{
|
|
if (fabs (Vel.Z) < 0.25)
|
|
{
|
|
Vel.Z = 0;
|
|
flags4 &= ~MF4_VFRICTION;
|
|
}
|
|
else
|
|
{
|
|
Vel.Z *= (0xe800 / 65536.);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Pulse in and out of visibility
|
|
if (effects & FX_VISIBILITYPULSE)
|
|
{
|
|
if (visdir > 0)
|
|
{
|
|
Alpha += 1/32.;
|
|
if (Alpha >= 1.)
|
|
{
|
|
Alpha = 1.;
|
|
visdir = -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Alpha -= 1/32.;
|
|
if (Alpha <= 0.25)
|
|
{
|
|
Alpha = 0.25;
|
|
visdir = 1;
|
|
}
|
|
}
|
|
}
|
|
else if (flags & MF_STEALTH)
|
|
{
|
|
// [RH] Fade a stealth monster in and out of visibility
|
|
RenderStyle.Flags &= ~STYLEF_Alpha1;
|
|
if (visdir > 0)
|
|
{
|
|
Alpha += 2./TICRATE;
|
|
if (Alpha > 1.)
|
|
{
|
|
Alpha = 1.;
|
|
visdir = 0;
|
|
}
|
|
}
|
|
else if (visdir < 0)
|
|
{
|
|
Alpha -= 1.5/TICRATE;
|
|
if (Alpha < StealthAlpha)
|
|
{
|
|
Alpha = StealthAlpha;
|
|
visdir = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Level->BotInfo.botnum && !demoplayback &&
|
|
((flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER)))
|
|
{
|
|
Level->BotInfo.BotTick(this);
|
|
}
|
|
|
|
// [RH] Consider carrying sectors here
|
|
DVector2 cumm(0, 0);
|
|
|
|
if ((((flags8 & MF8_INSCROLLSEC) && Level->Scrolls.Size() > 0) || player != NULL) && !(flags & MF_NOCLIP) && !(flags & MF_NOSECTOR))
|
|
{
|
|
double height, waterheight; // killough 4/4/98: add waterheight
|
|
const msecnode_t *node;
|
|
int countx, county;
|
|
|
|
// Clear the flag for the next frame.
|
|
flags8 &= ~MF8_INSCROLLSEC;
|
|
|
|
// killough 3/7/98: Carry things on floor
|
|
// killough 3/20/98: use new sector list which reflects true members
|
|
// killough 3/27/98: fix carrier bug
|
|
// killough 4/4/98: Underwater, carry things even w/o gravity
|
|
|
|
// Move objects only if on floor or underwater,
|
|
// non-floating, and clipped.
|
|
|
|
countx = county = 0;
|
|
|
|
for (node = touching_sectorlist; node; node = node->m_tnext)
|
|
{
|
|
sector_t *sec = node->m_sector;
|
|
DVector2 scrollv;
|
|
|
|
if (Level->Scrolls.Size() > unsigned(sec->Index()))
|
|
{
|
|
scrollv = Level->Scrolls[sec->Index()];
|
|
}
|
|
else
|
|
{
|
|
scrollv.Zero();
|
|
}
|
|
|
|
if (player != NULL)
|
|
{
|
|
int scrolltype = sec->special;
|
|
|
|
if (scrolltype >= Scroll_North_Slow &&
|
|
scrolltype <= Scroll_SouthWest_Fast)
|
|
{ // Hexen scroll special
|
|
scrolltype -= Scroll_North_Slow;
|
|
if (Level->i_compatflags&COMPATF_RAVENSCROLL)
|
|
{
|
|
scrollv.X -= HexenCompatSpeeds[HexenScrollies[scrolltype][0]+4] * (1. / (32 * CARRYFACTOR));
|
|
scrollv.Y += HexenCompatSpeeds[HexenScrollies[scrolltype][1]+4] * (1. / (32 * CARRYFACTOR));
|
|
|
|
}
|
|
else
|
|
{
|
|
// Use speeds that actually match the scrolling textures!
|
|
scrollv.X -= HexenScrollies[scrolltype][0] * 0.5;
|
|
scrollv.Y += HexenScrollies[scrolltype][1] * 0.5;
|
|
}
|
|
}
|
|
else if (scrolltype >= Carry_East5 &&
|
|
scrolltype <= Carry_West35)
|
|
{ // Heretic scroll special
|
|
scrolltype -= Carry_East5;
|
|
uint8_t dir = HereticScrollDirs[scrolltype / 5];
|
|
double carryspeed = HereticSpeedMuls[scrolltype % 5] * (1. / (32 * CARRYFACTOR));
|
|
if (scrolltype < 5 && !(Level->i_compatflags&COMPATF_RAVENSCROLL))
|
|
{
|
|
// Use speeds that actually match the scrolling textures!
|
|
carryspeed = (1 << ((scrolltype % 5) + 15)) / 65536.;
|
|
}
|
|
scrollv.X += carryspeed * ((dir & 3) - 1);
|
|
scrollv.Y += carryspeed * (((dir & 12) >> 2) - 1);
|
|
}
|
|
else if (scrolltype == dScroll_EastLavaDamage)
|
|
{ // Special Heretic scroll special
|
|
if (Level->i_compatflags&COMPATF_RAVENSCROLL)
|
|
{
|
|
scrollv.X += 28. / (32*CARRYFACTOR);
|
|
}
|
|
else
|
|
{
|
|
// Use a speed that actually matches the scrolling texture!
|
|
scrollv.X += 12. / (32 * CARRYFACTOR);
|
|
}
|
|
}
|
|
else if (scrolltype == Scroll_StrifeCurrent)
|
|
{ // Strife scroll special
|
|
int anglespeed = Level->GetFirstSectorTag(sec) - 100;
|
|
double carryspeed = (anglespeed % 10) / (16 * CARRYFACTOR);
|
|
DAngle angle = DAngle::fromDeg(((anglespeed / 10) * 45.));
|
|
scrollv += angle.ToVector(carryspeed);
|
|
}
|
|
}
|
|
|
|
if (scrollv.isZero())
|
|
{
|
|
continue;
|
|
}
|
|
sector_t *heightsec = sec->GetHeightSec();
|
|
if (flags & MF_NOGRAVITY && heightsec == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
DVector3 pos = PosRelative(sec);
|
|
height = sec->floorplane.ZatPoint (pos);
|
|
double height2 = sec->floorplane.ZatPoint(this);
|
|
if (isAbove(height))
|
|
{
|
|
if (heightsec == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
waterheight = heightsec->floorplane.ZatPoint (pos);
|
|
if (waterheight > height && Z() >= waterheight)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
cumm += scrollv;
|
|
if (scrollv.X) countx++;
|
|
if (scrollv.Y) county++;
|
|
}
|
|
|
|
// Some levels designed with Boom in mind actually want things to accelerate
|
|
// at neighboring scrolling sector boundaries. But it is only important for
|
|
// non-player objects.
|
|
if (player != NULL || !(Level->i_compatflags & COMPATF_BOOMSCROLL))
|
|
{
|
|
if (countx > 1)
|
|
{
|
|
cumm.X /= countx;
|
|
}
|
|
if (county > 1)
|
|
{
|
|
cumm.Y /= county;
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] If standing on a steep slope, fall down it
|
|
if ((flags & MF_SOLID) && !(flags & (MF_NOCLIP|MF_NOGRAVITY)) &&
|
|
!(flags & MF_NOBLOCKMAP) &&
|
|
Vel.Z <= 0 &&
|
|
floorz == Z())
|
|
{
|
|
secplane_t floorplane;
|
|
|
|
// Check 3D floors as well
|
|
floorplane = P_FindFloorPlane(floorsector, PosAtZ(floorz));
|
|
|
|
if (floorplane.fC() < MaxSlopeSteepness &&
|
|
floorplane.ZatPoint (PosRelative(floorsector)) <= floorz)
|
|
{
|
|
const msecnode_t *node;
|
|
bool dopush = true;
|
|
|
|
if (floorplane.fC() > MaxSlopeSteepness*2/3)
|
|
{
|
|
for (node = touching_sectorlist; node; node = node->m_tnext)
|
|
{
|
|
const sector_t *sec = node->m_sector;
|
|
if (sec->floorplane.fC() >= MaxSlopeSteepness)
|
|
{
|
|
if (floorplane.ZatPoint(PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
|
|
{
|
|
dopush = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (dopush)
|
|
{
|
|
Vel += floorplane.Normal().XY();
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Missiles moving perfectly vertical need some X/Y movement, or they
|
|
// won't hurt anything. Don't do this if damage is 0! That way, you can
|
|
// still have missiles that go straight up and down through actors without
|
|
// damaging anything.
|
|
// (for backwards compatibility this must check for lack of damage function, not for zero damage!)
|
|
if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
|
|
{
|
|
VelFromAngle(MinVel);
|
|
}
|
|
|
|
// Handle X and Y velocities
|
|
BlockingMobj = nullptr;
|
|
sector_t* oldBlockingCeiling = BlockingCeiling;
|
|
sector_t* oldBlockingFloor = BlockingFloor;
|
|
Blocking3DFloor = nullptr;
|
|
BlockingFloor = nullptr;
|
|
BlockingCeiling = nullptr;
|
|
double oldfloorz = P_XYMovement (this, cumm);
|
|
if (ObjectFlags & OF_EuthanizeMe)
|
|
{ // actor was destroyed
|
|
return;
|
|
}
|
|
// [ZZ] trigger hit floor/hit ceiling actions from XY movement
|
|
if (BlockingFloor && BlockingFloor != oldBlockingFloor && (!player || !(player->cheats & CF_PREDICTING)) && BlockingFloor->SecActTarget)
|
|
BlockingFloor->TriggerSectorActions(this, SECSPAC_HitFloor);
|
|
if (BlockingCeiling && BlockingCeiling != oldBlockingCeiling && (!player || !(player->cheats & CF_PREDICTING)) && BlockingCeiling->SecActTarget)
|
|
BlockingCeiling->TriggerSectorActions(this, SECSPAC_HitCeiling);
|
|
if (Vel.X == 0 && Vel.Y == 0) // Actors at rest
|
|
{
|
|
if (flags2 & MF2_BLASTED)
|
|
{ // Reset to not blasted when velocities are gone
|
|
flags2 &= ~MF2_BLASTED;
|
|
}
|
|
if ((flags6 & MF6_TOUCHY) && !IsSentient())
|
|
{ // Arm a mine which has come to rest
|
|
flags6 |= MF6_ARMED;
|
|
}
|
|
|
|
}
|
|
if (Vel.Z != 0 || BlockingMobj || Z() != floorz)
|
|
{ // Handle Z velocity and gravity
|
|
if (((flags2 & MF2_PASSMOBJ) || (flags & MF_SPECIAL)) && !(Level->i_compatflags & COMPATF_NO_PASSMOBJ))
|
|
{
|
|
if (!(onmo = P_CheckOnmobj (this)))
|
|
{
|
|
P_ZMovement (this, oldfloorz);
|
|
flags2 &= ~MF2_ONMOBJ;
|
|
}
|
|
else
|
|
{
|
|
if (player)
|
|
{
|
|
if (Vel.Z < Level->gravity * Sector->gravity * (-1./100)// -655.36f)
|
|
&& !(flags&MF_NOGRAVITY))
|
|
{
|
|
PlayerLandedOnThing (this, onmo);
|
|
}
|
|
}
|
|
if (onmo->Top() - Z() <= MaxStepHeight)
|
|
{
|
|
if (player && player->mo == this)
|
|
{
|
|
player->viewheight -= onmo->Top() - Z();
|
|
double deltaview = player->GetDeltaViewHeight();
|
|
if (deltaview > player->deltaviewheight)
|
|
{
|
|
player->deltaviewheight = deltaview;
|
|
}
|
|
}
|
|
SetZ(onmo->Top());
|
|
}
|
|
// Check for MF6_BUMPSPECIAL
|
|
// By default, only players can activate things by bumping into them
|
|
// We trigger specials as long as we are on top of it and not just when
|
|
// we land on it. This could be considered as gravity making us continually
|
|
// bump into it, but it also avoids having to worry about walking on to
|
|
// something without dropping and not triggering anything.
|
|
if ((onmo->flags6 & MF6_BUMPSPECIAL) && ((player != NULL)
|
|
|| ((onmo->activationtype & THINGSPEC_MonsterTrigger) && (flags3 & MF3_ISMONSTER))
|
|
|| ((onmo->activationtype & THINGSPEC_MissileTrigger) && (flags & MF_MISSILE))
|
|
) && (Level->maptime > onmo->lastbump)) // Leave the bumper enough time to go away
|
|
{
|
|
if (player == NULL || !(player->cheats & CF_PREDICTING))
|
|
{
|
|
if (P_ActivateThingSpecial(onmo, this))
|
|
onmo->lastbump = Level->maptime + TICRATE;
|
|
}
|
|
}
|
|
if (Vel.Z != 0 && (BounceFlags & BOUNCE_Actors))
|
|
{
|
|
bool res = P_BounceActor(this, onmo, true);
|
|
// If the bouncer is a missile and has hit the other actor it needs to be exploded here
|
|
// to be in line with the case when an actor's side is hit.
|
|
if (!res && (flags & MF_MISSILE))
|
|
{
|
|
P_DoMissileDamage(this, onmo);
|
|
P_ExplodeMissile(this, nullptr, onmo);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
flags2 |= MF2_ONMOBJ;
|
|
Vel.Z = 0;
|
|
Crash();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
P_ZMovement (this, oldfloorz);
|
|
}
|
|
|
|
if (ObjectFlags & OF_EuthanizeMe)
|
|
return; // actor was destroyed
|
|
}
|
|
else if (Z() <= floorz)
|
|
{
|
|
Crash();
|
|
if (ObjectFlags & OF_EuthanizeMe)
|
|
return; // actor was destroyed
|
|
}
|
|
|
|
CheckPortalTransition(true);
|
|
|
|
UpdateWaterLevel ();
|
|
|
|
// [RH] Don't advance if predicting a player
|
|
if (player && (player->cheats & CF_PREDICTING))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Check for poison damage, but only once per PoisonPeriod tics (or once per second if none).
|
|
if (PoisonDurationReceived && (Level->time % (PoisonPeriodReceived ? PoisonPeriodReceived : TICRATE) == 0))
|
|
{
|
|
P_DamageMobj(this, NULL, Poisoner, PoisonDamageReceived, PoisonDamageTypeReceived != NAME_None ? PoisonDamageTypeReceived : (FName)NAME_Poison, 0);
|
|
|
|
--PoisonDurationReceived;
|
|
|
|
// Must clear damage when duration is done, otherwise it
|
|
// could be added to with ADDITIVEPOISONDAMAGE.
|
|
if (!PoisonDurationReceived) PoisonDamageReceived = 0;
|
|
}
|
|
}
|
|
|
|
assert (state != NULL);
|
|
if (state == NULL)
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
if (!CheckNoDelay())
|
|
return; // freed itself
|
|
|
|
UpdateRenderSectorList();
|
|
|
|
if (Sector->Flags & SECF_KILLMONSTERS && Z() == floorz &&
|
|
player == nullptr && (flags & MF_SHOOTABLE) && !(flags & MF_FLOAT))
|
|
{
|
|
P_DamageMobj(this, nullptr, nullptr, TELEFRAG_DAMAGE, NAME_InstantDeath);
|
|
// must have been removed
|
|
if (ObjectFlags & OF_EuthanizeMe) return;
|
|
}
|
|
|
|
if (tics != -1)
|
|
{
|
|
// cycle through states, calling action functions at transitions
|
|
// [RH] Use tics <= 0 instead of == 0 so that spawnstates
|
|
// of 0 tics work as expected.
|
|
if (--tics <= 0)
|
|
{
|
|
if (!SetState(state->GetNextState()))
|
|
return; // freed itself
|
|
}
|
|
}
|
|
|
|
if (tics == -1 || state->GetCanRaise())
|
|
{
|
|
int respawn_monsters = G_SkillProperty(SKILLP_Respawn);
|
|
// check for nightmare respawn
|
|
if (!(flags5 & MF5_ALWAYSRESPAWN))
|
|
{
|
|
if (!respawn_monsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT) || (flags5 & MF5_NEVERRESPAWN))
|
|
return;
|
|
|
|
int limit = G_SkillProperty (SKILLP_RespawnLimit);
|
|
if (limit > 0 && skillrespawncount >= limit)
|
|
return;
|
|
}
|
|
|
|
movecount++;
|
|
|
|
if (movecount < respawn_monsters)
|
|
return;
|
|
|
|
if (Level->time & 31)
|
|
return;
|
|
|
|
if (pr_nightmarerespawn() > 4)
|
|
return;
|
|
|
|
P_NightmareRespawn (this);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: CheckNoDelay
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AActor::CheckNoDelay()
|
|
{
|
|
if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
|
|
{
|
|
flags7 &= ~MF7_HANDLENODELAY;
|
|
if (state->GetNoDelay())
|
|
{
|
|
// For immediately spawned objects with the NoDelay flag set for their
|
|
// Spawn state, explicitly call the current state's function.
|
|
FState *newstate;
|
|
FStateParamInfo stp = { state, STATE_Actor, PSP_WEAPON };
|
|
if (state->CallAction(this, this, &stp, &newstate))
|
|
{
|
|
if (ObjectFlags & OF_EuthanizeMe)
|
|
{
|
|
return false; // freed itself
|
|
}
|
|
if (newstate != NULL)
|
|
{
|
|
return SetState(newstate);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, CheckNoDelay)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
ACTION_RETURN_BOOL(self->CheckNoDelay());
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: CheckSectorTransition
|
|
//
|
|
// Fire off some sector triggers if the actor has changed sectors.
|
|
//
|
|
//==========================================================================
|
|
|
|
void AActor::CheckSectorTransition(sector_t *oldsec)
|
|
{
|
|
if (oldsec != Sector)
|
|
{
|
|
if (oldsec->SecActTarget != NULL)
|
|
{
|
|
oldsec->TriggerSectorActions(this, SECSPAC_Exit);
|
|
}
|
|
if (Sector->SecActTarget != NULL)
|
|
{
|
|
int act = SECSPAC_Enter;
|
|
if (Z() <= Sector->floorplane.ZatPoint(this))
|
|
{
|
|
act |= SECSPAC_HitFloor;
|
|
}
|
|
if (Top() >= Sector->ceilingplane.ZatPoint(this))
|
|
{
|
|
act |= SECSPAC_HitCeiling;
|
|
}
|
|
if (Sector->heightsec != NULL && Z() == Sector->heightsec->floorplane.ZatPoint(this))
|
|
{
|
|
act |= SECSPAC_HitFakeFloor;
|
|
}
|
|
Sector->TriggerSectorActions(this, act);
|
|
}
|
|
if (Z() == floorz)
|
|
{
|
|
P_CheckFor3DFloorHit(this, Z(), true);
|
|
}
|
|
if (Top() == ceilingz)
|
|
{
|
|
P_CheckFor3DCeilingHit(this, Top(), true);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// UpdateWaterDepth
|
|
//
|
|
// Updates the actor's current waterlevel and waterdepth.
|
|
// Consolidates common code in UpdateWaterLevel and SplashCheck.
|
|
//
|
|
// Returns the floor height used for the depth check, or -FLT_MAX
|
|
// if the actor wasn't in a sector.
|
|
//
|
|
//==========================================================================
|
|
|
|
static double UpdateWaterDepth(AActor* actor, bool splash)
|
|
{
|
|
double fh = -FLT_MAX;
|
|
bool reset = false;
|
|
|
|
actor->waterlevel = 0;
|
|
actor->waterdepth = 0;
|
|
|
|
if (actor->Sector == NULL)
|
|
{
|
|
return fh;
|
|
}
|
|
|
|
if (actor->Sector->MoreFlags & SECMF_UNDERWATER) // intentionally not SECMF_UNDERWATERMASK
|
|
{
|
|
actor->waterdepth = actor->Height;
|
|
}
|
|
else
|
|
{
|
|
const sector_t *hsec = actor->Sector->GetHeightSec();
|
|
if (hsec != NULL)
|
|
{
|
|
fh = hsec->floorplane.ZatPoint(actor);
|
|
|
|
// splash checks also check Boom-style non-swimmable sectors
|
|
// as well as non-solid, visible 3D floors (below)
|
|
if (splash || hsec->MoreFlags & SECMF_UNDERWATERMASK)
|
|
{
|
|
actor->waterdepth = fh - actor->Z();
|
|
|
|
if (actor->waterdepth <= 0 && !(hsec->MoreFlags & SECMF_FAKEFLOORONLY) && (actor->Top() > hsec->ceilingplane.ZatPoint(actor)))
|
|
{
|
|
actor->waterdepth = actor->Height;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Check 3D floors as well!
|
|
for (auto rover : actor->Sector->e->XFloor.ffloors)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
if (rover->flags & FF_SOLID) continue;
|
|
|
|
bool reset = !(rover->flags & FF_SWIMMABLE);
|
|
if (splash) { reset &= rover->alpha == 0; }
|
|
if (reset) continue;
|
|
|
|
double ff_bottom = rover->bottom.plane->ZatPoint(actor);
|
|
double ff_top = rover->top.plane->ZatPoint(actor);
|
|
|
|
if (ff_top <= actor->Z() || ff_bottom > actor->Center()) continue;
|
|
|
|
fh = ff_top;
|
|
actor->waterdepth = ff_top - actor->Z();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (actor->waterdepth < 0) { actor->waterdepth = 0; }
|
|
|
|
if (actor->waterdepth > (actor->Height / 2))
|
|
{
|
|
// When noclipping around and going from low to high sector, your view height
|
|
// can go negative, which is why this is nested inside here
|
|
if ((actor->player && (actor->waterdepth >= actor->player->viewheight)) || (actor->waterdepth >= actor->Height))
|
|
{
|
|
actor->waterlevel = 3;
|
|
}
|
|
else
|
|
{
|
|
actor->waterlevel = 2;
|
|
}
|
|
}
|
|
else if (actor->waterdepth > 0)
|
|
{
|
|
actor->waterlevel = 1;
|
|
}
|
|
|
|
return fh;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor::SplashCheck
|
|
//
|
|
// Returns true if actor should splash
|
|
//
|
|
//==========================================================================
|
|
|
|
void AActor::SplashCheck()
|
|
{
|
|
double fh = UpdateWaterDepth(this, true);
|
|
|
|
// some additional checks to make deep sectors like Boom's splash without setting
|
|
// the water flags.
|
|
if (boomwaterlevel == 0 && waterlevel != 0)
|
|
{
|
|
P_HitWater(this, Sector, PosAtZ(fh), true);
|
|
}
|
|
boomwaterlevel = waterlevel;
|
|
return;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor::UpdateWaterLevel
|
|
//
|
|
// Returns true if actor should splash
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AActor::UpdateWaterLevel(bool dosplash)
|
|
{
|
|
int oldlevel = waterlevel;
|
|
|
|
if (dosplash) SplashCheck();
|
|
UpdateWaterDepth(this, false);
|
|
|
|
// Play surfacing and diving sounds, as appropriate.
|
|
//
|
|
// (used to be that this code was wrapped around a "Sector != nullptr" check,
|
|
// but actors should always be within a sector, and besides, this is just
|
|
// sound stuff)
|
|
|
|
if (player != nullptr)
|
|
{
|
|
if (oldlevel < 3 && waterlevel == 3)
|
|
{
|
|
// Our head just went under.
|
|
S_Sound(this, CHAN_VOICE, 0, "*dive", 1, ATTN_NORM);
|
|
}
|
|
else if (oldlevel == 3 && waterlevel < 3)
|
|
{
|
|
// Our head just came up.
|
|
if (player->air_finished > Level->maptime)
|
|
{
|
|
// We hadn't run out of air yet.
|
|
S_Sound(this, CHAN_VOICE, 0, "*surface", 1, ATTN_NORM);
|
|
}
|
|
// If we were running out of air, then ResetAirSupply() will play *gasp.
|
|
}
|
|
}
|
|
|
|
return false; // we did the splash ourselves
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, UpdateWaterLevel)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_BOOL(splash);
|
|
ACTION_RETURN_BOOL(self->UpdateWaterLevel(splash));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_SpawnMobj
|
|
//
|
|
//==========================================================================
|
|
|
|
void ConstructActor(AActor *actor, const DVector3 &pos, bool SpawningMapThing)
|
|
{
|
|
auto Level = actor->Level;
|
|
actor->SpawnTime = Level->totaltime;
|
|
actor->SpawnOrder = Level->spawnindex++;
|
|
|
|
// Set default dialogue
|
|
actor->ConversationRoot = Level->GetConversation(actor->GetClass()->TypeName);
|
|
if (actor->ConversationRoot != -1)
|
|
{
|
|
actor->Conversation = Level->StrifeDialogues[actor->ConversationRoot];
|
|
}
|
|
else
|
|
{
|
|
actor->Conversation = NULL;
|
|
}
|
|
|
|
actor->SetXYZ(pos);
|
|
actor->OldRenderPos = { FLT_MAX, FLT_MAX, FLT_MAX };
|
|
actor->picnum.SetInvalid();
|
|
actor->health = actor->SpawnHealth();
|
|
|
|
// Actors with zero gravity need the NOGRAVITY flag set.
|
|
if (actor->Gravity == 0) actor->flags |= MF_NOGRAVITY;
|
|
|
|
FRandom &rng = Level->BotInfo.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
|
|
|
|
if ((!!G_SkillProperty(SKILLP_InstantReaction) || actor->flags5 & MF5_ALWAYSFAST || !!(dmflags & DF_INSTANT_REACTION))
|
|
&& actor->flags3 & MF3_ISMONSTER)
|
|
actor->reactiontime = 0;
|
|
|
|
if (actor->flags3 & MF3_ISMONSTER)
|
|
{
|
|
actor->LastLookPlayerNumber = rng() % MAXPLAYERS;
|
|
actor->TIDtoHate = 0;
|
|
}
|
|
|
|
// Set the state, but do not use SetState, because action
|
|
// routines can't be called yet. If the spawnstate has an action
|
|
// routine, it will not be called.
|
|
FState *st = actor->SpawnState;
|
|
actor->state = st;
|
|
actor->tics = st->GetTics();
|
|
|
|
actor->sprite = st->sprite;
|
|
actor->frame = st->GetFrame();
|
|
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
|
|
actor->touching_sectorlist = nullptr; // NULL head of sector list // phares 3/13/98
|
|
actor->touching_rendersectors = nullptr;
|
|
if (G_SkillProperty(SKILLP_FastMonsters))
|
|
{
|
|
double f = actor->FloatVar(NAME_FastSpeed);
|
|
if (f >= 0) actor->Speed = f;
|
|
}
|
|
|
|
// set subsector and/or block links
|
|
actor->LinkToWorld (nullptr, SpawningMapThing);
|
|
actor->ClearInterpolation();
|
|
actor->ClearFOVInterpolation();
|
|
|
|
actor->dropoffz = actor->floorz = actor->Sector->floorplane.ZatPoint(pos);
|
|
actor->ceilingz = actor->Sector->ceilingplane.ZatPoint(pos);
|
|
|
|
// The z-coordinate needs to be set once before calling P_FindFloorCeiling
|
|
// For FLOATRANDZ just use the floor here.
|
|
if (pos.Z == ONFLOORZ || pos.Z == FLOATRANDZ)
|
|
{
|
|
actor->SetZ(actor->floorz);
|
|
}
|
|
else if (pos.Z == ONCEILINGZ)
|
|
{
|
|
actor->SetZ(actor->ceilingz - actor->Height);
|
|
}
|
|
|
|
if (SpawningMapThing || !actor->IsKindOf (NAME_PlayerPawn))
|
|
{
|
|
// Check if there's something solid to stand on between the current position and the
|
|
// current sector's floor. For map spawns this must be delayed until after setting the
|
|
// z-coordinate.
|
|
if (!SpawningMapThing)
|
|
{
|
|
P_FindFloorCeiling(actor, FFCF_ONLYSPAWNPOS);
|
|
}
|
|
else
|
|
{
|
|
actor->floorsector = actor->Sector;
|
|
actor->floorpic = actor->floorsector->GetTexture(sector_t::floor);
|
|
actor->floorterrain = actor->floorsector->GetTerrain(sector_t::floor);
|
|
actor->ceilingsector = actor->Sector;
|
|
actor->ceilingpic = actor->ceilingsector->GetTexture(sector_t::ceiling);
|
|
}
|
|
}
|
|
else if (!(actor->flags5 & MF5_NOINTERACTION))
|
|
{
|
|
P_FindFloorCeiling (actor);
|
|
}
|
|
else
|
|
{
|
|
actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
|
|
actor->floorterrain = actor->Sector->GetTerrain(sector_t::floor);
|
|
actor->floorsector = actor->Sector;
|
|
actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);
|
|
actor->ceilingsector = actor->Sector;
|
|
}
|
|
|
|
actor->SpawnPoint.X = pos.X;
|
|
actor->SpawnPoint.Y = pos.Y;
|
|
// do not copy Z!
|
|
|
|
if (pos.Z == ONFLOORZ)
|
|
{
|
|
actor->SetZ(actor->floorz);
|
|
}
|
|
else if (pos.Z == ONCEILINGZ)
|
|
{
|
|
actor->SetZ(actor->ceilingz - actor->Height);
|
|
}
|
|
else if (pos.Z == FLOATRANDZ)
|
|
{
|
|
double space = actor->ceilingz - actor->Height - actor->floorz;
|
|
if (space > 48)
|
|
{
|
|
space -= 40;
|
|
actor->SetZ( space * rng() / 256. + actor->floorz + 40);
|
|
}
|
|
else
|
|
{
|
|
actor->SetZ(actor->floorz);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
actor->SpawnPoint.Z = (actor->Z() - actor->Sector->floorplane.ZatPoint(actor));
|
|
}
|
|
|
|
if (actor->FloatBobPhase == (uint8_t)-1) actor->FloatBobPhase = rng(); // Don't make everything bob in sync (unless deliberately told to do)
|
|
if (actor->flags2 & MF2_FLOORCLIP)
|
|
{
|
|
actor->AdjustFloorClip ();
|
|
}
|
|
else
|
|
{
|
|
actor->Floorclip = 0;
|
|
}
|
|
actor->UpdateWaterLevel (false);
|
|
if (!SpawningMapThing)
|
|
{
|
|
actor->CallBeginPlay ();
|
|
if (actor->ObjectFlags & OF_EuthanizeMe)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
if (Level->flags & LEVEL_NOALLIES && !actor->IsKindOf(NAME_PlayerPawn))
|
|
{
|
|
actor->flags &= ~MF_FRIENDLY;
|
|
}
|
|
// [RH] Count monsters whenever they are spawned.
|
|
if (actor->CountsAsKill())
|
|
{
|
|
Level->total_monsters++;
|
|
}
|
|
// [RH] Same, for items
|
|
if (actor->flags & MF_COUNTITEM)
|
|
{
|
|
Level->total_items++;
|
|
}
|
|
// And for secrets
|
|
if (actor->flags5 & MF5_COUNTSECRET)
|
|
{
|
|
Level->total_secrets++;
|
|
}
|
|
// force scroller check in the first tic.
|
|
actor->flags8 |= MF8_INSCROLLSEC;
|
|
}
|
|
|
|
|
|
AActor *AActor::StaticSpawn(FLevelLocals *Level, PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing)
|
|
{
|
|
if (type == NULL)
|
|
{
|
|
I_Error("Tried to spawn a class-less actor\n");
|
|
}
|
|
else if (type->bAbstract)
|
|
{
|
|
// [Player701] Abstract actors cannot be spawned by any means
|
|
Printf("Attempt to spawn an instance of abstract actor class %s\n", type->TypeName.GetChars());
|
|
return nullptr;
|
|
}
|
|
|
|
if (allowreplacement)
|
|
{
|
|
type = type->GetReplacement(Level);
|
|
}
|
|
|
|
AActor *actor;
|
|
|
|
actor = static_cast<AActor *>(Level->CreateThinker(type));
|
|
|
|
ConstructActor(actor, pos, SpawningMapThing);
|
|
return actor;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, Spawn)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_CLASS_NOT_NULL(type, AActor);
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
PARAM_FLOAT(z);
|
|
PARAM_INT(flags);
|
|
ACTION_RETURN_OBJECT(AActor::StaticSpawn(currentVMLevel, type, DVector3(x, y, z), replace_t(flags)));
|
|
}
|
|
|
|
PClassActor *ClassForSpawn(FName classname)
|
|
{
|
|
PClass *cls = PClass::FindClass(classname);
|
|
if (cls == NULL)
|
|
{
|
|
I_Error("Attempt to spawn actor of unknown type '%s'\n", classname.GetChars());
|
|
}
|
|
if (!cls->IsDescendantOf(RUNTIME_CLASS(AActor)))
|
|
{
|
|
I_Error("Attempt to spawn non-actor of type '%s'\n", classname.GetChars());
|
|
}
|
|
return static_cast<PClassActor*>(cls);
|
|
}
|
|
|
|
void AActor::LevelSpawned ()
|
|
{
|
|
if (tics > 0 && !(flags4 & MF4_SYNCHRONIZED))
|
|
{
|
|
tics = 1 + (pr_spawnmapthing() % tics);
|
|
}
|
|
// [RH] Clear MF_DROPPED flag if the default version doesn't have it set.
|
|
// (Inventory.BeginPlay() makes all inventory items spawn with it set.)
|
|
if (!(GetDefault()->flags & MF_DROPPED))
|
|
{
|
|
flags &= ~MF_DROPPED;
|
|
}
|
|
HandleSpawnFlags ();
|
|
}
|
|
|
|
void AActor::HandleSpawnFlags ()
|
|
{
|
|
if (SpawnFlags & MTF_AMBUSH)
|
|
{
|
|
flags |= MF_AMBUSH;
|
|
}
|
|
if (SpawnFlags & MTF_DORMANT)
|
|
{
|
|
CallDeactivate (NULL);
|
|
}
|
|
if (SpawnFlags & MTF_STANDSTILL)
|
|
{
|
|
flags4 |= MF4_STANDSTILL;
|
|
}
|
|
if (SpawnFlags & MTF_FRIENDLY)
|
|
{
|
|
flags |= MF_FRIENDLY;
|
|
// Friendlies don't count as kills!
|
|
if (flags & MF_COUNTKILL)
|
|
{
|
|
flags &= ~MF_COUNTKILL;
|
|
Level->total_monsters--;
|
|
}
|
|
}
|
|
if (SpawnFlags & MTF_SHADOW)
|
|
{
|
|
flags |= MF_SHADOW;
|
|
RenderStyle = STYLE_Translucent;
|
|
Alpha = 0.25;
|
|
}
|
|
else if (SpawnFlags & MTF_ALTSHADOW)
|
|
{
|
|
RenderStyle = STYLE_None;
|
|
}
|
|
if (SpawnFlags & MTF_SECRET)
|
|
{
|
|
if (!(flags5 & MF5_COUNTSECRET))
|
|
{
|
|
//Printf("Secret %s in sector %i!\n", GetTag(), Sector->sectornum);
|
|
flags5 |= MF5_COUNTSECRET;
|
|
Level->total_secrets++;
|
|
}
|
|
}
|
|
if (SpawnFlags & MTF_NOCOUNT)
|
|
{
|
|
if (flags & MF_COUNTKILL)
|
|
{
|
|
flags &= ~MF_COUNTKILL;
|
|
Level->total_monsters--;
|
|
}
|
|
if (flags & MF_COUNTITEM)
|
|
{
|
|
flags &= ~MF_COUNTITEM;
|
|
Level->total_items--;
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, HandleSpawnFlags)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
self->HandleSpawnFlags();
|
|
return 0;
|
|
}
|
|
|
|
void AActor::BeginPlay ()
|
|
{
|
|
// If the actor is spawned with the dormant flag set, clear it, and use
|
|
// the normal deactivation logic to make it properly dormant.
|
|
if (flags2 & MF2_DORMANT)
|
|
{
|
|
flags2 &= ~MF2_DORMANT;
|
|
CallDeactivate (NULL);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, BeginPlay)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
self->BeginPlay();
|
|
return 0;
|
|
}
|
|
|
|
void AActor::CallBeginPlay()
|
|
{
|
|
IFVIRTUAL(AActor, BeginPlay)
|
|
{
|
|
// Without the type cast this picks the 'void *' assignment...
|
|
VMValue params[1] = { (DObject*)this };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
else BeginPlay();
|
|
}
|
|
|
|
|
|
void AActor::PostBeginPlay ()
|
|
{
|
|
PrevAngles = Angles;
|
|
flags7 |= MF7_HANDLENODELAY;
|
|
if (GetInfo()->LightAssociations.Size() || (state && state->Light > 0))
|
|
{
|
|
flags8 |= MF8_RECREATELIGHTS;
|
|
Level->flags3 |= LEVEL3_LIGHTCREATED;
|
|
}
|
|
}
|
|
|
|
void AActor::CallPostBeginPlay()
|
|
{
|
|
Super::CallPostBeginPlay();
|
|
Level->localEventManager->WorldThingSpawned(this);
|
|
}
|
|
|
|
bool AActor::isFast()
|
|
{
|
|
if (flags5&MF5_ALWAYSFAST) return true;
|
|
if (flags5&MF5_NEVERFAST) return false;
|
|
return !!G_SkillProperty(SKILLP_FastMonsters);
|
|
}
|
|
|
|
bool AActor::isSlow()
|
|
{
|
|
return !!G_SkillProperty(SKILLP_SlowMonsters);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Activate
|
|
//
|
|
//===========================================================================
|
|
|
|
void AActor::Activate (AActor *activator)
|
|
{
|
|
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
|
|
{
|
|
if (flags2 & MF2_DORMANT)
|
|
{
|
|
flags2 &= ~MF2_DORMANT;
|
|
FState *state = FindState(NAME_Active);
|
|
if (state != NULL)
|
|
{
|
|
SetState(state);
|
|
}
|
|
else
|
|
{
|
|
tics = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, Activate)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT(activator, AActor);
|
|
self->Activate(activator);
|
|
return 0;
|
|
}
|
|
|
|
void AActor::CallActivate(AActor *activator)
|
|
{
|
|
IFVIRTUAL(AActor, Activate)
|
|
{
|
|
// Without the type cast this picks the 'void *' assignment...
|
|
VMValue params[2] = { (DObject*)this, (DObject*)activator };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
else Activate(activator);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Deactivate
|
|
//
|
|
//===========================================================================
|
|
|
|
void AActor::Deactivate (AActor *activator)
|
|
{
|
|
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
|
|
{
|
|
if (!(flags2 & MF2_DORMANT))
|
|
{
|
|
flags2 |= MF2_DORMANT;
|
|
FState *state = FindState(NAME_Inactive);
|
|
if (state != NULL)
|
|
{
|
|
SetState(state);
|
|
}
|
|
else
|
|
{
|
|
tics = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, Deactivate)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT(activator, AActor);
|
|
self->Deactivate(activator);
|
|
return 0;
|
|
}
|
|
|
|
void AActor::CallDeactivate(AActor *activator)
|
|
{
|
|
IFVIRTUAL(AActor, Deactivate)
|
|
{
|
|
// Without the type cast this picks the 'void *' assignment...
|
|
VMValue params[2] = { (DObject*)this, (DObject*)activator };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
else Deactivate(activator);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Destroy
|
|
//
|
|
//===========================================================================
|
|
|
|
void AActor::OnDestroy ()
|
|
{
|
|
// [ZZ] call destroy event hook.
|
|
// note that this differs from ThingSpawned in that you can actually override OnDestroy to avoid calling the hook.
|
|
// but you can't really do that without utterly breaking the game, so it's ok.
|
|
// note: if OnDestroy is ever made optional, E_WorldThingDestroyed should still be called for ANY thing.
|
|
if (Level != nullptr)
|
|
{
|
|
Level->localEventManager->WorldThingDestroyed(this);
|
|
}
|
|
|
|
DeleteAttachedLights();
|
|
ClearRenderSectorList();
|
|
ClearRenderLineList();
|
|
|
|
// [RH] Destroy any inventory this actor is carrying
|
|
DestroyAllInventory (this);
|
|
|
|
// [RH] Unlink from tid chain
|
|
RemoveFromHash ();
|
|
|
|
// unlink from sector and block lists
|
|
UnlinkFromWorld (nullptr);
|
|
flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
|
|
|
|
if (ViewPos != nullptr)
|
|
{
|
|
ViewPos->Destroy();
|
|
ViewPos = nullptr;
|
|
}
|
|
|
|
// Transform any playing sound into positioned, non-actor sounds.
|
|
S_RelinkSound (this, NULL);
|
|
|
|
Super::OnDestroy();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AdjustFloorClip
|
|
//
|
|
//===========================================================================
|
|
|
|
void AActor::AdjustFloorClip ()
|
|
{
|
|
if (flags3 & MF3_SPECIALFLOORCLIP)
|
|
{
|
|
return;
|
|
}
|
|
|
|
double oldclip = Floorclip;
|
|
double shallowestclip = INT_MAX;
|
|
const msecnode_t *m;
|
|
|
|
// [RH] clip based on shallowest floor player is standing on
|
|
// If the sector has a deep water effect, then let that effect
|
|
// do the floorclipping instead of the terrain type.
|
|
for (m = touching_sectorlist; m; m = m->m_tnext)
|
|
{
|
|
DVector3 pos = PosRelative(m->m_sector);
|
|
sector_t* hsec = m->m_sector->GetHeightSec();
|
|
if (hsec == NULL)
|
|
{
|
|
if (m->m_sector->floorplane.ZatPoint(pos) == Z())
|
|
{
|
|
double clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
|
|
if (clip < shallowestclip)
|
|
{
|
|
shallowestclip = clip;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (auto& ff : m->m_sector->e->XFloor.ffloors)
|
|
{
|
|
if ((ff->flags & FF_SOLID) && (ff->flags & FF_EXISTS) && ff->top.plane->ZatPoint(pos) == Z())
|
|
{
|
|
double clip = Terrains[ff->top.model->GetTerrain(ff->top.isceiling)].FootClip;
|
|
if (clip < shallowestclip)
|
|
{
|
|
shallowestclip = clip;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
if (shallowestclip == INT_MAX)
|
|
{
|
|
Floorclip = 0;
|
|
}
|
|
else
|
|
{
|
|
Floorclip = shallowestclip;
|
|
}
|
|
if (player && player->mo == this && oldclip != Floorclip)
|
|
{
|
|
player->viewheight -= (oldclip - Floorclip);
|
|
player->deltaviewheight = player->GetDeltaViewHeight();
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, AdjustFloorClip)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
self->AdjustFloorClip();
|
|
return 0;
|
|
}
|
|
|
|
//
|
|
// P_SpawnPlayer
|
|
// Called when a player is spawned on the level.
|
|
// Most of the player structure stays unchanged between levels.
|
|
//
|
|
EXTERN_CVAR (Bool, chasedemo)
|
|
EXTERN_CVAR(Bool, sv_singleplayerrespawn)
|
|
EXTERN_CVAR(Float, fov)
|
|
|
|
extern bool demonew;
|
|
|
|
//==========================================================================
|
|
//
|
|
// This once was the main method for pointer cleanup, but
|
|
// nowadays its only use is swapping out PlayerPawns.
|
|
// This requires pointer fixing throughout all objects and a few
|
|
// global variables, but it only needs to look at pointers that
|
|
// can point to a player.
|
|
//
|
|
//==========================================================================
|
|
|
|
void StaticPointerSubstitution(AActor* old, AActor* notOld)
|
|
{
|
|
DObject* probe;
|
|
size_t changed = 0;
|
|
int i;
|
|
|
|
if (old == nullptr) return;
|
|
|
|
// This is only allowed to replace players or swap out morphed monsters
|
|
if (!old->IsKindOf(NAME_PlayerPawn) || (notOld != nullptr && !notOld->IsKindOf(NAME_PlayerPawn)))
|
|
{
|
|
if (notOld == nullptr) return;
|
|
if (!old->IsKindOf(NAME_MorphedMonster) && !notOld->IsKindOf(NAME_MorphedMonster)) return;
|
|
}
|
|
// Go through all objects.
|
|
i = 0; DObject* last = 0;
|
|
for (probe = GC::Root; probe != NULL; probe = probe->ObjNext)
|
|
{
|
|
i++;
|
|
changed += probe->PointerSubstitution(old, notOld);
|
|
last = probe;
|
|
}
|
|
|
|
// Go through players.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
AActor* replacement = notOld;
|
|
auto& p = players[i];
|
|
|
|
if (p.mo == old) p.mo = replacement, changed++;
|
|
if (p.poisoner.ForceGet() == old) p.poisoner = replacement, changed++;
|
|
if (p.attacker.ForceGet() == old) p.attacker = replacement, changed++;
|
|
if (p.camera.ForceGet() == old) p.camera = replacement, changed++;
|
|
if (p.ConversationNPC.ForceGet() == old) p.ConversationNPC = replacement, changed++;
|
|
if (p.ConversationPC.ForceGet() == old) p.ConversationPC = replacement, changed++;
|
|
}
|
|
}
|
|
|
|
// Go through sectors. Only the level this actor belongs to is relevant.
|
|
for (auto& sec : old->Level->sectors)
|
|
{
|
|
if (sec.SoundTarget == old) sec.SoundTarget = notOld;
|
|
}
|
|
}
|
|
|
|
void FLevelLocals::PlayerSpawnPickClass (int playernum)
|
|
{
|
|
auto p = Players[playernum];
|
|
|
|
if (p->cls == NULL)
|
|
{
|
|
// [GRB] Pick a class from player class list
|
|
if (PlayerClasses.Size () > 1)
|
|
{
|
|
int type;
|
|
|
|
if (!deathmatch || !multiplayer)
|
|
{
|
|
type = SinglePlayerClass[playernum];
|
|
}
|
|
else
|
|
{
|
|
type = p->userinfo.GetPlayerClassNum();
|
|
if (type < 0)
|
|
{
|
|
type = pr_multiclasschoice() % PlayerClasses.Size ();
|
|
}
|
|
}
|
|
p->CurrentPlayerClass = type;
|
|
}
|
|
else
|
|
{
|
|
p->CurrentPlayerClass = 0;
|
|
}
|
|
p->cls = PlayerClasses[p->CurrentPlayerClass].Type;
|
|
}
|
|
}
|
|
|
|
AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|
{
|
|
player_t *p;
|
|
AActor *mobj, *oldactor;
|
|
uint8_t state;
|
|
DVector3 spawn;
|
|
DAngle SpawnAngle;
|
|
|
|
if (mthing == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
// not playing?
|
|
if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !PlayerInGame(playernum) )
|
|
return NULL;
|
|
|
|
// Old lerp data needs to go
|
|
if (playernum == consoleplayer)
|
|
{
|
|
P_PredictionLerpReset();
|
|
}
|
|
|
|
p = Players[playernum];
|
|
|
|
PlayerSpawnPickClass(playernum);
|
|
|
|
if (( dmflags2 & DF2_SAME_SPAWN_SPOT ) &&
|
|
( p->playerstate == PST_REBORN ) &&
|
|
( deathmatch == false ) &&
|
|
( gameaction != ga_worlddone ) &&
|
|
( p->mo != NULL ) &&
|
|
( !(p->mo->Sector->Flags & SECF_NORESPAWN) ) &&
|
|
( NULL != p->attacker ) && // don't respawn on damaging floors
|
|
( p->mo->Sector->damageamount < TELEFRAG_DAMAGE )) // this really should be a bit smarter...
|
|
{
|
|
spawn = p->mo->Pos();
|
|
SpawnAngle = p->mo->Angles.Yaw;
|
|
}
|
|
else
|
|
{
|
|
spawn.X = mthing->pos.X;
|
|
spawn.Y = mthing->pos.Y;
|
|
|
|
// Allow full angular precision
|
|
SpawnAngle = DAngle::fromDeg(mthing->angle);
|
|
if (i_compatflags2 & COMPATF2_BADANGLES)
|
|
{
|
|
SpawnAngle += DAngle::fromDeg(0.01);
|
|
}
|
|
|
|
if (GetDefaultByType(p->cls)->flags & MF_SPAWNCEILING)
|
|
spawn.Z = ONCEILINGZ;
|
|
else if (GetDefaultByType(p->cls)->flags2 & MF2_SPAWNFLOAT)
|
|
spawn.Z = FLOATRANDZ;
|
|
else
|
|
spawn.Z = ONFLOORZ;
|
|
}
|
|
|
|
mobj = Spawn (this, p->cls, spawn, NO_REPLACE);
|
|
|
|
if (this->flags & LEVEL_USEPLAYERSTARTZ)
|
|
{
|
|
if (spawn.Z == ONFLOORZ)
|
|
mobj->AddZ(mthing->pos.Z);
|
|
else if (spawn.Z == ONCEILINGZ)
|
|
mobj->AddZ(-mthing->pos.Z);
|
|
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
|
}
|
|
|
|
mobj->FriendPlayer = playernum + 1; // [RH] players are their own friends
|
|
oldactor = p->mo;
|
|
p->mo = mobj;
|
|
mobj->player = p;
|
|
state = p->playerstate;
|
|
if (state == PST_REBORN || state == PST_ENTER)
|
|
{
|
|
PlayerReborn (playernum);
|
|
}
|
|
else if (oldactor != NULL && oldactor->player == p && !(flags & SPF_TEMPPLAYER))
|
|
{
|
|
// Move the voodoo doll's inventory to the new player.
|
|
IFVM(Actor, ObtainInventory)
|
|
{
|
|
VMValue params[] = { mobj, oldactor };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
Behaviors.StopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
|
|
}
|
|
|
|
// [GRB] Reset skin
|
|
p->userinfo.SkinNumChanged(R_FindSkin (Skins[p->userinfo.GetSkin()].Name, p->CurrentPlayerClass));
|
|
|
|
if (!(mobj->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
// [RH] Be sure the player has the right translation
|
|
R_BuildPlayerTranslation (playernum);
|
|
|
|
// [RH] set color translations for player sprites
|
|
mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
|
|
}
|
|
|
|
mobj->Angles.Yaw = SpawnAngle;
|
|
mobj->Angles.Pitch = mobj->Angles.Roll = nullAngle;
|
|
mobj->health = p->health;
|
|
|
|
// [RH] Set player sprite based on skin
|
|
if (!(mobj->flags4 & MF4_NOSKIN))
|
|
{
|
|
mobj->sprite = Skins[p->userinfo.GetSkin()].sprite;
|
|
}
|
|
|
|
p->DesiredFOV = p->FOV = fov;
|
|
p->camera = p->mo;
|
|
p->playerstate = PST_LIVE;
|
|
p->refire = 0;
|
|
p->damagecount = 0;
|
|
p->bonuscount = 0;
|
|
p->morphTics = 0;
|
|
p->MorphedPlayerClass = 0;
|
|
p->MorphStyle = 0;
|
|
p->MorphExitFlash = NULL;
|
|
p->extralight = 0;
|
|
p->fixedcolormap = NOFIXEDCOLORMAP;
|
|
p->fixedlightlevel = -1;
|
|
p->viewheight = p->DefaultViewHeight();
|
|
p->inconsistant = 0;
|
|
p->attacker = nullptr;
|
|
p->spreecount = 0;
|
|
p->multicount = 0;
|
|
p->lastkilltime = 0;
|
|
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
|
|
p->Uncrouch();
|
|
p->MinPitch = p->MaxPitch = nullAngle; // will be filled in by PostBeginPlay()/netcode
|
|
p->MUSINFOactor = nullptr;
|
|
p->MUSINFOtics = -1;
|
|
p->Vel.Zero(); // killough 10/98: initialize bobbing to 0.
|
|
|
|
IFVIRTUALPTRNAME(p->mo, NAME_PlayerPawn, ResetAirSupply)
|
|
{
|
|
VMValue params[] = { p->mo, false };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
|
|
for (int ii = 0; ii < MAXPLAYERS; ++ii)
|
|
{
|
|
if (PlayerInGame(ii) && Players[ii]->camera == oldactor)
|
|
{
|
|
Players[ii]->camera = mobj;
|
|
}
|
|
}
|
|
|
|
// [RH] Allow chasecam for demo watching
|
|
if ((demoplayback || demonew) && chasedemo)
|
|
p->cheats = CF_CHASECAM;
|
|
|
|
// setup gun psprite
|
|
if (!(flags & SPF_TEMPPLAYER))
|
|
{ // This can also start a script so don't do it for the dummy player.
|
|
P_SetupPsprites (p, !!(flags & SPF_WEAPONFULLYUP));
|
|
}
|
|
|
|
if (deathmatch)
|
|
{ // Give all cards in death match mode.
|
|
IFVIRTUALPTRNAME(p->mo, NAME_PlayerPawn, GiveDeathmatchInventory)
|
|
{
|
|
VMValue params[1] = { p->mo };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
}
|
|
else if ((multiplayer || (flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn ||
|
|
!!G_SkillProperty(SKILLP_PlayerRespawn)) && state == PST_REBORN && oldactor != NULL)
|
|
{ // Special inventory handling for respawning in coop
|
|
IFVM(PlayerPawn, FilterCoopRespawnInventory)
|
|
{
|
|
VMValue params[] = { p->mo, oldactor };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
if (oldactor != NULL)
|
|
{ // Remove any inventory left from the old actor. Coop handles
|
|
// it above, but the other modes don't.
|
|
DestroyAllInventory(oldactor);
|
|
}
|
|
// [BC] Handle temporary invulnerability when respawned
|
|
if (state == PST_REBORN || state == PST_ENTER)
|
|
{
|
|
IFVIRTUALPTRNAME(p->mo, NAME_PlayerPawn, OnRespawn)
|
|
{
|
|
VMValue param = p->mo;
|
|
VMCall(func, ¶m, 1, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
if (StatusBar != NULL && (playernum == consoleplayer || StatusBar->GetPlayer() == playernum))
|
|
{
|
|
StatusBar->AttachToPlayer (p);
|
|
}
|
|
|
|
if (multiplayer)
|
|
{
|
|
P_SpawnTeleportFog(mobj, mobj->Vec3Angle(20., mobj->Angles.Yaw, 0.), false, true);
|
|
}
|
|
|
|
// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,
|
|
// drop down below it, even if that means sinking into the floor.
|
|
if (mobj->Top() > mobj->ceilingz)
|
|
{
|
|
mobj->SetZ(mobj->ceilingz - mobj->Height, false);
|
|
}
|
|
|
|
// [BC] Do script stuff
|
|
if (!(flags & SPF_TEMPPLAYER))
|
|
{
|
|
if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
|
|
{
|
|
Behaviors.StartTypedScripts (SCRIPT_Enter, p->mo, true);
|
|
localEventManager->PlayerSpawned(PlayerNum(p));
|
|
}
|
|
else if (state == PST_REBORN)
|
|
{
|
|
assert (oldactor != NULL);
|
|
|
|
// before relocating all pointers to the player all sound targets
|
|
// pointing to the old actor have to be NULLed. Otherwise all
|
|
// monsters who last targeted this player will wake up immediately
|
|
// after the player has respawned.
|
|
AActor *th;
|
|
auto it = GetThinkerIterator<AActor>();
|
|
while ((th = it.Next()))
|
|
{
|
|
if (th->LastHeard == oldactor) th->LastHeard = nullptr;
|
|
}
|
|
for(auto &sec : sectors)
|
|
{
|
|
if (sec.SoundTarget == oldactor) sec.SoundTarget = nullptr;
|
|
}
|
|
|
|
StaticPointerSubstitution (oldactor, p->mo);
|
|
|
|
localEventManager->PlayerRespawned(PlayerNum(p));
|
|
Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);
|
|
}
|
|
}
|
|
return mobj;
|
|
}
|
|
|
|
//
|
|
// P_SpawnMapThing
|
|
// The fields of the mapthing should
|
|
// already be in host byte order.
|
|
//
|
|
// [RH] position is used to weed out unwanted start spots
|
|
AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
|
|
{
|
|
PClassActor *i;
|
|
int mask;
|
|
AActor *mobj;
|
|
|
|
bool spawnmulti = G_SkillProperty(SKILLP_SpawnMulti) || !!(dmflags2 & DF2_ALWAYS_SPAWN_MULTI);
|
|
|
|
if (mthing->EdNum == 0 || mthing->EdNum == -1)
|
|
return NULL;
|
|
|
|
// find which type to spawn
|
|
FDoomEdEntry *mentry = mthing->info;
|
|
|
|
if (mentry == NULL)
|
|
{
|
|
// [RH] Don't die if the map tries to spawn an unknown thing
|
|
Printf("Unknown type %i at (%.1f, %.1f)\n",
|
|
mthing->EdNum, mthing->pos.X, mthing->pos.Y);
|
|
mentry = DoomEdMap.CheckKey(0);
|
|
if (mentry == NULL) // we need a valid entry for the rest of this function so if we can't find a default, let's exit right away.
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
if (mentry->Type == NULL && mentry->Special <= 0)
|
|
{
|
|
// has been explicitly set to not spawning anything.
|
|
return NULL;
|
|
}
|
|
|
|
// copy args to mapthing so that we have them in one place for the rest of this function
|
|
if (mentry->ArgsDefined > 0)
|
|
{
|
|
if (mentry->Type!= NULL) mthing->special = mentry->Special;
|
|
memcpy(mthing->args, mentry->Args, sizeof(mthing->args[0]) * mentry->ArgsDefined);
|
|
}
|
|
|
|
int pnum = -1;
|
|
if (mentry->Type == NULL)
|
|
{
|
|
|
|
switch (mentry->Special)
|
|
{
|
|
case SMT_DeathmatchStart:
|
|
{
|
|
// count deathmatch start positions
|
|
FPlayerStart start(mthing, 0);
|
|
deathmatchstarts.Push(start);
|
|
return NULL;
|
|
}
|
|
|
|
case SMT_PolyAnchor:
|
|
case SMT_PolySpawn:
|
|
case SMT_PolySpawnCrush:
|
|
case SMT_PolySpawnHurt:
|
|
return nullptr;
|
|
|
|
case SMT_Player1Start:
|
|
case SMT_Player2Start:
|
|
case SMT_Player3Start:
|
|
case SMT_Player4Start:
|
|
case SMT_Player5Start:
|
|
case SMT_Player6Start:
|
|
case SMT_Player7Start:
|
|
case SMT_Player8Start:
|
|
pnum = mentry->Special - SMT_Player1Start;
|
|
break;
|
|
|
|
// Sound sequence override will be handled later
|
|
default:
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
if (pnum == -1 || (flags & LEVEL_FILTERSTARTS))
|
|
{
|
|
// check for appropriate game type
|
|
if (deathmatch)
|
|
{
|
|
mask = MTF_DEATHMATCH;
|
|
}
|
|
else if (multiplayer)
|
|
{
|
|
mask = MTF_COOPERATIVE;
|
|
}
|
|
else if (spawnmulti)
|
|
{
|
|
mask = MTF_COOPERATIVE|MTF_SINGLE;
|
|
}
|
|
else
|
|
{
|
|
mask = MTF_SINGLE;
|
|
}
|
|
if (!(mthing->flags & mask))
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
mask = G_SkillProperty(SKILLP_SpawnFilter);
|
|
if (!(mthing->SkillFilter & mask) && !mentry->NoSkillFlags)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Check class spawn masks. Now with player classes available
|
|
// this is enabled for all games.
|
|
if (!multiplayer)
|
|
{ // Single player
|
|
auto p = GetConsolePlayer();
|
|
if (p)
|
|
{
|
|
int spawnmask = p->GetSpawnClass();
|
|
if (spawnmask != 0 && (mthing->ClassFilter & spawnmask) == 0)
|
|
{ // Not for current class
|
|
return nullptr;
|
|
}
|
|
}
|
|
}
|
|
else if (!deathmatch)
|
|
{ // Cooperative
|
|
mask = 0;
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (PlayerInGame(i))
|
|
{
|
|
int spawnmask = Players[i]->GetSpawnClass();
|
|
if (spawnmask != 0)
|
|
mask |= spawnmask;
|
|
else
|
|
mask = -1;
|
|
}
|
|
}
|
|
if (mask != -1 && (mthing->ClassFilter & mask) == 0)
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pnum != -1)
|
|
{
|
|
// [RH] Only spawn spots that match position.
|
|
if (mthing->args[0] != position)
|
|
return NULL;
|
|
|
|
// save spots for respawning in network games
|
|
FPlayerStart start(mthing, pnum+1);
|
|
playerstarts[pnum] = start;
|
|
if (flags2 & LEVEL2_RANDOMPLAYERSTARTS)
|
|
{ // When using random player starts, all starts count
|
|
AllPlayerStarts.Push(start);
|
|
}
|
|
else
|
|
{ // When not using random player starts, later single player
|
|
// starts should override earlier ones, since the earlier
|
|
// ones are for voodoo dolls and not likely to be ideal for
|
|
// spawning regular players.
|
|
unsigned i;
|
|
for (i = 0; i < AllPlayerStarts.Size(); ++i)
|
|
{
|
|
if (AllPlayerStarts[i].type == pnum+1)
|
|
{
|
|
AllPlayerStarts[i] = start;
|
|
break;
|
|
}
|
|
}
|
|
if (i == AllPlayerStarts.Size())
|
|
{
|
|
AllPlayerStarts.Push(start);
|
|
}
|
|
}
|
|
if (!deathmatch && !(flags2 & LEVEL2_RANDOMPLAYERSTARTS))
|
|
{
|
|
return SpawnPlayer(&start, pnum, (flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// [RH] sound sequence overriders
|
|
if (mentry->Type == NULL && mentry->Special == SMT_SSeqOverride)
|
|
{
|
|
int type = mthing->args[0];
|
|
if (type == 255) type = -1;
|
|
if (type > 63)
|
|
{
|
|
Printf ("Sound sequence %d out of range\n", type);
|
|
}
|
|
else
|
|
{
|
|
PointInSector (mthing->pos)->seqType = type;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// [RH] If the thing's corresponding sprite has no frames, also map
|
|
// it to the unknown thing.
|
|
// Handle decorate replacements explicitly here
|
|
// to check for missing frames in the replacement object.
|
|
i = mentry->Type->GetReplacement(this);
|
|
|
|
const AActor *defaults = GetDefaultByType (i);
|
|
if (defaults->SpawnState == NULL ||
|
|
sprites[defaults->SpawnState->sprite].numframes == 0)
|
|
{
|
|
// We don't load mods for shareware games so we'll just ignore
|
|
// missing actors. Heretic needs this since the shareware includes
|
|
// the retail weapons in Deathmatch.
|
|
if (gameinfo.flags & GI_SHAREWARE)
|
|
return NULL;
|
|
|
|
Printf ("%s at (%.1f, %.1f) has no frames\n",
|
|
i->TypeName.GetChars(), mthing->pos.X, mthing->pos.Y);
|
|
i = PClass::FindActor("Unknown");
|
|
assert(i->IsDescendantOf(RUNTIME_CLASS(AActor)));
|
|
}
|
|
|
|
const AActor *info = GetDefaultByType (i);
|
|
|
|
// don't spawn keycards and players in deathmatch
|
|
if (deathmatch && info->flags & MF_NOTDMATCH)
|
|
return NULL;
|
|
|
|
// don't spawn extra things in coop if so desired
|
|
if (multiplayer && !deathmatch && (dmflags2 & DF2_NO_COOP_THING_SPAWN))
|
|
{
|
|
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
|
|
return NULL;
|
|
}
|
|
|
|
// [RH] don't spawn extra weapons in coop if so desired
|
|
if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN))
|
|
{
|
|
if (GetDefaultByType(i)->flags7 & MF7_WEAPONSPAWN)
|
|
{
|
|
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
// don't spawn any monsters if -nomonsters
|
|
if (((flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
|
|
{
|
|
return NULL;
|
|
}
|
|
auto it = GetDefaultByType(i);
|
|
|
|
IFVIRTUALPTR(it, AActor, ShouldSpawn)
|
|
{
|
|
int ret;
|
|
VMValue param = it;
|
|
VMReturn rett(&ret);
|
|
VMCall(func, ¶m, 1, &rett, 1);
|
|
if (!ret) return nullptr;
|
|
}
|
|
|
|
// spawn it
|
|
double sz;
|
|
|
|
if (info->flags & MF_SPAWNCEILING)
|
|
sz = ONCEILINGZ;
|
|
else if (info->flags2 & MF2_SPAWNFLOAT)
|
|
sz = FLOATRANDZ;
|
|
else
|
|
sz = ONFLOORZ;
|
|
|
|
mobj = AActor::StaticSpawn (this, i, DVector3(mthing->pos, sz), NO_REPLACE, true);
|
|
|
|
if (sz == ONFLOORZ)
|
|
{
|
|
mobj->AddZ(mthing->pos.Z);
|
|
if ((mobj->flags2 & MF2_FLOATBOB) && (mobj->Level->ib_compatflags & BCOMPATF_FLOATBOB))
|
|
{
|
|
mobj->specialf1 = mthing->pos.Z;
|
|
}
|
|
}
|
|
else if (sz == ONCEILINGZ)
|
|
mobj->AddZ(-mthing->pos.Z);
|
|
|
|
if (mobj->flags2 & MF2_FLOORCLIP)
|
|
{
|
|
mobj->AdjustFloorClip();
|
|
}
|
|
|
|
mobj->SpawnPoint = mthing->pos;
|
|
mobj->SpawnAngle = mthing->angle;
|
|
mobj->SpawnFlags = mthing->flags;
|
|
if (mthing->friendlyseeblocks > 0)
|
|
mobj->friendlyseeblocks = mthing->friendlyseeblocks;
|
|
if (mthing->FloatbobPhase >= 0 && mthing->FloatbobPhase < 64) mobj->FloatBobPhase = mthing->FloatbobPhase;
|
|
if (mthing->Gravity < 0) mobj->Gravity = -mthing->Gravity;
|
|
else if (mthing->Gravity > 0) mobj->Gravity *= mthing->Gravity;
|
|
else
|
|
{
|
|
mobj->flags |= MF_NOGRAVITY;
|
|
mobj->Gravity = 0;
|
|
}
|
|
|
|
// For Hexen floatbob 'compatibility' we do not really want to alter the floorz.
|
|
if (mobj->specialf1 == 0 || !(mobj->flags2 & MF2_FLOATBOB) || !(mobj->Level->ib_compatflags & BCOMPATF_FLOATBOB))
|
|
{
|
|
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
|
}
|
|
|
|
// if the actor got args defined either in DECORATE or MAPINFO we must ignore the map's properties.
|
|
if (!(mobj->flags2 & MF2_ARGSDEFINED))
|
|
{
|
|
// [RH] Set the thing's special
|
|
mobj->special = mthing->special;
|
|
for(int j=0;j<5;j++) mobj->args[j]=mthing->args[j];
|
|
}
|
|
|
|
// [RH] Add ThingID to mobj and link it in with the others
|
|
mobj->SetTID(mthing->thingid);
|
|
|
|
mobj->PrevAngles.Yaw = mobj->Angles.Yaw = DAngle::fromDeg(mthing->angle);
|
|
|
|
// Check if this actor's mapthing has a conversation defined
|
|
if (mthing->Conversation > 0)
|
|
{
|
|
// Make sure that this does not partially overwrite the default dialogue settings.
|
|
int root = GetConversation(mthing->Conversation);
|
|
if (root != -1)
|
|
{
|
|
mobj->ConversationRoot = root;
|
|
mobj->Conversation = StrifeDialogues[mobj->ConversationRoot];
|
|
}
|
|
}
|
|
|
|
// Set various UDMF options
|
|
if (mthing->Alpha >= 0)
|
|
mobj->Alpha = mthing->Alpha;
|
|
if (mthing->RenderStyle != STYLE_Count)
|
|
mobj->RenderStyle = (ERenderStyle)mthing->RenderStyle;
|
|
if (mthing->Scale.X != 0)
|
|
mobj->Scale.X = mthing->Scale.X * mobj->Scale.X;
|
|
if (mthing->Scale.Y != 0)
|
|
mobj->Scale.Y = mthing->Scale.Y * mobj->Scale.Y;
|
|
if (mthing->pitch)
|
|
mobj->Angles.Pitch = DAngle::fromDeg(mthing->pitch);
|
|
if (mthing->roll)
|
|
mobj->Angles.Roll = DAngle::fromDeg(mthing->roll);
|
|
if (mthing->score)
|
|
mobj->Score = mthing->score;
|
|
if (mthing->fillcolor)
|
|
mobj->fillcolor = (mthing->fillcolor & 0xffffff) | (ColorMatcher.Pick((mthing->fillcolor & 0xff0000) >> 16,
|
|
(mthing->fillcolor & 0xff00) >> 8, (mthing->fillcolor & 0xff)) << 24);
|
|
|
|
// allow color strings for lights and reshuffle the args for spot lights
|
|
if (i->IsDescendantOf(NAME_DynamicLight))
|
|
{
|
|
if (mthing->arg0str != NAME_None)
|
|
{
|
|
PalEntry color = V_GetColor(mthing->arg0str.GetChars());
|
|
mobj->args[0] = color.r;
|
|
mobj->args[1] = color.g;
|
|
mobj->args[2] = color.b;
|
|
}
|
|
else if (mobj->IntVar(NAME_lightflags) & LF_SPOT)
|
|
{
|
|
mobj->args[0] = RPART(mthing->args[0]);
|
|
mobj->args[1] = GPART(mthing->args[0]);
|
|
mobj->args[2] = BPART(mthing->args[0]);
|
|
}
|
|
|
|
if (mobj->IntVar(NAME_lightflags) & LF_SPOT)
|
|
{
|
|
mobj->AngleVar(NAME_SpotInnerAngle) = DAngle::fromDeg(mthing->args[1]);
|
|
mobj->AngleVar(NAME_SpotOuterAngle) = DAngle::fromDeg(mthing->args[2]);
|
|
}
|
|
}
|
|
|
|
mobj->CallBeginPlay ();
|
|
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
|
|
{
|
|
mobj->LevelSpawned ();
|
|
}
|
|
|
|
if (mthing->Health > 0)
|
|
mobj->health = int(mobj->health * mthing->Health);
|
|
else
|
|
mobj->health = -int(mthing->Health);
|
|
if (mthing->Health == 0)
|
|
{
|
|
// We cannot call 'Die' here directly because the level is not yet fully set up.
|
|
// This needs to be delayed by one tic.
|
|
auto state = mobj->FindState(NAME_DieFromSpawn);
|
|
if (state) mobj->SetState(state, true);
|
|
}
|
|
else if (mthing->Health != 1)
|
|
mobj->StartHealth = mobj->health;
|
|
|
|
return mobj;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// SpawnMapThing
|
|
//
|
|
//===========================================================================
|
|
CVAR(Bool, dumpspawnedthings, false, 0)
|
|
|
|
AActor *FLevelLocals::SpawnMapThing(int index, FMapThing *mt, int position)
|
|
{
|
|
AActor *spawned = SpawnMapThing(mt, position);
|
|
if (dumpspawnedthings)
|
|
{
|
|
Printf("%5d: (%5f, %5f, %5f), doomednum = %5d, flags = %04x, type = %s\n",
|
|
index, mt->pos.X, mt->pos.Y, mt->pos.Z, mt->EdNum, mt->flags,
|
|
spawned ? spawned->GetClass()->TypeName.GetChars() : "(none)");
|
|
}
|
|
T_AddSpawnedThing(this, spawned);
|
|
return spawned;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// GAME SPAWN FUNCTIONS
|
|
//
|
|
|
|
|
|
//
|
|
// P_SpawnPuff
|
|
//
|
|
|
|
AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1, DAngle hitdir, DAngle particledir, int updown, int flags, AActor *vict)
|
|
{
|
|
AActor *puff;
|
|
DVector3 pos = pos1;
|
|
|
|
if (pufftype == nullptr) return nullptr;
|
|
|
|
if (!(flags & PF_NORANDOMZ)) pos.Z += pr_spawnpuff.Random2() / 64.;
|
|
puff = Spawn(source->Level, pufftype, pos, ALLOW_REPLACE);
|
|
if (puff == NULL) return NULL;
|
|
|
|
if ((puff->flags4 & MF4_RANDOMIZE) && puff->tics > 0)
|
|
{
|
|
puff->tics -= pr_spawnpuff() & 3;
|
|
if (puff->tics < 1)
|
|
puff->tics = 1;
|
|
}
|
|
|
|
//Moved puff creation and target/master/tracer setting to here.
|
|
if (puff && vict)
|
|
{
|
|
if (puff->flags7 & MF7_HITTARGET) puff->target = vict;
|
|
if (puff->flags7 & MF7_HITMASTER) puff->master = vict;
|
|
if (puff->flags7 & MF7_HITTRACER) puff->tracer = vict;
|
|
}
|
|
// [BB] If the puff came from a player, set the target of the puff to this player.
|
|
if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER))
|
|
puff->target = source;
|
|
|
|
// Angle is the opposite of the hit direction (i.e. the puff faces the source.)
|
|
puff->Angles.Yaw = hitdir + DAngle::fromDeg(180);
|
|
|
|
// If a puff has a crash state and an actor was not hit,
|
|
// it will enter the crash state. This is used by the StrifeSpark
|
|
// and BlasterPuff.
|
|
FState *crashstate;
|
|
if ((flags & PF_HITSKY) && (crashstate = puff->FindState(NAME_Death, NAME_Sky, true)) != NULL)
|
|
{
|
|
puff->SetState (crashstate);
|
|
}
|
|
else if (!(flags & PF_HITTHING) && (crashstate = puff->FindState(NAME_Crash)) != NULL)
|
|
{
|
|
puff->SetState (crashstate);
|
|
}
|
|
else if ((flags & PF_HITTHINGBLEED) && (crashstate = puff->FindState(NAME_Death, NAME_Extreme, true)) != NULL)
|
|
{
|
|
puff->SetState (crashstate);
|
|
}
|
|
else if ((flags & PF_MELEERANGE) && puff->MeleeState != NULL)
|
|
{
|
|
// handle the hard coded state jump of Doom's bullet puff
|
|
// in a more flexible manner.
|
|
puff->SetState (puff->MeleeState);
|
|
}
|
|
|
|
if (!(flags & PF_TEMPORARY))
|
|
{
|
|
if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES))
|
|
{
|
|
P_DrawSplash2 (source->Level, 32, pos, particledir, updown, 1);
|
|
if (cl_pufftype == 1) puff->renderflags |= RF_INVISIBLE;
|
|
}
|
|
|
|
if ((flags & PF_HITTHING) && puff->SeeSound.isvalid())
|
|
{ // Hit thing sound
|
|
S_Sound (puff, CHAN_BODY, 0, puff->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
else if (puff->AttackSound.isvalid())
|
|
{
|
|
S_Sound (puff, CHAN_BODY, 0, puff->AttackSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
return puff;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SpawnPuff)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_CLASS(pufftype, AActor);
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
PARAM_FLOAT(z);
|
|
PARAM_ANGLE(hitdir);
|
|
PARAM_ANGLE(particledir);
|
|
PARAM_INT(updown);
|
|
PARAM_INT(flags);
|
|
PARAM_OBJECT(victim, AActor);
|
|
ACTION_RETURN_OBJECT(P_SpawnPuff(self, pufftype, DVector3(x, y, z), hitdir, particledir, updown, flags, victim));
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// P_SpawnBlood
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *originator)
|
|
{
|
|
AActor *th;
|
|
PClassActor *bloodcls = originator->GetBloodType();
|
|
DVector3 pos = pos1;
|
|
pos.Z += pr_spawnblood.Random2() / 64.;
|
|
|
|
int bloodtype = cl_bloodtype;
|
|
|
|
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
|
bloodtype = 0;
|
|
|
|
if (bloodcls != NULL)
|
|
{
|
|
th = Spawn(originator->Level, bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
|
|
th->Vel.Z = 2;
|
|
th->Angles.Yaw = dir;
|
|
// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner
|
|
if (th->flags5 & MF5_PUFFGETSOWNER) th->target = originator;
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
|
{
|
|
th->tics -= pr_spawnblood() & 3;
|
|
|
|
if (th->tics < 1)
|
|
th->tics = 1;
|
|
}
|
|
// colorize the blood
|
|
if (!(th->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
th->Translation = originator->BloodTranslation;
|
|
}
|
|
|
|
// Moved out of the blood actor so that replacing blood is easier
|
|
if (gameinfo.gametype & GAME_DoomStrifeChex)
|
|
{
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
if (damage > 13)
|
|
{
|
|
FState *state = th->FindState(NAME_Spray);
|
|
if (state != NULL)
|
|
{
|
|
th->SetState (state);
|
|
goto statedone;
|
|
}
|
|
}
|
|
else damage += 2;
|
|
}
|
|
int advance = 0;
|
|
if (damage <= 12 && damage >= 9)
|
|
{
|
|
advance = 1;
|
|
}
|
|
else if (damage < 9)
|
|
{
|
|
advance = 2;
|
|
}
|
|
|
|
PClassActor *cls = th->GetClass();
|
|
|
|
while (cls != RUNTIME_CLASS(AActor))
|
|
{
|
|
int checked_advance = advance;
|
|
if (cls->OwnsState(th->SpawnState))
|
|
{
|
|
for (; checked_advance > 0; --checked_advance)
|
|
{
|
|
// [RH] Do not set to a state we do not own.
|
|
if (cls->OwnsState(th->SpawnState + checked_advance))
|
|
{
|
|
th->SetState(th->SpawnState + checked_advance);
|
|
goto statedone;
|
|
}
|
|
}
|
|
}
|
|
// We can safely assume the ParentClass is of type PClassActor
|
|
// since we stop when we see the Actor base class.
|
|
cls = static_cast<PClassActor *>(cls->ParentClass);
|
|
}
|
|
}
|
|
|
|
statedone:
|
|
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
|
|
}
|
|
|
|
if (bloodtype >= 1)
|
|
P_DrawSplash2 (originator->Level, 40, pos, dir, 2, originator->BloodColor);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SpawnBlood)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
PARAM_FLOAT(z);
|
|
PARAM_ANGLE(dir);
|
|
PARAM_INT(damage);
|
|
P_SpawnBlood(DVector3(x, y, z), dir, damage, self);
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_BloodSplatter
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
|
{
|
|
PClassActor *bloodcls = originator->GetBloodType(1);
|
|
|
|
int bloodtype = cl_bloodtype;
|
|
|
|
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
|
bloodtype = 0;
|
|
|
|
if (bloodcls != NULL)
|
|
{
|
|
AActor *mo;
|
|
|
|
mo = Spawn(originator->Level, bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
|
|
mo->target = originator;
|
|
mo->Vel.X = pr_splatter.Random2 () / 64.;
|
|
mo->Vel.Y = pr_splatter.Random2() / 64.;
|
|
mo->Vel.Z = 3;
|
|
|
|
// colorize the blood!
|
|
if (!(mo->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
mo->Translation = originator->BloodTranslation;
|
|
}
|
|
|
|
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
|
|
}
|
|
if (bloodtype >= 1)
|
|
{
|
|
P_DrawSplash2 (originator->Level, 40, pos, hitangle - DAngle::fromDeg(180.), 2, originator->BloodColor);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_BloodSplatter2
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
|
{
|
|
PClassActor *bloodcls = originator->GetBloodType(2);
|
|
|
|
int bloodtype = cl_bloodtype;
|
|
|
|
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
|
bloodtype = 0;
|
|
|
|
DVector2 add;
|
|
add.X = (pr_splat() - 128) / 32.;
|
|
add.Y = (pr_splat() - 128) / 32.;
|
|
|
|
if (bloodcls != NULL)
|
|
{
|
|
AActor *mo;
|
|
|
|
|
|
mo = Spawn (originator->Level, bloodcls, pos + add, NO_REPLACE); // GetBloodType already performed the replacement
|
|
mo->target = originator;
|
|
|
|
// colorize the blood!
|
|
if (!(mo->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
mo->Translation = originator->BloodTranslation;
|
|
}
|
|
|
|
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
|
|
}
|
|
if (bloodtype >= 1)
|
|
{
|
|
P_DrawSplash2(originator->Level, 40, pos + add, hitangle - DAngle::fromDeg(180.), 2, originator->BloodColor);
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, BloodSplatter)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
PARAM_FLOAT(z);
|
|
PARAM_ANGLE(dir);
|
|
PARAM_BOOL(axe);
|
|
if (axe) P_BloodSplatter2(DVector3(x, y, z), self, dir);
|
|
else P_BloodSplatter(DVector3(x, y, z), self, dir);
|
|
return 0;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_RipperBlood
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_RipperBlood (AActor *mo, AActor *bleeder)
|
|
{
|
|
PClassActor *bloodcls = bleeder->GetBloodType();
|
|
|
|
double xo = pr_ripperblood.Random2() / 16.;
|
|
double yo = pr_ripperblood.Random2() / 16.;
|
|
double zo = pr_ripperblood.Random2() / 16.;
|
|
DVector3 pos = mo->Vec3Offset(xo, yo, zo);
|
|
|
|
int bloodtype = cl_bloodtype;
|
|
|
|
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
|
bloodtype = 0;
|
|
|
|
if (bloodcls != NULL)
|
|
{
|
|
AActor *th;
|
|
th = Spawn (bleeder->Level, bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
|
|
// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner
|
|
if (th->flags5 & MF5_PUFFGETSOWNER) th->target = bleeder;
|
|
if (gameinfo.gametype == GAME_Heretic)
|
|
th->flags |= MF_NOGRAVITY;
|
|
th->Vel.X = mo->Vel.X / 2;
|
|
th->Vel.Y = mo->Vel.Y / 2;
|
|
th->tics += pr_ripperblood () & 3;
|
|
|
|
// colorize the blood!
|
|
if (!(th->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
th->Translation = bleeder->BloodTranslation;
|
|
}
|
|
|
|
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
|
|
}
|
|
if (bloodtype >= 1)
|
|
{
|
|
P_DrawSplash2(bleeder->Level, 28, pos, bleeder->AngleTo(mo) + DAngle::fromDeg(180.), 0, bleeder->BloodColor);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_GetThingFloorType
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int P_GetThingFloorType (AActor *thing)
|
|
{
|
|
if (thing->floorterrain >= 0)
|
|
{
|
|
return thing->floorterrain;
|
|
}
|
|
else
|
|
{
|
|
return thing->Sector->GetTerrain(sector_t::floor);
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_HitWater
|
|
//
|
|
// Returns true if hit liquid and splashed, false if not.
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool P_HitWater (AActor * thing, sector_t * sec, const DVector3 &pos, bool checkabove, bool alert, bool force)
|
|
{
|
|
if (thing->player && (thing->player->cheats & CF_PREDICTING))
|
|
return false;
|
|
|
|
AActor *mo = NULL;
|
|
FSplashDef *splash;
|
|
int terrainnum;
|
|
sector_t *hsec = NULL;
|
|
|
|
// don't splash above the object
|
|
if (checkabove)
|
|
{
|
|
double compare_z = thing->Center();
|
|
// Missiles are typically small and fast, so they might
|
|
// end up submerged by the move that calls P_HitWater.
|
|
if (thing->flags & MF_MISSILE)
|
|
compare_z -= thing->Vel.Z;
|
|
if (pos.Z > compare_z)
|
|
return false;
|
|
}
|
|
|
|
#if 0 // needs some rethinking before activation
|
|
|
|
// This avoids spawning splashes on invisible self referencing sectors.
|
|
// For network consistency do this only in single player though because
|
|
// it is not guaranteed that all players have GL nodes loaded.
|
|
if (!multiplayer && thing->subsector->sector != thing->subsector->render_sector)
|
|
{
|
|
double zs = thing->subsector->sector->floorplane.ZatPoint(pos);
|
|
double zr = thing->subsector->render_sector->floorplane.ZatPoint(pos);
|
|
|
|
if (zs > zr && thing->Z() >= zs) return false;
|
|
}
|
|
#endif
|
|
|
|
// 'force' means, we want this sector's terrain, no matter what.
|
|
if (!force)
|
|
{
|
|
for (unsigned int i = 0; i<sec->e->XFloor.ffloors.Size(); i++)
|
|
{
|
|
F3DFloor * rover = sec->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
double planez = rover->top.plane->ZatPoint(pos);
|
|
if (pos.Z > planez - 0.5 && pos.Z < planez + 0.5) // allow minor imprecisions
|
|
{
|
|
if ((rover->flags & (FF_SOLID | FF_SWIMMABLE)) || rover->alpha > 0)
|
|
{
|
|
terrainnum = rover->model->GetTerrain(rover->top.isceiling);
|
|
goto foundone;
|
|
}
|
|
}
|
|
planez = rover->bottom.plane->ZatPoint(pos);
|
|
if (planez < pos.Z && !(planez < thing->floorz)) return false;
|
|
}
|
|
}
|
|
hsec = sec->GetHeightSec();
|
|
if (force || hsec == NULL || !(hsec->MoreFlags & SECMF_CLIPFAKEPLANES))
|
|
{
|
|
terrainnum = sec->GetTerrain(sector_t::floor);
|
|
}
|
|
else
|
|
{
|
|
terrainnum = hsec->GetTerrain(sector_t::floor);
|
|
}
|
|
foundone:
|
|
|
|
int splashnum = Terrains[terrainnum].Splash;
|
|
bool smallsplash = false;
|
|
const secplane_t *plane;
|
|
|
|
if (splashnum == -1)
|
|
return Terrains[terrainnum].IsLiquid;
|
|
|
|
const bool dealDamageOnLand = thing->player
|
|
&& Terrains[terrainnum].DamageOnLand
|
|
&& Terrains[terrainnum].DamageAmount
|
|
&& (thing->Level->time & Terrains[terrainnum].DamageTimeMask);
|
|
if (dealDamageOnLand)
|
|
P_DamageMobj(thing, nullptr, nullptr, Terrains[terrainnum].DamageAmount, Terrains[terrainnum].DamageMOD);
|
|
|
|
// don't splash when touching an underwater floor
|
|
if (thing->waterlevel >= 1 && pos.Z <= thing->floorz) return Terrains[terrainnum].IsLiquid;
|
|
|
|
plane = hsec != NULL? &sec->heightsec->floorplane : &sec->floorplane;
|
|
|
|
// Don't splash for living things with small vertical velocities.
|
|
// There are levels where the constant splashing from the monsters gets extremely annoying
|
|
if (((thing->flags3&MF3_ISMONSTER || thing->player) && thing->Vel.Z >= -6) && !force)
|
|
return Terrains[terrainnum].IsLiquid;
|
|
|
|
splash = &Splashes[splashnum];
|
|
|
|
// Small splash for small masses
|
|
if (thing->Mass < 10)
|
|
smallsplash = true;
|
|
|
|
if (!(thing->flags3 & MF3_DONTSPLASH))
|
|
{
|
|
if (smallsplash && splash->SmallSplash)
|
|
{
|
|
mo = Spawn(sec->Level, splash->SmallSplash, pos, ALLOW_REPLACE);
|
|
mo->target = thing;
|
|
if (mo) mo->Floorclip += splash->SmallSplashClip;
|
|
}
|
|
else
|
|
{
|
|
if (splash->SplashChunk)
|
|
{
|
|
mo = Spawn(sec->Level, splash->SplashChunk, pos, ALLOW_REPLACE);
|
|
mo->target = thing;
|
|
if (splash->ChunkXVelShift != 255)
|
|
{
|
|
mo->Vel.X = (pr_chunk.Random2() << splash->ChunkXVelShift) / 65536.;
|
|
}
|
|
if (splash->ChunkYVelShift != 255)
|
|
{
|
|
mo->Vel.Y = (pr_chunk.Random2() << splash->ChunkYVelShift) / 65536.;
|
|
}
|
|
mo->Vel.Z = splash->ChunkBaseZVel + (pr_chunk() << splash->ChunkZVelShift) / 65536.;
|
|
}
|
|
if (splash->SplashBase)
|
|
{
|
|
mo = Spawn(sec->Level, splash->SplashBase, pos, ALLOW_REPLACE);
|
|
mo->target = thing;
|
|
}
|
|
if (thing->player && !splash->NoAlert && alert)
|
|
{
|
|
P_NoiseAlert(thing, thing, true);
|
|
}
|
|
}
|
|
if (mo)
|
|
{
|
|
S_Sound(mo, CHAN_ITEM, 0, smallsplash ?
|
|
splash->SmallSplashSound : splash->NormalSplashSound,
|
|
1, ATTN_IDLE);
|
|
}
|
|
else
|
|
{
|
|
S_Sound(thing->Level, pos, CHAN_ITEM, 0, smallsplash ?
|
|
splash->SmallSplashSound : splash->NormalSplashSound,
|
|
1, ATTN_IDLE);
|
|
}
|
|
}
|
|
|
|
// Don't let deep water eat missiles
|
|
return plane == &sec->floorplane ? Terrains[terrainnum].IsLiquid : false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, HitWater)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_POINTER_NOT_NULL(sec, sector_t);
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
PARAM_FLOAT(z);
|
|
PARAM_BOOL(checkabove);
|
|
PARAM_BOOL(alert);
|
|
PARAM_BOOL(force);
|
|
ACTION_RETURN_BOOL(P_HitWater(self, sec, DVector3(x, y, z), checkabove, alert, force));
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_HitFloor
|
|
//
|
|
// Returns true if hit liquid and splashed, false if not.
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool P_HitFloor (AActor *thing)
|
|
{
|
|
const msecnode_t *m;
|
|
|
|
// killough 11/98: touchy objects explode on impact
|
|
// Allow very short drops to be safe, so that a touchy can be summoned without exploding.
|
|
if (thing->flags6 & MF6_TOUCHY && ((thing->flags6 & MF6_ARMED) || thing->IsSentient()) && thing->Vel.Z < -5)
|
|
{
|
|
thing->flags6 &= ~MF6_ARMED; // Disarm
|
|
P_DamageMobj (thing, NULL, NULL, thing->health, NAME_Crush, DMG_FORCED); // kill object
|
|
return false;
|
|
}
|
|
|
|
// don't splash if landing on the edge above water/lava/etc....
|
|
DVector3 pos;
|
|
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
|
|
{
|
|
pos = thing->PosRelative(m->m_sector);
|
|
if (thing->Z() == m->m_sector->floorplane.ZatPoint(pos))
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Check 3D floors
|
|
for(unsigned int i=0;i<m->m_sector->e->XFloor.ffloors.Size();i++)
|
|
{
|
|
F3DFloor * rover = m->m_sector->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
if (rover->flags & (FF_SOLID|FF_SWIMMABLE))
|
|
{
|
|
if (rover->top.plane->ZatPoint(pos) == thing->Z())
|
|
{
|
|
return P_HitWater (thing, m->m_sector, pos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (m == NULL || m->m_sector->GetHeightSec() != NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return P_HitWater (thing, m->m_sector, pos);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, HitFloor)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
ACTION_RETURN_BOOL(P_HitFloor(self));
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_CheckMissileSpawn
|
|
//
|
|
// Returns true if the missile is at a valid spawn point, otherwise
|
|
// explodes it and returns false.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool P_CheckMissileSpawn (AActor* th, double maxdist)
|
|
{
|
|
// [RH] Don't decrement tics if they are already less than 1
|
|
if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
|
|
{
|
|
th->tics -= pr_checkmissilespawn() & 3;
|
|
if (th->tics < 1)
|
|
th->tics = 1;
|
|
}
|
|
|
|
DVector3 newpos = { 0,0,0 };
|
|
|
|
if (maxdist > 0)
|
|
{
|
|
// move a little forward so an angle can be computed if it immediately explodes
|
|
DVector3 advance = th->Vel;
|
|
double maxsquared = maxdist*maxdist;
|
|
|
|
// Keep halving the advance vector until we get something less than maxdist
|
|
// units away, since we still want to spawn the missile inside the shooter.
|
|
do
|
|
{
|
|
advance *= 0.5f;
|
|
}
|
|
while (advance.XY().LengthSquared() >= maxsquared);
|
|
newpos += advance;
|
|
}
|
|
|
|
newpos = th->Vec3Offset(newpos);
|
|
th->SetXYZ(newpos);
|
|
th->Sector = th->Level->PointInSector(th->Pos());
|
|
|
|
FCheckPosition tm(!!(th->flags2 & MF2_RIP));
|
|
|
|
// killough 8/12/98: for non-missile objects (e.g. grenades)
|
|
//
|
|
// [GZ] MBF excludes non-missile objects from the P_TryMove test
|
|
// and subsequent potential P_ExplodeMissile call. That is because
|
|
// in MBF, a projectile is not an actor with the MF_MISSILE flag
|
|
// but an actor with either or both the MF_MISSILE and MF_BOUNCES
|
|
// flags, and a grenade is identified by not having MF_MISSILE.
|
|
// Killough wanted grenades not to explode directly when spawned,
|
|
// therefore they can be fired safely even when humping a wall as
|
|
// they will then just drop on the floor at their shooter's feet.
|
|
//
|
|
// However, ZDoom does allow non-missiles to be shot as well, so
|
|
// Killough's check for non-missiles is inadequate here. So let's
|
|
// replace it by a check for non-missile and MBF bounce type.
|
|
// This should allow MBF behavior where relevant without altering
|
|
// established ZDoom behavior for crazy stuff like a cacodemon cannon.
|
|
bool MBFGrenade = (!(th->flags & MF_MISSILE) || (th->BounceFlags & BOUNCE_MBF));
|
|
|
|
// killough 3/15/98: no dropoff (really = don't care for missiles)
|
|
auto oldf2 = th->flags2;
|
|
th->flags2 &= ~(MF2_MCROSS|MF2_PCROSS); // The following check is not supposed to activate missile triggers.
|
|
if (!(P_TryMove (th, newpos, false, NULL, tm, true)))
|
|
{
|
|
// [RH] Don't explode ripping missiles that spawn inside something
|
|
if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
|
|
{
|
|
// If this is a monster spawned by A_SpawnProjectile subtract it from the counter.
|
|
th->ClearCounters();
|
|
// [RH] Don't explode missiles that spawn on top of horizon lines
|
|
if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
|
|
{
|
|
th->Destroy ();
|
|
}
|
|
else if (MBFGrenade && th->BlockingLine != NULL)
|
|
{
|
|
P_BounceWall(th);
|
|
}
|
|
else
|
|
{
|
|
P_ExplodeMissile (th, th->BlockingLine, th->BlockingMobj);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
th->flags2 = oldf2;
|
|
th->ClearInterpolation();
|
|
return true;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, CheckMissileSpawn)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT(add);
|
|
ACTION_RETURN_BOOL(P_CheckMissileSpawn(self, add));
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_PlaySpawnSound
|
|
//
|
|
// Plays a missiles spawn sound. Location depends on the
|
|
// MF_SPAWNSOUNDSOURCE flag.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void P_PlaySpawnSound(AActor *missile, AActor *spawner)
|
|
{
|
|
if (missile->SeeSound != NO_SOUND)
|
|
{
|
|
if (!(missile->flags & MF_SPAWNSOUNDSOURCE))
|
|
{
|
|
S_Sound (missile, CHAN_VOICE, 0, missile->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
else if (spawner != NULL)
|
|
{
|
|
S_Sound (spawner, CHAN_WEAPON, 0, missile->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
// If there is no spawner use the spawn position.
|
|
// But not in a silenced sector.
|
|
if (!(missile->Sector->Flags & SECF_SILENT))
|
|
S_Sound (missile->Level, missile->Pos(), CHAN_WEAPON, 0, missile->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, PlaySpawnSound)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT_NOT_NULL(missile, AActor);
|
|
P_PlaySpawnSound(missile, self);
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
double GetDefaultSpeed(PClassActor *type)
|
|
{
|
|
if (type == NULL)
|
|
return 0;
|
|
|
|
auto def = GetDefaultByType(type);
|
|
if (G_SkillProperty(SKILLP_FastMonsters))
|
|
{
|
|
double f = def->FloatVar(NAME_FastSpeed);
|
|
if (f >= 0) return f;
|
|
}
|
|
return def->Speed;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_SpawnMissile
|
|
//
|
|
// Returns NULL if the missile exploded immediately, otherwise returns
|
|
// a mobj_t pointer to the missile.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner)
|
|
{
|
|
if (source == nullptr || type == nullptr)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
if (dest == NULL)
|
|
{
|
|
Printf ("P_SpawnMissileXYZ: Tried to shoot %s from %s with no dest\n",
|
|
type->TypeName.GetChars(), source->GetClass()->TypeName.GetChars());
|
|
return NULL;
|
|
}
|
|
|
|
if (pos.Z != ONFLOORZ && pos.Z != ONCEILINGZ)
|
|
{
|
|
pos.Z -= source->Floorclip;
|
|
}
|
|
|
|
AActor *th = Spawn (source->Level, type, pos, ALLOW_REPLACE);
|
|
|
|
P_PlaySpawnSound(th, source);
|
|
|
|
// record missile's originator
|
|
if (owner == NULL) owner = source;
|
|
th->target = owner;
|
|
|
|
double speed = th->Speed;
|
|
|
|
// [RH]
|
|
// Hexen calculates the missile velocity based on the source's location.
|
|
// Would it be more useful to base it on the actual position of the
|
|
// missile?
|
|
// Answer: No, because this way, you can set up sets of parallel missiles.
|
|
|
|
DVector3 velocity = source->Vec3To(dest);
|
|
// Floor and ceiling huggers should never have a vertical component to their velocity
|
|
if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
|
|
{
|
|
velocity.Z = 0;
|
|
}
|
|
// [RH] Adjust the trajectory if the missile will go over the target's head.
|
|
else if (pos.Z - source->Z() >= dest->Height)
|
|
{
|
|
velocity.Z += (dest->Height - pos.Z + source->Z());
|
|
}
|
|
th->Vel = velocity.Resized(speed);
|
|
|
|
P_SpawnMissileXYZ_ShadowHandling(source,dest,th);
|
|
|
|
th->AngleFromVel();
|
|
|
|
if (th->flags4 & MF4_SPECTRAL)
|
|
{
|
|
th->SetFriendPlayer(owner->player);
|
|
}
|
|
|
|
return (!checkspawn || P_CheckMissileSpawn (th, source->radius)) ? th : NULL;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileXYZ)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
PARAM_FLOAT(z);
|
|
PARAM_OBJECT_NOT_NULL(dest, AActor);
|
|
PARAM_CLASS(type, AActor);
|
|
PARAM_BOOL(check);
|
|
PARAM_OBJECT(owner, AActor);
|
|
ACTION_RETURN_OBJECT(P_SpawnMissileXYZ(DVector3(x,y,z), self, dest, type, check, owner));
|
|
}
|
|
|
|
AActor *P_SpawnMissile(AActor *source, AActor *dest, PClassActor *type, AActor *owner)
|
|
{
|
|
if (source == nullptr)
|
|
{
|
|
return nullptr;
|
|
}
|
|
return P_SpawnMissileXYZ(source->PosPlusZ(32 + source->GetBobOffset()), source, dest, type, true, owner);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SpawnMissile)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT_NOT_NULL(dest, AActor);
|
|
PARAM_CLASS(type, AActor);
|
|
PARAM_OBJECT(owner, AActor);
|
|
ACTION_RETURN_OBJECT(P_SpawnMissile(self, dest, type, owner));
|
|
}
|
|
|
|
AActor *P_SpawnMissileZ(AActor *source, double z, AActor *dest, PClassActor *type)
|
|
{
|
|
if (source == nullptr)
|
|
{
|
|
return nullptr;
|
|
}
|
|
return P_SpawnMissileXYZ(source->PosAtZ(z), source, dest, type);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZ)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT(z);
|
|
PARAM_OBJECT_NOT_NULL(dest, AActor);
|
|
PARAM_CLASS(type, AActor);
|
|
ACTION_RETURN_OBJECT(P_SpawnMissileZ(self, z, dest, type));
|
|
}
|
|
|
|
|
|
|
|
AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type)
|
|
{
|
|
if (source == nullptr || type == nullptr)
|
|
{
|
|
return nullptr;
|
|
}
|
|
AActor *th = Spawn (source->Level, type, source->PosPlusZ(32.), ALLOW_REPLACE);
|
|
|
|
P_PlaySpawnSound(th, source);
|
|
th->target = owner; // record missile's originator
|
|
|
|
th->Angles.Yaw = source->AngleTo(dest);
|
|
th->VelFromAngle();
|
|
|
|
|
|
double dist = source->DistanceBySpeed(dest, max(1., th->Speed));
|
|
th->Vel.Z = (dest->Z() - source->Z()) / dist;
|
|
|
|
if (th->flags4 & MF4_SPECTRAL)
|
|
{
|
|
th->SetFriendPlayer(owner->player);
|
|
}
|
|
|
|
P_CheckMissileSpawn(th, source->radius);
|
|
return th;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, OldSpawnMissile)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT_NOT_NULL(dest, AActor);
|
|
PARAM_CLASS(type, AActor);
|
|
PARAM_OBJECT(owner, AActor);
|
|
ACTION_RETURN_OBJECT(P_OldSpawnMissile(self, owner, dest, type));
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_SpawnMissileAngle
|
|
//
|
|
// Returns NULL if the missile exploded immediately, otherwise returns
|
|
// a mobj_t pointer to the missile.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActor *type)
|
|
{
|
|
if (source == nullptr || type == nullptr)
|
|
{
|
|
return nullptr;
|
|
}
|
|
DAngle an;
|
|
double dist;
|
|
double speed;
|
|
double vz;
|
|
|
|
an = source->Angles.Yaw;
|
|
|
|
an += P_SpawnMissileZAimed_ShadowHandling(source,dest);
|
|
|
|
dist = source->Distance2D (dest);
|
|
speed = GetDefaultSpeed (type);
|
|
dist /= speed;
|
|
vz = dist != 0 ? (dest->Z() - source->Z())/dist : speed;
|
|
return P_SpawnMissileAngleZSpeed (source, z, type, an, vz, speed);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZAimed)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT(z);
|
|
PARAM_OBJECT_NOT_NULL(dest, AActor);
|
|
PARAM_CLASS(type, AActor);
|
|
ACTION_RETURN_OBJECT(P_SpawnMissileZAimed(self, z, dest, type));
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_SpawnMissileAngleZSpeed
|
|
//
|
|
// Returns NULL if the missile exploded immediately, otherwise returns
|
|
// a mobj_t pointer to the missile.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AActor *P_SpawnMissileAngleZSpeed (AActor *source, double z,
|
|
PClassActor *type, DAngle angle, double vz, double speed, AActor *owner, bool checkspawn)
|
|
{
|
|
if (source == nullptr || type == nullptr)
|
|
{
|
|
return nullptr;
|
|
}
|
|
AActor *mo;
|
|
|
|
if (z != ONFLOORZ && z != ONCEILINGZ)
|
|
{
|
|
z -= source->Floorclip;
|
|
}
|
|
|
|
mo = Spawn (source->Level, type, source->PosAtZ(z), ALLOW_REPLACE);
|
|
|
|
P_PlaySpawnSound(mo, source);
|
|
if (owner == NULL) owner = source;
|
|
mo->target = owner;
|
|
mo->Angles.Yaw = angle;
|
|
mo->VelFromAngle(speed);
|
|
mo->Vel.Z = vz;
|
|
|
|
if (mo->flags4 & MF4_SPECTRAL)
|
|
{
|
|
mo->SetFriendPlayer(owner->player);
|
|
}
|
|
|
|
return (!checkspawn || P_CheckMissileSpawn(mo, source->radius)) ? mo : NULL;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileAngleZSpeed)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT(z);
|
|
PARAM_CLASS(type, AActor);
|
|
PARAM_ANGLE(angle);
|
|
PARAM_FLOAT(vz);
|
|
PARAM_FLOAT(speed);
|
|
PARAM_OBJECT(owner, AActor);
|
|
PARAM_BOOL(checkspawn);
|
|
ACTION_RETURN_OBJECT(P_SpawnMissileAngleZSpeed(self, z, type, angle, vz, speed, owner, checkspawn));
|
|
}
|
|
|
|
|
|
AActor *P_SpawnSubMissile(AActor *source, PClassActor *type, AActor *target)
|
|
{
|
|
AActor *other = Spawn(source->Level, type, source->Pos(), ALLOW_REPLACE);
|
|
|
|
if (source == nullptr || type == nullptr)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
other->target = target;
|
|
other->Angles.Yaw = source->Angles.Yaw;
|
|
other->VelFromAngle();
|
|
|
|
if (other->flags4 & MF4_SPECTRAL)
|
|
{
|
|
if (source->flags & MF_MISSILE && source->flags4 & MF4_SPECTRAL)
|
|
{
|
|
other->FriendPlayer = source->FriendPlayer;
|
|
}
|
|
else
|
|
{
|
|
other->SetFriendPlayer(target->player);
|
|
}
|
|
}
|
|
|
|
if (P_CheckMissileSpawn(other, source->radius))
|
|
{
|
|
DAngle pitch = P_AimLineAttack(source, source->Angles.Yaw, 1024.);
|
|
other->Vel.Z = -other->Speed * pitch.Sin();
|
|
return other;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SpawnSubMissile)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_CLASS(cls, AActor);
|
|
PARAM_OBJECT_NOT_NULL(target, AActor);
|
|
ACTION_RETURN_OBJECT(P_SpawnSubMissile(self, cls, target));
|
|
}
|
|
/*
|
|
================
|
|
=
|
|
= P_SpawnPlayerMissile
|
|
=
|
|
= Tries to aim at a nearby monster
|
|
================
|
|
*/
|
|
|
|
AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
|
|
PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor,
|
|
bool nofreeaim, bool noautoaim, int aimflags)
|
|
{
|
|
if (source == nullptr || type == nullptr)
|
|
{
|
|
return nullptr;
|
|
}
|
|
aimflags &= ~ALF_IGNORENOAUTOAIM; // just to be safe.
|
|
|
|
static const double angdiff[3] = { -5.625, 5.625, 0 };
|
|
DAngle an = angle;
|
|
DAngle pitch;
|
|
FTranslatedLineTarget scratch;
|
|
AActor *defaultobject = GetDefaultByType(type);
|
|
DAngle vrange = DAngle::fromDeg(nofreeaim ? 35. : 0.);
|
|
|
|
if (!pLineTarget) pLineTarget = &scratch;
|
|
if (!(aimflags & ALF_NOWEAPONCHECK) && source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->IntVar(NAME_WeaponFlags) & WIF_NOAUTOAIM) || noautoaim))
|
|
{
|
|
// Keep exactly the same angle and pitch as the player's own aim
|
|
an = angle;
|
|
pitch = source->Angles.Pitch;
|
|
pLineTarget->linetarget = NULL;
|
|
}
|
|
else // see which target is to be aimed at
|
|
{
|
|
// [XA] If MaxTargetRange is defined in the spawned projectile, use this as the
|
|
// maximum range for the P_AimLineAttack call later; this allows MaxTargetRange
|
|
// to function as a "maximum tracer-acquisition range" for seeker missiles.
|
|
double linetargetrange = defaultobject->maxtargetrange > 0 ? defaultobject->maxtargetrange*64 : 16*64.;
|
|
|
|
int i = 2;
|
|
do
|
|
{
|
|
an = angle + DAngle::fromDeg(angdiff[i]);
|
|
pitch = P_AimLineAttack (source, an, linetargetrange, pLineTarget, vrange, aimflags);
|
|
|
|
if (source->player != NULL &&
|
|
!nofreeaim &&
|
|
source->Level->IsFreelookAllowed() &&
|
|
source->player->userinfo.GetAimDist() <= 0.5)
|
|
{
|
|
break;
|
|
}
|
|
} while (pLineTarget->linetarget == NULL && --i >= 0);
|
|
|
|
if (pLineTarget->linetarget == NULL)
|
|
{
|
|
an = angle;
|
|
if (nofreeaim || !source->Level->IsFreelookAllowed())
|
|
{
|
|
pitch = nullAngle;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (z != ONFLOORZ && z != ONCEILINGZ)
|
|
{
|
|
// Doom spawns missiles 4 units lower than hitscan attacks for players.
|
|
z += source->Center() - source->Floorclip + source->AttackOffset(-4);
|
|
// Do not fire beneath the floor.
|
|
if (z < source->floorz)
|
|
{
|
|
z = source->floorz;
|
|
}
|
|
}
|
|
DVector3 pos = source->Vec2OffsetZ(x, y, z);
|
|
AActor *MissileActor = Spawn (source->Level, type, pos, ALLOW_REPLACE);
|
|
if (pMissileActor) *pMissileActor = MissileActor;
|
|
P_PlaySpawnSound(MissileActor, source);
|
|
MissileActor->target = source;
|
|
MissileActor->Angles.Yaw = an;
|
|
if (MissileActor->flags3 & (MF3_FLOORHUGGER | MF3_CEILINGHUGGER))
|
|
{
|
|
MissileActor->VelFromAngle();
|
|
}
|
|
else
|
|
{
|
|
MissileActor->Vel3DFromAngle(pitch, MissileActor->Speed);
|
|
}
|
|
|
|
if (MissileActor->flags4 & MF4_SPECTRAL)
|
|
{
|
|
MissileActor->SetFriendPlayer(source->player);
|
|
}
|
|
if (P_CheckMissileSpawn (MissileActor, source->radius))
|
|
{
|
|
return MissileActor;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, SpawnPlayerMissile)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_CLASS(type, AActor);
|
|
PARAM_ANGLE(angle);
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
PARAM_FLOAT(z);
|
|
PARAM_OUTPOINTER(lt, FTranslatedLineTarget);
|
|
PARAM_BOOL(nofreeaim);
|
|
PARAM_BOOL(noautoaim);
|
|
PARAM_INT(aimflags);
|
|
AActor *missileactor;
|
|
if (angle == DAngle::fromDeg(1e37)) angle = self->Angles.Yaw;
|
|
AActor *misl = P_SpawnPlayerMissile(self, x, y, z, type, angle, lt, &missileactor, nofreeaim, noautoaim, aimflags);
|
|
if (numret > 0) ret[0].SetObject(misl);
|
|
if (numret > 1) ret[1].SetObject(missileactor), numret = 2;
|
|
return numret;
|
|
}
|
|
|
|
|
|
int AActor::GetTeam()
|
|
{
|
|
if (player)
|
|
{
|
|
return player->userinfo.GetTeam();
|
|
}
|
|
|
|
int myTeam = DesignatedTeam;
|
|
|
|
// Check for monsters that belong to a player on the team but aren't part of the team themselves.
|
|
if (myTeam == TEAM_NONE && FriendPlayer != 0)
|
|
{
|
|
myTeam = Level->Players[FriendPlayer - 1]->userinfo.GetTeam();
|
|
}
|
|
return myTeam;
|
|
|
|
}
|
|
|
|
bool AActor::IsTeammate (AActor *other)
|
|
{
|
|
if (!other)
|
|
{
|
|
return false;
|
|
}
|
|
else if (!deathmatch && player && other->player)
|
|
{
|
|
return (!((flags ^ other->flags) & MF_FRIENDLY));
|
|
}
|
|
else if (teamplay)
|
|
{
|
|
int myTeam = GetTeam();
|
|
int otherTeam = other->GetTeam();
|
|
|
|
return (myTeam != TEAM_NONE && myTeam == otherTeam);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: GetSpecies
|
|
//
|
|
// Species is defined as the lowest base class that is a monster
|
|
// with no non-monster class in between. If the actor specifies an explicit
|
|
// species (i.e. not 'None'), that is used. This is virtualized, so special
|
|
// monsters can change this behavior if they like.
|
|
//
|
|
//==========================================================================
|
|
|
|
FName AActor::GetSpecies()
|
|
{
|
|
if (Species != NAME_None)
|
|
{
|
|
return Species;
|
|
}
|
|
|
|
PClassActor *thistype = GetClass();
|
|
|
|
if (GetDefaultByType(thistype)->flags3 & MF3_ISMONSTER)
|
|
{
|
|
while (thistype->ParentClass)
|
|
{
|
|
if (GetDefaultByType(thistype->ParentClass)->flags3 & MF3_ISMONSTER)
|
|
thistype = static_cast<PClassActor *>(thistype->ParentClass);
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
return Species = thistype->TypeName; // [GZ] Speeds up future calls.
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: IsFriend
|
|
//
|
|
// Checks if two monsters have to be considered friendly.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AActor::IsFriend (AActor *other)
|
|
{
|
|
if (flags & other->flags & MF_FRIENDLY)
|
|
{
|
|
if (deathmatch && teamplay)
|
|
return IsTeammate(other) ||
|
|
(FriendPlayer != 0 && other->FriendPlayer != 0 &&
|
|
Level->Players[FriendPlayer-1]->mo->IsTeammate(Level->Players[other->FriendPlayer-1]->mo));
|
|
|
|
return !deathmatch ||
|
|
FriendPlayer == other->FriendPlayer ||
|
|
FriendPlayer == 0 ||
|
|
other->FriendPlayer == 0 ||
|
|
Level->Players[FriendPlayer-1]->mo->IsTeammate(Level->Players[other->FriendPlayer-1]->mo);
|
|
}
|
|
// [SP] If friendly flags match, then they are on the same team.
|
|
/*if (!((flags ^ other->flags) & MF_FRIENDLY))
|
|
return true;*/
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: IsHostile
|
|
//
|
|
// Checks if two monsters have to be considered hostile under any circumstances
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AActor::IsHostile (AActor *other)
|
|
{
|
|
// Both monsters are non-friendlies so hostilities depend on infighting settings
|
|
if (!((flags | other->flags) & MF_FRIENDLY)) return false;
|
|
|
|
// Both monsters are friendly and belong to the same player if applicable.
|
|
if (flags & other->flags & MF_FRIENDLY)
|
|
{
|
|
if (deathmatch && teamplay)
|
|
return !IsTeammate(other) &&
|
|
!(FriendPlayer != 0 && other->FriendPlayer != 0 &&
|
|
Level->Players[FriendPlayer-1]->mo->IsTeammate(Level->Players[other->FriendPlayer-1]->mo));
|
|
|
|
return deathmatch &&
|
|
FriendPlayer != other->FriendPlayer &&
|
|
FriendPlayer !=0 &&
|
|
other->FriendPlayer != 0 &&
|
|
!Level->Players[FriendPlayer-1]->mo->IsTeammate(Level->Players[other->FriendPlayer-1]->mo);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: DoSpecialDamage
|
|
//
|
|
// override this for special damage effects.
|
|
//
|
|
//==========================================================================
|
|
|
|
int AActor::DoSpecialDamage (AActor *target, int damage, FName damagetype)
|
|
{
|
|
if (target->player && target->player->mo == target && damage < 1000 &&
|
|
(target->player->cheats & CF_GODMODE || target->player->cheats & CF_GODMODE2))
|
|
{
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
if (target->player)
|
|
{
|
|
// Only do this for old style poison damage.
|
|
if (PoisonDamage > 0 && PoisonDuration == INT_MIN)
|
|
{
|
|
P_PoisonPlayer (target->player, this, this->target, PoisonDamage);
|
|
damage >>= 1;
|
|
}
|
|
}
|
|
|
|
return damage;
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, DoSpecialDamage)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT_NOT_NULL(target, AActor);
|
|
PARAM_INT(damage);
|
|
PARAM_NAME(damagetype);
|
|
ACTION_RETURN_INT(self->DoSpecialDamage(target, damage, damagetype));
|
|
}
|
|
|
|
int AActor::CallDoSpecialDamage(AActor *target, int damage, FName damagetype)
|
|
{
|
|
IFVIRTUAL(AActor, DoSpecialDamage)
|
|
{
|
|
// Without the type cast this picks the 'void *' assignment...
|
|
VMValue params[4] = { (DObject*)this, (DObject*)target, damage, damagetype.GetIndex() };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
VMCall(func, params, 4, &ret, 1);
|
|
return retval;
|
|
}
|
|
else return DoSpecialDamage(target, damage, damagetype);
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AActor :: TakeSpecialDamage
|
|
//
|
|
//==========================================================================
|
|
|
|
int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FName damagetype)
|
|
{
|
|
FState *death;
|
|
|
|
// If the actor does not have a corresponding death state, then it does not take damage.
|
|
// Note that DeathState matches every kind of damagetype, so an actor has that, it can
|
|
// be hurt with any type of damage. Exception: Massacre damage always succeeds, because
|
|
// it needs to work.
|
|
|
|
// Always kill if there is a regular death state or no death states at all.
|
|
if (FindState (NAME_Death) != NULL || !HasSpecialDeathStates() || damagetype == NAME_Massacre)
|
|
{
|
|
return damage;
|
|
}
|
|
|
|
if (inflictor && inflictor->DeathType != NAME_None)
|
|
damagetype = inflictor->DeathType;
|
|
|
|
if (damagetype == NAME_Ice)
|
|
{
|
|
death = FindState (NAME_Death, NAME_Ice, true);
|
|
if (death == NULL && !deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) &&
|
|
(player || (flags3 & MF3_ISMONSTER)))
|
|
{
|
|
death = FindState(NAME_GenericFreezeDeath);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
death = FindState (NAME_Death, damagetype);
|
|
}
|
|
return (death == NULL) ? -1 : damage;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, TakeSpecialDamage)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT(inflictor, AActor);
|
|
PARAM_OBJECT(source, AActor);
|
|
PARAM_INT(damage);
|
|
PARAM_NAME(damagetype);
|
|
ACTION_RETURN_INT(self->TakeSpecialDamage(inflictor, source, damage, damagetype));
|
|
}
|
|
|
|
|
|
int AActor::CallTakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype)
|
|
{
|
|
IFVIRTUAL(AActor, TakeSpecialDamage)
|
|
{
|
|
VMValue params[5] = { (DObject*)this, inflictor, source, damage, damagetype.GetIndex() };
|
|
VMReturn ret;
|
|
int retval;
|
|
ret.IntAt(&retval);
|
|
VMCall(func, params, 5, &ret, 1);
|
|
return retval;
|
|
}
|
|
else return TakeSpecialDamage(inflictor, source, damage, damagetype);
|
|
|
|
}
|
|
|
|
void AActor::Crash()
|
|
{
|
|
// [RC] Weird that this forces the Crash state regardless of flag.
|
|
if(!(flags6 & MF6_DONTCORPSE))
|
|
{
|
|
if (((flags & MF_CORPSE) || (flags6 & MF6_KILLED)) &&
|
|
!(flags3 & MF3_CRASHED) &&
|
|
!(flags & MF_ICECORPSE))
|
|
{
|
|
FState *crashstate = NULL;
|
|
|
|
int gibh = GetGibHealth();
|
|
if (DamageType != NAME_None)
|
|
{
|
|
if (health < gibh)
|
|
{ // Extreme death
|
|
FName labels[] = { NAME_Crash, NAME_Extreme, DamageType };
|
|
crashstate = FindState (3, labels, true);
|
|
}
|
|
if (crashstate == NULL)
|
|
{ // Normal death
|
|
crashstate = FindState(NAME_Crash, DamageType, true);
|
|
}
|
|
}
|
|
if (crashstate == NULL)
|
|
{
|
|
if (health < gibh)
|
|
{ // Extreme death
|
|
crashstate = FindState(NAME_Crash, NAME_Extreme);
|
|
}
|
|
else
|
|
{ // Normal death
|
|
crashstate = FindState(NAME_Crash);
|
|
}
|
|
}
|
|
if (crashstate != NULL) SetState(crashstate);
|
|
// Set MF3_CRASHED regardless of the presence of a crash state
|
|
// so this code doesn't have to be executed repeatedly.
|
|
flags3 |= MF3_CRASHED;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AActor::SetIdle(bool nofunction)
|
|
{
|
|
FState *idle = FindState (NAME_Idle);
|
|
if (idle == NULL) idle = SpawnState;
|
|
SetState(idle, nofunction);
|
|
}
|
|
|
|
|
|
int AActor::SpawnHealth() const
|
|
{
|
|
int defhealth = StartHealth ? StartHealth : GetDefault()->health;
|
|
if (!(flags3 & MF3_ISMONSTER) || defhealth == 0)
|
|
{
|
|
return defhealth;
|
|
}
|
|
else if (flags & MF_FRIENDLY)
|
|
{
|
|
int adj = int(defhealth * G_SkillProperty(SKILLP_FriendlyHealth));
|
|
return (adj <= 0) ? 1 : adj;
|
|
}
|
|
else
|
|
{
|
|
int adj = int(defhealth * G_SkillProperty(SKILLP_MonsterHealth));
|
|
return (adj <= 0) ? 1 : adj;
|
|
}
|
|
}
|
|
|
|
int AActor::GetMaxHealth(bool withupgrades) const
|
|
{
|
|
int ret = 100;
|
|
IFVIRTUAL(AActor, GetMaxHealth)
|
|
{
|
|
VMValue param[] = { const_cast<AActor*>(this), withupgrades };
|
|
VMReturn r(&ret);
|
|
VMCall(func, param, 2, &r, 1);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
FState *AActor::GetRaiseState()
|
|
{
|
|
if (!(flags & MF_CORPSE))
|
|
{
|
|
return NULL; // not a monster
|
|
}
|
|
|
|
if (tics != -1 && // not lying still yet
|
|
!state->GetCanRaise()) // or not ready to be raised yet
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if (IsKindOf(NAME_PlayerPawn))
|
|
{
|
|
return NULL; // do not resurrect players
|
|
}
|
|
|
|
return FindState(NAME_Raise);
|
|
}
|
|
|
|
void AActor::Revive()
|
|
{
|
|
AActor *info = GetDefault();
|
|
FLinkContext ctx;
|
|
|
|
bool flagchange = (flags & (MF_NOBLOCKMAP | MF_NOSECTOR)) != (info->flags & (MF_NOBLOCKMAP | MF_NOSECTOR));
|
|
|
|
if (flagchange) UnlinkFromWorld(&ctx);
|
|
flags = info->flags;
|
|
if (flagchange) LinkToWorld(&ctx);
|
|
flags2 = info->flags2;
|
|
flags3 = info->flags3;
|
|
flags4 = info->flags4;
|
|
flags5 = info->flags5;
|
|
flags6 = info->flags6;
|
|
flags7 = info->flags7;
|
|
flags8 = info->flags8;
|
|
if (SpawnFlags & MTF_FRIENDLY) flags |= MF_FRIENDLY;
|
|
DamageType = info->DamageType;
|
|
health = SpawnHealth();
|
|
target = nullptr;
|
|
lastenemy = nullptr;
|
|
|
|
// [RH] If it's a monster, it gets to count as another kill
|
|
if (CountsAsKill())
|
|
{
|
|
Level->total_monsters++;
|
|
}
|
|
|
|
// [ZZ] resurrect hook
|
|
Level->localEventManager->WorldThingRevived(this);
|
|
}
|
|
|
|
int AActor::GetGibHealth() const
|
|
{
|
|
IFVIRTUAL(AActor, GetGibHealth)
|
|
{
|
|
VMValue params[] = { (DObject*)this };
|
|
int h;
|
|
VMReturn ret(&h);
|
|
VMCall(func, params, 1, &ret, 1);
|
|
return h;
|
|
}
|
|
return -SpawnHealth();
|
|
}
|
|
|
|
|
|
// killough 11/98:
|
|
// Whether an object is "sentient" or not. Used for environmental influences.
|
|
// (left precisely the same as MBF even though it doesn't make much sense.)
|
|
bool AActor::IsSentient() const
|
|
{
|
|
return health > 0 && SeeState != NULL;
|
|
}
|
|
|
|
|
|
FSharedStringArena AActor::mStringPropertyData;
|
|
|
|
const char *AActor::GetTag(const char *def) const
|
|
{
|
|
if (Tag != NULL)
|
|
{
|
|
const char *tag = Tag->GetChars();
|
|
if (tag[0] == '$')
|
|
{
|
|
return GStrings(tag + 1);
|
|
}
|
|
else
|
|
{
|
|
return tag;
|
|
}
|
|
}
|
|
else if (def)
|
|
{
|
|
return def;
|
|
}
|
|
else
|
|
{
|
|
return GetClass()->TypeName.GetChars();
|
|
}
|
|
}
|
|
|
|
void AActor::SetTag(const char *def)
|
|
{
|
|
if (def == NULL || *def == 0) Tag = nullptr;
|
|
else Tag = mStringPropertyData.Alloc(def);
|
|
}
|
|
|
|
const char *AActor::GetCharacterName() const
|
|
{
|
|
if (Conversation && Conversation->SpeakerName.Len() != 0)
|
|
{
|
|
const char *cname = Conversation->SpeakerName.GetChars();
|
|
if (cname[0] == '$')
|
|
{
|
|
return GStrings(cname + 1);
|
|
}
|
|
else return cname;
|
|
}
|
|
return GetTag();
|
|
}
|
|
|
|
void AActor::ClearCounters()
|
|
{
|
|
if (CountsAsKill() && health > 0)
|
|
{
|
|
Level->total_monsters--;
|
|
flags &= ~MF_COUNTKILL;
|
|
}
|
|
// Same, for items
|
|
if (flags & MF_COUNTITEM)
|
|
{
|
|
Level->total_items--;
|
|
flags &= ~MF_COUNTITEM;
|
|
}
|
|
// And finally for secrets
|
|
if (flags5 & MF5_COUNTSECRET)
|
|
{
|
|
Level->total_secrets--;
|
|
flags5 &= ~MF5_COUNTSECRET;
|
|
}
|
|
}
|
|
|
|
int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive, AActor *inflictor, AActor *source, int flags)
|
|
{
|
|
auto inv = Inventory;
|
|
while (inv != nullptr && !(inv->ObjectFlags & OF_EuthanizeMe))
|
|
{
|
|
auto nextinv = inv->Inventory;
|
|
IFVIRTUALPTRNAME(inv, NAME_Inventory, ModifyDamage)
|
|
{
|
|
VMValue params[8] = { (DObject*)inv, damage, damagetype.GetIndex(), &damage, passive, inflictor, source, flags };
|
|
VMCall(func, params, 8, nullptr, 0);
|
|
}
|
|
inv = nextinv;
|
|
}
|
|
return damage;
|
|
}
|
|
|
|
|
|
int AActor::ApplyDamageFactor(FName damagetype, int damage) const
|
|
{
|
|
damage = int(damage * DamageFactor);
|
|
if (damage > 0)
|
|
{
|
|
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, damagetype, &GetInfo()->DamageFactors);
|
|
}
|
|
return damage;
|
|
}
|
|
|
|
void AActor::SetTranslation(FName trname)
|
|
{
|
|
// There is no constant for the empty name...
|
|
if (trname.GetChars()[0] == 0)
|
|
{
|
|
// an empty string resets to the default
|
|
Translation = GetDefault()->Translation;
|
|
return;
|
|
}
|
|
|
|
int tnum = R_FindCustomTranslation(trname);
|
|
if (tnum >= 0)
|
|
{
|
|
Translation = tnum;
|
|
}
|
|
// silently ignore if the name does not exist, this would create some insane message spam otherwise.
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROP A_RestoreSpecialPosition
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
static FRandom pr_restore("RestorePos");
|
|
|
|
void AActor::RestoreSpecialPosition()
|
|
{
|
|
// Move item back to its original location
|
|
DVector2 sp = SpawnPoint;
|
|
|
|
FLinkContext ctx;
|
|
UnlinkFromWorld(&ctx);
|
|
SetXY(sp);
|
|
LinkToWorld(&ctx, true);
|
|
SetZ(Sector->floorplane.ZatPoint(sp));
|
|
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS | FFCF_NOPORTALS); // no portal checks here so that things get spawned in this sector.
|
|
|
|
if (flags & MF_SPAWNCEILING)
|
|
{
|
|
SetZ(ceilingz - Height - SpawnPoint.Z);
|
|
}
|
|
else if (flags2 & MF2_SPAWNFLOAT)
|
|
{
|
|
double space = ceilingz - Height - floorz;
|
|
if (space > 48)
|
|
{
|
|
space -= 40;
|
|
SetZ((space * pr_restore()) / 256. + floorz + 40);
|
|
}
|
|
else
|
|
{
|
|
SetZ(floorz);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetZ(SpawnPoint.Z + floorz);
|
|
}
|
|
// Redo floor/ceiling check, in case of 3D floors and portals
|
|
P_FindFloorCeiling(this, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
|
if (Z() < floorz)
|
|
{ // Do not reappear under the floor, even if that's where we were for the
|
|
// initial spawn.
|
|
SetZ(floorz);
|
|
}
|
|
if ((flags & MF_SOLID) && (Top() > ceilingz))
|
|
{ // Do the same for the ceiling.
|
|
SetZ(ceilingz - Height);
|
|
}
|
|
// Do not interpolate from the position the actor was at when it was
|
|
// picked up, in case that is different from where it is now.
|
|
ClearInterpolation();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// DropItem handling
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_FIELD(FDropItem, Next)
|
|
DEFINE_FIELD(FDropItem, Name)
|
|
DEFINE_FIELD(FDropItem, Probability)
|
|
DEFINE_FIELD(FDropItem, Amount)
|
|
|
|
void PrintMiscActorInfo(AActor *query)
|
|
{
|
|
if (query)
|
|
{
|
|
int flagi;
|
|
int querystyle = STYLE_Count;
|
|
for (int style = STYLE_None; style < STYLE_Count; ++style)
|
|
{ // Check for a legacy render style that matches.
|
|
if (LegacyRenderStyles[style] == query->RenderStyle)
|
|
{
|
|
querystyle = style;
|
|
break;
|
|
}
|
|
}
|
|
static const char * renderstyles[]= {"None", "Normal", "Fuzzy", "SoulTrans",
|
|
"OptFuzzy", "Stencil", "Translucent", "Add", "Shaded", "TranslucentStencil",
|
|
"Shadow", "Subtract", "AddStencil", "AddShaded"};
|
|
|
|
FLineSpecial *spec = P_GetLineSpecialInfo(query->special);
|
|
|
|
Printf("%s @ %p has the following flags:\n flags: %x", query->GetTag(), query, query->flags.GetValue());
|
|
for (flagi = 0; flagi <= 31; flagi++)
|
|
if (query->flags & ActorFlags::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags));
|
|
Printf("\n flags2: %x", query->flags2.GetValue());
|
|
for (flagi = 0; flagi <= 31; flagi++)
|
|
if (query->flags2 & ActorFlags2::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags2));
|
|
Printf("\n flags3: %x", query->flags3.GetValue());
|
|
for (flagi = 0; flagi <= 31; flagi++)
|
|
if (query->flags3 & ActorFlags3::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags3));
|
|
Printf("\n flags4: %x", query->flags4.GetValue());
|
|
for (flagi = 0; flagi <= 31; flagi++)
|
|
if (query->flags4 & ActorFlags4::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags4));
|
|
Printf("\n flags5: %x", query->flags5.GetValue());
|
|
for (flagi = 0; flagi <= 31; flagi++)
|
|
if (query->flags5 & ActorFlags5::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags5));
|
|
Printf("\n flags6: %x", query->flags6.GetValue());
|
|
for (flagi = 0; flagi <= 31; flagi++)
|
|
if (query->flags6 & ActorFlags6::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
|
|
Printf("\n flags7: %x", query->flags7.GetValue());
|
|
for (flagi = 0; flagi <= 31; flagi++)
|
|
if (query->flags7 & ActorFlags7::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags7));
|
|
Printf("\n flags8: %x", query->flags8.GetValue());
|
|
for (flagi = 0; flagi <= 31; flagi++)
|
|
if (query->flags8 & ActorFlags8::FromInt(1<<flagi)) Printf(" %s", FLAG_NAME(1<<flagi, flags8));
|
|
Printf("\n flags9: %x", query->flags9.GetValue());
|
|
for (flagi = 0; flagi <= 31; flagi++)
|
|
if (query->flags9 & ActorFlags9::FromInt(1 << flagi)) Printf(" %s", FLAG_NAME(1 << flagi, flags9));
|
|
Printf("\nBounce flags: %x\nBounce factors: f:%f, w:%f",
|
|
query->BounceFlags.GetValue(), query->bouncefactor,
|
|
query->wallbouncefactor);
|
|
/*for (flagi = 0; flagi < 31; flagi++)
|
|
if (query->BounceFlags & 1<<flagi) Printf(" %s", flagnamesb[flagi]);*/
|
|
Printf("\nRender style = %i:%s, alpha %f\nRender flags: %x",
|
|
querystyle, ((unsigned)querystyle < countof(renderstyles) ? renderstyles[querystyle] : "Custom"),
|
|
query->Alpha, query->renderflags.GetValue());
|
|
/*for (flagi = 0; flagi < 31; flagi++)
|
|
if (query->renderflags & 1<<flagi) Printf(" %s", flagnamesr[flagi]);*/
|
|
Printf("\nSpecial+args: %s(%i, %i, %i, %i, %i)\nspecial1: %i, special2: %i.",
|
|
(spec ? spec->name : "None"),
|
|
query->args[0], query->args[1], query->args[2], query->args[3],
|
|
query->args[4], query->special1, query->special2);
|
|
Printf("\nTID: %d", query->tid);
|
|
Printf("\nCoord= x: %f, y: %f, z:%f, floor:%f, ceiling:%f, height= %f",
|
|
query->X(), query->Y(), query->Z(),
|
|
query->floorz, query->ceilingz, query->Height);
|
|
Printf("\nSpeed= %f, velocity= x:%f, y:%f, z:%f, combined:%f.\n",
|
|
query->Speed, query->Vel.X, query->Vel.Y, query->Vel.Z, query->Vel.Length());
|
|
Printf("Scale: x:%f, y:%f\n", query->Scale.X, query->Scale.Y);
|
|
Printf("FriendlySeeBlocks: %d\n", query->friendlyseeblocks);
|
|
Printf("Target: %s\n", query->target ? query->target->GetClass()->TypeName.GetChars() : "-");
|
|
Printf("Last enemy: %s\n", query->lastenemy ? query->lastenemy->GetClass()->TypeName.GetChars() : "-");
|
|
auto sn = FState::StaticGetStateName(query->state);
|
|
Printf("State:%s, Tics: %d\n", sn.GetChars(), query->tics);
|
|
}
|
|
}
|