From 52bf13367fe28cb171c7bdd391f6f1d3bdbf2346 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Thu, 16 Jun 2016 00:59:54 +0100 Subject: [PATCH 01/54] New rotation functionality. * NAMEcL refers to a frame which is seen for the entirety of an object's left side. * NAMEcR refers to a name which is seen for the entirety of an object's right side. * NAMEcLcR does both sides. * Having just a NAMEcL requires you to fill in the opposite side either with NAMEcn where n is 1 and 5 to 8 OR fill in with a NAMEcR * Switches down the centerline of the object instead of at the ANGLE_202h interval for normal sprites. * Characters were selected for 1) ease of use and 2) not getting in the way of adding support for zdoom's totally bananas 16-way sprite system at a later date if we so choose --- src/hardware/hw_main.c | 11 ++++++-- src/r_defs.h | 6 +++++ src/r_things.c | 57 ++++++++++++++++++++++++++++++++++-------- src/r_things.h | 9 +++++++ 4 files changed, 71 insertions(+), 12 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 35a01ffd1..aba89bdcd 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5095,8 +5095,15 @@ static void HWR_ProjectSprite(mobj_t *thing) if (sprframe->rotate) { // choose a different rotation based on player view - ang = R_PointToAngle(thing->x, thing->y); // uses viewx,viewy - rot = (ang-thing->angle+ANGLE_202h)>>29; + ang = R_PointToAngle (thing->x, thing->y) - thing->angle; + + if ((ang < ANGLE_180) && (sprframe->rotate & 4)) // See from right + rot = 6; // F7 slot + else if ((ang >= ANGLE_180) && (sprframe->rotate & 2)) // See from left + rot = 2; // F3 slot + else // Normal behaviour + rot = (ang+ANGLE_202h)>>29; + //Fab: lumpid is the index for spritewidth,spriteoffset... tables lumpoff = sprframe->lumpid[rot]; flip = sprframe->flip & (1<= 64 || rotation > 8) + if (frame >= 64 || !(R_ValidSpriteAngle(rotation))) I_Error("R_InstallSpriteLump: Bad frame characters in lump %s", W_CheckNameForNum(lumppat)); if (maxframe ==(size_t)-1 || frame > maxframe) @@ -111,8 +111,7 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch // the lump should be used for all rotations if (sprtemp[frame].rotate == 0) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, cn); - - if (sprtemp[frame].rotate == 1) + else // Let's complain for both 1-8 and L/R rotations. CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn); sprtemp[frame].rotate = 0; @@ -121,15 +120,46 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch sprtemp[frame].lumppat[r] = lumppat; sprtemp[frame].lumpid[r] = lumpid; } - sprtemp[frame].flip = flipped ? UINT8_MAX : 0; + sprtemp[frame].flip = flipped ? UINT8_MAX : 0; // 11111111 in binary + return; + } + + if (rotation == ROT_L || rotation == ROT_R) + { + UINT8 rightfactor = ((rotation == ROT_R) ? 4 : 0); + + // the lump should be used for half of all rotations + if (sprtemp[frame].rotate == 0) + CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has L/R rotations and a rot = 0 lump\n", spritename, cn); + else if (sprtemp[frame].rotate == 1) + CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn); + // Let's not complain about multiple L/R rotations. It's not worth the effort. + + sprtemp[frame].rotate |= ((rotation == ROT_R) ? 4 : 2); + for (r = 0; r < 4; r++) + { + if ((r != 0) || (sprtemp[frame].lumppat[rotation] == LUMPERROR)) // Only set front/back angles if they don't exist + { + sprtemp[frame].lumppat[r + rightfactor] = lumppat; + sprtemp[frame].lumpid[r + rightfactor] = lumpid; + } + } + sprtemp[frame].flip |= (flipped ? (0x0F << rightfactor) : 0); // 00001111 or 11110000 in binary, depending on rotation being ROT_L or ROT_R return; } // the lump is only used for one rotation if (sprtemp[frame].rotate == 0) - CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn); + CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has 1-8 rotations and a rot = 0 lump\n", spritename, cn); + else if (sprtemp[frame].rotate != 1) + CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn); - sprtemp[frame].rotate = 1; + if (rotation == 0 || rotation == 4) // Front or back... + sprtemp[frame].rotate = 1; // Prevent L and R changeover + else if (rotation > 3) // Right side + sprtemp[frame].rotate = (1 | (sprtemp[frame].rotate & 2)); // Continue allowing L frame changeover + else // if (rotation <= 3) // Left side + sprtemp[frame].rotate = (1 | (sprtemp[frame].rotate & 4)); // Continue allowing R frame changeover // make 0 based rotation--; @@ -195,7 +225,7 @@ static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, frame = R_Char2Frame(lumpinfo[l].name[4]); rotation = (UINT8)(lumpinfo[l].name[5] - '0'); - if (frame >= 64 || rotation > 8) // Give an actual NAME error -_-... + if (frame >= 64 || !(R_ValidSpriteAngle(rotation))) // Give an actual NAME error -_-... { CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l)); continue; @@ -287,7 +317,7 @@ static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, // only the first rotation is needed break; - case 1: + default: // must have all 8 frames for (rotation = 0; rotation < 8; rotation++) // we test the patch lump, or the id lump whatever @@ -1132,8 +1162,15 @@ static void R_ProjectSprite(mobj_t *thing) if (sprframe->rotate) { // choose a different rotation based on player view - ang = R_PointToAngle (thing->x, thing->y); - rot = (ang-thing->angle+ANGLE_202h)>>29; + ang = R_PointToAngle (thing->x, thing->y) - thing->angle; + + if ((ang < ANGLE_180) && (sprframe->rotate & 4)) // See from right + rot = 6; // F7 slot + else if ((ang >= ANGLE_180) && (sprframe->rotate & 2)) // See from left + rot = 2; // F3 slot + else // Normal behaviour + rot = (ang+ANGLE_202h)>>29; + //Fab: lumpid is the index for spritewidth,spriteoffset... tables lump = sprframe->lumpid[rot]; flip = sprframe->flip & (1< Date: Thu, 16 Jun 2016 01:20:35 +0100 Subject: [PATCH 02/54] Forgot to stage this, woops. Adds special casing to prevent the I_Error and makes the behaviour of the cL/cR more consistent in general such that it matches my description. --- src/r_things.c | 20 ++++++++++++++------ 1 file changed, 14 insertions(+), 6 deletions(-) diff --git a/src/r_things.c b/src/r_things.c index 4f1faae97..6e4f780b5 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -135,14 +135,14 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn); // Let's not complain about multiple L/R rotations. It's not worth the effort. + if (sprtemp[frame].rotate == 0xff) + sprtemp[frame].rotate = 0; + sprtemp[frame].rotate |= ((rotation == ROT_R) ? 4 : 2); - for (r = 0; r < 4; r++) + for (r = 1; r < 4; r++) // Don't set for front/back frames { - if ((r != 0) || (sprtemp[frame].lumppat[rotation] == LUMPERROR)) // Only set front/back angles if they don't exist - { - sprtemp[frame].lumppat[r + rightfactor] = lumppat; - sprtemp[frame].lumpid[r + rightfactor] = lumpid; - } + sprtemp[frame].lumppat[r + rightfactor] = lumppat; + sprtemp[frame].lumpid[r + rightfactor] = lumpid; } sprtemp[frame].flip |= (flipped ? (0x0F << rightfactor) : 0); // 00001111 or 11110000 in binary, depending on rotation being ROT_L or ROT_R return; @@ -317,6 +317,14 @@ static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, // only the first rotation is needed break; + case 6: // (rotate & (2|4)) == (2|4) - both Left and Right rotations + case 7: + // we test to see whether the left and right slots are present + if ((sprtemp[frame].lumppat[2] == LUMPERROR) || (sprtemp[frame].lumppat[6] == LUMPERROR)) + I_Error("R_AddSingleSpriteDef: Sprite %s frame %c is missing rotations", + sprname, R_Frame2Char(frame)); + break; + default: // must have all 8 frames for (rotation = 0; rotation < 8; rotation++) From f08e996e761e169033cefca99bc64febfe3c1469 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Thu, 16 Jun 2016 01:37:48 +0100 Subject: [PATCH 03/54] MI corrections --- src/r_things.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/r_things.c b/src/r_things.c index 6e4f780b5..650b454ec 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -111,7 +111,7 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch // the lump should be used for all rotations if (sprtemp[frame].rotate == 0) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, cn); - else // Let's complain for both 1-8 and L/R rotations. + else if (sprtemp[frame].rotate != 0xff) // Let's complain for both 1-8 and L/R rotations. CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn); sprtemp[frame].rotate = 0; @@ -154,6 +154,9 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch else if (sprtemp[frame].rotate != 1) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn); + // make 0 based + rotation--; + if (rotation == 0 || rotation == 4) // Front or back... sprtemp[frame].rotate = 1; // Prevent L and R changeover else if (rotation > 3) // Right side @@ -161,9 +164,6 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch else // if (rotation <= 3) // Left side sprtemp[frame].rotate = (1 | (sprtemp[frame].rotate & 4)); // Continue allowing R frame changeover - // make 0 based - rotation--; - if (sprtemp[frame].lumppat[rotation] != LUMPERROR) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c%c has two lumps mapped to it\n", spritename, cn, '1'+rotation); From 41b35a923f64961945c7a429ea67ecc5a3171b38 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Thu, 16 Jun 2016 14:20:03 +0100 Subject: [PATCH 04/54] Gave the new flag-based system for sprite angles actual flag names instead of relying on magic numbers. Also, I did a wee smidgen of reorganisation. --- src/hardware/hw_main.c | 20 +++++++-------- src/r_defs.h | 18 ++++++++----- src/r_things.c | 57 ++++++++++++++++++++++-------------------- 3 files changed, 52 insertions(+), 43 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index aba89bdcd..5dfb2d124 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5092,14 +5092,21 @@ static void HWR_ProjectSprite(mobj_t *thing) I_Error("sprframes NULL for sprite %d\n", thing->sprite); #endif - if (sprframe->rotate) + if (sprframe->rotate == SRF_SINGLE) + { + // use single rotation for all views + rot = 0; //Fab: for vis->patch below + lumpoff = sprframe->lumpid[0]; //Fab: see note above + flip = sprframe->flip; // Will only be 0x00 or 0xFF + } + else { // choose a different rotation based on player view ang = R_PointToAngle (thing->x, thing->y) - thing->angle; - if ((ang < ANGLE_180) && (sprframe->rotate & 4)) // See from right + if ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right rot = 6; // F7 slot - else if ((ang >= ANGLE_180) && (sprframe->rotate & 2)) // See from left + else if ((ang >= ANGLE_180) && (sprframe->rotate & SRF_LEFT)) // See from left rot = 2; // F3 slot else // Normal behaviour rot = (ang+ANGLE_202h)>>29; @@ -5108,13 +5115,6 @@ static void HWR_ProjectSprite(mobj_t *thing) lumpoff = sprframe->lumpid[rot]; flip = sprframe->flip & (1<patch below - lumpoff = sprframe->lumpid[0]; //Fab: see note above - flip = sprframe->flip; // Will only be 0x00 or 0xFF - } if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES) this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale); diff --git a/src/r_defs.h b/src/r_defs.h index 2ff2cacf9..150c3fa58 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -729,11 +729,21 @@ typedef struct #pragma pack() #endif +typedef enum +{ + SRF_SINGLE = 0, // 0-angle for all rotations + SRF_3D = 1, // Angles 1-8 + SRF_LEFT = 2, // Left side has single patch + SRF_RIGHT = 4, // Right side has single patch + SRF_2D = 6, // SRF_LEFT|SRF_RIGHT + SRF_NONE = 0xff // Initial value +} spriterotateflags_t; // SRF's up! + // // Sprites are patches with a special naming convention so they can be // recognized by R_InitSprites. // The base name is NNNNFx or NNNNFxFx, with x indicating the rotation, -// x = 0, 1-7. +// x = 0, 1-8, L/R // The sprite and frame specified by a thing_t is range checked at run time. // A sprite is a patch_t that is assumed to represent a three dimensional // object and may have multiple rotations predrawn. @@ -745,13 +755,9 @@ typedef struct // typedef struct { - // If false use 0 for any position. - // If L is present, (rotate & 2) == 2. - // If R is present, (rotate & 4) == 4. - // Otherwise, use 1. // Note: as eight entries are available, we might as well insert the same // name eight times. - UINT8 rotate; + UINT8 rotate; // see spriterotateflags_t above // Lump to use for view angles 0-7. lumpnum_t lumppat[8]; // lump number 16 : 16 wad : lump diff --git a/src/r_things.c b/src/r_things.c index 650b454ec..1ea932b9a 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -109,12 +109,12 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch if (rotation == 0) { // the lump should be used for all rotations - if (sprtemp[frame].rotate == 0) + if (sprtemp[frame].rotate == SRF_SINGLE) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, cn); - else if (sprtemp[frame].rotate != 0xff) // Let's complain for both 1-8 and L/R rotations. + else if (sprtemp[frame].rotate != SRF_NONE) // Let's complain for both 1-8 and L/R rotations. CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn); - sprtemp[frame].rotate = 0; + sprtemp[frame].rotate = SRF_SINGLE; for (r = 0; r < 8; r++) { sprtemp[frame].lumppat[r] = lumppat; @@ -129,16 +129,20 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch UINT8 rightfactor = ((rotation == ROT_R) ? 4 : 0); // the lump should be used for half of all rotations - if (sprtemp[frame].rotate == 0) + if (sprtemp[frame].rotate == SRF_SINGLE) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has L/R rotations and a rot = 0 lump\n", spritename, cn); - else if (sprtemp[frame].rotate == 1) + else if (sprtemp[frame].rotate == SRF_3D) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn); // Let's not complain about multiple L/R rotations. It's not worth the effort. - if (sprtemp[frame].rotate == 0xff) - sprtemp[frame].rotate = 0; + if (sprtemp[frame].rotate == SRF_NONE) + sprtemp[frame].rotate = SRF_SINGLE; + + sprtemp[frame].rotate |= ((rotation == ROT_R) ? SRF_RIGHT : SRF_LEFT); + + if (sprtemp[frame].rotate == (SRF_3D|SRF_2D)) + sprtemp[frame].rotate = SRF_2D; // SRF_3D|SRF_2D being enabled at the same time doesn't HURT in the current sprite angle implementation, but it DOES mean more to check in some of the helper functions. Let's not allow this scenario to happen. - sprtemp[frame].rotate |= ((rotation == ROT_R) ? 4 : 2); for (r = 1; r < 4; r++) // Don't set for front/back frames { sprtemp[frame].lumppat[r + rightfactor] = lumppat; @@ -149,20 +153,20 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch } // the lump is only used for one rotation - if (sprtemp[frame].rotate == 0) + if (sprtemp[frame].rotate == SRF_SINGLE) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has 1-8 rotations and a rot = 0 lump\n", spritename, cn); - else if (sprtemp[frame].rotate != 1) + else if ((sprtemp[frame].rotate != SRF_3D) && (sprtemp[frame].rotate != SRF_NONE)) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn); // make 0 based rotation--; if (rotation == 0 || rotation == 4) // Front or back... - sprtemp[frame].rotate = 1; // Prevent L and R changeover + sprtemp[frame].rotate = SRF_3D; // Prevent L and R changeover else if (rotation > 3) // Right side - sprtemp[frame].rotate = (1 | (sprtemp[frame].rotate & 2)); // Continue allowing L frame changeover + sprtemp[frame].rotate = (SRF_3D | (sprtemp[frame].rotate & SRF_LEFT)); // Continue allowing L frame changeover else // if (rotation <= 3) // Left side - sprtemp[frame].rotate = (1 | (sprtemp[frame].rotate & 4)); // Continue allowing R frame changeover + sprtemp[frame].rotate = (SRF_3D | (sprtemp[frame].rotate & SRF_RIGHT)); // Continue allowing R frame changeover if (sprtemp[frame].lumppat[rotation] != LUMPERROR) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c%c has two lumps mapped to it\n", spritename, cn, '1'+rotation); @@ -308,17 +312,16 @@ static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, { switch (sprtemp[frame].rotate) { - case 0xff: + case SRF_NONE: // no rotations were found for that frame at all I_Error("R_AddSingleSpriteDef: No patches found for %s frame %c", sprname, R_Frame2Char(frame)); break; - case 0: + case SRF_SINGLE: // only the first rotation is needed break; - case 6: // (rotate & (2|4)) == (2|4) - both Left and Right rotations - case 7: + case SRF_2D: // both Left and Right rotations // we test to see whether the left and right slots are present if ((sprtemp[frame].lumppat[2] == LUMPERROR) || (sprtemp[frame].lumppat[6] == LUMPERROR)) I_Error("R_AddSingleSpriteDef: Sprite %s frame %c is missing rotations", @@ -1167,14 +1170,21 @@ static void R_ProjectSprite(mobj_t *thing) I_Error("R_ProjectSprite: sprframes NULL for sprite %d\n", thing->sprite); #endif - if (sprframe->rotate) + if (sprframe->rotate == SRF_SINGLE) + { + // use single rotation for all views + rot = 0; //Fab: for vis->patch below + lump = sprframe->lumpid[0]; //Fab: see note above + flip = sprframe->flip; // Will only be 0x00 or 0xFF + } + else { // choose a different rotation based on player view ang = R_PointToAngle (thing->x, thing->y) - thing->angle; - if ((ang < ANGLE_180) && (sprframe->rotate & 4)) // See from right + if ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right rot = 6; // F7 slot - else if ((ang >= ANGLE_180) && (sprframe->rotate & 2)) // See from left + else if ((ang >= ANGLE_180) && (sprframe->rotate & SRF_LEFT)) // See from left rot = 2; // F3 slot else // Normal behaviour rot = (ang+ANGLE_202h)>>29; @@ -1183,13 +1193,6 @@ static void R_ProjectSprite(mobj_t *thing) lump = sprframe->lumpid[rot]; flip = sprframe->flip & (1<patch below - lump = sprframe->lumpid[0]; //Fab: see note above - flip = sprframe->flip; // Will only be 0x00 or 0xFF - } I_Assert(lump < max_spritelumps); From 2a74ea07eeef1dcff6e8bd287756c6f8055d7bdb Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Mon, 22 Aug 2016 22:54:30 +0100 Subject: [PATCH 05/54] Chee wanted paper sprites' code, so here it is for the public to see. Note: Won't compile. Need to merge in the NAMEcLcR stuff first, let me do that. --- src/dehacked.c | 4 +- src/m_cheat.c | 2 +- src/p_enemy.c | 18 +++--- src/p_inter.c | 2 +- src/p_mobj.c | 30 ++++------ src/p_mobj.h | 5 +- src/p_pspr.h | 4 +- src/p_user.c | 8 +-- src/r_things.c | 158 +++++++++++++++++++++++++++++++++++++------------ src/r_things.h | 3 +- 10 files changed, 160 insertions(+), 74 deletions(-) diff --git a/src/dehacked.c b/src/dehacked.c index f03dd73b4..c31c22643 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -6642,7 +6642,7 @@ static const char *const MOBJFLAG_LIST[] = { "SHOOTABLE", "NOSECTOR", "NOBLOCKMAP", - "AMBUSH", + "PAPERCOLLISION", "PUSHABLE", "BOSS", "SPAWNCEILING", @@ -6700,6 +6700,7 @@ static const char *const MOBJFLAG2_LIST[] = { "BOSSNOTRAP", // No Egg Trap after boss "BOSSFLEE", // Boss is fleeing! "BOSSDEAD", // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.) + "AMBUSH", // Alternate behaviour typically set by MTF_AMBUSH NULL }; @@ -6992,6 +6993,7 @@ struct { // Frame settings {"FF_FRAMEMASK",FF_FRAMEMASK}, + {"FF_PAPERSPRITE",FF_PAPERSPRITE}, {"FF_ANIMATE",FF_ANIMATE}, {"FF_FULLBRIGHT",FF_FULLBRIGHT}, {"FF_TRANSMASK",FF_TRANSMASK}, diff --git a/src/m_cheat.c b/src/m_cheat.c index 89334596e..f49930b2c 100644 --- a/src/m_cheat.c +++ b/src/m_cheat.c @@ -1054,7 +1054,7 @@ void OP_NightsObjectplace(player_t *player) if (!OP_HeightOkay(player, false)) return; - if (player->mo->target->flags & MF_AMBUSH) + if (player->mo->target->flags2 & MF2_AMBUSH) angle = (UINT16)player->anotherflyangle; else { diff --git a/src/p_enemy.c b/src/p_enemy.c index 025a25973..b98412bbf 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -2625,7 +2625,7 @@ for (i = cvar.value; i; --i) spawnchance[numchoices++] = type newbox = spawnchance[P_RandomKey(numchoices)]; item = mobjinfo[newbox].damage; - remains->flags &= ~MF_AMBUSH; + remains->flags2 &= ~MF2_AMBUSH; break; } default: @@ -3444,7 +3444,7 @@ void A_BubbleSpawn(mobj_t *actor) } actor->flags2 &= ~MF2_DONTDRAW; - if (!(actor->flags & MF_AMBUSH)) + if (!(actor->flags2 & MF2_AMBUSH)) { // Quick! Look through players! // Don't spawn bubbles unless a player is relatively close by (var2). @@ -3492,7 +3492,7 @@ void A_FanBubbleSpawn(mobj_t *actor) if (!(actor->eflags & MFE_UNDERWATER)) return; - if (!(actor->flags & MF_AMBUSH)) + if (!(actor->flags2 & MF2_AMBUSH)) { // Quick! Look through players! // Don't spawn bubbles unless a player is relatively close by (var2). @@ -4038,7 +4038,7 @@ void A_JetChase(mobj_t *actor) return; #endif - if (actor->flags & MF_AMBUSH) + if (actor->flags2 & MF2_AMBUSH) return; if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz @@ -4931,7 +4931,7 @@ void A_SlingAppear(mobj_t *actor) if (firsttime) { // This is the outermost link in the chain - spawnee->flags |= MF_AMBUSH; + spawnee->flags2 |= MF2_AMBUSH; firsttime = false; } @@ -5916,7 +5916,7 @@ void A_Boss2Chase(mobj_t *actor) { actor->watertop = -actor->watertop; actor->extravalue1 = 18; - if (actor->flags & MF_AMBUSH) + if (actor->flags2 & MF2_AMBUSH) actor->extravalue1 -= (actor->info->spawnhealth - actor->health)*2; actor->extravalue2 = actor->extravalue1; } @@ -5942,7 +5942,7 @@ void A_Boss2Chase(mobj_t *actor) else { // Only speed up if you have the 'Deaf' flag. - if (actor->flags & MF_AMBUSH) + if (actor->flags2 & MF2_AMBUSH) speedvar = actor->health; else speedvar = actor->info->spawnhealth; @@ -6533,7 +6533,7 @@ void A_BuzzFly(mobj_t *actor) if (LUA_CallAction("A_BuzzFly", actor)) return; #endif - if (actor->flags & MF_AMBUSH) + if (actor->flags2 & MF2_AMBUSH) return; if (actor->reactiontime) @@ -6673,7 +6673,7 @@ void A_GuardChase(mobj_t *actor) return; // got a new target // chase towards player - if (--actor->movecount < 0 || !P_Move(actor, (actor->flags & MF_AMBUSH) ? actor->info->speed * 2 : actor->info->speed)) + if (--actor->movecount < 0 || !P_Move(actor, (actor->flags2 & MF2_AMBUSH) ? actor->info->speed * 2 : actor->info->speed)) { P_NewChaseDir(actor); actor->movecount += 5; // Increase tics before change in direction allowed. diff --git a/src/p_inter.c b/src/p_inter.c index cf5512a18..aa0fce5c0 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -1327,7 +1327,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) case MT_SMALLMACECHAIN: case MT_BIGMACECHAIN: // Is this the last link in the chain? - if (toucher->momz > 0 || !(special->flags & MF_AMBUSH) + if (toucher->momz > 0 || !(special->flags2 & MF2_AMBUSH) || (player->pflags & PF_ITEMHANG) || (player->pflags & PF_MACESPIN)) return; diff --git a/src/p_mobj.c b/src/p_mobj.c index 62dee0a67..eed2f3c02 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -2466,7 +2466,7 @@ static boolean P_ZMovement(mobj_t *mo) && abs(mom.y) < FixedMul(STOPSPEED, mo->scale) && abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale)) { - if (mo->flags & MF_AMBUSH) + if (mo->flags2 & MF2_AMBUSH) { // If deafed, give the tumbleweed another random kick if it runs out of steam. mom.z += P_MobjFlip(mo)*FixedMul(6*FRACUNIT, mo->scale); @@ -6392,7 +6392,7 @@ void P_MobjThinker(mobj_t *mobj) flame->angle = mobj->angle; - if (mobj->flags & MF_AMBUSH) // Wave up and down instead of side-to-side + if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side flame->momz = mobj->fuse << (FRACBITS-2); else flame->angle += FixedAngle(mobj->fuse*FRACUNIT); @@ -6427,7 +6427,7 @@ void P_MobjThinker(mobj_t *mobj) strength -= ((20*FRACUNIT)/16)*mobj->movedir; // If deaf'd, the object spawns on the ceiling. - if (mobj->flags & MF_AMBUSH) + if (mobj->flags2 & MF2_AMBUSH) { mobj->z = mobj->ceilingz-mobj->height; flame->momz = -strength; @@ -7283,7 +7283,7 @@ void P_MobjThinker(mobj_t *mobj) case MT_EGGMANBOX: // Eggman box case MT_GRAVITYBOX: // Gravity box case MT_QUESTIONBOX: - if ((mobj->flags & MF_AMBUSH || mobj->flags2 & MF2_STRONGBOX) && mobj->type != MT_QUESTIONBOX) + if ((mobj->flags2 & MF2_AMBUSH || mobj->flags2 & MF2_STRONGBOX) && mobj->type != MT_QUESTIONBOX) { mobjtype_t spawnchance[64]; INT32 numchoices = 0, i = 0; @@ -7311,11 +7311,7 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s i = P_RandomKey(numchoices); // Gotta love those random numbers! newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, spawnchance[i]); - // If the monitor respawns randomly, transfer the flag. - if (mobj->flags & MF_AMBUSH) - newmobj->flags |= MF_AMBUSH; - - // Transfer flags2 (strongbox, objectflip) + // Transfer flags2 (strongbox, objectflip, ambush) newmobj->flags2 = mobj->flags2; } else @@ -9132,7 +9128,7 @@ ML_NOCLIMB : Direction not controllable if (firsttime) { // This is the outermost link in the chain - spawnee->flags |= MF_AMBUSH; + spawnee->flags2 |= MF2_AMBUSH; firsttime = false; } @@ -9204,7 +9200,7 @@ ML_NOCLIMB : Direction not controllable { // Inverted if uppermost bit is set if (mthing->angle & 16384) - mobj->flags |= MF_AMBUSH; + mobj->flags2 |= MF2_AMBUSH; if (mthing->angle > 0) mobj->radius = (mthing->angle & 16383)*FRACUNIT; @@ -9381,7 +9377,7 @@ ML_NOCLIMB : Direction not controllable mthing->type == mobjinfo[MT_YELLOWTV].doomednum || mthing->type == mobjinfo[MT_BLUETV].doomednum || mthing->type == mobjinfo[MT_BLACKTV].doomednum || mthing->type == mobjinfo[MT_PITYTV].doomednum || mthing->type == mobjinfo[MT_RECYCLETV].doomednum || mthing->type == mobjinfo[MT_MIXUPBOX].doomednum) - mobj->flags |= MF_AMBUSH; + mobj->flags2 |= MF2_AMBUSH; } else if (mthing->type != mobjinfo[MT_AXIS].doomednum && @@ -9389,7 +9385,7 @@ ML_NOCLIMB : Direction not controllable mthing->type != mobjinfo[MT_AXISTRANSFERLINE].doomednum && mthing->type != mobjinfo[MT_NIGHTSBUMPER].doomednum && mthing->type != mobjinfo[MT_STARPOST].doomednum) - mobj->flags |= MF_AMBUSH; + mobj->flags2 |= MF2_AMBUSH; } if (mthing->options & MTF_OBJECTSPECIAL) @@ -9728,7 +9724,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing) P_SetMobjState(mobj, mobj->info->seestate); mobj->angle = FixedAngle(mthing->angle*FRACUNIT); - mobj->flags |= MF_AMBUSH; + mobj->flags2 |= MF2_AMBUSH; mthing->mobj = mobj; } // All manners of rings and coins @@ -9802,7 +9798,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing) } mobj->angle = FixedAngle(mthing->angle*FRACUNIT); - mobj->flags |= MF_AMBUSH; + mobj->flags2 |= MF2_AMBUSH; mthing->mobj = mobj; } // *** @@ -9858,7 +9854,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing) mobj->angle = FixedAngle(mthing->angle*FRACUNIT); if (mthing->options & MTF_AMBUSH) - mobj->flags |= MF_AMBUSH; + mobj->flags2 |= MF2_AMBUSH; } } // Diagonal rings (handles both types) @@ -9916,7 +9912,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing) mobj->angle = FixedAngle(mthing->angle*FRACUNIT); if (mthing->options & MTF_AMBUSH) - mobj->flags |= MF_AMBUSH; + mobj->flags2 |= MF2_AMBUSH; } } // Rings of items (all six of them) diff --git a/src/p_mobj.h b/src/p_mobj.h index 79cffae89..c8207c564 100644 --- a/src/p_mobj.h +++ b/src/p_mobj.h @@ -107,8 +107,8 @@ typedef enum MF_NOSECTOR = 1<<3, // Don't use the blocklinks (inert but displayable) MF_NOBLOCKMAP = 1<<4, - // Not to be activated by sound, deaf monster. - MF_AMBUSH = 1<<5, + // Thin, paper-like collision bound (for visual equivalent, see FF_PAPERSPRITE) + MF_PAPERCOLLISION = 1<<5, // You can push this object. It can activate switches and things by pushing it on top. MF_PUSHABLE = 1<<6, // Object is a boss. @@ -193,6 +193,7 @@ typedef enum MF2_BOSSNOTRAP = 1<<25, // No Egg Trap after boss MF2_BOSSFLEE = 1<<26, // Boss is fleeing! MF2_BOSSDEAD = 1<<27, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.) + MF2_AMBUSH = 1<<28, // Alternate behaviour typically set by MTF_AMBUSH // free: to and including 1<<31 } mobjflag2_t; diff --git a/src/p_pspr.h b/src/p_pspr.h index 2fb232e73..c0064bc3e 100644 --- a/src/p_pspr.h +++ b/src/p_pspr.h @@ -36,7 +36,9 @@ #endif /// \brief Frame flags: only the frame number -#define FF_FRAMEMASK 0x3fff +#define FF_FRAMEMASK 0x1ff +/// \brief Frame flags: Thin, paper-like sprite (for collision equivalent, see MF_PAPERCOLLISION) +#define FF_PAPERSPRITE 0x800 /// \brief Frame flags: Simple stateless animation #define FF_ANIMATE 0x4000 /// \brief Frame flags: frame always appears full bright diff --git a/src/p_user.c b/src/p_user.c index 9cd6aa401..6bf8753ba 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -629,7 +629,7 @@ static void P_DeNightserizePlayer(player_t *player) if (!(mo2->type == MT_NIGHTSDRONE)) continue; - if (mo2->flags & MF_AMBUSH) + if (mo2->flags2 & MF2_AMBUSH) P_DamageMobj(player->mo, NULL, NULL, 10000); break; @@ -4931,7 +4931,7 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad boolean transfer1last = false; boolean transfer2last = false; vertex_t vertices[4]; - fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags & MF_AMBUSH ? -1 : 1); + fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags2 & MF2_AMBUSH ? -1 : 1); // Find next waypoint for (th = thinkercap.next; th != &thinkercap; th = th->next) @@ -5596,7 +5596,7 @@ static void P_NiGHTSMovement(player_t *player) // The 'ambush' flag says you should rotate // the other way around the axis. - if (player->mo->target->flags & MF_AMBUSH) + if (player->mo->target->flags2 & MF2_AMBUSH) backwardaxis = true; player->angle_pos = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y); @@ -7931,7 +7931,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall } else if (player->mo->target) { - if (player->mo->target->flags & MF_AMBUSH) + if (player->mo->target->flags2 & MF2_AMBUSH) angle = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y); else angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->target->x, player->mo->target->y); diff --git a/src/r_things.c b/src/r_things.c index 22551a02d..84dff7182 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -754,11 +754,18 @@ static void R_DrawVisSprite(vissprite_t *vis) if (overflow_test < 0) overflow_test = -overflow_test; if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow + if (vis->scalestep) // handles right edge too + { + overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*(vis->scale + (vis->scalestep*(vis->x2 - vis->x1))))>>FRACBITS); + if (overflow_test < 0) overflow_test = -overflow_test; + if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // ditto + } + colfunc = basecolfunc; // hack: this isn't resetting properly somewhere. dc_colormap = vis->colormap; if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" { - // translate green skin to another color + // translate certain pixels to white colfunc = transcolfunc; if (vis->mobj->type == MT_CYBRAKDEMON) dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE); @@ -814,13 +821,10 @@ static void R_DrawVisSprite(vissprite_t *vis) if (!dc_colormap) dc_colormap = colormaps; - dc_iscale = FixedDiv(FRACUNIT, vis->scale); dc_texturemid = vis->texturemid; dc_texheight = 0; frac = vis->startfrac; - spryscale = vis->scale; - sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale); windowtop = windowbottom = sprbotscreen = INT32_MAX; if (vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES) @@ -832,28 +836,29 @@ static void R_DrawVisSprite(vissprite_t *vis) if (!vis->isScaled) { vis->scale = FixedMul(vis->scale, this_scale); - spryscale = vis->scale; - dc_iscale = FixedDiv(FRACUNIT, vis->scale); + vis->scalestep = FixedMul(vis->scalestep, this_scale); vis->xiscale = FixedDiv(vis->xiscale,this_scale); vis->isScaled = true; } dc_texturemid = FixedDiv(dc_texturemid,this_scale); + } - //Oh lordy, mercy me. Don't freak out if sprites go offscreen! - /*if (vis->xiscale > 0) - frac = FixedDiv(frac, this_scale); - else if (vis->x1 <= 0) - frac = (vis->x1 - vis->x2) * vis->xiscale;*/ + spryscale = vis->scale; + if (!(vis->scalestep)) + { sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale); - //dc_hires = 1; + dc_iscale = FixedDiv(FRACUNIT, vis->scale); } x1 = vis->x1; x2 = vis->x2; if (vis->x1 < 0) + { + spryscale += vis->scalestep*(-vis->x1); vis->x1 = 0; + } if (vis->x2 >= vid.width) vis->x2 = vid.width-1; @@ -869,10 +874,16 @@ static void R_DrawVisSprite(vissprite_t *vis) #else column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS])); #endif + if (vis->scalestep) + { + sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale)); + dc_iscale = (0xffffffffu / (unsigned)spryscale); + } if (vis->vflip) R_DrawFlippedMaskedColumn(column, patch->height); else R_DrawMaskedColumn(column); + spryscale += vis->scalestep; } colfunc = basecolfunc; @@ -967,7 +978,7 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing) if (testheight <= sprite->gz) return; - cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->scale))>>FRACBITS); + cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->sortscale))>>FRACBITS); if (cutfrac < 0) continue; if (cutfrac > viewheight) @@ -1040,7 +1051,7 @@ static void R_ProjectSprite(mobj_t *thing) fixed_t tr_x, tr_y; fixed_t gxt, gyt; fixed_t tx, tz; - fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!! + fixed_t xscale, yscale, sortscale; //added : 02-02-98 : aaargll..if I were a math-guy!!! INT32 x1, x2; @@ -1057,6 +1068,9 @@ static void R_ProjectSprite(mobj_t *thing) angle_t ang; fixed_t iscale; + fixed_t scalestep; // toast '16 + fixed_t offset, offset2; + boolean papersprite = (thing->frame & FF_PAPERSPRITE); //SoM: 3/17/2000 fixed_t gz, gzt; @@ -1064,6 +1078,8 @@ static void R_ProjectSprite(mobj_t *thing) INT32 light = 0; fixed_t this_scale = thing->scale; + fixed_t ang_scale = FRACUNIT; + // transform the origin point tr_x = thing->x - viewx; tr_y = thing->y - viewy; @@ -1074,7 +1090,7 @@ static void R_ProjectSprite(mobj_t *thing) tz = gxt-gyt; // thing is behind view plane? - if (tz < FixedMul(MINZ, this_scale)) + if (!(papersprite) && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later return; gxt = -FixedMul(tr_x, viewsin); @@ -1087,7 +1103,7 @@ static void R_ProjectSprite(mobj_t *thing) // aspect ratio stuff xscale = FixedDiv(projection, tz); - yscale = FixedDiv(projectiony, tz); + sortscale = FixedDiv(projectiony, tz); // decide which patch to use for sprite relative to player #ifdef RANGECHECK @@ -1129,10 +1145,17 @@ static void R_ProjectSprite(mobj_t *thing) I_Error("R_ProjectSprite: sprframes NULL for sprite %d\n", thing->sprite); #endif + if (sprframe->rotate != SRF_SINGLE || papersprite) + { + ang = R_PointToAngle (thing->x, thing->y) - thing->angle; + if (papersprite) + ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT)); + } + if (sprframe->rotate) { // choose a different rotation based on player view - ang = R_PointToAngle (thing->x, thing->y); + //ang = R_PointToAngle (thing->x, thing->y); rot = (ang-thing->angle+ANGLE_202h)>>29; //Fab: lumpid is the index for spritewidth,spriteoffset... tables lump = sprframe->lumpid[rot]; @@ -1153,22 +1176,77 @@ static void R_ProjectSprite(mobj_t *thing) // calculate edges of the shape if (flip) - tx -= FixedMul(spritecachedinfo[lump].width-spritecachedinfo[lump].offset, this_scale); + offset = spritecachedinfo[lump].offset - spritecachedinfo[lump].width; else - tx -= FixedMul(spritecachedinfo[lump].offset, this_scale); + offset = -spritecachedinfo[lump].offset; + offset = FixedMul(offset, this_scale); + tx += FixedMul(offset, ang_scale); x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS; // off the right side? if (x1 > viewwidth) return; - tx += FixedMul(spritecachedinfo[lump].width, this_scale); + offset2 = FixedMul(spritecachedinfo[lump].width, this_scale); + tx += FixedMul(offset2, ang_scale); x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1; // off the left side if (x2 < 0) return; + if (papersprite) + { + fixed_t yscale2, cosmul, sinmul, tz2; + INT32 range; + + if (ang >= ANGLE_180) + { + offset *= -1; + offset2 *= -1; + } + + cosmul = FINECOSINE(thing->angle>>ANGLETOFINESHIFT); + sinmul = FINESINE(thing->angle>>ANGLETOFINESHIFT); + + tr_x += FixedMul(offset, cosmul); + tr_y += FixedMul(offset, sinmul); + gxt = FixedMul(tr_x, viewcos); + gyt = -FixedMul(tr_y, viewsin); + tz = gxt-gyt; + yscale = FixedDiv(projectiony, tz); + if (yscale < 64) return; // Fix some funky visuals + + tr_x += FixedMul(offset2, cosmul); + tr_y += FixedMul(offset2, sinmul); + gxt = FixedMul(tr_x, viewcos); + gyt = -FixedMul(tr_y, viewsin); + tz2 = gxt-gyt; + yscale2 = FixedDiv(projectiony, tz2); + if (yscale2 < 64) return; // ditto + + if (max(tz, tz2) < FixedMul(MINZ, this_scale)) // non-papersprite clipping is handled earlier + return; + + if (x2 > x1) + range = (x2 - x1); + else + range = 1; + + scalestep = (yscale2 - yscale)/range; + + // The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2? + // sortscale = max(yscale, yscale2); + // sortscale = min(yscale, yscale2); + } + else + { + scalestep = 0; + yscale = sortscale; + } + + xscale = FixedMul(xscale, ang_scale); + // PORTAL SPRITE CLIPPING if (portalrender) { @@ -1250,6 +1328,7 @@ static void R_ProjectSprite(mobj_t *thing) vis->heightsec = heightsec; //SoM: 3/17/2000 vis->mobjflags = thing->flags; vis->scale = yscale; //<sortscale = sortscale; vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15 vis->gx = thing->x; vis->gy = thing->y; @@ -1259,6 +1338,7 @@ static void R_ProjectSprite(mobj_t *thing) vis->pz = thing->z; vis->pzt = vis->pz + vis->thingheight; vis->texturemid = vis->gzt - viewz; + vis->scalestep = scalestep; vis->mobj = thing; // Easy access! Tails 06-07-2002 @@ -1276,8 +1356,8 @@ static void R_ProjectSprite(mobj_t *thing) vis->xscale = xscale; //SoM: 4/17/2000 vis->sector = thing->subsector->sector; - vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, yscale))>>FRACBITS); - vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, yscale))>>FRACBITS); + vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, sortscale))>>FRACBITS); + vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, sortscale))>>FRACBITS); vis->cut = SC_NONE; if (thing->subsector->sector->numlights) vis->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap; @@ -1298,7 +1378,10 @@ static void R_ProjectSprite(mobj_t *thing) } if (vis->x1 > x1) + { vis->startfrac += FixedDiv(vis->xiscale, this_scale)*(vis->x1-x1); + vis->scale += scalestep*(vis->x1 - x1); + } //Fab: lumppat is the lump number of the patch to use, this is different // than lumpid for sprites-in-pwad : the graphics are patched @@ -1457,7 +1540,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) // store information in a vissprite vis = R_NewVisSprite(); - vis->scale = yscale; //<scale = vis->sortscale = yscale; //<dispoffset = 0; // Monster Iestyn: 23/11/15 vis->gx = thing->x; vis->gy = thing->y; @@ -1467,6 +1550,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) vis->pz = thing->z; vis->pzt = vis->pz + vis->thingheight; vis->texturemid = vis->gzt - viewz; + vis->scalestep = 0; vis->x1 = x1 < 0 ? 0 : x1; vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; @@ -1645,14 +1729,14 @@ void R_SortVisSprites(void) bestscale = bestdispoffset = INT32_MAX; for (ds = unsorted.next; ds != &unsorted; ds = ds->next) { - if (ds->scale < bestscale) + if (ds->sortscale < bestscale) { - bestscale = ds->scale; + bestscale = ds->sortscale; bestdispoffset = ds->dispoffset; best = ds; } // order visprites of same scale by dispoffset, smallest first - else if (ds->scale == bestscale && ds->dispoffset < bestdispoffset) + else if (ds->sortscale == bestscale && ds->dispoffset < bestdispoffset) { bestdispoffset = ds->dispoffset; best = ds; @@ -1814,7 +1898,7 @@ static void R_CreateDrawNodes(void) for (i = x1; i <= x2; i++) { - if (r2->seg->frontscale[i] > rover->scale) + if (r2->seg->frontscale[i] > rover->sortscale) break; } if (i > x2) @@ -1833,10 +1917,10 @@ static void R_CreateDrawNodes(void) continue; scale = r2->thickseg->scale1 > r2->thickseg->scale2 ? r2->thickseg->scale1 : r2->thickseg->scale2; - if (scale <= rover->scale) + if (scale <= rover->sortscale) continue; scale = r2->thickseg->scale1 + (r2->thickseg->scalestep * (sintersect - r2->thickseg->x1)); - if (scale <= rover->scale) + if (scale <= rover->sortscale) continue; #ifdef ESLOPE @@ -1886,11 +1970,11 @@ static void R_CreateDrawNodes(void) continue; scale = r2->seg->scale1 > r2->seg->scale2 ? r2->seg->scale1 : r2->seg->scale2; - if (scale <= rover->scale) + if (scale <= rover->sortscale) continue; scale = r2->seg->scale1 + (r2->seg->scalestep * (sintersect - r2->seg->x1)); - if (rover->scale < scale) + if (rover->sortscale < scale) { entry = R_CreateDrawNode(NULL); (entry->prev = r2->prev)->next = entry; @@ -1906,8 +1990,8 @@ static void R_CreateDrawNodes(void) if (r2->sprite->szt > rover->sz || r2->sprite->sz < rover->szt) continue; - if (r2->sprite->scale > rover->scale - || (r2->sprite->scale == rover->scale && r2->sprite->dispoffset > rover->dispoffset)) + if (r2->sprite->sortscale > rover->sortscale + || (r2->sprite->sortscale == rover->sortscale && r2->sprite->dispoffset > rover->dispoffset)) { entry = R_CreateDrawNode(NULL); (entry->prev = r2->prev)->next = entry; @@ -2060,8 +2144,8 @@ void R_ClipSprites(void) scale = ds->scale2; } - if (scale < spr->scale || - (lowscale < spr->scale && + if (scale < spr->sortscale || + (lowscale < spr->sortscale && !R_PointOnSegSide (spr->gx, spr->gy, ds->curline))) { // masked mid texture? @@ -2112,7 +2196,7 @@ void R_ClipSprites(void) fixed_t mh, h; INT32 phs = viewplayer->mo->subsector->sector->heightsec; if ((mh = sectors[spr->heightsec].floorheight) > spr->gz && - (h = centeryfrac - FixedMul(mh -= viewz, spr->scale)) >= 0 && + (h = centeryfrac - FixedMul(mh -= viewz, spr->sortscale)) >= 0 && (h >>= FRACBITS) < viewheight) { if (mh <= 0 || (phs != -1 && viewz > sectors[phs].floorheight)) @@ -2130,7 +2214,7 @@ void R_ClipSprites(void) } if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt && - (h = centeryfrac - FixedMul(mh-viewz, spr->scale)) >= 0 && + (h = centeryfrac - FixedMul(mh-viewz, spr->sortscale)) >= 0 && (h >>= FRACBITS) < viewheight) { if (phs != -1 && viewz >= sectors[phs].ceilingheight) diff --git a/src/r_things.h b/src/r_things.h index 483db7e99..9a4ba1999 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -131,7 +131,8 @@ typedef struct vissprite_s fixed_t pz, pzt; // physical bottom/top for sorting with 3D floors fixed_t startfrac; // horizontal position of x1 - fixed_t scale; + fixed_t scale, sortscale; // sortscale only differs from scale for flat sprites + fixed_t scalestep; // only for flat sprites, 0 otherwise fixed_t xiscale; // negative if flipped fixed_t texturemid; From e42885a23c971c4bc8e38b4a87c522fd424e55a3 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Mon, 22 Aug 2016 23:01:36 +0100 Subject: [PATCH 06/54] Forgot to do this. --- src/r_things.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/r_things.c b/src/r_things.c index a7f3fa41d..0d85a4631 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -1203,7 +1203,7 @@ static void R_ProjectSprite(mobj_t *thing) else { // choose a different rotation based on player view - ang = R_PointToAngle (thing->x, thing->y) - thing->angle; + //ang = R_PointToAngle (thing->x, thing->y) - thing->angle; if ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right rot = 6; // F7 slot From e8d65f0b5481643b77a35551cd24e8c0cb821759 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Mon, 22 Aug 2016 23:39:27 +0100 Subject: [PATCH 07/54] GCC 4.6 and lower fix --- src/r_things.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/r_things.c b/src/r_things.c index 0d85a4631..55866759d 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -1107,7 +1107,7 @@ static void R_ProjectSprite(mobj_t *thing) vissprite_t *vis; - angle_t ang; + angle_t ang = 0; // gcc 4.6 and lower fix fixed_t iscale; fixed_t scalestep; // toast '16 fixed_t offset, offset2; From 14ff3906e138aa459e73600e3be916b9d5b167b9 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Tue, 23 Aug 2016 00:45:26 +0100 Subject: [PATCH 08/54] Woops, forgot to port collision as well. --- src/p_map.c | 78 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 78 insertions(+) diff --git a/src/p_map.c b/src/p_map.c index 1f2d903e8..a95ed6b8d 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -469,6 +469,73 @@ static boolean PIT_CheckThing(mobj_t *thing) if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist) return true; // didn't hit it + if (thing->flags & MF_PAPERCOLLISION) // CAUTION! Very easy to get stuck inside MF_SOLID objects. Giving the player MF_PAPERCOLLISION is a bad idea unless you know what you're doing. + { + fixed_t cosradius, sinradius; + vertex_t v1, v2; // fake vertexes + line_t junk; // fake linedef + cosradius = FixedMul(thing->radius, FINECOSINE(thing->angle>>ANGLETOFINESHIFT)); + sinradius = FixedMul(thing->radius, FINESINE(thing->angle>>ANGLETOFINESHIFT)); + + v1.x = thing->x - cosradius; + v1.y = thing->y - sinradius; + v2.x = thing->x + cosradius; + v2.y = thing->y + sinradius; + + junk.v1 = &v1; + junk.v2 = &v2; + junk.dx = v2.x - v1.x; + junk.dy = v2.y - v1.y; + + if (tmthing->flags & MF_PAPERCOLLISION) // more strenuous checking to prevent clipping issues + { + INT32 check1, check2, check3, check4; + cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT)); + sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT)); + check1 = P_PointOnLineSide(tmx - cosradius, tmy - sinradius, &junk); + check2 = P_PointOnLineSide(tmx + cosradius, tmy + sinradius, &junk); + check3 = P_PointOnLineSide(tmx + tmthing->momx - cosradius, tmy + tmthing->momy - sinradius, &junk); + check4 = P_PointOnLineSide(tmx + tmthing->momx + cosradius, tmy + tmthing->momy + sinradius, &junk); + if ((check1 == check2) && (check2 == check3) && (check3 == check4)) + return true; // the line doesn't cross between collider's start or end + } + else + { + if ((P_PointOnLineSide(tmx - tmthing->radius, tmy - tmthing->radius, &junk) + == P_PointOnLineSide(tmx + tmthing->radius, tmy + tmthing->radius, &junk)) + && (P_PointOnLineSide(tmx + tmthing->radius, tmy - tmthing->radius, &junk) + == P_PointOnLineSide(tmx - tmthing->radius, tmy + tmthing->radius, &junk))) + return true; // the line doesn't cross between either pair of opposite corners + } + } + else if (tmthing->flags & MF_PAPERCOLLISION) + { + fixed_t cosradius, sinradius; + vertex_t v1, v2; // fake vertexes + line_t junk; // fake linedef + + cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT)); + sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT)); + + v1.x = tmx - cosradius; + v1.y = tmy - sinradius; + v2.x = tmx + cosradius; + v2.y = tmy + sinradius; + + junk.v1 = &v1; + junk.v2 = &v2; + junk.dx = v2.x - v1.x; + junk.dy = v2.y - v1.y; + + // no need to check whether thing has MF_PAPERCOLLISION, since checked above + + if ((P_PointOnLineSide(thing->x - thing->radius, thing->y - thing->radius, &junk) + == P_PointOnLineSide(thing->x + thing->radius, thing->y + thing->radius, &junk)) + && (P_PointOnLineSide(thing->x + thing->radius, thing->y - thing->radius, &junk) + == P_PointOnLineSide(thing->x - thing->radius, thing->y + thing->radius, &junk))) + return true; // the line doesn't cross between either pair of opposite corners + } + #ifdef HAVE_BLUA { UINT8 shouldCollide = LUAh_MobjCollide(thing, tmthing); // checks hook for thing's type @@ -1123,6 +1190,17 @@ static boolean PIT_CheckLine(line_t *ld) if (P_BoxOnLineSide(tmbbox, ld) != -1) return true; +if (tmthing->flags & MF_PAPERCOLLISION) // Caution! Turning whilst up against a wall will get you stuck. You probably shouldn't give the player this flag. + { + fixed_t cosradius, sinradius; + cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT)); + sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT)); + if (P_PointOnLineSide(tmx - cosradius, tmy - sinradius, ld) + == P_PointOnLineSide(tmx + cosradius, tmy + sinradius, ld)) + return true; // the line doesn't cross between collider's start or end + + } + // A line has been hit // The moving thing's destination position will cross From a587231aa4f85dcade73fd5ccdb2dd8c5429c947 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Fri, 26 Aug 2016 22:00:53 +0100 Subject: [PATCH 09/54] Crash fix ported from internal. --- src/r_things.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/r_things.c b/src/r_things.c index 55866759d..8e41fb447 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -143,7 +143,7 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch if (sprtemp[frame].rotate == (SRF_3D|SRF_2D)) sprtemp[frame].rotate = SRF_2D; // SRF_3D|SRF_2D being enabled at the same time doesn't HURT in the current sprite angle implementation, but it DOES mean more to check in some of the helper functions. Let's not allow this scenario to happen. - for (r = 1; r < 4; r++) // Don't set for front/back frames + for (r = 0; r < 4; r++) // Thanks to R_PrecacheLevel, we can't leave sprtemp[*].lumppat[*] == LUMPERROR... so we load into the front/back angle too. { sprtemp[frame].lumppat[r + rightfactor] = lumppat; sprtemp[frame].lumpid[r + rightfactor] = lumpid; From 39d4f22660b6957e3e70a483bf7624edcbf90842 Mon Sep 17 00:00:00 2001 From: Sryder Date: Tue, 13 Dec 2016 21:02:23 +0000 Subject: [PATCH 10/54] Flat sprites for OGL --- src/hardware/hw_glob.h | 1 + src/hardware/hw_main.c | 77 ++++++++++++++++++++++++++++++++++++++---- 2 files changed, 71 insertions(+), 7 deletions(-) diff --git a/src/hardware/hw_glob.h b/src/hardware/hw_glob.h index 94eef1d3e..5d1a81d4f 100644 --- a/src/hardware/hw_glob.h +++ b/src/hardware/hw_glob.h @@ -78,6 +78,7 @@ typedef struct gr_vissprite_s //Hurdler: 25/04/2000: now support colormap in hardware mode UINT8 *colormap; INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing + float z1, z2; } gr_vissprite_t; // -------- diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 70520af8d..98ab6cab2 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -4223,6 +4223,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) GLPatch_t *gpatch; // sprite patch converted to hardware FSurfaceInfo Surf; const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES); + //const boolean papersprite = (spr->mobj && (spr->mobj->frame & FF_PAPERSPRITE)); if (spr->mobj) this_scale = FIXED_TO_FLOAT(spr->mobj->scale); if (hires) @@ -4266,7 +4267,28 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) // make a wall polygon (with 2 triangles), using the floor/ceiling heights, // and the 2d map coords of start/end vertices - wallVerts[0].z = wallVerts[1].z = wallVerts[2].z = wallVerts[3].z = spr->tz; + wallVerts[0].z = wallVerts[3].z = spr->z1; + wallVerts[2].z = wallVerts[1].z = spr->z2; + + // transform + wv = wallVerts; + + /*if (spr->mobj->frame & FF_PAPERSPRITE) + { + float mobjanglecos, mobjanglesin; + mobjanglesin = FIXED_TO_FLOAT(FINESINE((spr->mobj->angle-dup_viewangle+ANGLE_90)>>ANGLETOFINESHIFT)); + mobjanglecos = FIXED_TO_FLOAT(FINECOSINE((spr->mobj->angle-dup_viewangle+ANGLE_90)>>ANGLETOFINESHIFT)); + for (i = 0; i < 4; i++,wv++) + { + // x = (x * anglecos) + (z * anglesin) + // z = (x * anglesin) - (z * anglecos) + // instead of doing the z part we just add spr->tz afterwards because they are all the same + // value right now + tr_x = wv->x-spr->x2+(spr->x2-spr->x1)/2; + //wv->x = (tr_x * mobjanglecos) + (0) + (spr->x1+(spr->x2-spr->x1)/2); + wv->z = (tr_x * mobjanglesin) - (0) + (spr->tz); + } + }*/ // transform wv = wallVerts; @@ -5042,6 +5064,10 @@ static void HWR_ProjectSprite(mobj_t *thing) UINT8 flip; angle_t ang; INT32 heightsec, phs; + const boolean papersprite = (thing->frame & FF_PAPERSPRITE); + float offset; + float ang_scale = 1.0f, ang_scalez = 0.0f; + float z1, z2; if (!thing) return; @@ -5056,7 +5082,7 @@ static void HWR_ProjectSprite(mobj_t *thing) tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin); // thing is behind view plane? - if (tz < ZCLIP_PLANE && (!cv_grmd2.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear + if (tz < ZCLIP_PLANE && !papersprite && (!cv_grmd2.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear return; tx = (tr_x * gr_viewsin) - (tr_y * gr_viewcos); @@ -5094,6 +5120,16 @@ static void HWR_ProjectSprite(mobj_t *thing) I_Error("sprframes NULL for sprite %d\n", thing->sprite); #endif + if (sprframe->rotate != SRF_SINGLE || papersprite) + { + ang = R_PointToAngle (thing->x, thing->y) - thing->angle; + if (papersprite) + { + ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT)); + ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT)); + } + } + if (sprframe->rotate == SRF_SINGLE) { // use single rotation for all views @@ -5104,8 +5140,6 @@ static void HWR_ProjectSprite(mobj_t *thing) else { // choose a different rotation based on player view - ang = R_PointToAngle (thing->x, thing->y) - thing->angle; - if ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right rot = 6; // F7 slot else if ((ang >= ANGLE_180) && (sprframe->rotate & SRF_LEFT)) // See from left @@ -5123,9 +5157,20 @@ static void HWR_ProjectSprite(mobj_t *thing) // calculate edges of the shape if (flip) - tx -= FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale; + offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale; else - tx -= FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale; + offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale; + + if (ang_scale < 0) + { + z1 = tz + offset * ang_scalez; + tx += offset * ang_scale; + } + else + { + z1 = tz - offset * ang_scalez; + tx -= offset * ang_scale; + } // project x x1 = gr_windowcenterx + (tx * gr_centerx / tz); @@ -5136,9 +5181,25 @@ static void HWR_ProjectSprite(mobj_t *thing) x1 = tx; - tx += FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width) * this_scale; + offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width) * this_scale; + if (ang_scale < 0) + { + z2 = z1 - offset * ang_scalez; + tx -= offset * ang_scale; + } + else + { + z2 = z1 + offset * ang_scalez; + tx += offset * ang_scale; + } + if (papersprite && max(z1, z1) < ZCLIP_PLANE) + return; + x2 = gr_windowcenterx + (tx * gr_centerx / tz); + + + if (thing->eflags & MFE_VERTICALFLIP) { gz = FIXED_TO_FLOAT(thing->z+thing->height) - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale; @@ -5185,6 +5246,8 @@ static void HWR_ProjectSprite(mobj_t *thing) vis->patchlumpnum = sprframe->lumppat[rot]; vis->flip = flip; vis->mobj = thing; + vis->z1 = z1; + vis->z2 = z2; //Hurdler: 25/04/2000: now support colormap in hardware mode if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" From 4fb2a188465bc9ef5fc5450b55b3cdcc8b49215d Mon Sep 17 00:00:00 2001 From: Sryder Date: Tue, 13 Dec 2016 21:18:05 +0000 Subject: [PATCH 11/54] Fix a one character bug with clipping --- src/hardware/hw_main.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 98ab6cab2..d0f67b876 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5192,7 +5192,7 @@ static void HWR_ProjectSprite(mobj_t *thing) z2 = z1 + offset * ang_scalez; tx += offset * ang_scale; } - if (papersprite && max(z1, z1) < ZCLIP_PLANE) + if (papersprite && max(z1, z2) < ZCLIP_PLANE) return; x2 = gr_windowcenterx + (tx * gr_centerx / tz); From 2e72539df24e16bc7e3d0007876c445a91dd1025 Mon Sep 17 00:00:00 2001 From: Sryder Date: Tue, 13 Dec 2016 21:22:40 +0000 Subject: [PATCH 12/54] Remove accidental leftovers Accidentally left a comment and stuff in there from previous attempts --- src/hardware/hw_main.c | 23 ----------------------- 1 file changed, 23 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index d0f67b876..d4255ba42 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -4273,26 +4273,6 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) // transform wv = wallVerts; - /*if (spr->mobj->frame & FF_PAPERSPRITE) - { - float mobjanglecos, mobjanglesin; - mobjanglesin = FIXED_TO_FLOAT(FINESINE((spr->mobj->angle-dup_viewangle+ANGLE_90)>>ANGLETOFINESHIFT)); - mobjanglecos = FIXED_TO_FLOAT(FINECOSINE((spr->mobj->angle-dup_viewangle+ANGLE_90)>>ANGLETOFINESHIFT)); - for (i = 0; i < 4; i++,wv++) - { - // x = (x * anglecos) + (z * anglesin) - // z = (x * anglesin) - (z * anglecos) - // instead of doing the z part we just add spr->tz afterwards because they are all the same - // value right now - tr_x = wv->x-spr->x2+(spr->x2-spr->x1)/2; - //wv->x = (tr_x * mobjanglecos) + (0) + (spr->x1+(spr->x2-spr->x1)/2); - wv->z = (tr_x * mobjanglesin) - (0) + (spr->tz); - } - }*/ - - // transform - wv = wallVerts; - for (i = 0; i < 4; i++,wv++) { //look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! @@ -5197,9 +5177,6 @@ static void HWR_ProjectSprite(mobj_t *thing) x2 = gr_windowcenterx + (tx * gr_centerx / tz); - - - if (thing->eflags & MFE_VERTICALFLIP) { gz = FIXED_TO_FLOAT(thing->z+thing->height) - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale; From 8290ae9fd4c9d86bee6de503dd5158a34fc389c4 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sat, 13 May 2017 12:49:30 +0100 Subject: [PATCH 13/54] Fix paper sprites apparently "turning" around sometimes when you turn the camera, when they're supposed to be still (sawb.wad for instance) I cleaned up some of Sryder's changes a little too I guess --- src/hardware/hw_main.c | 47 ++++++++++++++++++++---------------------- 1 file changed, 22 insertions(+), 25 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 386e997de..a40a2827d 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5122,15 +5122,26 @@ static void HWR_ProjectSprite(mobj_t *thing) I_Error("sprframes NULL for sprite %d\n", thing->sprite); #endif - if (sprframe->rotate != SRF_SINGLE || papersprite) + if (papersprite) { - ang = R_PointToAngle (thing->x, thing->y) - thing->angle; - if (papersprite) + // Use the actual view angle, rather than the angle formed + // between the view point and the thing + // this makes sure paper sprites always appear at the right angle! + // Note: DO NOT do this in software mode version, it actually + // makes papersprites look WORSE there (I know, I've tried) + // Monster Iestyn - 13/05/17 + ang = dup_viewangle - thing->angle; + ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT)); + ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT)); + + if (ang_scale < 0) { - ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT)); - ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT)); + ang_scale = -ang_scale; + ang_scalez = -ang_scalez; } } + else if (sprframe->rotate != SRF_SINGLE) + ang = R_PointToAngle (thing->x, thing->y) - thing->angle; if (sprframe->rotate == SRF_SINGLE) { @@ -5163,16 +5174,8 @@ static void HWR_ProjectSprite(mobj_t *thing) else offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale; - if (ang_scale < 0) - { - z1 = tz + offset * ang_scalez; - tx += offset * ang_scale; - } - else - { - z1 = tz - offset * ang_scalez; - tx -= offset * ang_scale; - } + z1 = tz - (offset * ang_scalez); + tx -= offset * ang_scale; // project x x1 = gr_windowcenterx + (tx * gr_centerx / tz); @@ -5184,16 +5187,10 @@ static void HWR_ProjectSprite(mobj_t *thing) x1 = tx; offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width) * this_scale; - if (ang_scale < 0) - { - z2 = z1 - offset * ang_scalez; - tx -= offset * ang_scale; - } - else - { - z2 = z1 + offset * ang_scalez; - tx += offset * ang_scale; - } + + z2 = z1 + (offset * ang_scalez); + tx += offset * ang_scale; + if (papersprite && max(z1, z2) < ZCLIP_PLANE) return; From 8ba644679b6fbddb39431a7138359a9ff6100b96 Mon Sep 17 00:00:00 2001 From: Steel Titanium Date: Sat, 17 Feb 2018 00:01:42 -0500 Subject: [PATCH 14/54] Don't init the sound system on dedicated servers --- src/d_main.c | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/src/d_main.c b/src/d_main.c index 063d28453..ea24430ec 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -1223,7 +1223,13 @@ void D_SRB2Main(void) CONS_Printf("R_Init(): Init SRB2 refresh daemon.\n"); R_Init(); - // setting up sound + // setting up sound + if (dedicated) + { + nosound = true; + nomidimusic = nodigimusic = true; + } + else CONS_Printf("S_Init(): Setting up sound.\n"); if (M_CheckParm("-nosound")) nosound = true; @@ -1239,7 +1245,7 @@ void D_SRB2Main(void) I_StartupSound(); I_InitMusic(); S_Init(cv_soundvolume.value, cv_digmusicvolume.value, cv_midimusicvolume.value); - + CONS_Printf("ST_Init(): Init status bar.\n"); ST_Init(); From 6d663fefa7f2a886ff09f861ece2015d81d6d5e0 Mon Sep 17 00:00:00 2001 From: Steel Titanium Date: Sat, 17 Feb 2018 00:37:17 -0500 Subject: [PATCH 15/54] Removed some redundant checks --- src/sdl/sdl_sound.c | 9 --------- 1 file changed, 9 deletions(-) diff --git a/src/sdl/sdl_sound.c b/src/sdl/sdl_sound.c index 1a2cabd23..6c70c163b 100644 --- a/src/sdl/sdl_sound.c +++ b/src/sdl/sdl_sound.c @@ -1180,12 +1180,6 @@ void I_StartupSound(void) audio.callback = I_UpdateStream; audio.userdata = &localdata; - if (dedicated) - { - nosound = nomidimusic = nodigimusic = true; - return; - } - // Configure sound device CONS_Printf("I_StartupSound:\n"); @@ -1481,9 +1475,6 @@ void I_InitMusic(void) I_AddExitFunc(I_ShutdownGMEMusic); #endif - if ((nomidimusic && nodigimusic) || dedicated) - return; - #ifdef HAVE_MIXER MIX_VERSION(&MIXcompiled) MIXlinked = Mix_Linked_Version(); From ac645decfab7b5b991e92444317e541b73da4d78 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Mon, 5 Mar 2018 19:08:53 +0000 Subject: [PATCH 16/54] Fix movies not recording the "extension" to special stage intro fades --- src/p_setup.c | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/src/p_setup.c b/src/p_setup.c index 8e746457b..52cd6ddbb 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -2565,6 +2565,7 @@ boolean P_SetupLevel(boolean skipprecip) { tic_t starttime = I_GetTime(); tic_t endtime = starttime + (3*TICRATE)/2; + tic_t nowtime; S_StartSound(NULL, sfx_s3kaf); @@ -2574,9 +2575,17 @@ boolean P_SetupLevel(boolean skipprecip) F_WipeEndScreen(); F_RunWipe(wipedefs[wipe_speclevel_towhite], false); + nowtime = lastwipetic; // Hold on white for extra effect. - while (I_GetTime() < endtime) - I_Sleep(); + while (nowtime < endtime) + { + // wait loop + while (!((nowtime = I_GetTime()) - lastwipetic)) + I_Sleep(); + lastwipetic = nowtime; + if (moviemode) // make sure we save frames for the white hold too + M_SaveFrame(); + } ranspecialwipe = 1; } From 0e788e8cfe189d17365b279a9c2bb1376c835440 Mon Sep 17 00:00:00 2001 From: jameds Date: Thu, 11 Jan 2018 17:35:39 -0800 Subject: [PATCH 17/54] Fixed "invalid pointer" error when passing "" to Command_connect(). --- src/d_clisrv.c | 2 +- src/m_menu.c | 7 +++++++ 2 files changed, 8 insertions(+), 1 deletion(-) diff --git a/src/d_clisrv.c b/src/d_clisrv.c index 7d0e44b45..36d13fc14 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -2244,7 +2244,7 @@ static void Command_connect(void) // Assume we connect directly. boolean viams = false; - if (COM_Argc() < 2) + if (COM_Argc() < 2 || *COM_Argv(1) == 0) { CONS_Printf(M_GetText( "Connect (port): connect to a server\n" diff --git a/src/m_menu.c b/src/m_menu.c index ea93d1e2d..0ab771579 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -6295,6 +6295,13 @@ static void M_DrawConnectIPMenu(void) static void M_ConnectIP(INT32 choice) { (void)choice; + + if (*setupm_ip == 0) + { + M_StartMessage("You must specify an IP address.\n", NULL, MM_NOTHING); + return; + } + COM_BufAddText(va("connect \"%s\"\n", setupm_ip)); // A little "please wait" message. From 8623322bfcdc4d17b8542b3d2526b59b2a8998e1 Mon Sep 17 00:00:00 2001 From: jameds Date: Fri, 23 Mar 2018 18:06:32 -0700 Subject: [PATCH 18/54] Removed contradictory `-connect` check --- src/d_main.c | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/src/d_main.c b/src/d_main.c index 063d28453..7368383b5 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -1068,7 +1068,7 @@ void D_SRB2Main(void) // add any files specified on the command line with -file wadfile // to the wad list - if (!(M_CheckParm("-connect"))) + if (!(M_CheckParm("-connect") && !M_CheckParm("-server"))) { if (M_CheckParm("-file")) { @@ -1323,7 +1323,7 @@ void D_SRB2Main(void) ultimatemode = true; } - if (autostart || netgame || M_CheckParm("+connect") || M_CheckParm("-connect")) + if (autostart || netgame) { gameaction = ga_nothing; @@ -1361,8 +1361,7 @@ void D_SRB2Main(void) } } - if (server && !M_CheckParm("+map") && !M_CheckParm("+connect") - && !M_CheckParm("-connect")) + if (server && !M_CheckParm("+map")) { // Prevent warping to nonexistent levels if (W_CheckNumForName(G_BuildMapName(pstartmap)) == LUMPERROR) From 91d2ffd660ca6f9da58c22d2d4765e8bcf909ee0 Mon Sep 17 00:00:00 2001 From: Steel Titanium Date: Tue, 3 Apr 2018 16:11:07 -0400 Subject: [PATCH 19/54] Indentation fixup --- src/d_main.c | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/src/d_main.c b/src/d_main.c index ea24430ec..b8f24e4b6 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -1230,7 +1230,9 @@ void D_SRB2Main(void) nomidimusic = nodigimusic = true; } else - CONS_Printf("S_Init(): Setting up sound.\n"); + { + CONS_Printf("S_Init(): Setting up sound.\n"); + } if (M_CheckParm("-nosound")) nosound = true; if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic @@ -1245,7 +1247,7 @@ void D_SRB2Main(void) I_StartupSound(); I_InitMusic(); S_Init(cv_soundvolume.value, cv_digmusicvolume.value, cv_midimusicvolume.value); - + CONS_Printf("ST_Init(): Init status bar.\n"); ST_Init(); From a3b345f6b1ea8a55996172eb9cf3735184ae5902 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sun, 15 Apr 2018 19:59:57 +0100 Subject: [PATCH 20/54] Don't use CV_StealthSetValue on cv_itemfinder if running the game in dedicated mode --- src/g_game.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/g_game.c b/src/g_game.c index d3c55e0cc..bcae69fda 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -3588,7 +3588,8 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean unlocktriggers = 0; // clear itemfinder, just in case - CV_StealthSetValue(&cv_itemfinder, 0); + if (!dedicated) // except in dedicated servers, where it is not registered and can actually I_Error debug builds + CV_StealthSetValue(&cv_itemfinder, 0); } // internal game map From df7c54d620c07f5db96f6737d8147ed6639c12e9 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sun, 15 Apr 2018 22:00:31 +0100 Subject: [PATCH 21/54] Rewrote findfile to store whether any of the three paths searched had a bad MD5 rather than just simply being not there. This means that, if the three paths are not the same, you should be able to tell if at least one of them has a file that just had a bad MD5. Most relevant for Linux peeps I expect. Note: Untested as of writing --- src/d_netfil.c | 38 ++++++++++++++++++++++++++++++-------- 1 file changed, 30 insertions(+), 8 deletions(-) diff --git a/src/d_netfil.c b/src/d_netfil.c index 172624ad2..6742cfe28 100644 --- a/src/d_netfil.c +++ b/src/d_netfil.c @@ -990,19 +990,41 @@ filestatus_t checkfilemd5(char *filename, const UINT8 *wantedmd5sum) return FS_FOUND; // will never happen, but makes the compiler shut up } +// Rewritten by Monster Iestyn to be less stupid +// Note: if completepath is true, "filename" is modified, but only if FS_FOUND is going to be returned +// (Don't worry about WinCE's version of filesearch, nobody cares about that OS anymore) filestatus_t findfile(char *filename, const UINT8 *wantedmd5sum, boolean completepath) { - filestatus_t homecheck = filesearch(filename, srb2home, wantedmd5sum, false, 10); - if (homecheck == FS_FOUND) - return filesearch(filename, srb2home, wantedmd5sum, completepath, 10); + filestatus_t homecheck; // store result of last file search + boolean badmd5 = false; // store whether md5 was bad from either of the first two searches (if nothing was found in the third) - homecheck = filesearch(filename, srb2path, wantedmd5sum, false, 10); - if (homecheck == FS_FOUND) - return filesearch(filename, srb2path, wantedmd5sum, completepath, 10); + // first, check SRB2's "home" directory + homecheck = filesearch(filename, srb2home, wantedmd5sum, completepath, 10); + if (homecheck == FS_FOUND) // we found the file, so return that we have :) + return FS_FOUND; + else if (homecheck == FS_MD5SUMBAD) // file has a bad md5; move on and look for a file with the right md5 + badmd5 = true; + // if not found at all, just move on without doing anything + + // next, check SRB2's "path" directory + homecheck = filesearch(filename, srb2path, wantedmd5sum, completepath, 10); + + if (homecheck == FS_FOUND) // we found the file, so return that we have :) + return FS_FOUND; + else if (homecheck == FS_MD5SUMBAD) // file has a bad md5; move on and look for a file with the right md5 + badmd5 = true; + // if not found at all, just move on without doing anything + + // finally check "." directory #ifdef _arch_dreamcast - return filesearch(filename, "/cd", wantedmd5sum, completepath, 10); + homecheck = filesearch(filename, "/cd", wantedmd5sum, completepath, 10); #else - return filesearch(filename, ".", wantedmd5sum, completepath, 10); + homecheck = filesearch(filename, ".", wantedmd5sum, completepath, 10); #endif + + if (homecheck != FS_NOTFOUND) // if not found this time, fall back on the below return statement + return homecheck; // otherwise return the result we got + + return (badmd5 ? FS_MD5SUMBAD : FS_NOTFOUND); // md5 sum bad or file not found } From d85f42689b71f4a737e3ae263e9ba01023f00e8c Mon Sep 17 00:00:00 2001 From: Steel Titanium Date: Tue, 8 May 2018 18:14:39 -0400 Subject: [PATCH 22/54] Don't increment totalplaytime if a demo is playing. --- src/p_tick.c | 1 + 1 file changed, 1 insertion(+) diff --git a/src/p_tick.c b/src/p_tick.c index f4bc59323..e81d0e5b6 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -607,6 +607,7 @@ void P_Ticker(boolean run) } // Keep track of how long they've been playing! + if (!demoplayback) // Don't incerment if a demo is playing. totalplaytime++; if (!useNightsSS && G_IsSpecialStage(gamemap)) From a41f8756e10a9f75c9227fa017f2203cd2e0ac1e Mon Sep 17 00:00:00 2001 From: Steel Titanium Date: Tue, 8 May 2018 18:36:47 -0400 Subject: [PATCH 23/54] Add indentation --- src/p_tick.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/p_tick.c b/src/p_tick.c index e81d0e5b6..aaf44f5e1 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -608,7 +608,7 @@ void P_Ticker(boolean run) // Keep track of how long they've been playing! if (!demoplayback) // Don't incerment if a demo is playing. - totalplaytime++; + totalplaytime++; if (!useNightsSS && G_IsSpecialStage(gamemap)) P_DoSpecialStageStuff(); From 9bd92b7e2d4cf8c5f752b2000c90376537299cdc Mon Sep 17 00:00:00 2001 From: Steel Titanium Date: Tue, 8 May 2018 18:38:28 -0400 Subject: [PATCH 24/54] Fix small typo --- src/p_tick.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/p_tick.c b/src/p_tick.c index aaf44f5e1..4c59f8b48 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -607,7 +607,7 @@ void P_Ticker(boolean run) } // Keep track of how long they've been playing! - if (!demoplayback) // Don't incerment if a demo is playing. + if (!demoplayback) // Don't increment if a demo is playing. totalplaytime++; if (!useNightsSS && G_IsSpecialStage(gamemap)) From 3b7bf18971ea86eb5e2be40319eb3c2a5d819230 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Fri, 11 May 2018 20:35:46 +0100 Subject: [PATCH 25/54] Fix both Bouncy FOF and Space Countdown sector specials working on FOFs without the FF_EXISTS flag Also move the Bouncy FOF sector special check above the FOF heights checking in P_CheckBouncySectors, because it means not having to waste time calculating FOF heights only for it not to be bouncy anyway :P --- src/p_user.c | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/src/p_user.c b/src/p_user.c index 7abf85347..da8e19caa 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -1621,6 +1621,9 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space for (rover = sector->ffloors; rover; rover = rover->next) { + if (!(rover->flags & FF_EXISTS)) + continue; + if (GETSECSPECIAL(rover->master->frontsector->special, 1) != SPACESPECIAL) continue; #ifdef ESLOPE @@ -1835,6 +1838,12 @@ static void P_CheckBouncySectors(player_t *player) for (rover = node->m_sector->ffloors; rover; rover = rover->next) { + if (!(rover->flags & FF_EXISTS)) + continue; // FOFs should not be bouncy if they don't even "exist" + + if (GETSECSPECIAL(rover->master->frontsector->special, 1) != 15) + continue; // this sector type is required for FOFs to be bouncy + topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL); bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL); @@ -1848,7 +1857,6 @@ static void P_CheckBouncySectors(player_t *player) && oldz + player->mo->height > P_GetFOFBottomZ(player->mo, node->m_sector, rover, oldx, oldy, NULL)) top = false; - if (GETSECSPECIAL(rover->master->frontsector->special, 1) == 15) { fixed_t linedist; From 85aff6fa6b574d1e77239f0ba3948e8107635203 Mon Sep 17 00:00:00 2001 From: Sryder Date: Wed, 16 May 2018 21:04:57 +0100 Subject: [PATCH 26/54] Fix FF_FULLBRIGHT not working in sectors with multiple light levels in OpenGL --- src/hardware/hw_main.c | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 81021ef7f..b758c828e 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -4228,6 +4228,9 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) i = 0; temp = FLOAT_TO_FIXED(realtop); + if (spr->mobj->frame & FF_FULLBRIGHT) + lightlevel = 255; + #ifdef ESLOPE for (i = 1; i < sector->numlights; i++) { @@ -4235,14 +4238,16 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) : sector->lightlist[i].height; if (h <= temp) { - lightlevel = *list[i-1].lightlevel; + if (!(spr->mobj->frame & FF_FULLBRIGHT)) + lightlevel = *list[i-1].lightlevel; colormap = list[i-1].extra_colormap; break; } } #else i = R_GetPlaneLight(sector, temp, false); - lightlevel = *list[i].lightlevel; + if (!(spr->mobj->frame & FF_FULLBRIGHT)) + lightlevel = *list[i].lightlevel; colormap = list[i].extra_colormap; #endif @@ -4257,7 +4262,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) // even if we aren't changing colormap or lightlevel, we still need to continue drawing down the sprite if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES)) { - lightlevel = *list[i].lightlevel; + if (!(spr->mobj->frame & FF_FULLBRIGHT)) + lightlevel = *list[i].lightlevel; colormap = list[i].extra_colormap; } From 0c0d54c98c1b3954204d9c88ed68937ee489c2c0 Mon Sep 17 00:00:00 2001 From: Steel Titanium Date: Thu, 17 May 2018 13:57:19 -0400 Subject: [PATCH 27/54] Fix console typo --- src/p_setup.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/p_setup.c b/src/p_setup.c index 52cd6ddbb..362e0966d 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -3003,7 +3003,7 @@ boolean P_AddWadFile(const char *wadfilename, char **firstmapname) if ((numlumps = W_LoadWadFile(wadfilename)) == INT16_MAX) { - CONS_Printf(M_GetText("Errors occured while loading %s; not added.\n"), wadfilename); + CONS_Printf(M_GetText("Errors occurred while loading %s; not added.\n"), wadfilename); return false; } else wadnum = (UINT16)(numwadfiles-1); From 424b66d09b6f3c74af10b61651bad9ee8dfadac0 Mon Sep 17 00:00:00 2001 From: Sryder Date: Thu, 17 May 2018 22:17:20 +0100 Subject: [PATCH 28/54] OpenGL Map Specific palettes working This makes OpenGL stop using a specific function that doesn't really do anything for it anymore. It looks like it was used for a hack that would change the colour of polygons for the flashpal equivalent in DOOM. I made it so ST_DoPaletteStuff doesn't set the flashpal in OpenGL as it already does its own hacky overlay and doing that would cause all the textures to be flushed more mid-level, it could be enabled for more correct flashpals, but they still wouldn't effect fog or lighting. This means the palette will be set when going to the title screen, and twice when starting a map, (causing the OpenGL cached textures to also be flushed at those times) --- src/d_main.c | 7 +------ src/p_setup.c | 5 ----- src/st_stuff.c | 10 +++++----- 3 files changed, 6 insertions(+), 16 deletions(-) diff --git a/src/d_main.c b/src/d_main.c index 4cdfb13d9..fbec5f7d8 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -730,11 +730,6 @@ void D_StartTitle(void) CON_ToggleOff(); // Reset the palette -#ifdef HWRENDER - if (rendermode == render_opengl) - HWR_SetPaletteColor(0); - else -#endif if (rendermode != render_none) V_SetPaletteLump("PLAYPAL"); } @@ -1223,7 +1218,7 @@ void D_SRB2Main(void) CONS_Printf("R_Init(): Init SRB2 refresh daemon.\n"); R_Init(); - // setting up sound + // setting up sound if (dedicated) { nosound = true; diff --git a/src/p_setup.c b/src/p_setup.c index 52cd6ddbb..c3aa9884d 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -2503,11 +2503,6 @@ boolean P_SetupLevel(boolean skipprecip) // Reset the palette -#ifdef HWRENDER - if (rendermode == render_opengl) - HWR_SetPaletteColor(0); - else -#endif if (rendermode != render_none) V_SetPaletteLump("PLAYPAL"); diff --git a/src/st_stuff.c b/src/st_stuff.c index 3562a9b71..72e0b6b94 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -210,17 +210,17 @@ void ST_doPaletteStuff(void) else palette = 0; +#ifdef HWRENDER + if (rendermode == render_opengl) + palette = 0; // No flashpals here in OpenGL +#endif + palette = min(max(palette, 0), 13); if (palette != st_palette) { st_palette = palette; -#ifdef HWRENDER - if (rendermode == render_opengl) - HWR_SetPaletteColor(0); - else -#endif if (rendermode != render_none) { V_SetPaletteLump(GetPalette()); // Reset the palette From 2d3ae11d6f25168516f04429856e92eeb247e03e Mon Sep 17 00:00:00 2001 From: Tasos Sahanidis Date: Thu, 17 May 2018 17:55:38 +0300 Subject: [PATCH 29/54] Correct C FixedMul() off-by-one errors The FixedMul() C implementation would produce off by one results, causing constant desyncs on 64 bit builds and builds without an ASM implementation of the function. This is fixed by shifting instead of dividing, possibly avoiding rounding errors. --- src/m_fixed.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/m_fixed.c b/src/m_fixed.c index ce7471a28..014457386 100644 --- a/src/m_fixed.c +++ b/src/m_fixed.c @@ -33,7 +33,9 @@ */ fixed_t FixedMul(fixed_t a, fixed_t b) { - return (fixed_t)((((INT64)a * b) ) / FRACUNIT); + // Need to cast to unsigned before shifting to avoid undefined behaviour + // for negative integers + return (fixed_t)(((UINT64)((INT64)a * b)) >> FRACBITS); } #endif //__USE_C_FIXEDMUL__ From 745be2c641722280469f4b003a7d71ff54bb4fba Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Mon, 21 May 2018 20:02:30 +0100 Subject: [PATCH 30/54] Stop Each Time trigger linedefs and object-carrying scrollers from doing anything with FOFs without FF_EXISTS --- src/p_floor.c | 14 ++++++++++++++ src/p_spec.c | 27 +++++++++++++++++++++++++++ 2 files changed, 41 insertions(+) diff --git a/src/p_floor.c b/src/p_floor.c index 35c743a07..f30637659 100644 --- a/src/p_floor.c +++ b/src/p_floor.c @@ -2103,6 +2103,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime) boolean floortouch = false; fixed_t bottomheight, topheight; msecnode_t *node; + ffloor_t *rover; for (i = 0; i < MAXPLAYERS; i++) { @@ -2150,6 +2151,19 @@ void T_EachTimeThinker(levelspecthink_t *eachtime) { targetsec = §ors[targetsecnum]; + // Find the FOF corresponding to the control linedef + for (rover = targetsec->ffloors; rover; rover = rover->next) + { + if (rover->master == sec->lines[i]) + break; + } + + if (!rover) // This should be impossible, but don't complain if it is the case somehow + continue; + + if (!(rover->flags & FF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there + continue; + for (j = 0; j < MAXPLAYERS; j++) { if (!playeringame[j]) diff --git a/src/p_spec.c b/src/p_spec.c index c62c3b209..d308a9b3f 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -6628,6 +6628,7 @@ void T_Scroll(scroll_t *s) line_t *line; size_t i; INT32 sect; + ffloor_t *rover; case sc_side: // scroll wall texture side = sides + s->affectee; @@ -6669,6 +6670,19 @@ void T_Scroll(scroll_t *s) sector_t *psec; psec = sectors + sect; + // Find the FOF corresponding to the control linedef + for (rover = psec->ffloors; rover; rover = rover->next) + { + if (rover->master == sec->lines[i]) + break; + } + + if (!rover) // This should be impossible, but don't complain if it is the case somehow + continue; + + if (!(rover->flags & FF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there + continue; + for (node = psec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; @@ -6732,6 +6746,19 @@ void T_Scroll(scroll_t *s) sector_t *psec; psec = sectors + sect; + // Find the FOF corresponding to the control linedef + for (rover = psec->ffloors; rover; rover = rover->next) + { + if (rover->master == sec->lines[i]) + break; + } + + if (!rover) // This should be impossible, but don't complain if it is the case somehow + continue; + + if (!(rover->flags & FF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there + continue; + for (node = psec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; From 51606f675f90c37d20924312b64dc004766cec21 Mon Sep 17 00:00:00 2001 From: Sryder Date: Sat, 26 May 2018 13:13:37 +0100 Subject: [PATCH 31/54] Very large map rendering issue fixed Move old fix for too large maps having rendering issues from R_CheckBBox to OpenGL's HWR_CheckBBox From what I know, this effects at least Aerial Garden and Seraphic Skylands --- src/hardware/hw_main.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 81021ef7f..059a09b15 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -2901,8 +2901,8 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord) py2 = bspcoord[checkcoord[boxpos][3]]; // check clip list for an open space - angle1 = R_PointToAngle(px1, py1) - dup_viewangle; - angle2 = R_PointToAngle(px2, py2) - dup_viewangle; + angle1 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px1>>1, py1>>1) - dup_viewangle; + angle2 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px2>>1, py2>>1) - dup_viewangle; span = angle1 - angle2; From 71fa00e4235b5448513d503221395db74b573e57 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Mon, 28 May 2018 21:29:46 +0100 Subject: [PATCH 32/54] Ignore mouse button events if the mouse's focus is not actually on the window at the moment. This should hopefully kill the F12 getting stuck issue once and for all. --- src/sdl/i_video.c | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index 87ce84158..4eab0ae3c 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -658,6 +658,14 @@ static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type) SDL_memset(&event, 0, sizeof(event_t)); + // Ignore the event if the mouse is not actually focused on the window. + // This can happen if you used the mouse to restore keyboard focus; + // this apparently makes a mouse button down event but not a mouse button up event, + // resulting in whatever key was pressed down getting "stuck" if we don't ignore it. + // -- Monster Iestyn (28/05/18) + if (SDL_GetMouseFocus() != window) + return; + /// \todo inputEvent.button.which if (USE_MOUSEINPUT) { From 49161952b31e48d421a5a03b352313af6192fa86 Mon Sep 17 00:00:00 2001 From: toaster Date: Thu, 7 Jun 2018 15:10:43 +0100 Subject: [PATCH 33/54] * Remove flashing from spheres in bonus time through #ifdef. * Fix inconsistency in counting nummaprings. * Prevent perfect bonus in non-special stage NiGHTS maps. --- src/p_mobj.c | 1 + src/p_setup.c | 12 +++++++++++- src/st_stuff.c | 10 ++++++---- 3 files changed, 18 insertions(+), 5 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 301536ef4..99ffdc871 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -8765,6 +8765,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) break; case MT_RING: case MT_COIN: + case MT_NIGHTSSTAR: nummaprings++; default: break; diff --git a/src/p_setup.c b/src/p_setup.c index 556428cbb..17cf3bfc7 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -852,7 +852,12 @@ void P_ReloadRings(void) mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS) ->sector->floorheight>>FRACBITS); - P_SpawnHoopsAndRings(mt, true); + P_SpawnHoopsAndRings(mt, +#ifdef MANIASPHERES + true); +#else + !G_IsSpecialStage(gamemap)); // prevent flashing spheres in special stages +#endif } } for (i = 0; i < numHoops; i++) @@ -866,6 +871,11 @@ void P_SwitchSpheresBonusMode(boolean bonustime) mobj_t *mo; thinker_t *th; +#ifndef MANIASPHERES + if (G_IsSpecialStage(gamemap)) // prevent flashing spheres in special stages + return; +#endif + // scan the thinkers to find spheres to switch for (th = thinkercap.next; th != &thinkercap; th = th->next) { diff --git a/src/st_stuff.c b/src/st_stuff.c index baa17e9f3..1fd6a6186 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -1577,11 +1577,13 @@ static void ST_drawNiGHTSHUD(void) #endif ST_DrawTopLeftOverlayPatch(16, 8, nbracket); if (G_IsSpecialStage(gamemap)) - ST_DrawTopLeftOverlayPatch(24, 16, ((stplyr->bonustime && (leveltime & 4)) ? nssbon : nsshud)); - else if (stplyr->bonustime) - ST_DrawTopLeftOverlayPatch(24, 16, nbon[(leveltime/2)%12]); + ST_DrawTopLeftOverlayPatch(24, 16, ( +#ifdef MANIASPHERES + (stplyr->bonustime && (leveltime & 4)) ? nssbon : +#endif + nsshud)); else - ST_DrawTopLeftOverlayPatch(24, 16, nhud[(leveltime/2)%12]); + ST_DrawTopLeftOverlayPatch(24, 16, *(((stplyr->bonustime) ? nbon : nhud)+((leveltime/2)%12))); if (G_IsSpecialStage(gamemap)) { From 406ec1c6a5b32cca3282e190bae6b38b7e453db5 Mon Sep 17 00:00:00 2001 From: toaster Date: Fri, 8 Jun 2018 17:16:20 +0100 Subject: [PATCH 34/54] * Make bomb spheres respawn with new laps * Make the mapthing detection for stuff to be spawned by P_SpawnHoopsAndRings more consistent. * Make NiGHTS stuff prevent perfect bonus. --- src/p_mobj.c | 183 +++++++++++++++++++++++++------------------------- src/p_setup.c | 15 +++-- src/y_inter.c | 2 +- 3 files changed, 100 insertions(+), 100 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 99ffdc871..2dbce6033 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -8753,6 +8753,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) case MT_NIGHTSDRONE: if (G_IsSpecialStage(gamemap)) mobj->flags2 |= MF2_DONTDRAW; + nummaprings = -1; // no perfect bonus, rings are free break; case MT_EGGCAPSULE: mobj->extravalue1 = -1; // timer for how long a player has been at the capsule @@ -8766,7 +8767,8 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) case MT_RING: case MT_COIN: case MT_NIGHTSSTAR: - nummaprings++; + if (nummaprings >= 0) + nummaprings++; default: break; } @@ -8900,6 +8902,7 @@ void P_RemoveMobj(mobj_t *mobj) if (mobj->spawnpoint && (mobj->type == MT_RING || mobj->type == MT_COIN + || mobj->type == MT_NIGHTSSTAR || mobj->type == MT_REDTEAMRING || mobj->type == MT_BLUETEAMRING || P_WeaponOrPanel(mobj->type)) @@ -9303,7 +9306,7 @@ void P_RespawnSpecials(void) #endif ss->sector->ceilingheight) - (mthing->options >> ZSHIFT) * FRACUNIT; if (mthing->options & MTF_AMBUSH - && (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || P_WeaponOrPanel(i))) + && (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || i == MT_NIGHTSSTAR || P_WeaponOrPanel(i))) z -= 24*FRACUNIT; z -= mobjinfo[i].height; // Don't forget the height! } @@ -9315,7 +9318,7 @@ void P_RespawnSpecials(void) #endif ss->sector->floorheight) + (mthing->options >> ZSHIFT) * FRACUNIT; if (mthing->options & MTF_AMBUSH - && (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || P_WeaponOrPanel(i))) + && (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || i == MT_NIGHTSSTAR || P_WeaponOrPanel(i))) z += 24*FRACUNIT; } @@ -9714,12 +9717,11 @@ void P_SpawnMapThing(mapthing_t *mthing) else if (mthing->type == 750) // Slope vertex point (formerly chaos spawn) return; - else if (mthing->type == 300 // Ring - || mthing->type == 308 || mthing->type == 309 // Team Rings - || mthing->type == 1706 // Nights Wing - || (mthing->type >= 600 && mthing->type <= 609) // Placement patterns - || mthing->type == 1705 || mthing->type == 1713 // NiGHTS Hoops - || mthing->type == 1800) // Mario Coin + else if (mthing->type == mobjinfo[MT_RING].doomednum || mthing->type == mobjinfo[MT_COIN].doomednum + || mthing->type == mobjinfo[MT_REDTEAMRING].doomednum || mthing->type == mobjinfo[MT_BLUETEAMRING].doomednum + || mthing->type == mobjinfo[MT_BLUESPHERE].doomednum || mthing->type == mobjinfo[MT_BOMBSPHERE].doomednum + || (mthing->type >= 600 && mthing->type <= 609) // circles and diagonals + || mthing->type == 1705 || mthing->type == 1713 || mthing->type == 1800) // hoops { // Don't spawn hoops, wings, or rings yet! return; @@ -9842,9 +9844,7 @@ void P_SpawnMapThing(mapthing_t *mthing) if (gametype != GT_CTF) // CTF specific things { - if (i == MT_BLUETEAMRING || i == MT_REDTEAMRING) - i = MT_RING; - else if (i == MT_RING_BLUEBOX || i == MT_RING_REDBOX) + if (i == MT_RING_BLUEBOX || i == MT_RING_REDBOX) i = MT_RING_BOX; else if (i == MT_BLUEFLAG || i == MT_REDFLAG) return; // No flags in non-CTF modes! @@ -9882,11 +9882,9 @@ void P_SpawnMapThing(mapthing_t *mthing) { if (i == MT_PITY_BOX || i == MT_ELEMENTAL_BOX || i == MT_ATTRACT_BOX || i == MT_FORCE_BOX || i == MT_ARMAGEDDON_BOX || i == MT_WHIRLWIND_BOX - || i == MT_FLAMEAURA_BOX || i == MT_BUBBLEWRAP_BOX || i == MT_THUNDERCOIN_BOX) - return; // No shields in Ultimate mode - - if (i == MT_RING_BOX && !G_IsSpecialStage(gamemap)) - return; // No rings in Ultimate mode (except special stages) + || i == MT_FLAMEAURA_BOX || i == MT_BUBBLEWRAP_BOX || i == MT_THUNDERCOIN_BOX + || i == MT_RING_BOX) + return; // No rings or shields in Ultimate mode // Don't include the gold repeating boxes here please. // They're likely facets of the level's design and therefore required to progress. @@ -9911,7 +9909,7 @@ void P_SpawnMapThing(mapthing_t *mthing) ss->sector->floorheight) + ((mthing->options >> ZSHIFT) << FRACBITS); else if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE) z = ONFLOORZ; - else if (i == MT_BOMBSPHERE || i == MT_SPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN) + else if (i == MT_SPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN) { if (mthing->options & MTF_OBJECTFLIP) { @@ -10665,7 +10663,7 @@ ML_EFFECT4 : Don't clip inside the ground } //count 10 ring boxes into the number of rings equation too. - if (i == MT_RING_BOX) + if (i == MT_RING_BOX && nummaprings >= 0) nummaprings += 10; if (i == MT_BIGTUMBLEWEED || i == MT_LITTLETUMBLEWEED) @@ -11080,79 +11078,6 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) return; } - // All manners of rings and coins - else if (mthing->type == mobjinfo[MT_RING].doomednum || mthing->type == mobjinfo[MT_COIN].doomednum || - mthing->type == mobjinfo[MT_REDTEAMRING].doomednum || mthing->type == mobjinfo[MT_BLUETEAMRING].doomednum || - mthing->type == mobjinfo[MT_BLUESPHERE].doomednum) - { - - // Which ringthing to use - if (mthing->type == mobjinfo[MT_COIN].doomednum) - ringthing = MT_COIN; - else if (mthing->type == mobjinfo[MT_REDTEAMRING].doomednum) // No team rings in non-CTF - ringthing = (gametype == GT_CTF) ? MT_REDTEAMRING : MT_RING; - else if (mthing->type == mobjinfo[MT_BLUETEAMRING].doomednum) // Ditto - ringthing = (gametype == GT_CTF) ? MT_BLUETEAMRING : MT_RING; - else if (mthing->type == mobjinfo[MT_BLUESPHERE].doomednum) - ringthing = MT_BLUESPHERE; - - if (ringthing != MT_BLUESPHERE && ultimatemode) - return; // No rings in Ultimate! - - if ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) - ringthing = ((ringthing == MT_BLUESPHERE) ? MT_NIGHTSCHIP : MT_NIGHTSSTAR); - - // Set proper height - if (mthing->options & MTF_OBJECTFLIP) - { - z = ( -#ifdef ESLOPE - sec->c_slope ? P_GetZAt(sec->c_slope, x, y) : -#endif - sec->ceilingheight) - mobjinfo[ringthing].height; - if (mthing->options >> ZSHIFT) - z -= ((mthing->options >> ZSHIFT) << FRACBITS); - } - else - { - z = -#ifdef ESLOPE - sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : -#endif - sec->floorheight; - if (mthing->options >> ZSHIFT) - z += ((mthing->options >> ZSHIFT) << FRACBITS); - } - - if (mthing->options & MTF_AMBUSH) // Special flag for rings - { - if (mthing->options & MTF_OBJECTFLIP) - z -= 24*FRACUNIT; - else - z += 24*FRACUNIT; - } - - mthing->z = (INT16)(z>>FRACBITS); - - mobj = P_SpawnMobj(x, y, z, ringthing); - mobj->spawnpoint = mthing; - - if (mthing->options & MTF_OBJECTFLIP) - { - mobj->eflags |= MFE_VERTICALFLIP; - mobj->flags2 |= MF2_OBJECTFLIP; - } - - mobj->angle = FixedAngle(mthing->angle*FRACUNIT); - mthing->mobj = mobj; - if (mthing->options & MTF_AMBUSH) - mobj->flags2 |= MF2_AMBUSH; - - if (bonustime && (ringthing == MT_BLUESPHERE || ringthing == MT_NIGHTSCHIP)) - P_SetMobjState(mobj, mobj->info->raisestate); - else if ((maptol & TOL_XMAS) && (ringthing == MT_NIGHTSSTAR)) - P_SetMobjState(mobj, mobj->info->seestate); - } // *** // Special placement patterns // *** @@ -11347,7 +11272,79 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) else if ((maptol & TOL_XMAS) && (ringthing == MT_NIGHTSSTAR)) P_SetMobjState(mobj, mobj->info->seestate); } - return; + } + // All manners of rings and coins + else + { + + // Which ringthing to use + if (mthing->type == mobjinfo[MT_BLUESPHERE].doomednum) + ringthing = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) ? MT_NIGHTSCHIP : MT_BLUESPHERE; + else if (mthing->type == mobjinfo[MT_BOMBSPHERE].doomednum) + ringthing = MT_BOMBSPHERE; + else + { + if (ultimatemode) + return; // No rings in Ultimate! + + if (mthing->type == mobjinfo[MT_COIN].doomednum) + ringthing = MT_COIN; + else if (mthing->type == mobjinfo[MT_REDTEAMRING].doomednum) // No team rings in non-CTF + ringthing = (gametype == GT_CTF) ? MT_REDTEAMRING : MT_RING; + else if (mthing->type == mobjinfo[MT_BLUETEAMRING].doomednum) // Ditto + ringthing = (gametype == GT_CTF) ? MT_BLUETEAMRING : MT_RING; + } + + // Set proper height + if (mthing->options & MTF_OBJECTFLIP) + { + z = ( +#ifdef ESLOPE + sec->c_slope ? P_GetZAt(sec->c_slope, x, y) : +#endif + sec->ceilingheight) - mobjinfo[ringthing].height; + if (mthing->options >> ZSHIFT) + z -= ((mthing->options >> ZSHIFT) << FRACBITS); + } + else + { + z = +#ifdef ESLOPE + sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : +#endif + sec->floorheight; + if (mthing->options >> ZSHIFT) + z += ((mthing->options >> ZSHIFT) << FRACBITS); + } + + if (mthing->options & MTF_AMBUSH) // Special flag for rings + { + if (mthing->options & MTF_OBJECTFLIP) + z -= 24*FRACUNIT; + else + z += 24*FRACUNIT; + } + + mthing->z = (INT16)(z>>FRACBITS); + + mobj = P_SpawnMobj(x, y, z, ringthing); + mobj->spawnpoint = mthing; + + if (mthing->options & MTF_OBJECTFLIP) + { + mobj->eflags |= MFE_VERTICALFLIP; + mobj->flags2 |= MF2_OBJECTFLIP; + } + + mobj->angle = FixedAngle(mthing->angle*FRACUNIT); + mthing->mobj = mobj; + if (mthing->options & MTF_AMBUSH) + mobj->flags2 |= MF2_AMBUSH; + + if (bonustime && (ringthing == MT_BLUESPHERE || ringthing == MT_NIGHTSCHIP)) + P_SetMobjState(mobj, mobj->info->raisestate); + else if ((maptol & TOL_XMAS) && (ringthing == MT_NIGHTSSTAR)) + P_SetMobjState(mobj, mobj->info->seestate); } } diff --git a/src/p_setup.c b/src/p_setup.c index 17cf3bfc7..17c5739ef 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -842,9 +842,10 @@ void P_ReloadRings(void) for (i = 0; i < nummapthings; i++, mt++) { // Notice an omission? We handle hoops differently. - if (mt->type == mobjinfo[MT_RING].doomednum || mt->type == mobjinfo[MT_REDTEAMRING].doomednum || mt->type == mobjinfo[MT_BLUETEAMRING].doomednum - || mt->type == mobjinfo[MT_BLUESPHERE].doomednum || mt->type == mobjinfo[MT_COIN].doomednum - || (mt->type >= 600 && mt->type <= 609)) // circles + if (mt->type == mobjinfo[MT_RING].doomednum || mt->type == mobjinfo[MT_COIN].doomednum + || mt->type == mobjinfo[MT_REDTEAMRING].doomednum || mt->type == mobjinfo[MT_BLUETEAMRING].doomednum + || mt->type == mobjinfo[MT_BLUESPHERE].doomednum || mt->type == mobjinfo[MT_BOMBSPHERE].doomednum + || (mt->type >= 600 && mt->type <= 609)) // circles and diagonals { mt->mobj = NULL; @@ -1085,9 +1086,11 @@ static void P_LoadThings(void) mt = mapthings; for (i = 0; i < nummapthings; i++, mt++) { - if (mt->type == 300 || mt->type == 308 || mt->type == 309 - || mt->type == 1706 || (mt->type >= 600 && mt->type <= 609) - || mt->type == 1705 || mt->type == 1713 || mt->type == 1800) + if (mt->type == mobjinfo[MT_RING].doomednum || mt->type == mobjinfo[MT_COIN].doomednum + || mt->type == mobjinfo[MT_REDTEAMRING].doomednum || mt->type == mobjinfo[MT_BLUETEAMRING].doomednum + || mt->type == mobjinfo[MT_BLUESPHERE].doomednum || mt->type == mobjinfo[MT_BOMBSPHERE].doomednum + || (mt->type >= 600 && mt->type <= 609) // circles and diagonals + || mt->type == 1705 || mt->type == 1713 || mt->type == 1800) // hoops { mt->mobj = NULL; diff --git a/src/y_inter.c b/src/y_inter.c index 6937fce07..a26f59ce8 100644 --- a/src/y_inter.c +++ b/src/y_inter.c @@ -1801,7 +1801,7 @@ static void Y_SetPerfectBonus(player_t *player, y_bonus_t *bstruct) if (!playeringame[i]) continue; sharedringtotal += players[i].rings; } - if (!sharedringtotal || sharedringtotal < nummaprings) + if (!sharedringtotal || nummaprings == -1 || sharedringtotal < nummaprings) data.coop.gotperfbonus = 0; else data.coop.gotperfbonus = 1; From 0ebff3820b18e35d2d0e03e289c3ebb00f0835a9 Mon Sep 17 00:00:00 2001 From: toaster Date: Fri, 8 Jun 2018 21:11:59 +0100 Subject: [PATCH 35/54] My little experiments with super transformation animation! (Requires new player.dta.) --- src/info.c | 8 ++++---- src/p_user.c | 2 -- 2 files changed, 4 insertions(+), 6 deletions(-) diff --git a/src/info.c b/src/info.c index 3a864217c..ad5d604e4 100644 --- a/src/info.c +++ b/src/info.c @@ -723,12 +723,12 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_MELEE_LANDING // SF_SUPER - {SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS1 + {SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_ANIMATE, 7, {NULL}, 0, 4, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS1 {SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2 {SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3 {SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4 {SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5 - {SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 20, {A_FadeOverlay}, 0, 0, S_PLAY_FLOAT}, // S_PLAY_SUPER_TRANS6 + {SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 19, {A_FadeOverlay}, 0, 0, S_PLAY_FALL}, // S_PLAY_SUPER_TRANS6 {SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY @@ -743,12 +743,12 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_SIGN, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN // NiGHTS Player, transforming - {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS2}, // S_PLAY_NIGHTS_TRANS1 + {SPR_PLAY, SPR2_TRNS|FF_ANIMATE, 7, {NULL}, 0, 4, S_PLAY_NIGHTS_TRANS2}, // S_PLAY_NIGHTS_TRANS1 {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS3}, // S_PLAY_NIGHTS_TRANS2 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS4}, // S_PLAY_NIGHTS_TRANS3 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS5}, // S_PLAY_NIGHTS_TRANS4 {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS6}, // S_PLAY_NIGHTS_TRANS5 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 25, {A_FadeOverlay}, 4, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_TRANS5 + {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 21, {A_FadeOverlay}, 2, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_TRANS5 // NiGHTS Player, stand, float, pain, pull and attack {SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND diff --git a/src/p_user.c b/src/p_user.c index 35af9dcea..8d5f6c05c 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -1048,8 +1048,6 @@ void P_DoSuperTransformation(player_t *player, boolean giverings) // Transformation animation P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_TRANS1); - player->pflags |= PF_NOJUMPDAMAGE; // just to avoid recurling but still allow thok - if (giverings) player->rings = 50; From 16195d12dbc5d00621f142ef4b14a0dda349991d Mon Sep 17 00:00:00 2001 From: toaster Date: Fri, 8 Jun 2018 22:30:38 +0100 Subject: [PATCH 36/54] Kart Krew discovered a crash, and I was already fiddling around with this, so... --- src/p_mobj.c | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 2dbce6033..efac937b8 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -9728,7 +9728,10 @@ void P_SpawnMapThing(mapthing_t *mthing) } // check for players specially - if (mthing->type > 0 && mthing->type <= 32) +#if MAXPLAYERS > 32 +You should think about modifying the deathmatch starts to take full advantage of this! +#endif + if (mthing->type > 0 && mthing->type <= MAXPLAYERS) { // save spots for respawning in network games if (!metalrecording) From 66c8ab422b1342376b0cc51392916e5a269d9e2e Mon Sep 17 00:00:00 2001 From: toaster Date: Sat, 9 Jun 2018 18:06:14 +0100 Subject: [PATCH 37/54] * (probably) fix crash with followmobj not being properly invalidated on mapload * clean up P_LevelInitStuff * [unrelated] make the bot use directionchar if you are (i only realised it wasn't as a consequence of testing this) --- src/b_bot.c | 3 +-- src/p_setup.c | 54 ++++++++++++++++++++++++--------------------------- 2 files changed, 26 insertions(+), 31 deletions(-) diff --git a/src/b_bot.c b/src/b_bot.c index 543bcb183..5f884896f 100644 --- a/src/b_bot.c +++ b/src/b_bot.c @@ -275,8 +275,7 @@ void B_RespawnBot(INT32 playernum) player->accelstart = sonic->player->accelstart; player->thrustfactor = sonic->player->thrustfactor; player->normalspeed = sonic->player->normalspeed; - player->pflags |= PF_AUTOBRAKE; - player->pflags &= ~PF_DIRECTIONCHAR; + player->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR); P_TeleportMove(tails, x, y, z); if (player->charability == CA_FLY) diff --git a/src/p_setup.c b/src/p_setup.c index 17c5739ef..39c675318 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -2360,6 +2360,8 @@ static void P_LevelInitStuff(void) } } + countdown = countdown2 = 0; + for (i = 0; i < MAXPLAYERS; i++) { if (canresetlives && (netgame || multiplayer) && playeringame[i] && (gametype == GT_COMPETITION || players[i].lives <= 0)) @@ -2368,42 +2370,36 @@ static void P_LevelInitStuff(void) players[i].lives = cv_startinglives.value; } - players[i].realtime = countdown = countdown2 = 0; + // obliteration station... + players[i].rings = players[i].spheres = + players[i].xtralife = players[i].deadtimer = + players[i].numboxes = players[i].totalring = + players[i].laps = players[i].aiming = + players[i].losstime = players[i].timeshit = + players[i].marescore = players[i].lastmarescore = + players[i].maxlink = players[i].startedtime = + players[i].finishedtime = players[i].finishedspheres = + players[i].lastmare = players[i].marebegunat = + players[i].textvar = players[i].texttimer = + players[i].linkcount = players[i].linktimer = + players[i].flyangle = players[i].anotherflyangle = + players[i].nightstime = players[i].mare = + players[i].realtime = players[i].exiting = 0; + // i guess this could be part of the above but i feel mildly uncomfortable implicitly casting players[i].gotcontinue = false; - players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0; - players[i].rings = 0; - players[i].spheres = 0; - players[i].aiming = 0; - players[i].pflags &= ~PF_GAMETYPEOVER; - - players[i].losstime = 0; - players[i].timeshit = 0; - - players[i].marescore = players[i].lastmarescore = players[i].maxlink = 0; - players[i].startedtime = players[i].finishedtime = players[i].finishedspheres = 0; - players[i].lastmare = players[i].marebegunat = 0; - - // Don't show anything - players[i].textvar = players[i].texttimer = 0; - - players[i].linkcount = players[i].linktimer = 0; - players[i].flyangle = players[i].anotherflyangle = 0; - players[i].nightstime = players[i].mare = 0; - P_SetTarget(&players[i].capsule, NULL); + // aha, the first evidence this shouldn't be a memset! players[i].drillmeter = 40*20; - players[i].exiting = 0; P_ResetPlayer(&players[i]); + // hit these too + players[i].pflags &= ~(PF_GAMETYPEOVER|PF_TRANSFERTOCLOSEST); - players[i].mo = NULL; - - // we must unset axis details too - players[i].axis1 = players[i].axis2 = NULL; - - // and this stupid flag as a result - players[i].pflags &= ~PF_TRANSFERTOCLOSEST; + // unset ALL the pointers. P_SetTarget isn't needed here because if this + // function is being called we're just going to clobber the data anyways + players[i].mo = players[i].followmobj = players[i].awayviewmobj = NULL; + players[i].capsule = players[i].axis1 = players[i].axis2 = NULL; } } From 5260d3f4e1fd3e8ef61a8859f4bd5edb8caead45 Mon Sep 17 00:00:00 2001 From: toaster Date: Sat, 9 Jun 2018 18:20:59 +0100 Subject: [PATCH 38/54] * Made P_LevelInitStuff's stuff clearer. * Changed a caption I'd meant to modify earlier in the branch's lifespan. --- src/p_setup.c | 28 ++++++++++++++-------------- src/sounds.c | 2 +- 2 files changed, 15 insertions(+), 15 deletions(-) diff --git a/src/p_setup.c b/src/p_setup.c index 39c675318..dc963c6c7 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -2371,19 +2371,19 @@ static void P_LevelInitStuff(void) } // obliteration station... - players[i].rings = players[i].spheres = - players[i].xtralife = players[i].deadtimer = - players[i].numboxes = players[i].totalring = - players[i].laps = players[i].aiming = - players[i].losstime = players[i].timeshit = - players[i].marescore = players[i].lastmarescore = - players[i].maxlink = players[i].startedtime = - players[i].finishedtime = players[i].finishedspheres = - players[i].lastmare = players[i].marebegunat = - players[i].textvar = players[i].texttimer = - players[i].linkcount = players[i].linktimer = - players[i].flyangle = players[i].anotherflyangle = - players[i].nightstime = players[i].mare = + players[i].rings = players[i].spheres =\ + players[i].xtralife = players[i].deadtimer =\ + players[i].numboxes = players[i].totalring =\ + players[i].laps = players[i].aiming =\ + players[i].losstime = players[i].timeshit =\ + players[i].marescore = players[i].lastmarescore =\ + players[i].maxlink = players[i].startedtime =\ + players[i].finishedtime = players[i].finishedspheres =\ + players[i].lastmare = players[i].marebegunat =\ + players[i].textvar = players[i].texttimer =\ + players[i].linkcount = players[i].linktimer =\ + players[i].flyangle = players[i].anotherflyangle =\ + players[i].nightstime = players[i].mare =\ players[i].realtime = players[i].exiting = 0; // i guess this could be part of the above but i feel mildly uncomfortable implicitly casting @@ -2398,7 +2398,7 @@ static void P_LevelInitStuff(void) // unset ALL the pointers. P_SetTarget isn't needed here because if this // function is being called we're just going to clobber the data anyways - players[i].mo = players[i].followmobj = players[i].awayviewmobj = NULL; + players[i].mo = players[i].followmobj = players[i].awayviewmobj =\ players[i].capsule = players[i].axis1 = players[i].axis2 = NULL; } } diff --git a/src/sounds.c b/src/sounds.c index 3382ba8a4..35b21e590 100644 --- a/src/sounds.c +++ b/src/sounds.c @@ -299,7 +299,7 @@ sfxinfo_t S_sfx[NUMSFX] = {"s3k3d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Pop"}, {"s3k3e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flame Shield"}, {"s3k3f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bubble Shield"}, - {"s3k40", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Attraction shot"}, + {"s3k40", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Attraction blast"}, {"s3k41", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Lightning Shield"}, {"s3k42", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Twinspin"}, {"s3k43", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flame burst"}, From 6203a867f6516e3037e9c8a3c1d3da8b06adcad8 Mon Sep 17 00:00:00 2001 From: toaster Date: Sat, 9 Jun 2018 19:22:28 +0100 Subject: [PATCH 39/54] Disable bumper score icon in NiGHTS to match enemies. --- src/p_map.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/p_map.c b/src/p_map.c index c24dd6791..8353a1384 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -391,8 +391,8 @@ springstate: P_SetMobjState(spring, spring->info->raisestate); if (object->player && spring->reactiontime && !(spring->info->flags & MF_ENEMY)) { - mobj_t *scoremobj = P_SpawnMobj(spring->x, spring->y, spring->z + (spring->height/2), MT_SCORE); - P_SetMobjState(scoremobj, mobjinfo[MT_SCORE].spawnstate+11); + if (object->player->powers[pw_carry] != CR_NIGHTSMODE) // don't make graphic in NiGHTS + P_SetMobjState(P_SpawnMobj(spring->x, spring->y, spring->z + (spring->height/2), MT_SCORE), mobjinfo[MT_SCORE].spawnstate+11); P_AddPlayerScore(object->player, 10); spring->reactiontime--; } From fe750464ae2b13d767fa8a91955c3eec7524636e Mon Sep 17 00:00:00 2001 From: toaster Date: Sat, 9 Jun 2018 21:12:56 +0100 Subject: [PATCH 40/54] Restore music upon successful completion of old-style special stage --- src/p_tick.c | 1 + 1 file changed, 1 insertion(+) diff --git a/src/p_tick.c b/src/p_tick.c index 7d59aba6f..a51ce2eb6 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -483,6 +483,7 @@ static inline void P_DoSpecialStageStuff(void) sstimer = 0; P_GiveEmerald(true); + P_RestoreMusic(&players[consoleplayer]); } } else From 7355c1482bbbe3810c3b5792c0e76c027f2b84ba Mon Sep 17 00:00:00 2001 From: toaster Date: Sat, 9 Jun 2018 21:42:37 +0100 Subject: [PATCH 41/54] At FF and Sphere's suggestion, make the ring hoops work natively in normal stages and require more replacing for special stage conversion purposes. --- src/p_mobj.c | 62 +++++++++++++++++++++++++++++++--------------------- 1 file changed, 37 insertions(+), 25 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index efac937b8..2131c42d1 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -10809,6 +10809,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) sector_t *sec; TVector v, *res; angle_t closestangle, fa; + boolean nightsreplace = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)); x = mthing->x << FRACBITS; y = mthing->y << FRACBITS; @@ -11095,7 +11096,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) if (ultimatemode) return; // No rings in Ultimate! - if ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) + if (nightsreplace) ringthing = MT_NIGHTSSTAR; for (r = 1; r <= 5; r++) @@ -11147,7 +11148,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) if (ultimatemode) return; // No rings in Ultimate! - if ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) + if (nightsreplace) ringthing = MT_NIGHTSSTAR; closestangle = FixedAngle(mthing->angle*FRACUNIT); @@ -11217,33 +11218,42 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) closestangle = FixedAngle(mthing->angle*FRACUNIT); + switch (mthing->type) + { + case 604: + case 605: + if (ultimatemode) + return; // No rings in Ultimate! + if (nightsreplace) + ringthing = MT_NIGHTSSTAR; + break; + case 608: + case 609: + /*ringthing = (i & 1) ? MT_RING : MT_BLUESPHERE; -- i == 0 is bluesphere + break;*/ + case 606: + case 607: + ringthing = (nightsreplace) ? MT_NIGHTSCHIP : MT_BLUESPHERE; + break; + default: + break; + } + // Create the hoop! for (i = 0; i < numitems; i++) { - switch (mthing->type) + if (mthing->type == 608 || mthing->type == 609) { - case 604: - case 605: - ringthing = MT_BLUESPHERE; - break; - case 608: - case 609: - ringthing = (i & 1) ? MT_RING : MT_BLUESPHERE; - break; - case 606: - case 607: - ringthing = MT_RING; - break; - default: - break; + if (i & 1) + { + if (ultimatemode) + continue; // No rings in Ultimate! + ringthing = (nightsreplace) ? MT_NIGHTSSTAR : MT_RING; + } + else + ringthing = (nightsreplace) ? MT_NIGHTSCHIP : MT_BLUESPHERE; } - if (ringthing != MT_BLUESPHERE && ultimatemode) - continue; // No rings in Ultimate! - - if ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) - ringthing = ((ringthing == MT_BLUESPHERE) ? MT_NIGHTSCHIP : MT_NIGHTSSTAR); - fa = i*FINEANGLES/numitems; v[0] = FixedMul(FINECOSINE(fa),size); v[1] = 0; @@ -11282,7 +11292,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) // Which ringthing to use if (mthing->type == mobjinfo[MT_BLUESPHERE].doomednum) - ringthing = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) ? MT_NIGHTSCHIP : MT_BLUESPHERE; + ringthing = (nightsreplace) ? MT_NIGHTSCHIP : MT_BLUESPHERE; else if (mthing->type == mobjinfo[MT_BOMBSPHERE].doomednum) ringthing = MT_BOMBSPHERE; else @@ -11290,7 +11300,9 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime) if (ultimatemode) return; // No rings in Ultimate! - if (mthing->type == mobjinfo[MT_COIN].doomednum) + if (nightsreplace) + ringthing = MT_NIGHTSSTAR; + else if (mthing->type == mobjinfo[MT_COIN].doomednum) ringthing = MT_COIN; else if (mthing->type == mobjinfo[MT_REDTEAMRING].doomednum) // No team rings in non-CTF ringthing = (gametype == GT_CTF) ? MT_REDTEAMRING : MT_RING; From ca4da924706dd30641b7688a47433c61eb78792f Mon Sep 17 00:00:00 2001 From: Sryder Date: Sat, 9 Jun 2018 22:58:03 +0100 Subject: [PATCH 42/54] Fix papersprites more for real this time (Seperate AL and AR sprites were broken, I figured out I was a dunce, oh noey) --- src/hardware/hw_main.c | 25 ++++++++++++------------- 1 file changed, 12 insertions(+), 13 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 72c487565..2f49ed7d1 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5248,8 +5248,7 @@ static void HWR_ProjectSprite(mobj_t *thing) I_Error("sprframes NULL for sprite %d\n", thing->sprite); #endif - if (sprframe->rotate != SRF_SINGLE) - ang = R_PointToAngle (thing->x, thing->y) - thing->angle; + ang = R_PointToAngle (thing->x, thing->y) - thing->angle; if (sprframe->rotate == SRF_SINGLE) { @@ -5258,7 +5257,7 @@ static void HWR_ProjectSprite(mobj_t *thing) lumpoff = sprframe->lumpid[0]; //Fab: see note above flip = sprframe->flip; // Will only be 0x00 or 0xFF - if (papersprite && (R_PointToAngle (thing->x, thing->y) - thing->angle < ANGLE_180)) + if (papersprite && ang < ANGLE_180) { if (flip) flip = 0; @@ -5279,6 +5278,14 @@ static void HWR_ProjectSprite(mobj_t *thing) //Fab: lumpid is the index for spritewidth,spriteoffset... tables lumpoff = sprframe->lumpid[rot]; flip = sprframe->flip & (1<skin && ((skin_t *)thing->skin)->flags & SF_HIRES) @@ -5286,16 +5293,8 @@ static void HWR_ProjectSprite(mobj_t *thing) if (papersprite) { - if (flip && sprframe->rotate != SRF_SINGLE) - { - rightsin = FIXED_TO_FLOAT(FINESINE((thing->angle+ANGLE_180)>>ANGLETOFINESHIFT)); - rightcos = FIXED_TO_FLOAT(FINECOSINE((thing->angle+ANGLE_180)>>ANGLETOFINESHIFT)); - } - else - { - rightsin = FIXED_TO_FLOAT(FINESINE((thing->angle)>>ANGLETOFINESHIFT)); - rightcos = FIXED_TO_FLOAT(FINECOSINE((thing->angle)>>ANGLETOFINESHIFT)); - } + rightsin = FIXED_TO_FLOAT(FINESINE((thing->angle)>>ANGLETOFINESHIFT)); + rightcos = FIXED_TO_FLOAT(FINECOSINE((thing->angle)>>ANGLETOFINESHIFT)); } else { From db1992a429fa4545d11d887929919aafe9d9fd9e Mon Sep 17 00:00:00 2001 From: toaster Date: Sun, 10 Jun 2018 20:02:34 +0100 Subject: [PATCH 43/54] Remove unpopular exitlevel limitation. --- src/d_netcmd.c | 21 --------------------- 1 file changed, 21 deletions(-) diff --git a/src/d_netcmd.c b/src/d_netcmd.c index bd1f93512..25c4147e5 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -3929,28 +3929,7 @@ static void Command_ExitLevel_f(void) else if (gamestate != GS_LEVEL || demoplayback) CONS_Printf(M_GetText("You must be in a level to use this.\n")); else - { - if ((netgame || multiplayer) - && ((mapheaderinfo[gamemap-1]->nextlevel <= 0) - || (mapheaderinfo[gamemap-1]->nextlevel > NUMMAPS) - || !(mapvisited[mapheaderinfo[gamemap-1]->nextlevel-1]))) - { - UINT8 i; - for (i = 0; i < MAXPLAYERS; i++) - { - if (playeringame[i] && players[i].exiting) - break; - } - - if (i == MAXPLAYERS) - { - CONS_Printf(M_GetText("Someone must finish the level for you to use this.\n")); - return; - } - } - SendNetXCmd(XD_EXITLEVEL, NULL, 0); - } } static void Got_ExitLevelcmd(UINT8 **cp, INT32 playernum) From 358a47967bfd2376e1e9692122290c3f295e2c00 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Mon, 11 Jun 2018 19:36:47 +0100 Subject: [PATCH 44/54] backport fix to L/R sprite loading code from internal basically we don't want L/R sprites to always be flipped, for obvious reasons --- src/r_things.c | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/r_things.c b/src/r_things.c index 1352209d7..fa0316bf7 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -148,7 +148,11 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch sprtemp[frame].lumppat[r + rightfactor] = lumppat; sprtemp[frame].lumpid[r + rightfactor] = lumpid; } - sprtemp[frame].flip |= (flipped ? (0x0F << rightfactor) : 0); // 00001111 or 11110000 in binary, depending on rotation being ROT_L or ROT_R + if (flipped) + sprtemp[frame].flip |= (0x0F< Date: Tue, 12 Jun 2018 01:08:03 +0100 Subject: [PATCH 45/54] Fix all the Floral Fieldsing pv2 discovered. --- src/g_game.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/g_game.c b/src/g_game.c index 719e8fdce..5b62875cb 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -3025,7 +3025,7 @@ static void G_DoCompleted(void) token--; for (i = 0; i < 7; i++) - if (!(emeralds & i)) + if (!(emeralds & (1< Date: Tue, 12 Jun 2018 02:26:42 +0100 Subject: [PATCH 46/54] Fix the starposts not being cleared properly. --- src/p_inter.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/p_inter.c b/src/p_inter.c index 753134bf2..033d148a8 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -105,10 +105,10 @@ void P_ClearStarPost(INT32 postnum) mo2 = (mobj_t *)th; if (mo2->type != MT_STARPOST) - return; + continue; if (mo2->health > postnum) - return; + continue; P_SetMobjState(mo2, mo2->info->seestate); } From d6553595449259d1294f845268d5ab1d41e4b597 Mon Sep 17 00:00:00 2001 From: toaster Date: Wed, 13 Jun 2018 18:10:32 +0100 Subject: [PATCH 47/54] Fixing dehacked.c consistency. --- src/dehacked.c | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) diff --git a/src/dehacked.c b/src/dehacked.c index 9904acf78..c4d0bc104 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -4391,12 +4391,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit // Gravity Wells for special stages "S_GRAVWELLGREEN", - "S_GRAVWELLGREEN2", - "S_GRAVWELLGREEN3", - "S_GRAVWELLRED", - "S_GRAVWELLRED2", - "S_GRAVWELLRED3", // Individual Team Rings "S_TEAMRING", @@ -4701,6 +4696,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_THUNDERCOIN_ICON1", "S_THUNDERCOIN_ICON2", + // --- + "S_ROCKET", "S_LASER", @@ -6080,7 +6077,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_SHLEEPBOUNCE2", "S_SHLEEPBOUNCE3", - // Secret badniks and hazards, shhhh "S_PENGUINATOR_LOOK", "S_PENGUINATOR_WADDLE1", From af3c0bc8e41939f6974706986a05f42b30e4a615 Mon Sep 17 00:00:00 2001 From: toaster Date: Tue, 19 Jun 2018 21:58:49 +0100 Subject: [PATCH 48/54] * Fix nextstate, radius, and painchance of fire torch decoration. * Fix waving flag object type's... flags. *womp womp* --- src/info.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/info.c b/src/info.c index ad5d604e4..225e47d80 100644 --- a/src/info.c +++ b/src/info.c @@ -2145,7 +2145,7 @@ state_t states[NUMSTATES] = {SPR_FLMH, 0, -1, {NULL}, 0, 0, S_NULL}, // S_FLAMEHOLDER - {SPR_CTRC, FF_FULLBRIGHT|FF_ANIMATE, 8*3, {A_FlameParticle}, 3, 3, S_NULL}, // S_FIRETORCH + {SPR_CTRC, FF_FULLBRIGHT|FF_ANIMATE, 8*3, {A_FlameParticle}, 3, 3, S_FIRETORCH}, // S_FIRETORCH {SPR_CFLG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAG {SPR_CFLG, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAGSEG @@ -10505,7 +10505,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 8, // reactiontime sfx_None, // attacksound S_NULL, // painstate - 0, // painchance + MT_FLAMEPARTICLE, // painchance sfx_None, // painsound S_NULL, // meleestate S_NULL, // missilestate @@ -10513,7 +10513,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL, // xdeathstate sfx_None, // deathsound 0, // speed - 24*FRACUNIT, // radius + 16*FRACUNIT, // radius 80*FRACUNIT, // height 0, // display offset 100, // mass @@ -10546,7 +10546,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 100, // mass 0, // damage sfx_None, // activesound - MF_SOLID|MF_PUSHABLE, // flags + MF_SOLID, // flags S_NULL // raisestate }, @@ -10573,7 +10573,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 100, // mass 0, // damage sfx_None, // activesound - MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY, // flags + MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags S_NULL // raisestate }, From 4c3be6a577bb8c7077e2da1570780840b61b9ff9 Mon Sep 17 00:00:00 2001 From: toaster Date: Tue, 19 Jun 2018 23:16:49 +0100 Subject: [PATCH 49/54] Rework software coronas a bit, apply them to the flame and flame holder too, and spawn them only if MTF_EXTRA is given. --- src/p_mobj.c | 87 +++++++++++++++++++++++++++++++++------------------- 1 file changed, 56 insertions(+), 31 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 2131c42d1..be373fbf4 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -7540,6 +7540,8 @@ void P_MobjThinker(mobj_t *mobj) { if (!mobj->target || P_MobjWasRemoved(mobj->target)) { + if (mobj->tracer && !P_MobjWasRemoved(mobj->tracer)) + P_RemoveMobj(mobj->tracer); P_RemoveMobj(mobj); return; } @@ -7547,6 +7549,12 @@ void P_MobjThinker(mobj_t *mobj) if (!(mobj->eflags & MFE_VERTICALFLIP)) mobj->z += mobj->target->height; } + if (mobj->tracer && !P_MobjWasRemoved(mobj->tracer)) + { + mobj->tracer->z = mobj->z + P_MobjFlip(mobj)*20*mobj->scale; + if (mobj->eflags & MFE_VERTICALFLIP) + mobj->tracer->z += mobj->height; + } break; case MT_WAVINGFLAG: { @@ -8692,29 +8700,6 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) } } break; - case MT_CANDLE: - case MT_CANDLEPRICKET: - { - // Fake corona!! - mobj_t *corona = P_SpawnMobjFromMobj(mobj, 0, 0, ((mobj->type == MT_CANDLE) ? 40 : 176)<tracer, mobj); - //corona->flags2 |= MF2_LINKDRAW; -- crash??????? can't debug right now... - corona->sprite = SPR_FLAM; - corona->frame = (FF_FULLBRIGHT|FF_TRANS90|12); - corona->tics = -1; - if (mobj->type == MT_CANDLE) - P_SetScale(corona, (corona->destscale = mobj->scale*3)); - } - break; - case MT_JACKO1: - case MT_JACKO2: - case MT_JACKO3: - { - mobj_t *overlay = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_OVERLAY); - P_SetTarget(&overlay->target, mobj); - P_SetMobjState(overlay, mobj->info->raisestate); - } - break; case MT_EGGMOBILE2: // Special condition for the 2nd boss. mobj->watertop = mobj->info->speed; @@ -10041,6 +10026,54 @@ You should think about modifying the deathmatch starts to take full advantage of if (mthing->angle > 0) mobj->color = ((mthing->angle-1) % (MAXSKINCOLORS-1))+1; break; +#define makesoftwarecorona(mo, h) \ + corona = P_SpawnMobjFromMobj(mo, 0, 0, h<sprite = SPR_FLAM;\ + corona->frame = (FF_FULLBRIGHT|FF_TRANS90|12);\ + corona->tics = -1 + case MT_FLAME: + if (mthing->options & MTF_EXTRA) + { + mobj_t *corona; + makesoftwarecorona(mobj, 20); + P_SetScale(corona, (corona->destscale = mobj->scale*3)); + P_SetTarget(&mobj->tracer, corona); + } + break; + case MT_FLAMEHOLDER: + if (!(mthing->options & MTF_OBJECTSPECIAL)) // Spawn the fire + { + mobj_t *flame = P_SpawnMobjFromMobj(mobj, 0, 0, mobj->height, MT_FLAME); + P_SetTarget(&flame->target, mobj); + flame->flags2 |= MF2_BOSSNOTRAP; + if (mthing->options & MTF_EXTRA) + { + mobj_t *corona; + makesoftwarecorona(flame, 20); + P_SetScale(corona, (corona->destscale = flame->scale*3)); + P_SetTarget(&flame->tracer, corona); + } + } + break; + case MT_CANDLE: + case MT_CANDLEPRICKET: + if (mthing->options & MTF_EXTRA) + { + mobj_t *corona; + makesoftwarecorona(mobj, ((mobj->type == MT_CANDLE) ? 42 : 176)); + } + break; +#undef makesoftwarecorona + case MT_JACKO1: + case MT_JACKO2: + case MT_JACKO3: + if (!(mthing->options & MTF_EXTRA)) // take the torch out of the crafting recipe + { + mobj_t *overlay = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_OVERLAY); + P_SetTarget(&overlay->target, mobj); + P_SetMobjState(overlay, mobj->info->raisestate); + } + break; case MT_WATERDRIP: if (mthing->angle) mobj->tics = 3*TICRATE + mthing->angle; @@ -10526,14 +10559,6 @@ ML_EFFECT4 : Don't clip inside the ground #undef doleaf } break; - case MT_FLAMEHOLDER: - if (!(mthing->options & MTF_OBJECTSPECIAL)) // Spawn the fire - { - mobj_t *flame = P_SpawnMobjFromMobj(mobj, 0, 0, mobj->height, MT_FLAME); - P_SetTarget(&flame->target, mobj); - flame->flags2 |= MF2_BOSSNOTRAP; - } - break; case MT_SMASHINGSPIKEBALL: if (mthing->angle > 0) mobj->tics += mthing->angle; From 90b56b7386817e1d016e2e7bd3c5ffcbe039be1f Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sat, 30 Jun 2018 18:09:39 +0100 Subject: [PATCH 50/54] Don't re-enable MD5 checks yet, we're not even near RC phase yet --- src/d_main.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/d_main.c b/src/d_main.c index b43efa109..c24e84b02 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -1120,11 +1120,11 @@ void D_SRB2Main(void) #ifndef DEVELOP // md5s last updated 12/14/14 // Check MD5s of autoloaded files - W_VerifyFileMD5(0, ASSET_HASH_SRB2_PK3); // srb2.pk3 - W_VerifyFileMD5(1, ASSET_HASH_ZONES_DTA); // zones.dta - W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta + //W_VerifyFileMD5(0, ASSET_HASH_SRB2_PK3); // srb2.pk3 + //W_VerifyFileMD5(1, ASSET_HASH_ZONES_DTA); // zones.dta + //W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta #ifdef USE_PATCH_DTA - W_VerifyFileMD5(3, ASSET_HASH_PATCH_PK3); // patch.pk3 + //W_VerifyFileMD5(3, ASSET_HASH_PATCH_PK3); // patch.pk3 #endif // don't check music.dta because people like to modify it, and it doesn't matter if they do From a1f742a0d4179b17f994ff425de0243110c12326 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sat, 30 Jun 2018 18:14:04 +0100 Subject: [PATCH 51/54] Fix special stage map end var defaults to use the correct map numbers --- src/g_game.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/g_game.c b/src/g_game.c index 5b62875cb..7ea211141 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -3204,7 +3204,7 @@ void G_LoadGameSettings(void) // defaults spstage_start = 1; sstage_start = smpstage_start = 50; - sstage_end = smpstage_end = 57; // 7 special stages in vanilla SRB2 + sstage_end = smpstage_end = 56; // 7 special stages in vanilla SRB2 sstage_end++; // plus one weirdo // initialize free sfx slots for skin sounds From a23d5cf101442ba9082ae9244dd320f1cc8896f0 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sun, 1 Jul 2018 19:47:26 +0100 Subject: [PATCH 52/54] huh, no wonder the two FHZ ice types looked the same in objectplace; they were using the same spawnstate it seems --- src/info.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/info.c b/src/info.c index 225e47d80..59e59ace0 100644 --- a/src/info.c +++ b/src/info.c @@ -11686,7 +11686,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = { // MT_FHZICE2 4029, // doomednum - S_FHZICE1, // spawnstate + S_FHZICE2, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound From e662d6cbf14b7f0d5343d765b06456a969cab68c Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sun, 1 Jul 2018 22:01:00 +0100 Subject: [PATCH 53/54] Since there is only one type of the old spikeball that doesn't rotate, there is no point using A_RotateSpikeBall in its states anymore. Likewise, A_RotateSpikeBall no longer has to care about the object type of the actor, for the same reason. --- src/info.c | 16 ++++++++-------- src/p_enemy.c | 3 --- 2 files changed, 8 insertions(+), 11 deletions(-) diff --git a/src/info.c b/src/info.c index 59e59ace0..d263b4876 100644 --- a/src/info.c +++ b/src/info.c @@ -1736,14 +1736,14 @@ state_t states[NUMSTATES] = {SPR_SIGN, 7, -1, {A_SignPlayer}, 0, 0, S_NULL}, // S_SIGN53 Blank // Spike Ball - {SPR_SPIK, 0, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL2}, // S_SPIKEBALL1 - {SPR_SPIK, 1, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL3}, // S_SPIKEBALL2 - {SPR_SPIK, 2, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL4}, // S_SPIKEBALL3 - {SPR_SPIK, 3, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL5}, // S_SPIKEBALL4 - {SPR_SPIK, 4, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL6}, // S_SPIKEBALL5 - {SPR_SPIK, 5, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL7}, // S_SPIKEBALL6 - {SPR_SPIK, 6, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL8}, // S_SPIKEBALL7 - {SPR_SPIK, 7, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL1}, // S_SPIKEBALL8 + {SPR_SPIK, 0, 1, {NULL}, 0, 0, S_SPIKEBALL2}, // S_SPIKEBALL1 + {SPR_SPIK, 1, 1, {NULL}, 0, 0, S_SPIKEBALL3}, // S_SPIKEBALL2 + {SPR_SPIK, 2, 1, {NULL}, 0, 0, S_SPIKEBALL4}, // S_SPIKEBALL3 + {SPR_SPIK, 3, 1, {NULL}, 0, 0, S_SPIKEBALL5}, // S_SPIKEBALL4 + {SPR_SPIK, 4, 1, {NULL}, 0, 0, S_SPIKEBALL6}, // S_SPIKEBALL5 + {SPR_SPIK, 5, 1, {NULL}, 0, 0, S_SPIKEBALL7}, // S_SPIKEBALL6 + {SPR_SPIK, 6, 1, {NULL}, 0, 0, S_SPIKEBALL8}, // S_SPIKEBALL7 + {SPR_SPIK, 7, 1, {NULL}, 0, 0, S_SPIKEBALL1}, // S_SPIKEBALL8 // Elemental Shield's Spawn {SPR_SFLM, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_SPINFIRE2}, // S_SPINFIRE1 diff --git a/src/p_enemy.c b/src/p_enemy.c index a03cec9c2..16d022c22 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -5298,9 +5298,6 @@ void A_RotateSpikeBall(mobj_t *actor) return; #endif - if (actor->type == MT_SPIKEBALL) // don't remove this, these spikeballs share the same states as the rotating spikeballs - return; - if (!((!locvar1 && (actor->target)) || (locvar1 && (actor->tracer))))// This should NEVER happen. { CONS_Debug(DBG_GAMELOGIC, "A_RotateSpikeBall: Spikeball has no target\n"); From 351b3385d02901f1d1449a7d5351a64a695519bf Mon Sep 17 00:00:00 2001 From: Alam Ed Arias Date: Tue, 27 Nov 2018 20:41:27 -0500 Subject: [PATCH 54/54] fix EOL on src/p_enemy.c --- src/p_enemy.c | 23276 ++++++++++++++++++++++++------------------------ 1 file changed, 11638 insertions(+), 11638 deletions(-) diff --git a/src/p_enemy.c b/src/p_enemy.c index 16d022c22..31044b352 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -1,11639 +1,11639 @@ -// SONIC ROBO BLAST 2 -//----------------------------------------------------------------------------- -// Copyright (C) 1993-1996 by id Software, Inc. -// Copyright (C) 1998-2000 by DooM Legacy Team. -// Copyright (C) 1999-2016 by Sonic Team Junior. -// -// This program is free software distributed under the -// terms of the GNU General Public License, version 2. -// See the 'LICENSE' file for more details. -//----------------------------------------------------------------------------- -/// \file p_enemy.c -/// \brief Enemy thinking, AI -/// Action Pointer Functions that are associated with states/frames - -#include "doomdef.h" -#include "g_game.h" -#include "p_local.h" -#include "r_main.h" -#include "r_state.h" -#include "s_sound.h" -#include "m_random.h" -#include "m_misc.h" -#include "r_things.h" -#include "i_video.h" -#include "lua_hook.h" - -#ifdef HW3SOUND -#include "hardware/hw3sound.h" -#endif - -#ifdef HAVE_BLUA -boolean LUA_CallAction(const char *action, mobj_t *actor); -#endif - -player_t *stplyr; -INT32 var1; -INT32 var2; - -// -// P_NewChaseDir related LUT. -// -static dirtype_t opposite[] = -{ - DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, - DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR -}; - -static dirtype_t diags[] = -{ - DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST -}; - -//Real Prototypes to A_* -void A_Fall(mobj_t *actor); -void A_Look(mobj_t *actor); -void A_Chase(mobj_t *actor); -void A_FaceStabChase(mobj_t *actor); -void A_FaceStabRev(mobj_t *actor); -void A_FaceStabHurl(mobj_t *actor); -void A_FaceStabMiss(mobj_t *actor); -void A_StatueBurst(mobj_t *actor); -void A_JetJawRoam(mobj_t *actor); -void A_JetJawChomp(mobj_t *actor); -void A_PointyThink(mobj_t *actor); -void A_CheckBuddy(mobj_t *actor); -void A_HoodFire(mobj_t *actor); -void A_HoodThink(mobj_t *actor); -void A_HoodFall(mobj_t *actor); -void A_ArrowBonks(mobj_t *actor); -void A_SnailerThink(mobj_t *actor); -void A_SharpChase(mobj_t *actor); -void A_SharpSpin(mobj_t *actor); -void A_SharpDecel(mobj_t *actor); -void A_CrushstaceanWalk(mobj_t *actor); -void A_CrushstaceanPunch(mobj_t *actor); -void A_CrushclawAim(mobj_t *actor); -void A_CrushclawLaunch(mobj_t *actor); -void A_VultureVtol(mobj_t *actor); -void A_VultureCheck(mobj_t *actor); -void A_SkimChase(mobj_t *actor); -void A_FaceTarget(mobj_t *actor); -void A_FaceTracer(mobj_t *actor); -void A_LobShot(mobj_t *actor); -void A_FireShot(mobj_t *actor); -void A_SuperFireShot(mobj_t *actor); -void A_BossFireShot(mobj_t *actor); -void A_Boss7FireMissiles(mobj_t *actor); -void A_Boss1Laser(mobj_t *actor); -void A_FocusTarget(mobj_t *actor); -void A_Boss4Reverse(mobj_t *actor); -void A_Boss4SpeedUp(mobj_t *actor); -void A_Boss4Raise(mobj_t *actor); -void A_SkullAttack(mobj_t *actor); -void A_BossZoom(mobj_t *actor); -void A_BossScream(mobj_t *actor); -void A_Scream(mobj_t *actor); -void A_Pain(mobj_t *actor); -void A_1upThinker(mobj_t *actor); -void A_MonitorPop(mobj_t *actor); -void A_GoldMonitorPop(mobj_t *actor); -void A_GoldMonitorRestore(mobj_t *actor); -void A_GoldMonitorSparkle(mobj_t *actor); -void A_Explode(mobj_t *actor); -void A_BossDeath(mobj_t *actor); -void A_CustomPower(mobj_t *actor); -void A_GiveWeapon(mobj_t *actor); -void A_RingBox(mobj_t *actor); -void A_Invincibility(mobj_t *actor); -void A_SuperSneakers(mobj_t *actor); -void A_AwardScore(mobj_t *actor); -void A_ExtraLife(mobj_t *actor); -void A_GiveShield(mobj_t *actor); -void A_GravityBox(mobj_t *actor); -void A_ScoreRise(mobj_t *actor); -void A_BunnyHop(mobj_t *actor); -void A_BubbleSpawn(mobj_t *actor); -void A_FanBubbleSpawn(mobj_t *actor); -void A_BubbleRise(mobj_t *actor); -void A_BubbleCheck(mobj_t *actor); -void A_AttractChase(mobj_t *actor); -void A_DropMine(mobj_t *actor); -void A_FishJump(mobj_t *actor); -void A_ThrownRing(mobj_t *actor); -void A_SetSolidSteam(mobj_t *actor); -void A_UnsetSolidSteam(mobj_t *actor); -void A_SignPlayer(mobj_t *actor); -void A_OverlayThink(mobj_t *actor); -void A_JetChase(mobj_t *actor); -void A_JetbThink(mobj_t *actor); -void A_JetgShoot(mobj_t *actor); -void A_JetgThink(mobj_t *actor); -void A_ShootBullet(mobj_t *actor); -void A_MinusDigging(mobj_t *actor); -void A_MinusPopup(mobj_t *actor); -void A_MinusCheck(mobj_t *actor); -void A_ChickenCheck(mobj_t *actor); -void A_MouseThink(mobj_t *actor); -void A_DetonChase(mobj_t *actor); -void A_CapeChase(mobj_t *actor); -void A_RotateSpikeBall(mobj_t *actor); -void A_SlingAppear(mobj_t *actor); -void A_UnidusBall(mobj_t *actor); -void A_RockSpawn(mobj_t *actor); -void A_SetFuse(mobj_t *actor); -void A_CrawlaCommanderThink(mobj_t *actor); -void A_RingExplode(mobj_t *actor); -void A_OldRingExplode(mobj_t *actor); -void A_MixUp(mobj_t *actor); -void A_RecyclePowers(mobj_t *actor); -void A_Boss2TakeDamage(mobj_t *actor); -void A_Boss7Chase(mobj_t *actor); -void A_GoopSplat(mobj_t *actor); -void A_Boss2PogoSFX(mobj_t *actor); -void A_Boss2PogoTarget(mobj_t *actor); -void A_EggmanBox(mobj_t *actor); -void A_TurretFire(mobj_t *actor); -void A_SuperTurretFire(mobj_t *actor); -void A_TurretStop(mobj_t *actor); -void A_SparkFollow(mobj_t *actor); -void A_BuzzFly(mobj_t *actor); -void A_GuardChase(mobj_t *actor); -void A_EggShield(mobj_t *actor); -void A_SetReactionTime(mobj_t *actor); -void A_Boss1Spikeballs(mobj_t *actor); -void A_Boss3TakeDamage(mobj_t *actor); -void A_Boss3Path(mobj_t *actor); -void A_LinedefExecute(mobj_t *actor); -void A_PlaySeeSound(mobj_t *actor); -void A_PlayAttackSound(mobj_t *actor); -void A_PlayActiveSound(mobj_t *actor); -void A_SmokeTrailer(mobj_t *actor); -void A_SpawnObjectAbsolute(mobj_t *actor); -void A_SpawnObjectRelative(mobj_t *actor); -void A_ChangeAngleRelative(mobj_t *actor); -void A_ChangeAngleAbsolute(mobj_t *actor); -void A_PlaySound(mobj_t *actor); -void A_FindTarget(mobj_t *actor); -void A_FindTracer(mobj_t *actor); -void A_SetTics(mobj_t *actor); -void A_SetRandomTics(mobj_t *actor); -void A_ChangeColorRelative(mobj_t *actor); -void A_ChangeColorAbsolute(mobj_t *actor); -void A_MoveRelative(mobj_t *actor); -void A_MoveAbsolute(mobj_t *actor); -void A_Thrust(mobj_t *actor); -void A_ZThrust(mobj_t *actor); -void A_SetTargetsTarget(mobj_t *actor); -void A_SetObjectFlags(mobj_t *actor); -void A_SetObjectFlags2(mobj_t *actor); -void A_RandomState(mobj_t *actor); -void A_RandomStateRange(mobj_t *actor); -void A_DualAction(mobj_t *actor); -void A_RemoteAction(mobj_t *actor); -void A_ToggleFlameJet(mobj_t *actor); -void A_OrbitNights(mobj_t *actor); -void A_GhostMe(mobj_t *actor); -void A_SetObjectState(mobj_t *actor); -void A_SetObjectTypeState(mobj_t *actor); -void A_KnockBack(mobj_t *actor); -void A_PushAway(mobj_t *actor); -void A_RingDrain(mobj_t *actor); -void A_SplitShot(mobj_t *actor); -void A_MissileSplit(mobj_t *actor); -void A_MultiShot(mobj_t *actor); -void A_InstaLoop(mobj_t *actor); -void A_Custom3DRotate(mobj_t *actor); -void A_SearchForPlayers(mobj_t *actor); -void A_CheckRandom(mobj_t *actor); -void A_CheckTargetRings(mobj_t *actor); -void A_CheckRings(mobj_t *actor); -void A_CheckTotalRings(mobj_t *actor); -void A_CheckHealth(mobj_t *actor); -void A_CheckRange(mobj_t *actor); -void A_CheckHeight(mobj_t *actor); -void A_CheckTrueRange(mobj_t *actor); -void A_CheckThingCount(mobj_t *actor); -void A_CheckAmbush(mobj_t *actor); -void A_CheckCustomValue(mobj_t *actor); -void A_CheckCusValMemo(mobj_t *actor); -void A_SetCustomValue(mobj_t *actor); -void A_UseCusValMemo(mobj_t *actor); -void A_RelayCustomValue(mobj_t *actor); -void A_CusValAction(mobj_t *actor); -void A_ForceStop(mobj_t *actor); -void A_ForceWin(mobj_t *actor); -void A_SpikeRetract(mobj_t *actor); -void A_InfoState(mobj_t *actor); -void A_Repeat(mobj_t *actor); -void A_SetScale(mobj_t *actor); -void A_RemoteDamage(mobj_t *actor); -void A_HomingChase(mobj_t *actor); -void A_TrapShot(mobj_t *actor); -void A_Boss1Chase(mobj_t *actor); -void A_Boss2Chase(mobj_t *actor); -void A_Boss2Pogo(mobj_t *actor); -void A_BossJetFume(mobj_t *actor); -void A_VileTarget(mobj_t *actor); -void A_VileAttack(mobj_t *actor); -void A_VileFire(mobj_t *actor); -void A_BrakChase(mobj_t *actor); -void A_BrakFireShot(mobj_t *actor); -void A_BrakLobShot(mobj_t *actor); -void A_NapalmScatter(mobj_t *actor); -void A_SpawnFreshCopy(mobj_t *actor); -void A_FlickySpawn(mobj_t *actor); -void A_FlickyAim(mobj_t *actor); -void A_FlickyFly(mobj_t *actor); -void A_FlickySoar(mobj_t *actor); -void A_FlickyCoast(mobj_t *actor); -void A_FlickyHop(mobj_t *actor); -void A_FlickyFlounder(mobj_t *actor); -void A_FlickyCheck(mobj_t *actor); -void A_FlickyHeightCheck(mobj_t *actor); -void A_FlickyFlutter(mobj_t *actor); -void A_FlameParticle(mobj_t *actor); -void A_FadeOverlay(mobj_t *actor); -void A_Boss5Jump(mobj_t *actor); -void A_LightBeamReset(mobj_t *actor); -void A_MineExplode(mobj_t *actor); -void A_MineRange(mobj_t *actor); -void A_ConnectToGround(mobj_t *actor); -void A_SpawnParticleRelative(mobj_t *actor); -void A_MultiShotDist(mobj_t *actor); -void A_WhoCaresIfYourSonIsABee(mobj_t *actor); -void A_ParentTriesToSleep(mobj_t *actor); -void A_CryingToMomma(mobj_t *actor); -void A_CheckFlags2(mobj_t *actor); -//for p_enemy.c - -// -// ENEMY THINKING -// Enemies are always spawned with targetplayer = -1, threshold = 0 -// Most monsters are spawned unaware of all players, but some can be made preaware. -// - -// -// P_CheckMeleeRange -// -boolean P_CheckMeleeRange(mobj_t *actor) -{ - mobj_t *pl; - fixed_t dist; - - if (!actor->target) - return false; - - pl = actor->target; - dist = P_AproxDistance(pl->x-actor->x, pl->y-actor->y); - - if (dist >= FixedMul(MELEERANGE - 20*FRACUNIT, actor->scale) + pl->radius) - return false; - - // check height now, so that damn crawlas cant attack - // you if you stand on a higher ledge. - if ((pl->z > actor->z + actor->height) || (actor->z > pl->z + pl->height)) - return false; - - if (!P_CheckSight(actor, actor->target)) - return false; - - return true; -} - -// P_CheckMeleeRange for Jettysyn Bomber. -boolean P_JetbCheckMeleeRange(mobj_t *actor) -{ - mobj_t *pl; - fixed_t dist; - - if (!actor->target) - return false; - - pl = actor->target; - dist = P_AproxDistance(pl->x-actor->x, pl->y-actor->y); - - if (dist >= (actor->radius + pl->radius)*2) - return false; - - if (actor->eflags & MFE_VERTICALFLIP) - { - if (pl->z < actor->z + actor->height + FixedMul(40<scale)) - return false; - } - else - { - if (pl->z + pl->height > actor->z - FixedMul(40<scale)) - return false; - } - - return true; -} - -// P_CheckMeleeRange for CastleBot FaceStabber. -boolean P_FaceStabCheckMeleeRange(mobj_t *actor) -{ - mobj_t *pl; - fixed_t dist; - - if (!actor->target) - return false; - - pl = actor->target; - dist = P_AproxDistance(pl->x-actor->x, pl->y-actor->y); - - if (dist >= (actor->radius + pl->radius)*4) - return false; - - if ((pl->z > actor->z + actor->height) || (actor->z > pl->z + pl->height)) - return false; - - if (!P_CheckSight(actor, actor->target)) - return false; - - return true; -} - -// P_CheckMeleeRange for Skim. -boolean P_SkimCheckMeleeRange(mobj_t *actor) -{ - mobj_t *pl; - fixed_t dist; - - if (!actor->target) - return false; - - pl = actor->target; - dist = P_AproxDistance(pl->x-actor->x, pl->y-actor->y); - - if (dist >= FixedMul(MELEERANGE - 20*FRACUNIT, actor->scale) + pl->radius) - return false; - - if (actor->eflags & MFE_VERTICALFLIP) - { - if (pl->z < actor->z + actor->height + FixedMul(24<scale)) - return false; - } - else - { - if (pl->z + pl->height > actor->z - FixedMul(24<scale)) - return false; - } - - return true; -} - -// -// P_CheckMissileRange -// -boolean P_CheckMissileRange(mobj_t *actor) -{ - fixed_t dist; - - if (!actor->target) - return false; - - if (actor->reactiontime) - return false; // do not attack yet - - if (!P_CheckSight(actor, actor->target)) - return false; - - // OPTIMIZE: get this from a global checksight - dist = P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) - FixedMul(64*FRACUNIT, actor->scale); - - if (!actor->info->meleestate) - dist -= FixedMul(128*FRACUNIT, actor->scale); // no melee attack, so fire more - - dist >>= FRACBITS; - - if (actor->type == MT_EGGMOBILE) - dist >>= 1; - - if (dist > 200) - dist = 200; - - if (actor->type == MT_EGGMOBILE && dist > 160) - dist = 160; - - if (P_RandomByte() < dist) - return false; - - return true; -} - -/** Checks for water in a sector. - * Used by Skim movements. - * - * \param x X coordinate on the map. - * \param y Y coordinate on the map. - * \return True if there's water at this location, false if not. - * \sa ::MT_SKIM - */ -static boolean P_WaterInSector(mobj_t *mobj, fixed_t x, fixed_t y) -{ - sector_t *sector; - - sector = R_PointInSubsector(x, y)->sector; - - if (sector->ffloors) - { - ffloor_t *rover; - - for (rover = sector->ffloors; rover; rover = rover->next) - { - if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE)) - continue; - - if (*rover->topheight >= mobj->floorz && *rover->topheight <= mobj->z) - return true; // we found water!! - } - } - - return false; -} - -static const fixed_t xspeed[NUMDIRS] = {FRACUNIT, 46341>>(16-FRACBITS), 0, -(46341>>(16-FRACBITS)), -FRACUNIT, -(46341>>(16-FRACBITS)), 0, 46341>>(16-FRACBITS)}; -static const fixed_t yspeed[NUMDIRS] = {0, 46341>>(16-FRACBITS), FRACUNIT, 46341>>(16-FRACBITS), 0, -(46341>>(16-FRACBITS)), -FRACUNIT, -(46341>>(16-FRACBITS))}; - -/** Moves an actor in its current direction. - * - * \param actor Actor object to move. - * \return False if the move is blocked, otherwise true. - */ -boolean P_Move(mobj_t *actor, fixed_t speed) -{ - fixed_t tryx, tryy; - dirtype_t movedir = actor->movedir; - - if (movedir == DI_NODIR || !actor->health) - return false; - - I_Assert(movedir < NUMDIRS); - - tryx = actor->x + FixedMul(speed*xspeed[movedir], actor->scale); - if (twodlevel || actor->flags2 & MF2_TWOD) - tryy = actor->y; - else - tryy = actor->y + FixedMul(speed*yspeed[movedir], actor->scale); - - if (actor->type == MT_SKIM && !P_WaterInSector(actor, tryx, tryy)) // bail out if sector lacks water - return false; - - if (!P_TryMove(actor, tryx, tryy, false)) - { - if (actor->flags & MF_FLOAT && floatok) - { - // must adjust height - if (actor->z < tmfloorz) - actor->z += FixedMul(FLOATSPEED, actor->scale); - else - actor->z -= FixedMul(FLOATSPEED, actor->scale); - - if (actor->type == MT_JETJAW && actor->z + actor->height > actor->watertop) - actor->z = actor->watertop - actor->height; - - actor->flags2 |= MF2_INFLOAT; - return true; - } - - return false; - } - else - actor->flags2 &= ~MF2_INFLOAT; - - return true; -} - -/** Attempts to move an actor on in its current direction. - * If the move succeeds, the actor's move count is reset - * randomly to a value from 0 to 15. - * - * \param actor Actor to move. - * \return True if the move succeeds, false if the move is blocked. - */ -static boolean P_TryWalk(mobj_t *actor) -{ - if (!P_Move(actor, actor->info->speed)) - return false; - actor->movecount = P_RandomByte() & 15; - return true; -} - -void P_NewChaseDir(mobj_t *actor) -{ - fixed_t deltax, deltay; - dirtype_t d[3]; - dirtype_t tdir = DI_NODIR, olddir, turnaround; - - I_Assert(actor->target != NULL); - I_Assert(!P_MobjWasRemoved(actor->target)); - - olddir = actor->movedir; - - if (olddir >= NUMDIRS) - olddir = DI_NODIR; - - if (olddir != DI_NODIR) - turnaround = opposite[olddir]; - else - turnaround = olddir; - - deltax = actor->target->x - actor->x; - deltay = actor->target->y - actor->y; - - if (deltax > FixedMul(10*FRACUNIT, actor->scale)) - d[1] = DI_EAST; - else if (deltax < -FixedMul(10*FRACUNIT, actor->scale)) - d[1] = DI_WEST; - else - d[1] = DI_NODIR; - - if (twodlevel || actor->flags2 & MF2_TWOD) - d[2] = DI_NODIR; - if (deltay < -FixedMul(10*FRACUNIT, actor->scale)) - d[2] = DI_SOUTH; - else if (deltay > FixedMul(10*FRACUNIT, actor->scale)) - d[2] = DI_NORTH; - else - d[2] = DI_NODIR; - - // try direct route - if (d[1] != DI_NODIR && d[2] != DI_NODIR) - { - dirtype_t newdir = diags[((deltay < 0)<<1) + (deltax > 0)]; - - actor->movedir = newdir; - if ((newdir != turnaround) && P_TryWalk(actor)) - return; - } - - // try other directions - if (P_RandomChance(25*FRACUNIT/32) || abs(deltay) > abs(deltax)) - { - tdir = d[1]; - d[1] = d[2]; - d[2] = tdir; - } - - if (d[1] == turnaround) - d[1] = DI_NODIR; - if (d[2] == turnaround) - d[2] = DI_NODIR; - - if (d[1] != DI_NODIR) - { - actor->movedir = d[1]; - - if (P_TryWalk(actor)) - return; // either moved forward or attacked - } - - if (d[2] != DI_NODIR) - { - actor->movedir = d[2]; - - if (P_TryWalk(actor)) - return; - } - - // there is no direct path to the player, so pick another direction. - if (olddir != DI_NODIR) - { - actor->movedir =olddir; - - if (P_TryWalk(actor)) - return; - } - - // randomly determine direction of search - if (P_RandomChance(FRACUNIT/2)) - { - for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++) - { - if (tdir != turnaround) - { - actor->movedir = tdir; - - if (P_TryWalk(actor)) - return; - } - } - } - else - { - for (tdir = DI_SOUTHEAST; tdir >= DI_EAST; tdir--) - { - if (tdir != turnaround) - { - actor->movedir = tdir; - - if (P_TryWalk(actor)) - return; - } - } - } - - if (turnaround != DI_NODIR) - { - actor->movedir = turnaround; - - if (P_TryWalk(actor)) - return; - } - - actor->movedir = (angle_t)DI_NODIR; // cannot move -} - -/** Looks for players to chase after, aim at, or whatever. - * - * \param actor The object looking for flesh. - * \param allaround Look all around? If false, only players in a 180-degree - * range in front will be spotted. - * \param dist If > 0, checks distance - * \return True if a player is found, otherwise false. - * \sa P_SupermanLook4Players - */ -boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed_t dist) -{ - INT32 c = 0, stop; - player_t *player; - angle_t an; - - // BP: first time init, this allow minimum lastlook changes - if (actor->lastlook < 0) - actor->lastlook = P_RandomByte(); - - actor->lastlook %= MAXPLAYERS; - - stop = (actor->lastlook - 1) & PLAYERSMASK; - - for (; ; actor->lastlook = (actor->lastlook + 1) & PLAYERSMASK) - { - // done looking - if (actor->lastlook == stop) - return false; - - if (!playeringame[actor->lastlook]) - continue; - - if (c++ == 2) - return false; - - player = &players[actor->lastlook]; - - if ((netgame || multiplayer) && player->spectator) - continue; - - if (player->pflags & PF_INVIS) - continue; // ignore notarget - - if (!player->mo || P_MobjWasRemoved(player->mo)) - continue; - - if (player->mo->health <= 0) - continue; // dead - - if (dist > 0 - && P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist) - continue; // Too far away - - if (!allaround) - { - an = R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y) - actor->angle; - if (an > ANGLE_90 && an < ANGLE_270) - { - dist = P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y); - // if real close, react anyway - if (dist > FixedMul(MELEERANGE, actor->scale)) - continue; // behind back - } - } - - if (!P_CheckSight(actor, player->mo)) - continue; // out of sight - - if (tracer) - P_SetTarget(&actor->tracer, player->mo); - else - P_SetTarget(&actor->target, player->mo); - return true; - } - - //return false; -} - -/** Looks for a player with a ring shield. - * Used by rings. - * - * \param actor Ring looking for a shield to be attracted to. - * \return True if a player with ring shield is found, otherwise false. - * \sa A_AttractChase - */ -static boolean P_LookForShield(mobj_t *actor) -{ - INT32 c = 0, stop; - player_t *player; - - // BP: first time init, this allow minimum lastlook changes - if (actor->lastlook < 0) - actor->lastlook = P_RandomByte(); - - actor->lastlook %= MAXPLAYERS; - - stop = (actor->lastlook - 1) & PLAYERSMASK; - - for (; ; actor->lastlook = ((actor->lastlook + 1) & PLAYERSMASK)) - { - // done looking - if (actor->lastlook == stop) - return false; - - if (!playeringame[actor->lastlook]) - continue; - - if (c++ == 2) - return false; - - player = &players[actor->lastlook]; - - if (!player->mo || player->mo->health <= 0) - continue; // dead - - //When in CTF, don't pull rings that you cannot pick up. - if ((actor->type == MT_REDTEAMRING && player->ctfteam != 1) || - (actor->type == MT_BLUETEAMRING && player->ctfteam != 2)) - continue; - - if ((player->powers[pw_shield] & SH_PROTECTELECTRIC) - && (P_AproxDistance(P_AproxDistance(actor->x-player->mo->x, actor->y-player->mo->y), actor->z-player->mo->z) < FixedMul(RING_DIST, player->mo->scale))) - { - P_SetTarget(&actor->tracer, player->mo); - - if (actor->hnext) - P_SetTarget(&actor->hnext->hprev, actor->hprev); - if (actor->hprev) - P_SetTarget(&actor->hprev->hnext, actor->hnext); - - return true; - } - } - - //return false; -} - -#ifdef WEIGHTEDRECYCLER -// Compares players to see who currently has the "best" items, etc. -static int P_RecycleCompare(const void *p1, const void *p2) -{ - player_t *player1 = &players[*(const UINT8 *)p1]; - player_t *player2 = &players[*(const UINT8 *)p2]; - - // Non-shooting gametypes - if (!G_PlatformGametype()) - { - // Invincibility. - if (player1->powers[pw_invulnerability] > player2->powers[pw_invulnerability]) return -1; - else if (player2->powers[pw_invulnerability] > player1->powers[pw_invulnerability]) return 1; - - // One has a shield, the other doesn't. - if (player1->powers[pw_shield] && !player2->powers[pw_shield]) return -1; - else if (player2->powers[pw_shield] && !player1->powers[pw_shield]) return 1; - - // Sneakers. - if (player1->powers[pw_sneakers] > player2->powers[pw_sneakers]) return -1; - else if (player2->powers[pw_sneakers] > player1->powers[pw_sneakers]) return 1; - } - else // Match, Team Match, CTF, Tag, Etc. - { - UINT8 player1_em = M_CountBits((UINT32)player1->powers[pw_emeralds], 7); - UINT8 player2_em = M_CountBits((UINT32)player2->powers[pw_emeralds], 7); - - UINT8 player1_rw = M_CountBits((UINT32)player1->ringweapons, NUM_WEAPONS-1); - UINT8 player2_rw = M_CountBits((UINT32)player2->ringweapons, NUM_WEAPONS-1); - - UINT16 player1_am = player1->powers[pw_infinityring] // max 800 - + player1->powers[pw_automaticring] // max 300 - + (player1->powers[pw_bouncering] * 3) // max 100 - + (player1->powers[pw_explosionring] * 6) // max 50 - + (player1->powers[pw_scatterring] * 3) // max 100 - + (player1->powers[pw_grenadering] * 6) // max 50 - + (player1->powers[pw_railring] * 6); // max 50 - UINT16 player2_am = player2->powers[pw_infinityring] // max 800 - + player2->powers[pw_automaticring] // max 300 - + (player2->powers[pw_bouncering] * 3) // max 100 - + (player2->powers[pw_explosionring] * 6) // max 50 - + (player2->powers[pw_scatterring] * 3) // max 100 - + (player2->powers[pw_grenadering] * 6) // max 50 - + (player2->powers[pw_railring] * 6); // max 50 - - // Super trumps everything. - if (player1->powers[pw_super] && !player2->powers[pw_super]) return -1; - else if (player2->powers[pw_super] && !player1->powers[pw_super]) return 1; - - // Emerald count if neither player is Super. - if (player1_em > player2_em) return -1; - else if (player1_em < player2_em) return 1; - - // One has a shield, the other doesn't. - // (the likelihood of a shielded player being worse off than one without one is low.) - if (player1->powers[pw_shield] && !player2->powers[pw_shield]) return -1; - else if (player2->powers[pw_shield] && !player1->powers[pw_shield]) return 1; - - // Ring weapons count - if (player1_rw > player2_rw) return -1; - else if (player1_rw < player2_rw) return 1; - - // Ring ammo if they have the same number of weapons - if (player1_am > player2_am) return -1; - else if (player1_am < player2_am) return 1; - } - - // Identical for our purposes - return 0; -} -#endif - -// Handles random monitor weights via console. -static mobjtype_t P_DoRandomBoxChances(void) -{ - mobjtype_t spawnchance[256]; - INT32 numchoices = 0, i = 0; - - if (!(netgame || multiplayer)) - { - switch (P_RandomKey(10)) - { - case 0: - return MT_RING_ICON; - case 1: - return MT_SNEAKERS_ICON; - case 2: - return MT_INVULN_ICON; - case 3: - return MT_WHIRLWIND_ICON; - case 4: - return MT_ELEMENTAL_ICON; - case 5: - return MT_ATTRACT_ICON; - case 6: - return MT_FORCE_ICON; - case 7: - return MT_ARMAGEDDON_ICON; - case 8: - return MT_1UP_ICON; - case 9: - return MT_EGGMAN_ICON; - } - return MT_NULL; - } - -#define QUESTIONBOXCHANCES(type, cvar) \ -for (i = cvar.value; i; --i) spawnchance[numchoices++] = type - QUESTIONBOXCHANCES(MT_RING_ICON, cv_superring); - QUESTIONBOXCHANCES(MT_SNEAKERS_ICON, cv_supersneakers); - QUESTIONBOXCHANCES(MT_INVULN_ICON, cv_invincibility); - QUESTIONBOXCHANCES(MT_WHIRLWIND_ICON, cv_jumpshield); - QUESTIONBOXCHANCES(MT_ELEMENTAL_ICON, cv_watershield); - QUESTIONBOXCHANCES(MT_ATTRACT_ICON, cv_ringshield); - QUESTIONBOXCHANCES(MT_FORCE_ICON, cv_forceshield); - QUESTIONBOXCHANCES(MT_ARMAGEDDON_ICON, cv_bombshield); - QUESTIONBOXCHANCES(MT_1UP_ICON, cv_1up); - QUESTIONBOXCHANCES(MT_EGGMAN_ICON, cv_eggmanbox); - QUESTIONBOXCHANCES(MT_MIXUP_ICON, cv_teleporters); - QUESTIONBOXCHANCES(MT_RECYCLER_ICON, cv_recycler); -#undef QUESTIONBOXCHANCES - - if (numchoices == 0) return MT_NULL; - return spawnchance[P_RandomKey(numchoices)]; -} - -// -// ACTION ROUTINES -// - -// Function: A_Look -// -// Description: Look for a player and set your target to them. -// -// var1: -// lower 16 bits = look all around -// upper 16 bits = distance limit -// var2 = If 1, only change to seestate. If 2, only play seesound. If 0, do both. -// -void A_Look(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Look", actor)) - return; -#endif - - if (!P_LookForPlayers(actor, locvar1 & 65535, false , FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale))) - return; - - // go into chase state - if (!locvar2) - { - P_SetMobjState(actor, actor->info->seestate); - A_PlaySeeSound(actor); - } - else if (locvar2 == 1) // Only go into seestate - P_SetMobjState(actor, actor->info->seestate); - else if (locvar2 == 2) // Only play seesound - A_PlaySeeSound(actor); -} - -// Function: A_Chase -// -// Description: Chase after your target. -// -// var1: -// 1 = don't check meleestate -// 2 = don't check missilestate -// 3 = don't check meleestate and missilestate -// var2 = unused -// -void A_Chase(mobj_t *actor) -{ - INT32 delta; - INT32 locvar1 = var1; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Chase", actor)) - return; -#endif - - I_Assert(actor != NULL); - I_Assert(!P_MobjWasRemoved(actor)); - - if (actor->reactiontime) - actor->reactiontime--; - - // modify target threshold - if (actor->threshold) - { - if (!actor->target || actor->target->health <= 0) - actor->threshold = 0; - else - actor->threshold--; - } - - // turn towards movement direction if not there yet - if (actor->movedir < NUMDIRS) - { - actor->angle &= (7<<29); - delta = actor->angle - (actor->movedir << 29); - - if (delta > 0) - actor->angle -= ANGLE_45; - else if (delta < 0) - actor->angle += ANGLE_45; - } - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - P_SetMobjStateNF(actor, actor->info->spawnstate); - return; - } - - // do not attack twice in a row - if (actor->flags2 & MF2_JUSTATTACKED) - { - actor->flags2 &= ~MF2_JUSTATTACKED; - P_NewChaseDir(actor); - return; - } - - // check for melee attack - if (!(locvar1 & 1) && actor->info->meleestate && P_CheckMeleeRange(actor)) - { - if (actor->info->attacksound) - S_StartAttackSound(actor, actor->info->attacksound); - - P_SetMobjState(actor, actor->info->meleestate); - return; - } - - // check for missile attack - if (!(locvar1 & 2) && actor->info->missilestate) - { - if (actor->movecount || !P_CheckMissileRange(actor)) - goto nomissile; - - P_SetMobjState(actor, actor->info->missilestate); - actor->flags2 |= MF2_JUSTATTACKED; - return; - } - -nomissile: - // possibly choose another target - if (multiplayer && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) - && P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - // chase towards player - if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) - P_NewChaseDir(actor); -} - -// Function: A_FaceStabChase -// -// Description: Unused variant of A_Chase for Castlebot Facestabber. -// -// var1 = unused -// var2 = unused -// -void A_FaceStabChase(mobj_t *actor) -{ - INT32 delta; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FaceStabChase", actor)) - return; -#endif - - if (actor->reactiontime) - actor->reactiontime--; - - // modify target threshold - if (actor->threshold) - { - if (!actor->target || actor->target->health <= 0) - actor->threshold = 0; - else - actor->threshold--; - } - - // turn towards movement direction if not there yet - if (actor->movedir < NUMDIRS) - { - actor->angle &= (7<<29); - delta = actor->angle - (actor->movedir << 29); - - if (delta > 0) - actor->angle -= ANGLE_45; - else if (delta < 0) - actor->angle += ANGLE_45; - } - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - P_SetMobjStateNF(actor, actor->info->spawnstate); - return; - } - - // do not attack twice in a row - if (actor->flags2 & MF2_JUSTATTACKED) - { - actor->flags2 &= ~MF2_JUSTATTACKED; - P_NewChaseDir(actor); - return; - } - - // check for melee attack - if (actor->info->meleestate && P_FaceStabCheckMeleeRange(actor)) - { - if (actor->info->attacksound) - S_StartAttackSound(actor, actor->info->attacksound); - - P_SetMobjState(actor, actor->info->meleestate); - return; - } - - // check for missile attack - if (actor->info->missilestate) - { - if (actor->movecount || !P_CheckMissileRange(actor)) - goto nomissile; - - P_SetMobjState(actor, actor->info->missilestate); - actor->flags2 |= MF2_JUSTATTACKED; - return; - } - -nomissile: - // possibly choose another target - if (multiplayer && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) - && P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - // chase towards player - if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) - P_NewChaseDir(actor); -} - -static void P_SharpDust(mobj_t *actor, mobjtype_t type, angle_t ang) -{ - mobj_t *dust; - - if (!type || !P_IsObjectOnGround(actor)) - return; - - dust = P_SpawnMobjFromMobj(actor, - -P_ReturnThrustX(actor, ang, 16<angle, actor->radius), - -P_ReturnThrustY(actor, actor->angle, actor->radius), - actor->height/3, - MT_PARTICLE); - flume->destscale = actor->scale*3; - P_SetScale(flume, flume->destscale); - P_SetTarget(&flume->target, actor); - flume->sprite = SPR_JETF; - flume->frame = FF_FULLBRIGHT; - flume->tics = 2; -} - -// Function: A_FaceStabRev -// -// Description: Facestabber rev action -// -// var1 = effective duration -// var2 = effective nextstate -// -void A_FaceStabRev(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FaceStabRev", actor)) - return; -#endif - - if (!actor->target) - { - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - actor->extravalue1 = 0; - - if (!actor->reactiontime) - { - actor->reactiontime = locvar1; - S_StartSound(actor, actor->info->activesound); - } - else - { - if ((--actor->reactiontime) == 0) - { - S_StartSound(actor, actor->info->attacksound); - P_SetMobjState(actor, locvar2); - } - else - { - P_TryMove(actor, actor->x - P_ReturnThrustX(actor, actor->angle, 2<y - P_ReturnThrustY(actor, actor->angle, 2<target) - { - angle_t visang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - // Calculate new direction. - angle_t dirang = actor->angle; - angle_t diffang = visang - dirang; - - if (locvar1) // Allow homing? - { - if (diffang > ANGLE_180) - { - angle_t workang = locvar1*(InvAngle(diffang)>>5); - diffang += InvAngle(workang); - } - else - diffang += (locvar1*(diffang>>5)); - } - diffang += ANGLE_45; - - // Check the sight cone. - if (diffang < ANGLE_90) - { - actor->angle = dirang; - if (++actor->extravalue2 < 4) - actor->extravalue2 = 4; - else if (actor->extravalue2 > 26) - actor->extravalue2 = 26; - - if (P_TryMove(actor, - actor->x + P_ReturnThrustX(actor, dirang, actor->extravalue2<y + P_ReturnThrustY(actor, dirang, actor->extravalue2<extravalue1); - fixed_t basesize = FRACUNIT/MAXVAL; - mobj_t *hwork = actor; - INT32 dist = 113; - fixed_t xo = P_ReturnThrustX(actor, actor->angle, dist*basesize); - fixed_t yo = P_ReturnThrustY(actor, actor->angle, dist*basesize); - - while (step > 0) - { - if (!hwork->hnext) - P_SetTarget(&hwork->hnext, P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_FACESTABBERSPEAR)); - hwork = hwork->hnext; - hwork->angle = actor->angle + ANGLE_90; - hwork->destscale = FixedSqrt(step*basesize); - P_SetScale(hwork, hwork->destscale); - hwork->fuse = 2; - P_TeleportMove(hwork, actor->x + xo*(15-step), actor->y + yo*(15-step), actor->z + (actor->height - hwork->height)/2 + (P_MobjFlip(actor)*(8<extravalue1 >= MAXVAL) - actor->extravalue1 -= NUMGRADS; - - if ((step % 5) == 0) - P_SharpDust(actor, MT_SPINDUST, actor->angle); - - P_FaceStabFlume(actor); - return; -#undef MAXVAL -#undef NUMGRADS -#undef NUMSTEPS - } - } - } - - P_SetMobjState(actor, locvar2); - actor->reactiontime = actor->info->reactiontime; -} - -// Function: A_FaceStabMiss -// -// Description: Facestabber miss action -// -// var1 = unused -// var2 = effective nextstate -// -void A_FaceStabMiss(mobj_t *actor) -{ - //INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FaceStabMiss", actor)) - return; -#endif - - if (++actor->extravalue1 >= 3) - { - actor->extravalue2 -= 2; - actor->extravalue1 = 0; - S_StartSound(actor, sfx_s3k47); - P_SharpDust(actor, MT_SPINDUST, actor->angle); - } - - if (actor->extravalue2 <= 0 || !P_TryMove(actor, - actor->x + P_ReturnThrustX(actor, actor->angle, actor->extravalue2<y + P_ReturnThrustY(actor, actor->angle, actor->extravalue2<extravalue2 = 0; - P_SetMobjState(actor, locvar2); - } -} - -// Function: A_StatueBurst -// -// Description: For suspicious statues only... -// -// var1 = object to create -// var2 = effective nextstate for created object -// -void A_StatueBurst(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobjtype_t chunktype = (mobjtype_t)actor->info->raisestate; - mobj_t *new; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_StatueBurst", actor)) - return; -#endif - - if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1))) - return; - - new->angle = actor->angle; - new->target = actor->target; - if (locvar2) - P_SetMobjState(new, (statenum_t)locvar2); - S_StartSound(new, new->info->attacksound); - S_StopSound(actor); - S_StartSound(actor, sfx_s3k96); - - { - fixed_t a, b; - fixed_t c = (actor->height>>2) - FixedMul(actor->scale, mobjinfo[chunktype].height>>1); - fixed_t v = 4<radius>>1); - mobj_t *spawned; - UINT8 i; - for (i = 0; i < 8; i++) - { - a = ((i & 1) ? r : (-r)); - b = ((i & 2) ? r : (-r)); - if (i == 4) - { - c += (actor->height>>1); - v = 8<fuse = 3*TICRATE; - } - } -} - -// Function: A_JetJawRoam -// -// Description: Roaming routine for JetJaw -// -// var1 = unused -// var2 = unused -// -void A_JetJawRoam(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_JetJawRoam", actor)) - return; -#endif - if (actor->reactiontime) - { - actor->reactiontime--; - P_InstaThrust(actor, actor->angle, FixedMul(actor->info->speed*FRACUNIT/4, actor->scale)); - } - else - { - actor->reactiontime = actor->info->reactiontime; - actor->angle += ANGLE_180; - } - - if (P_LookForPlayers(actor, false, false, actor->radius * 16)) - P_SetMobjState(actor, actor->info->seestate); -} - -// Function: A_JetJawChomp -// -// Description: Chase and chomp at the target, as long as it is in view -// -// var1 = unused -// var2 = unused -// -void A_JetJawChomp(mobj_t *actor) -{ - INT32 delta; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_JetJawChomp", actor)) - return; -#endif - - // turn towards movement direction if not there yet - if (actor->movedir < NUMDIRS) - { - actor->angle &= (7<<29); - delta = actor->angle - (actor->movedir << 29); - - if (delta > 0) - actor->angle -= ANGLE_45; - else if (delta < 0) - actor->angle += ANGLE_45; - } - - // Stop chomping if target's dead or you can't see it - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE) - || actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) - { - P_SetMobjStateNF(actor, actor->info->spawnstate); - return; - } - - // chase towards player - if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) - P_NewChaseDir(actor); -} - -// Function: A_PointyThink -// -// Description: Thinker function for Pointy -// -// var1 = unused -// var2 = unused -// -void A_PointyThink(mobj_t *actor) -{ - INT32 i; - player_t *player = NULL; - mobj_t *ball; - TVector v; - TVector *res; - angle_t fa; - fixed_t radius = FixedMul(actor->info->radius*actor->info->reactiontime, actor->scale); - boolean firsttime = true; - INT32 sign; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_PointyThink", actor)) - return; -#endif - actor->momx = actor->momy = actor->momz = 0; - - // Find nearest player - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || players[i].spectator) - continue; - - if (!players[i].mo) - continue; - - if (!players[i].mo->health) - continue; - - if (!P_CheckSight(actor, players[i].mo)) - continue; - - if (firsttime) - { - firsttime = false; - player = &players[i]; - } - else - { - if (P_AproxDistance(players[i].mo->x - actor->x, players[i].mo->y - actor->y) < - P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y)) - player = &players[i]; - } - } - - if (!player) - return; - - // Okay, we found the closest player. Let's move based on his movement. - P_SetTarget(&actor->target, player->mo); - A_FaceTarget(actor); - - if (P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y) < P_AproxDistance(player->mo->x + player->mo->momx - actor->x, player->mo->y + player->mo->momy - actor->y)) - sign = -1; // Player is moving away - else - sign = 1; // Player is moving closer - - if (player->mo->momx || player->mo->momy) - { - P_InstaThrust(actor, R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y), FixedMul(actor->info->speed*sign, actor->scale)); - - // Rotate our spike balls - actor->lastlook += actor->info->damage; - actor->lastlook %= FINEANGLES/4; - } - - if (!actor->tracer) // For some reason we do not have spike balls... - return; - - // Position spike balls relative to the value of 'lastlook'. - ball = actor->tracer; - - i = 0; - while (ball) - { - fa = actor->lastlook+i; - v[0] = FixedMul(FINECOSINE(fa),radius); - v[1] = 0; - v[2] = FixedMul(FINESINE(fa),radius); - v[3] = FRACUNIT; - - res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(actor->lastlook+i))); - M_Memcpy(&v, res, sizeof (v)); - res = VectorMatrixMultiply(v, *RotateZMatrix(actor->angle+ANGLE_180)); - M_Memcpy(&v, res, sizeof (v)); - - P_UnsetThingPosition(ball); - ball->x = actor->x + v[0]; - ball->y = actor->y + v[1]; - ball->z = actor->z + (actor->height>>1) + v[2]; - P_SetThingPosition(ball); - - ball = ball->tracer; - i += ANGLE_90 >> ANGLETOFINESHIFT; - } -} - -// Function: A_CheckBuddy -// -// Description: Checks if target/tracer exists/has health. If not, the object removes itself. -// -// var1: -// 0 = target -// 1 = tracer -// var2 = unused -// -void A_CheckBuddy(mobj_t *actor) -{ - INT32 locvar1 = var1; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckBuddy", actor)) - return; -#endif - if (locvar1 && (!actor->tracer || actor->tracer->health <= 0)) - P_RemoveMobj(actor); - else if (!locvar1 && (!actor->target || actor->target->health <= 0)) - P_RemoveMobj(actor); -} - -// Helper function for the Robo Hood. -// Don't ask me how it works. Nev3r made it with dark majyks. -void P_ParabolicMove(mobj_t *actor, fixed_t x, fixed_t y, fixed_t z, fixed_t speed) -{ - fixed_t dh; - - x -= actor->x; - y -= actor->y; - z -= actor->z; - - dh = P_AproxDistance(x, y); - - actor->momx = FixedMul(FixedDiv(x, dh), speed); - actor->momy = FixedMul(FixedDiv(y, dh), speed); - - if (!gravity) - return; - - dh = FixedDiv(FixedMul(dh, gravity), speed); - actor->momz = (dh>>1) + FixedDiv(z, dh<<1); -} - -// Function: A_HoodFire -// -// Description: Firing Robo-Hood -// -// var1 = object type to fire -// var2 = unused -// -void A_HoodFire(mobj_t *actor) -{ - mobj_t *arrow; - INT32 locvar1 = var1; - //INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_HoodFire", actor)) - return; -#endif - - // Check target first. - if (!actor->target) - { - actor->reactiontime = actor->info->reactiontime; - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - A_FaceTarget(actor); - - if (!(arrow = P_SpawnMissile(actor, actor->target, (mobjtype_t)locvar1))) - return; - - // Set a parabolic trajectory for the arrow. - P_ParabolicMove(arrow, actor->target->x, actor->target->y, actor->target->z, arrow->info->speed); -} - -// Function: A_HoodThink -// -// Description: Thinker for Robo-Hood -// -// var1 = unused -// var2 = unused -// -void A_HoodThink(mobj_t *actor) -{ - fixed_t dx, dy, dz, dm; - boolean checksight; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_HoodThink", actor)) - return; -#endif - - // Check target first. - if (!actor->target) - { - actor->reactiontime = actor->info->reactiontime; - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - dx = (actor->target->x - actor->x), dy = (actor->target->y - actor->y), dz = (actor->target->z - actor->z); - dm = P_AproxDistance(dx, dy); - // Target dangerously close to robohood, retreat then. - if ((dm < 256<info->raisestate); - return; - } - - // If target on sight, look at it. - if ((checksight = P_CheckSight(actor, actor->target))) - { - angle_t dang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - if (actor->angle >= ANGLE_180) - { - actor->angle = InvAngle(actor->angle)>>1; - actor->angle = InvAngle(actor->angle); - } - else - actor->angle >>= 1; - - if (dang >= ANGLE_180) - { - dang = InvAngle(dang)>>1; - dang = InvAngle(dang); - } - else - dang >>= 1; - - actor->angle += dang; - } - - // Check whether to do anything. - if ((--actor->reactiontime) <= 0) - { - actor->reactiontime = actor->info->reactiontime; - - // If way too far, don't shoot. - if ((dm < (3072<info->missilestate); - return; - } - } -} - -// Function: A_HoodFall -// -// Description: Falling Robo-Hood -// -// var1 = unused -// var2 = unused -// -void A_HoodFall(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_HoodFall", actor)) - return; -#endif - - if (!P_IsObjectOnGround(actor)) - return; - - actor->momx = actor->momy = 0; - actor->reactiontime = actor->info->reactiontime; - P_SetMobjState(actor, actor->info->seestate); -} - -// Function: A_ArrowBonks -// -// Description: Arrow momentum setting on collision -// -// var1 = unused -// var2 = unused -// -void A_ArrowBonks(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ArrowBonks", actor)) - return; -#endif - - if (((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz) - || (!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)) - actor->angle += ANGLE_180; - - P_SetObjectMomZ(actor, 8*actor->scale, false); - P_InstaThrust(actor, actor->angle, -6*actor->scale); - - actor->flags = (actor->flags|MF_NOCLIPHEIGHT) & ~MF_NOGRAVITY; - actor->z += P_MobjFlip(actor); -} - -// Function: A_SnailerThink -// -// Description: Thinker function for Snailer -// -// var1 = unused -// var2 = unused -// -void A_SnailerThink(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SnailerThink", actor)) - return; -#endif - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (!P_LookForPlayers(actor, true, false, 0)) - return; - } - - // We now have a target. Oh bliss, rapture, and contentment! - - if (actor->target->z + actor->target->height > actor->z - FixedMul(32*FRACUNIT, actor->scale) - && actor->target->z < actor->z + actor->height + FixedMul(32*FRACUNIT, actor->scale) - && !(leveltime % (TICRATE*2))) - { - angle_t an; - fixed_t z; - - // Actor shouldn't face target, so we'll do things a bit differently here - - an = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) - actor->angle; - - z = actor->z + actor->height/2; - - if (an > ANGLE_45 && an < ANGLE_315) // fire as close as you can to the target, even if too sharp an angle from your front - { - fixed_t dist; - fixed_t dx, dy; - - dist = P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y); - - if (an > ANGLE_45 && an <= ANGLE_90) // fire at 45 degrees to the left - { - dx = actor->x + P_ReturnThrustX(actor, actor->angle + ANGLE_45, dist); - dy = actor->y + P_ReturnThrustY(actor, actor->angle + ANGLE_45, dist); - } - else if (an >= ANGLE_270 && an < ANGLE_315) // fire at 45 degrees to the right - { - dx = actor->x + P_ReturnThrustX(actor, actor->angle - ANGLE_45, dist); - dy = actor->y + P_ReturnThrustY(actor, actor->angle - ANGLE_45, dist); - } - else // fire straight ahead - { - dx = actor->x + P_ReturnThrustX(actor, actor->angle, dist); - dy = actor->y + P_ReturnThrustY(actor, actor->angle, dist); - } - - P_SpawnPointMissile(actor, dx, dy, actor->target->z, MT_ROCKET, actor->x, actor->y, z); - } - else - P_SpawnXYZMissile(actor, actor->target, MT_ROCKET, actor->x, actor->y, z); - } - - if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->target->z > actor->z) - || (actor->eflags & MFE_VERTICALFLIP && (actor->target->z + actor->target->height) > (actor->z + actor->height))) - actor->momz += FixedMul(actor->info->speed, actor->scale); - else if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->target->z < actor->z) - || (actor->eflags & MFE_VERTICALFLIP && (actor->target->z + actor->target->height) < (actor->z + actor->height))) - actor->momz -= FixedMul(actor->info->speed, actor->scale); - - actor->momz /= 2; -} - -// Function: A_SharpChase -// -// Description: Thinker/Chase routine for Spincushions -// -// var1 = unused -// var2 = unused -// -void A_SharpChase(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SharpChase", actor)) - return; -#endif - - if (actor->reactiontime) - { - INT32 delta; - - actor->reactiontime--; - - // turn towards movement direction if not there yet - if (actor->movedir < NUMDIRS) - { - actor->angle &= (7<<29); - delta = actor->angle - (actor->movedir << 29); - - if (delta > 0) - actor->angle -= ANGLE_45; - else if (delta < 0) - actor->angle += ANGLE_45; - } - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - // chase towards player - if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) - P_NewChaseDir(actor); - } - else - { - actor->threshold = actor->info->painchance; - P_SetMobjState(actor, actor->info->missilestate); - S_StartSound(actor, actor->info->attacksound); - } -} - -// Function: A_SharpSpin -// -// Description: Spin chase routine for Spincushions -// -// var1 = object # to spawn as dust (if not provided not done) -// var2 = if nonzero, do the old-style spinning using this as the angle difference -// -void A_SharpSpin(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - angle_t oldang = actor->angle; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SharpSpin", actor)) - return; -#endif - - if (actor->threshold && actor->target) - { - angle_t ang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - P_Thrust(actor, ang, actor->info->speed*actor->scale); - if (locvar2) - actor->angle += locvar2; // ANGLE_22h; - else - actor->angle = ang; - actor->threshold--; - if (leveltime & 1) - S_StartSound(actor, actor->info->painsound); - } - else - { - actor->reactiontime = actor->info->reactiontime; - P_SetMobjState(actor, actor->info->meleestate); - } - - P_SharpDust(actor, locvar1, oldang); -} - -// Function: A_SharpDecel -// -// Description: Slow down the Spincushion -// -// var1 = unused -// var2 = unused -// -void A_SharpDecel(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SharpDecel", actor)) - return; -#endif - - if (actor->momx > 2 || actor->momy > 2) - { - actor->momx >>= 1; - actor->momy >>= 1; - } - else - P_SetMobjState(actor, actor->info->xdeathstate); -} - -// Function: A_CrushstaceanWalk -// -// Description: Crushstacean movement -// -// var1 = speed (actor info's speed if 0) -// var2 = state to switch to when blocked (spawnstate if 0) -// -void A_CrushstaceanWalk(mobj_t *actor) -{ - INT32 locvar1 = (var1 ? var1 : (INT32)actor->info->speed); - INT32 locvar2 = (var2 ? var2 : (INT32)actor->info->spawnstate); - angle_t ang = actor->angle + ((actor->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CrushstaceanWalk", actor)) - return; -#endif - - actor->reactiontime--; - - if (!P_TryMove(actor, - actor->x + P_ReturnThrustX(actor, ang, locvar1*actor->scale), - actor->y + P_ReturnThrustY(actor, ang, locvar1*actor->scale), - false) - || (actor->reactiontime-- <= 0)) - { - actor->flags2 ^= MF2_AMBUSH; - P_SetMobjState(actor, locvar2); - actor->reactiontime = actor->info->reactiontime; - } -} - -// Function: A_CrushstaceanPunch -// -// Description: Crushstacean attack -// -// var1 = unused -// var2 = state to go to if unsuccessful (spawnstate if 0) -// -void A_CrushstaceanPunch(mobj_t *actor) -{ - //INT32 locvar1 = var1; - INT32 locvar2 = (var2 ? var2 : (INT32)actor->info->spawnstate); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CrushstaceanPunch", actor)) - return; -#endif - - if (!actor->tracer) - return; - - if (!actor->target) - { - P_SetMobjState(actor, locvar2); - return; - } - - actor->tracer->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - P_SetMobjState(actor->tracer, actor->tracer->info->missilestate); - actor->tracer->extravalue1 = actor->tracer->extravalue2 = 0; - S_StartSound(actor, actor->info->attacksound); -} - -// Function: A_CrushclawAim -// -// Description: Crushstacean claw aiming -// -// var1 = sideways offset -// var2 = vertical offset -// -void A_CrushclawAim(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *crab = actor->tracer; - angle_t ang; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CrushclawAim", actor)) - return; -#endif - - if (!crab) - { - P_RemoveMobj(actor); - return; // there is only one step and it is crab - } - - if (crab->target || P_LookForPlayers(crab, true, false, 600*crab->scale)) - ang = R_PointToAngle2(crab->x, crab->y, crab->target->x, crab->target->y); - else - ang = crab->angle + ((crab->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270); - ang -= actor->angle; - -#define anglimit ANGLE_22h -#define angfactor 5 - if (ang < ANGLE_180) - { - if (ang > anglimit) - ang = anglimit; - ang /= angfactor; - } - else - { - ang = InvAngle(ang); - if (ang > anglimit) - ang = anglimit; - ang = InvAngle(ang/angfactor); - } - actor->angle += ang; -#undef anglimit -#undef angfactor - - P_TeleportMove(actor, - crab->x + P_ReturnThrustX(actor, actor->angle, locvar1*crab->scale), - crab->y + P_ReturnThrustY(actor, actor->angle, locvar1*crab->scale), - crab->z + locvar2*crab->scale); - - if (!crab->target || !crab->info->missilestate || (statenum_t)(crab->state-states) == crab->info->missilestate) - return; - - if (((ang + ANG1) < ANG2) || P_AproxDistance(crab->x - crab->target->x, crab->y - crab->target->y) < 333*crab->scale) - P_SetMobjState(crab, crab->info->missilestate); -} - -// Function: A_CrushclawLaunch -// -// Description: Crushstacean claw launching -// -// var1: -// 0 - forwards -// anything else - backwards -// var2 = state to change to when done -// -void A_CrushclawLaunch(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *crab = actor->tracer; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CrushclawLaunch", actor)) - return; -#endif - - if (!crab) - { - mobj_t *chainnext; - while (actor) - { - chainnext = actor->target; - P_RemoveMobj(actor); - actor = chainnext; - } - return; // there is only one step and it is crab - } - - if (!actor->extravalue1) - { - S_StartSound(actor, actor->info->activesound); - actor->extravalue1 = ((locvar1) ? -1 : 32); - } - else if (actor->extravalue1 != 1) - actor->extravalue1 -= 1; - -#define CSEGS 5 - if (!actor->target) - { - mobj_t *prevchain = actor; - UINT8 i = 0; - for (i = 0; (i < CSEGS); i++) - { - mobj_t *newchain = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->info->raisestate); - prevchain->target = newchain; - prevchain = newchain; - } - actor->target->angle = R_PointToAngle2(actor->target->x, actor->target->y, crab->target->x, crab->target->y); - } - - if ((!locvar1) && crab->target) - { -#define anglimit ANGLE_22h -#define angfactor 7 - angle_t ang = R_PointToAngle2(actor->target->x, actor->target->y, crab->target->x, crab->target->y) - actor->target->angle; - if (ang < ANGLE_180) - { - if (ang > anglimit) - ang = anglimit; - ang /= angfactor; - } - else - { - ang = InvAngle(ang); - if (ang > anglimit) - ang = anglimit; - ang /= angfactor; - ang = InvAngle(ang); - } - actor->target->angle += ang; - actor->angle = actor->target->angle; - } - - actor->extravalue2 += actor->extravalue1; - - if (!P_TryMove(actor, - actor->target->x + P_ReturnThrustX(actor, actor->target->angle, actor->extravalue2*actor->scale), - actor->target->y + P_ReturnThrustY(actor, actor->target->angle, actor->extravalue2*actor->scale), - true) - && !locvar1) - { - actor->extravalue1 = 0; - actor->extravalue2 = FixedHypot(actor->x - actor->target->x, actor->y - actor->target->y)>>FRACBITS; - P_SetMobjState(actor, locvar2); - S_StopSound(actor); - S_StartSound(actor, sfx_s3k49); - } - else - { - actor->z = actor->target->z; - if ((!locvar1 && (actor->extravalue2 > 256)) || (locvar1 && (actor->extravalue2 < 16))) - { - if (locvar1) // In case of retracting, resume crab and remove the chain. - { - mobj_t *chain = actor->target, *chainnext; - while (chain) - { - chainnext = chain->target; - P_RemoveMobj(chain); - chain = chainnext; - } - actor->extravalue2 = 0; - actor->angle = R_PointToAngle2(crab->x, crab->y, actor->x, actor->y); - P_SetTarget(&actor->target, NULL); - P_SetTarget(&crab->target, NULL); - P_SetMobjState(crab, crab->state->nextstate); - } - actor->extravalue1 = 0; - P_SetMobjState(actor, locvar2); - S_StopSound(actor); - if (!locvar1) - S_StartSound(actor, sfx_s3k64); - } - } - - if (!actor->target) - return; - - { - mobj_t *chain = actor->target->target; - fixed_t dx = (actor->x - actor->target->x)/CSEGS, dy = (actor->y - actor->target->y)/CSEGS, dz = (actor->z - actor->target->z)/CSEGS; - fixed_t idx = dx, idy = dy, idz = dz; - while (chain) - { - P_TeleportMove(chain, actor->target->x + idx, actor->target->y + idy, actor->target->z + idz); - chain->watertop = chain->z; - idx += dx; - idy += dy; - idz += dz; - chain = chain->target; - } - } -#undef CSEGS -} - -// Function: A_VultureVtol -// -// Description: Vulture rising up to match target's height -// -// var1 = unused -// var2 = unused -// -void A_VultureVtol(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_VultureVtol", actor)) - return; -#endif - - if (!actor->target) - return; - - actor->flags |= MF_NOGRAVITY; - actor->flags |= MF_FLOAT; - - A_FaceTarget(actor); - - S_StopSound(actor); - - if (actor->z < actor->target->z+(actor->target->height/4) && actor->z + actor->height < actor->ceilingz) - actor->momz = FixedMul(2*FRACUNIT, actor->scale); - else if (actor->z > (actor->target->z+(actor->target->height/4)*3) && actor->z > actor->floorz) - actor->momz = FixedMul(-2*FRACUNIT, actor->scale); - else - { - // Attack! - actor->momz = 0; - P_SetMobjState(actor, actor->info->missilestate); - S_StartSound(actor, actor->info->activesound); - } -} - -// Function: A_VultureCheck -// -// Description: If the vulture is stopped, look for a new target -// -// var1 = unused -// var2 = unused -// -void A_VultureCheck(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_VultureCheck", actor)) - return; -#endif - - if (actor->momx || actor->momy) - return; - - actor->flags &= ~MF_NOGRAVITY; // Fall down - - if (actor->z <= actor->floorz) - { - actor->angle -= ANGLE_180; // turn around - P_SetMobjState(actor, actor->info->spawnstate); - } -} - -// Function: A_SkimChase -// -// Description: Thinker/Chase routine for Skims -// -// var1 = unused -// var2 = unused -// -void A_SkimChase(mobj_t *actor) -{ - INT32 delta; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SkimChase", actor)) - return; -#endif - if (actor->reactiontime) - actor->reactiontime--; - - // modify target threshold - if (actor->threshold) - { - if (!actor->target || actor->target->health <= 0) - actor->threshold = 0; - else - actor->threshold--; - } - - // turn towards movement direction if not there yet - if (actor->movedir < NUMDIRS) - { - actor->angle &= (7<<29); - delta = actor->angle - (actor->movedir << 29); - - if (delta > 0) - actor->angle -= ANGLE_45; - else if (delta < 0) - actor->angle += ANGLE_45; - } - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - P_LookForPlayers(actor, true, false, 0); - - // the spawnstate for skims already calls this function so just return either way - // without changing state - return; - } - - // do not attack twice in a row - if (actor->flags2 & MF2_JUSTATTACKED) - { - actor->flags2 &= ~MF2_JUSTATTACKED; - P_NewChaseDir(actor); - return; - } - - // check for melee attack - if (actor->info->meleestate && P_SkimCheckMeleeRange(actor)) - { - if (actor->info->attacksound) - S_StartAttackSound(actor, actor->info->attacksound); - - P_SetMobjState(actor, actor->info->meleestate); - return; - } - - // check for missile attack - if (actor->info->missilestate) - { - if (actor->movecount || !P_CheckMissileRange(actor)) - goto nomissile; - - P_SetMobjState(actor, actor->info->missilestate); - actor->flags2 |= MF2_JUSTATTACKED; - return; - } - -nomissile: - // possibly choose another target - if (multiplayer && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) - && P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - // chase towards player - if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) - P_NewChaseDir(actor); -} - -// Function: A_FaceTarget -// -// Description: Immediately turn to face towards your target. -// -// var1 = unused -// var2 = unused -// -void A_FaceTarget(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FaceTarget", actor)) - return; -#endif - if (!actor->target) - return; - - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); -} - -// Function: A_FaceTracer -// -// Description: Immediately turn to face towards your tracer. -// -// var1 = unused -// var2 = unused -// -void A_FaceTracer(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FaceTracer", actor)) - return; -#endif - if (!actor->tracer) - return; - - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y); -} - -// Function: A_LobShot -// -// Description: Lob an object at your target. -// -// var1 = object # to lob -// var2: -// var2 >> 16 = height offset -// var2 & 65535 = airtime -// -void A_LobShot(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2 >> 16; - mobj_t *shot, *hitspot; - angle_t an; - fixed_t z; - fixed_t dist; - fixed_t vertical, horizontal; - fixed_t airtime = var2 & 65535; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_LobShot", actor)) - return; -#endif - if (!actor->target) - return; - - A_FaceTarget(actor); - - if (actor->eflags & MFE_VERTICALFLIP) - { - z = actor->z + actor->height - FixedMul(locvar2*FRACUNIT, actor->scale); - if (actor->type == MT_BLACKEGGMAN) - z -= FixedMul(mobjinfo[locvar1].height, actor->scale/2); - else - z -= FixedMul(mobjinfo[locvar1].height, actor->scale); - } - else - z = actor->z + FixedMul(locvar2*FRACUNIT, actor->scale); - - shot = P_SpawnMobj(actor->x, actor->y, z, locvar1); - - if (actor->type == MT_BLACKEGGMAN) - { - shot->destscale = actor->scale/2; - P_SetScale(shot, actor->scale/2); - } - else - { - shot->destscale = actor->scale; - P_SetScale(shot, actor->scale); - } - - // Keep track of where it's going to land - hitspot = P_SpawnMobj(actor->target->x&(64*FRACUNIT-1), actor->target->y&(64*FRACUNIT-1), actor->target->subsector->sector->floorheight, MT_NULL); - hitspot->tics = airtime; - P_SetTarget(&shot->tracer, hitspot); - - P_SetTarget(&shot->target, actor); // where it came from - - shot->angle = an = actor->angle; - an >>= ANGLETOFINESHIFT; - - dist = P_AproxDistance(actor->target->x - shot->x, actor->target->y - shot->y); - - horizontal = dist / airtime; - vertical = FixedMul((gravity*airtime)/2, shot->scale); - - shot->momx = FixedMul(horizontal, FINECOSINE(an)); - shot->momy = FixedMul(horizontal, FINESINE(an)); - shot->momz = vertical; - -/* Try to adjust when destination is not the same height - if (actor->z != actor->target->z) - { - fixed_t launchhyp; - fixed_t diff; - fixed_t orig; - - diff = actor->z - actor->target->z; - { - launchhyp = P_AproxDistance(horizontal, vertical); - - orig = FixedMul(FixedDiv(vertical, horizontal), diff); - - CONS_Debug(DBG_GAMELOGIC, "orig: %d\n", (orig)>>FRACBITS); - - horizontal = dist / airtime; - vertical = (gravity*airtime)/2; - } - dist -= orig; - shot->momx = FixedMul(horizontal, FINECOSINE(an)); - shot->momy = FixedMul(horizontal, FINESINE(an)); - shot->momz = vertical; -*/ - - if (shot->info->seesound) - S_StartSound(shot, shot->info->seesound); - - if (!(actor->flags & MF_BOSS)) - { - if (ultimatemode) - actor->reactiontime = actor->info->reactiontime*TICRATE; - else - actor->reactiontime = actor->info->reactiontime*TICRATE*2; - } -} - -// Function: A_FireShot -// -// Description: Shoot an object at your target. -// -// var1 = object # to shoot -// var2 = height offset -// -void A_FireShot(mobj_t *actor) -{ - fixed_t z; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FireShot", actor)) - return; -#endif - if (!actor->target) - return; - - A_FaceTarget(actor); - - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); - - P_SpawnXYZMissile(actor, actor->target, locvar1, actor->x, actor->y, z); - - if (!(actor->flags & MF_BOSS)) - { - if (ultimatemode) - actor->reactiontime = actor->info->reactiontime*TICRATE; - else - actor->reactiontime = actor->info->reactiontime*TICRATE*2; - } -} - -// Function: A_SuperFireShot -// -// Description: Shoot an object at your target that will even stall Super Sonic. -// -// var1 = object # to shoot -// var2 = height offset -// -void A_SuperFireShot(mobj_t *actor) -{ - fixed_t z; - mobj_t *mo; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SuperFireShot", actor)) - return; -#endif - if (!actor->target) - return; - - A_FaceTarget(actor); - - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); - - mo = P_SpawnXYZMissile(actor, actor->target, locvar1, actor->x, actor->y, z); - - if (mo) - mo->flags2 |= MF2_SUPERFIRE; - - if (!(actor->flags & MF_BOSS)) - { - if (ultimatemode) - actor->reactiontime = actor->info->reactiontime*TICRATE; - else - actor->reactiontime = actor->info->reactiontime*TICRATE*2; - } -} - -// Function: A_BossFireShot -// -// Description: Shoot an object at your target ala Bosses: -// -// var1 = object # to shoot -// var2: -// 0 - Boss 1 Left side -// 1 - Boss 1 Right side -// 2 - Boss 3 Left side upper -// 3 - Boss 3 Left side lower -// 4 - Boss 3 Right side upper -// 5 - Boss 3 Right side lower -// -void A_BossFireShot(mobj_t *actor) -{ - fixed_t x, y, z; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BossFireShot", actor)) - return; -#endif - if (!actor->target) - return; - - A_FaceTarget(actor); - - switch (locvar2) - { - case 0: - x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); - y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(48*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul(48*FRACUNIT, actor->scale); - break; - case 1: - x = actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); - y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(48*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul(48*FRACUNIT, actor->scale); - break; - case 2: - x = actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(56*FRACUNIT, actor->scale)); - y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(56*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(42*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul(42*FRACUNIT, actor->scale); - break; - case 3: - x = actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(58*FRACUNIT, actor->scale)); - y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(58*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(30*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul(30*FRACUNIT, actor->scale); - break; - case 4: - x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(56*FRACUNIT, actor->scale)); - y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(56*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(42*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul(42*FRACUNIT, actor->scale); - break; - case 5: - x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(58*FRACUNIT, actor->scale)); - y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(58*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(30*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul(30*FRACUNIT, actor->scale); - break; - default: - x = actor->x; - y = actor->y; - z = actor->z + actor->height/2; - break; - } - - P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z); -} - -// Function: A_Boss7FireMissiles -// -// Description: Shoot 4 missiles of a specific object type at your target ala Black Eggman -// -// var1 = object # to shoot -// var2 = firing sound -// -void A_Boss7FireMissiles(mobj_t *actor) -{ - mobj_t dummymo; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss7FireMissiles", actor)) - return; -#endif - - if (!actor->target) - { - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - A_FaceTarget(actor); - - S_StartSound(NULL, locvar2); - - // set dummymo's coordinates - dummymo.x = actor->target->x; - dummymo.y = actor->target->y; - dummymo.z = actor->target->z + FixedMul(16*FRACUNIT, actor->scale); // raised height - - P_SpawnXYZMissile(actor, &dummymo, locvar1, - actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), - actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), - actor->z + FixedDiv(actor->height, 3*FRACUNIT/2)); - - P_SpawnXYZMissile(actor, &dummymo, locvar1, - actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), - actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), - actor->z + FixedDiv(actor->height, 3*FRACUNIT/2)); - - P_SpawnXYZMissile(actor, &dummymo, locvar1, - actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), - actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), - actor->z + actor->height/2); - - P_SpawnXYZMissile(actor, &dummymo, locvar1, - actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), - actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), - actor->z + actor->height/2); -} - -// Function: A_Boss1Laser -// -// Description: Shoot an object at your target ala Bosses: -// -// var1 = object # to shoot -// var2: -// 0 - Boss 1 Left side -// 1 - Boss 1 Right side -// -void A_Boss1Laser(mobj_t *actor) -{ - fixed_t x, y, z, floorz, speed; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - INT32 i; - angle_t angle; - mobj_t *point; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss1Laser", actor)) - return; -#endif - if (!actor->target) - return; - - switch (locvar2) - { - case 0: - x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); - y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(56*FRACUNIT, actor->scale) - mobjinfo[locvar1].height; - else - z = actor->z + FixedMul(56*FRACUNIT, actor->scale); - break; - case 1: - x = actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); - y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(56*FRACUNIT, actor->scale) - mobjinfo[locvar1].height; - else - z = actor->z + FixedMul(56*FRACUNIT, actor->scale); - break; - default: - x = actor->x; - y = actor->y; - z = actor->z + actor->height/2; - break; - } - - if (!(actor->flags2 & MF2_FIRING)) - { - actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y); - if (mobjinfo[locvar1].seesound) - S_StartSound(actor, mobjinfo[locvar1].seesound); - if (!(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)) - { - point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET); - point->angle = actor->angle; - point->fuse = actor->tics+1; - P_SetTarget(&point->target, actor->target); - P_SetTarget(&actor->target, point); - } - } - /* -- the following was relevant when the MT_EGGMOBILE_TARGET was allowed to move left and right from its path - else if (actor->target && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)) - actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);*/ - - if (actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH) - angle = FixedAngle(FixedDiv(actor->tics*160*FRACUNIT, actor->state->tics*FRACUNIT) + 10*FRACUNIT); - else - angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y)); - point = P_SpawnMobj(x, y, z, locvar1); - P_SetTarget(&point->target, actor); - point->angle = actor->angle; - speed = point->radius*2; - point->momz = FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT), speed); - point->momx = FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(point->angle>>ANGLETOFINESHIFT), speed)); - point->momy = FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), FixedMul(FINESINE(point->angle>>ANGLETOFINESHIFT), speed)); - - for (i = 0; i < 256; i++) - { - mobj_t *mo = P_SpawnMobj(point->x, point->y, point->z, point->type); - mo->angle = point->angle; - P_UnsetThingPosition(mo); - mo->flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY; - P_SetThingPosition(mo); - - x = point->x, y = point->y, z = point->z; - if (P_RailThinker(point)) - break; - } - - floorz = P_FloorzAtPos(x, y, z, mobjinfo[MT_EGGMOBILE_FIRE].height); - if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1) - { - point = P_SpawnMobj(x, y, floorz+1, MT_EGGMOBILE_FIRE); - point->target = actor; - point->destscale = 3*FRACUNIT; - point->scalespeed = FRACUNIT>>2; - point->fuse = TICRATE; - } - - if (actor->tics > 1) - actor->flags2 |= MF2_FIRING; - else - actor->flags2 &= ~MF2_FIRING; -} - -// Function: A_FocusTarget -// -// Description: Home in on your target. -// -// var1: -// 0 - accelerative focus with friction -// 1 - steady focus with fixed movement speed -// anything else - don't move -// var2: -// 0 - don't trace target, just move forwards -// & 1 - change horizontal angle -// & 2 - change vertical angle -// -void A_FocusTarget(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FocusTarget", actor)) - return; -#endif - - if (actor->target) - { - fixed_t speed = FixedMul(actor->info->speed, actor->scale); - fixed_t dist = (locvar2 ? R_PointToDist2(actor->x, actor->y, actor->target->x, actor->target->y) : speed+1); - angle_t hangle = ((locvar2 & 1) ? R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) : actor->angle); - angle_t vangle = ((locvar2 & 2) ? R_PointToAngle2(actor->z , 0, actor->target->z + (actor->target->height>>1), dist) : ANGLE_90); - switch(locvar1) - { - case 0: - { - actor->momx -= actor->momx>>4, actor->momy -= actor->momy>>4, actor->momz -= actor->momz>>4; - actor->momz += FixedMul(FINECOSINE(vangle>>ANGLETOFINESHIFT), speed); - actor->momx += FixedMul(FINESINE(vangle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(hangle>>ANGLETOFINESHIFT), speed)); - actor->momy += FixedMul(FINESINE(vangle>>ANGLETOFINESHIFT), FixedMul(FINESINE(hangle>>ANGLETOFINESHIFT), speed)); - } - break; - case 1: - if (dist > speed) - { - actor->momz = FixedMul(FINECOSINE(vangle>>ANGLETOFINESHIFT), speed); - actor->momx = FixedMul(FINESINE(vangle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(hangle>>ANGLETOFINESHIFT), speed)); - actor->momy = FixedMul(FINESINE(vangle>>ANGLETOFINESHIFT), FixedMul(FINESINE(hangle>>ANGLETOFINESHIFT), speed)); - } - else - { - actor->momx = 0, actor->momy = 0, actor->momz = 0; - actor->z = actor->target->z + (actor->target->height>>1); - P_TryMove(actor, actor->target->x, actor->target->y, true); - } - break; - default: - break; - } - } -} - -// Function: A_Boss4Reverse -// -// Description: Reverse arms direction. -// -// var1 = sfx to play -// var2 = unused -// -void A_Boss4Reverse(mobj_t *actor) -{ - sfxenum_t locvar1 = (sfxenum_t)var1; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss4Reverse", actor)) - return; -#endif - S_StartSound(NULL, locvar1); - actor->reactiontime = 0; - if (actor->movedir == 1) - actor->movedir = 2; - else - actor->movedir = 1; -} - -// Function: A_Boss4SpeedUp -// -// Description: Speed up arms -// -// var1 = sfx to play -// var2 = unused -// -void A_Boss4SpeedUp(mobj_t *actor) -{ - sfxenum_t locvar1 = (sfxenum_t)var1; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss4SpeedUp", actor)) - return; -#endif - S_StartSound(NULL, locvar1); - actor->reactiontime = 2; -} - -// Function: A_Boss4Raise -// -// Description: Raise helmet -// -// var1 = sfx to play -// var2 = unused -// -void A_Boss4Raise(mobj_t *actor) -{ - sfxenum_t locvar1 = (sfxenum_t)var1; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss4Raise", actor)) - return; -#endif - S_StartSound(NULL, locvar1); - actor->reactiontime = 1; -} - -// Function: A_SkullAttack -// -// Description: Fly at the player like a missile. -// -// var1: -// 0 - Fly at the player -// 1 - Fly away from the player -// 2 - Strafe in relation to the player -// var2: -// 0 - Fly horizontally and vertically -// 1 - Fly horizontal-only (momz = 0) -// -#define SKULLSPEED (20*FRACUNIT) - -void A_SkullAttack(mobj_t *actor) -{ - mobj_t *dest; - angle_t an; - INT32 dist; - INT32 speed; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SkullAttack", actor)) - return; -#endif - if (!actor->target) - return; - - speed = FixedMul(SKULLSPEED, actor->scale); - - dest = actor->target; - actor->flags2 |= MF2_SKULLFLY; - if (actor->info->activesound) - S_StartSound(actor, actor->info->activesound); - A_FaceTarget(actor); - - if (locvar1 == 1) - actor->angle += ANGLE_180; - else if (locvar1 == 2) - actor->angle += (P_RandomChance(FRACUNIT/2)) ? ANGLE_90 : -ANGLE_90; - - an = actor->angle >> ANGLETOFINESHIFT; - - actor->momx = FixedMul(speed, FINECOSINE(an)); - actor->momy = FixedMul(speed, FINESINE(an)); - dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); - dist = dist / speed; - - if (dist < 1) - dist = 1; - - actor->momz = (dest->z + (dest->height>>1) - actor->z) / dist; - - if (locvar1 == 1) - actor->momz = -actor->momz; - if (locvar2 == 1) - actor->momz = 0; -} - -// Function: A_BossZoom -// -// Description: Like A_SkullAttack, but used by Boss 1. -// -// var1 = unused -// var2 = unused -// -void A_BossZoom(mobj_t *actor) -{ - mobj_t *dest; - angle_t an; - INT32 dist; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BossZoom", actor)) - return; -#endif - if (!actor->target) - return; - - dest = actor->target; - actor->flags2 |= MF2_SKULLFLY; - if (actor->info->attacksound) - S_StartAttackSound(actor, actor->info->attacksound); - A_FaceTarget(actor); - an = actor->angle >> ANGLETOFINESHIFT; - actor->momx = FixedMul(FixedMul(actor->info->speed*5*FRACUNIT, actor->scale), FINECOSINE(an)); - actor->momy = FixedMul(FixedMul(actor->info->speed*5*FRACUNIT, actor->scale), FINESINE(an)); - dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); - dist = dist / FixedMul(actor->info->speed*5*FRACUNIT, actor->scale); - - if (dist < 1) - dist = 1; - actor->momz = (dest->z + (dest->height>>1) - actor->z) / dist; -} - -// Function: A_BossScream -// -// Description: Spawns explosions and plays appropriate sounds around the defeated boss. -// -// var1: -// 0 - Use movecount to spawn explosions evenly -// 1 - Use P_Random to spawn explosions at complete random -// var2 = Object to spawn. Default is MT_BOSSEXPLODE. -// -void A_BossScream(mobj_t *actor) -{ - mobj_t *mo; - fixed_t x, y, z; - angle_t fa; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobjtype_t explodetype; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BossScream", actor)) - return; -#endif - switch (locvar1) - { - default: - case 0: - actor->movecount += 4*16; - actor->movecount %= 360; - fa = (FixedAngle(actor->movecount*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK; - break; - case 1: - fa = (FixedAngle(P_RandomKey(360)*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK; - break; - } - x = actor->x + FixedMul(FINECOSINE(fa),actor->radius); - y = actor->y + FixedMul(FINESINE(fa),actor->radius); - - // Determine what mobj to spawn. If undefined or invalid, use MT_BOSSEXPLODE as default. - if (locvar2 <= 0 || locvar2 >= NUMMOBJTYPES) - explodetype = MT_BOSSEXPLODE; - else - explodetype = (mobjtype_t)locvar2; - - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - mobjinfo[explodetype].height - FixedMul((P_RandomByte()<<(FRACBITS-2)) - 8*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul((P_RandomByte()<<(FRACBITS-2)) - 8*FRACUNIT, actor->scale); - - mo = P_SpawnMobj(x, y, z, explodetype); - if (actor->eflags & MFE_VERTICALFLIP) - mo->flags2 |= MF2_OBJECTFLIP; - mo->destscale = actor->scale; - P_SetScale(mo, mo->destscale); - if (actor->info->deathsound) - S_StartSound(mo, actor->info->deathsound); -} - -// Function: A_Scream -// -// Description: Starts the death sound of the object. -// -// var1 = unused -// var2 = unused -// -void A_Scream(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Scream", actor)) - return; -#endif - if (actor->tracer && (actor->tracer->type == MT_SHELL || actor->tracer->type == MT_FIREBALL)) - S_StartScreamSound(actor, sfx_mario2); - else if (actor->info->deathsound) - S_StartScreamSound(actor, actor->info->deathsound); -} - -// Function: A_Pain -// -// Description: Starts the pain sound of the object. -// -// var1 = unused -// var2 = unused -// -void A_Pain(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Pain", actor)) - return; -#endif - if (actor->info->painsound) - S_StartSound(actor, actor->info->painsound); - - actor->flags2 &= ~MF2_FIRING; - actor->flags2 &= ~MF2_SUPERFIRE; -} - -// Function: A_Fall -// -// Description: Changes a dying object's flags to reflect its having fallen to the ground. -// -// var1 = unused -// var2 = unused -// -void A_Fall(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Fall", actor)) - return; -#endif - // actor is on ground, it can be walked over - actor->flags &= ~MF_SOLID; - - // fall through the floor - actor->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY; - - // So change this if corpse objects - // are meant to be obstacles. -} - -#define LIVESBOXDISPLAYPLAYER // Use displayplayer instead of closest player - -// Function: A_1upThinker -// -// Description: Used by the 1up box to show the player's face. -// -// var1 = unused -// var2 = unused -// -void A_1upThinker(mobj_t *actor) -{ - INT32 i; - fixed_t dist = INT32_MAX; - fixed_t temp; - INT32 closestplayer = -1; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_1upThinker", actor)) - return; -#endif - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || players[i].bot || players[i].spectator) - continue; - - if (!players[i].mo) - continue; - - if ((netgame || multiplayer) && players[i].playerstate != PST_LIVE) - continue; - - temp = P_AproxDistance(players[i].mo->x-actor->x, players[i].mo->y-actor->y); - - if (temp < dist) - { - closestplayer = i; - dist = temp; - } - } - - if (closestplayer == -1 || skins[players[closestplayer].skin].sprites[SPR2_LIFE].numframes == 0) - { // Closest player not found (no players in game?? may be empty dedicated server!), or does not have correct sprite. - if (actor->tracer) { - P_RemoveMobj(actor->tracer); - actor->tracer = NULL; - } - return; - } - - // We're using the overlay, so use the overlay 1up box (no text) - actor->sprite = SPR_TV1P; - - if (!actor->tracer) - { - P_SetTarget(&actor->tracer, P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY)); - P_SetTarget(&actor->tracer->target, actor); - actor->tracer->skin = &skins[players[closestplayer].skin]; // required here to prevent spr2 default showing stand for a single frame - P_SetMobjState(actor->tracer, actor->info->seestate); - - // The overlay is going to be one tic early turning off and on - // because it's going to get its thinker run the frame we spawned it. - // So make it take one tic longer if it just spawned. - ++actor->tracer->tics; - } - - actor->tracer->color = players[closestplayer].mo->color; - actor->tracer->skin = &skins[players[closestplayer].skin]; -} - -// Function: A_MonitorPop -// -// Description: Used by monitors when they explode. -// -// var1 = unused -// var2 = unused -// -void A_MonitorPop(mobj_t *actor) -{ - mobjtype_t item = 0; - mobj_t *newmobj; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MonitorPop", actor)) - return; -#endif - - // Spawn the "pop" explosion. - if (actor->info->deathsound) - S_StartSound(actor, actor->info->deathsound); - P_SpawnMobjFromMobj(actor, 0, 0, actor->height/4, MT_EXPLODE); - - // We're dead now. De-solidify. - actor->health = 0; - P_UnsetThingPosition(actor); - actor->flags &= ~MF_SOLID; - actor->flags |= MF_NOCLIP; - P_SetThingPosition(actor); - - if (actor->info->damage == MT_UNKNOWN) - { - // MT_UNKNOWN is random. Because it's unknown to us... get it? - item = P_DoRandomBoxChances(); - - if (item == MT_NULL) - { - CONS_Alert(CONS_WARNING, M_GetText("All monitors turned off.\n")); - return; - } - } - else - item = actor->info->damage; - - if (item == 0) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup item not defined in 'damage' field for A_MonitorPop\n"); - return; - } - - newmobj = P_SpawnMobjFromMobj(actor, 0, 0, 13*FRACUNIT, item); - P_SetTarget(&newmobj->target, actor->target); // Transfer target - - if (item == MT_1UP_ICON) - { - if (actor->tracer) // Remove the old lives icon. - P_RemoveMobj(actor->tracer); - - if (!newmobj->target - || !newmobj->target->player - || !newmobj->target->skin - || ((skin_t *)newmobj->target->skin)->sprites[SPR2_LIFE].numframes == 0) - {} // No lives icon for this player, use the default. - else - { // Spawn the lives icon. - mobj_t *livesico = P_SpawnMobjFromMobj(newmobj, 0, 0, 0, MT_OVERLAY); - P_SetTarget(&livesico->target, newmobj); - P_SetTarget(&newmobj->tracer, livesico); - - livesico->color = newmobj->target->player->mo->color; - livesico->skin = &skins[newmobj->target->player->skin]; - P_SetMobjState(livesico, newmobj->info->seestate); - - // We're using the overlay, so use the overlay 1up sprite (no text) - newmobj->sprite = SPR_TV1P; - } - } -} - -// Function: A_GoldMonitorPop -// -// Description: Used by repeating monitors when they turn off. They don't really pop, but, you know... -// -// var1 = unused -// var2 = unused -// -void A_GoldMonitorPop(mobj_t *actor) -{ - mobjtype_t item = 0; - mobj_t *newmobj; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_GoldMonitorPop", actor)) - return; -#endif - - // Don't spawn the "pop" explosion, because the monitor isn't broken. - if (actor->info->deathsound) - S_StartSound(actor, actor->info->deathsound); - //P_SpawnMobjFromMobj(actor, 0, 0, actor.height/4, MT_EXPLODE); - - // Remove our flags for a bit. - // Players can now stand on top of us. - P_UnsetThingPosition(actor); - actor->flags &= ~(MF_MONITOR|MF_SHOOTABLE); - P_SetThingPosition(actor); - - // Don't count this box in statistics. Sorry. - if (actor->target && actor->target->player) - --actor->target->player->numboxes; - actor->fuse = 0; // Don't let the monitor code screw us up. - - if (actor->info->damage == MT_UNKNOWN) - { - // MT_UNKNOWN is random. Because it's unknown to us... get it? - item = P_DoRandomBoxChances(); - - if (item == MT_NULL) - { - CONS_Alert(CONS_WARNING, M_GetText("All monitors turned off.\n")); - return; - } - } - else - item = actor->info->damage; - - if (item == 0) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup item not defined in 'damage' field for A_GoldMonitorPop\n"); - return; - } - - // Note: the icon spawns 1 fracunit higher - newmobj = P_SpawnMobjFromMobj(actor, 0, 0, 14*FRACUNIT, item); - P_SetTarget(&newmobj->target, actor->target); // Transfer target - - if (item == MT_1UP_ICON) - { - if (actor->tracer) // Remove the old lives icon. - P_RemoveMobj(actor->tracer); - - if (!newmobj->target - || !newmobj->target->player - || !newmobj->target->skin - || ((skin_t *)newmobj->target->skin)->sprites[SPR2_LIFE].numframes == 0) - {} // No lives icon for this player, use the default. - else - { // Spawn the lives icon. - mobj_t *livesico = P_SpawnMobjFromMobj(newmobj, 0, 0, 0, MT_OVERLAY); - P_SetTarget(&livesico->target, newmobj); - P_SetTarget(&newmobj->tracer, livesico); - - livesico->color = newmobj->target->player->mo->color; - livesico->skin = &skins[newmobj->target->player->skin]; - P_SetMobjState(livesico, newmobj->info->seestate); - - // We're using the overlay, so use the overlay 1up sprite (no text) - newmobj->sprite = SPR_TV1P; - } - } -} - -// Function: A_GoldMonitorRestore -// -// Description: A repeating monitor is coming back to life. Reset monitor flags, etc. -// -// var1 = unused -// var2 = unused -// -void A_GoldMonitorRestore(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_GoldMonitorRestore", actor)) - return; -#endif - - actor->flags |= MF_MONITOR|MF_SHOOTABLE; - actor->health = 1; // Just in case. -} - -// Function: A_GoldMonitorSparkle -// -// Description: Spawns the little sparkly effect around big monitors. Looks pretty, doesn't it? -// -// var1 = unused -// var2 = unused -// -void A_GoldMonitorSparkle(mobj_t *actor) -{ - fixed_t i, ngangle, xofs, yofs; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_GoldMonitorSparkle", actor)) - return; -#endif - - ngangle = FixedAngle(((leveltime * 21) % 360) << FRACBITS); - xofs = FINESINE((ngangle>>ANGLETOFINESHIFT) & FINEMASK) * (actor->radius>>FRACBITS); - yofs = FINECOSINE((ngangle>>ANGLETOFINESHIFT) & FINEMASK) * (actor->radius>>FRACBITS); - - for (i = FRACUNIT*2; i <= FRACUNIT*3; i += FRACUNIT/2) - P_SetObjectMomZ(P_SpawnMobjFromMobj(actor, xofs, yofs, 0, MT_BOXSPARKLE), i, false); -} - -// Function: A_Explode -// -// Description: Explodes an object, doing damage to any objects nearby. The target is used as the cause of the explosion. Damage value is used as explosion range. -// -// var1 = damagetype -// var2 = unused -// -void A_Explode(mobj_t *actor) -{ - INT32 locvar1 = var1; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Explode", actor)) - return; -#endif - P_RadiusAttack(actor, actor->target, actor->info->damage, locvar1); -} - -// Function: A_BossDeath -// -// Description: Possibly trigger special effects when boss dies. -// -// var1 = unused -// var2 = unused -// -void A_BossDeath(mobj_t *mo) -{ - thinker_t *th; - mobj_t *mo2; - line_t junk; - INT32 i; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BossDeath", mo)) - return; -#endif - - P_LinedefExecute(LE_BOSSDEAD, mo, NULL); - mo->health = 0; - - // Boss is dead (but not necessarily fleeing...) - // Lua may use this to ignore bosses after they start fleeing - mo->flags2 |= MF2_BOSSDEAD; - - // make sure there is a player alive for victory - for (i = 0; i < MAXPLAYERS; i++) - if (playeringame[i] && ((players[i].mo && players[i].mo->health) - || ((netgame || multiplayer) && (players[i].lives || players[i].continues)))) - break; - - if (i == MAXPLAYERS) - return; // no one left alive, so do not end game - - // scan the remaining thinkers to see - // if all bosses are dead - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; - - mo2 = (mobj_t *)th; - if (mo2 != mo && (mo2->flags & MF_BOSS) && mo2->health > 0) - goto bossjustdie; // other boss not dead - just go straight to dying! - } - - // victory! - P_LinedefExecute(LE_ALLBOSSESDEAD, mo, NULL); - if (mo->flags2 & MF2_BOSSNOTRAP) - { - for (i = 0; i < MAXPLAYERS; i++) - P_DoPlayerExit(&players[i]); - } - else - { - // Bring the egg trap up to the surface - junk.tag = 680; - EV_DoElevator(&junk, elevateHighest, false); - junk.tag = 681; - EV_DoElevator(&junk, elevateUp, false); - junk.tag = 682; - EV_DoElevator(&junk, elevateHighest, false); - } - -bossjustdie: -#ifdef HAVE_BLUA - if (LUAh_BossDeath(mo)) - return; - else if (P_MobjWasRemoved(mo)) - return; -#endif - if (mo->type == MT_BLACKEGGMAN || mo->type == MT_CYBRAKDEMON) - { - mo->flags |= MF_NOCLIP; - mo->flags &= ~MF_SPECIAL; - - S_StartSound(NULL, sfx_befall); - } - else if (mo->type == MT_KOOPA) - { - junk.tag = 650; - EV_DoCeiling(&junk, raiseToHighest); - return; - } - else // eggmobiles - { - // Stop exploding and prepare to run. - P_SetMobjState(mo, mo->info->xdeathstate); - if (P_MobjWasRemoved(mo)) - return; - - P_SetTarget(&mo->target, NULL); - - // Flee! Flee! Find a point to escape to! If none, just shoot upward! - // scan the thinkers to find the runaway point - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; - - mo2 = (mobj_t *)th; - - if (mo2->type == MT_BOSSFLYPOINT) - { - // If this one's closer then the last one, go for it. - if (!mo->target || - P_AproxDistance(P_AproxDistance(mo->x - mo2->x, mo->y - mo2->y), mo->z - mo2->z) < - P_AproxDistance(P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y), mo->z - mo->target->z)) - P_SetTarget(&mo->target, mo2); - // Otherwise... Don't! - } - } - - mo->flags |= MF_NOGRAVITY|MF_NOCLIP; - mo->flags |= MF_NOCLIPHEIGHT; - - if (mo->target) - { - mo->angle = R_PointToAngle2(mo->x, mo->y, mo->target->x, mo->target->y); - mo->flags2 |= MF2_BOSSFLEE; - mo->momz = FixedMul(FixedDiv(mo->target->z - mo->z, P_AproxDistance(mo->x-mo->target->x,mo->y-mo->target->y)), FixedMul(2*FRACUNIT, mo->scale)); - } - else - mo->momz = FixedMul(2*FRACUNIT, mo->scale); - } - - if (mo->type == MT_EGGMOBILE2) - { - mo2 = P_SpawnMobj(mo->x + P_ReturnThrustX(mo, mo->angle - ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)), - mo->y + P_ReturnThrustY(mo, mo->angle - ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)), - mo->z + mo->height/2 + ((mo->eflags & MFE_VERTICALFLIP)? FixedMul(8*FRACUNIT, mo->scale)-mobjinfo[MT_BOSSTANK1].height : -FixedMul(8*FRACUNIT, mo->scale)), MT_BOSSTANK1); // Right tank - mo2->angle = mo->angle; - mo2->destscale = mo->scale; - P_SetScale(mo2, mo2->destscale); - if (mo->eflags & MFE_VERTICALFLIP) - { - mo2->eflags |= MFE_VERTICALFLIP; - mo2->flags2 |= MF2_OBJECTFLIP; - } - P_InstaThrust(mo2, mo2->angle - ANGLE_90, FixedMul(4*FRACUNIT, mo2->scale)); - P_SetObjectMomZ(mo2, 4*FRACUNIT, false); - - mo2 = P_SpawnMobj(mo->x + P_ReturnThrustX(mo, mo->angle + ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)), - mo->y + P_ReturnThrustY(mo, mo->angle + ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)), - mo->z + mo->height/2 + ((mo->eflags & MFE_VERTICALFLIP)? FixedMul(8*FRACUNIT, mo->scale)-mobjinfo[MT_BOSSTANK2].height : -FixedMul(8*FRACUNIT, mo->scale)), MT_BOSSTANK2); // Left tank - mo2->angle = mo->angle; - mo2->destscale = mo->scale; - P_SetScale(mo2, mo2->destscale); - if (mo->eflags & MFE_VERTICALFLIP) - { - mo2->eflags |= MFE_VERTICALFLIP; - mo2->flags2 |= MF2_OBJECTFLIP; - } - P_InstaThrust(mo2, mo2->angle + ANGLE_90, FixedMul(4*FRACUNIT, mo2->scale)); - P_SetObjectMomZ(mo2, 4*FRACUNIT, false); - - mo2 = P_SpawnMobj(mo->x, mo->y, - mo->z + ((mo->eflags & MFE_VERTICALFLIP)? mobjinfo[MT_BOSSSPIGOT].height-FixedMul(32*FRACUNIT,mo->scale): mo->height + FixedMul(32*FRACUNIT, mo->scale)), MT_BOSSSPIGOT); - mo2->angle = mo->angle; - mo2->destscale = mo->scale; - P_SetScale(mo2, mo2->destscale); - if (mo->eflags & MFE_VERTICALFLIP) - { - mo2->eflags |= MFE_VERTICALFLIP; - mo2->flags2 |= MF2_OBJECTFLIP; - } - P_SetObjectMomZ(mo2, 4*FRACUNIT, false); - return; - } -} - -// Function: A_CustomPower -// -// Description: Provides a custom powerup. Target (must be a player) is awarded the powerup. Reactiontime of the object is used as an index to the powers array. -// -// var1 = Power index # -// var2 = Power duration in tics -// -void A_CustomPower(mobj_t *actor) -{ - player_t *player; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - boolean spawnshield = false; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CustomPower", actor)) - return; -#endif - if (!actor->target || !actor->target->player) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); - return; - } - - if (locvar1 >= NUMPOWERS) - { - CONS_Debug(DBG_GAMELOGIC, "Power #%d out of range!\n", locvar1); - return; - } - - player = actor->target->player; - - if (locvar1 == pw_shield && player->powers[pw_shield] != locvar2) - spawnshield = true; - - player->powers[locvar1] = (UINT16)locvar2; - if (actor->info->seesound) - S_StartSound(player->mo, actor->info->seesound); - - if (spawnshield) //workaround for a bug - P_SpawnShieldOrb(player); -} - -// Function: A_GiveWeapon -// -// Description: Gives the player the specified weapon panels. -// -// var1 = Weapon index # -// var2 = unused -// -void A_GiveWeapon(mobj_t *actor) -{ - player_t *player; - INT32 locvar1 = var1; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_GiveWeapon", actor)) - return; -#endif - if (!actor->target || !actor->target->player) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); - return; - } - - if (locvar1 >= 1<<(NUM_WEAPONS-1)) - { - CONS_Debug(DBG_GAMELOGIC, "Weapon #%d out of range!\n", locvar1); - return; - } - - player = actor->target->player; - - player->ringweapons |= locvar1; - if (actor->info->seesound) - S_StartSound(player->mo, actor->info->seesound); -} - -// Function: A_RingBox -// -// Description: Awards the player 10 rings. -// -// var1 = unused -// var2 = unused -// -void A_RingBox(mobj_t *actor) -{ - player_t *player; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RingBox", actor)) - return; -#endif - if (!actor->target || !actor->target->player) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); - return; - } - - player = actor->target->player; - - P_GivePlayerRings(player, actor->info->reactiontime); - if (actor->info->seesound) - S_StartSound(player->mo, actor->info->seesound); -} - -// Function: A_Invincibility -// -// Description: Awards the player invincibility. -// -// var1 = unused -// var2 = unused -// -void A_Invincibility(mobj_t *actor) -{ - player_t *player; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Invincibility", actor)) - return; -#endif - if (!actor->target || !actor->target->player) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); - return; - } - - player = actor->target->player; - player->powers[pw_invulnerability] = invulntics + 1; - - if (P_IsLocalPlayer(player) && !player->powers[pw_super]) - { - S_StopMusic(); - if (mariomode) - G_GhostAddColor(GHC_INVINCIBLE); - strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14); - S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]); - S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false); - } -} - -// Function: A_SuperSneakers -// -// Description: Awards the player super sneakers. -// -// var1 = unused -// var2 = unused -// -void A_SuperSneakers(mobj_t *actor) -{ - player_t *player; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SuperSneakers", actor)) - return; -#endif - if (!actor->target || !actor->target->player) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); - return; - } - - player = actor->target->player; - - actor->target->player->powers[pw_sneakers] = sneakertics + 1; - - if (P_IsLocalPlayer(player) && !player->powers[pw_super]) - { - if (S_SpeedMusic(0.0f) && (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC)) - S_SpeedMusic(1.4f); - else - { - S_StopMusic(); - S_ChangeMusicInternal("_shoes", false); - } - strlcpy(S_sfx[sfx_None].caption, "Speed shoes", 12); - S_StartCaption(sfx_None, -1, player->powers[pw_sneakers]); - } -} - -// Function: A_AwardScore -// -// Description: Adds a set amount of points to the player's score. -// -// var1 = unused -// var2 = unused -// -void A_AwardScore(mobj_t *actor) -{ - player_t *player; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_AwardScore", actor)) - return; -#endif - if (!actor->target || !actor->target->player) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); - return; - } - - player = actor->target->player; - - P_AddPlayerScore(player, actor->info->reactiontime); - if (actor->info->seesound) - S_StartSound(player->mo, actor->info->seesound); -} - -// Function: A_ExtraLife -// -// Description: Awards the player an extra life. -// -// var1 = unused -// var2 = unused -// -void A_ExtraLife(mobj_t *actor) -{ - player_t *player; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ExtraLife", actor)) - return; -#endif - if (!actor->target || !actor->target->player) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); - return; - } - - player = actor->target->player; - - if (actor->type == MT_1UP_ICON && actor->tracer) - { - // We're using the overlay, so use the overlay 1up sprite (no text) - actor->sprite = SPR_TV1P; - } - - if (ultimatemode) //I don't THINK so! - { - S_StartSound(player->mo, sfx_lose); - return; - } - - P_GiveCoopLives(player, 1, true); -} - -// Function: A_GiveShield -// -// Description: Awards the player a specified shield. -// -// var1 = Shield type (make with SH_ constants) -// var2 = unused -// -void A_GiveShield(mobj_t *actor) -{ - player_t *player; - UINT16 locvar1 = var1; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_GiveShield", actor)) - return; -#endif - if (!actor->target || !actor->target->player) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); - return; - } - - player = actor->target->player; - - P_SwitchShield(player, locvar1); - S_StartSound(player->mo, actor->info->seesound); -} - -// Function: A_GravityBox -// -// Description: Awards the player gravity boots. -// -// var1 = unused -// var2 = unused -// -void A_GravityBox(mobj_t *actor) -{ - player_t *player; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_GravityBox", actor)) - return; -#endif - if (!actor->target || !actor->target->player) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); - return; - } - - player = actor->target->player; - - S_StartSound(player, actor->info->activesound); - - player->powers[pw_gravityboots] = (UINT16)(actor->info->reactiontime + 1); -} - -// Function: A_ScoreRise -// -// Description: Makes the little score logos rise. Speed value sets speed. -// -// var1 = unused -// var2 = unused -// -void A_ScoreRise(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ScoreRise", actor)) - return; -#endif - // make logo rise! - P_SetObjectMomZ(actor, actor->info->speed, false); -} - -// Function: A_BunnyHop -// -// Description: Makes object hop like a bunny. -// -// var1 = jump strength -// var2 = horizontal movement -// -void A_BunnyHop(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BunnyHop", actor)) - return; -#endif - if (((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz) - || (!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)) - { - P_SetObjectMomZ(actor, locvar1*FRACUNIT, false); - P_InstaThrust(actor, actor->angle, FixedMul(locvar2*FRACUNIT, actor->scale)); // Launch the hopping action! PHOOM!! - } -} - -// Function: A_BubbleSpawn -// -// Description: Spawns a randomly sized bubble from the object's location. Only works underwater. -// -// var1 = Distance to look for players. If no player is in this distance, bubbles aren't spawned. (Ambush overrides) -// var2 = unused -// -void A_BubbleSpawn(mobj_t *actor) -{ - INT32 i, locvar1 = var1; - UINT8 prandom; - mobj_t *bubble = NULL; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BubbleSpawn", actor)) - return; -#endif - if (!(actor->eflags & MFE_UNDERWATER)) - { - // Don't draw or spawn bubbles above water - actor->flags2 |= MF2_DONTDRAW; - return; - } - actor->flags2 &= ~MF2_DONTDRAW; - - if (!(actor->flags2 & MF2_AMBUSH)) - { - // Quick! Look through players! - // Don't spawn bubbles unless a player is relatively close by (var1). - for (i = 0; i < MAXPLAYERS; ++i) - if (playeringame[i] && players[i].mo - && P_AproxDistance(actor->x - players[i].mo->x, actor->y - players[i].mo->y) < (locvar1<x, actor->y, actor->z + (actor->height / 2), MT_EXTRALARGEBUBBLE); - else if (prandom > 128) - bubble = P_SpawnMobj(actor->x, actor->y, actor->z + (actor->height / 2), MT_SMALLBUBBLE); - else if (prandom < 128 && prandom > 96) - bubble = P_SpawnMobj(actor->x, actor->y, actor->z + (actor->height / 2), MT_MEDIUMBUBBLE); - - if (bubble) - { - bubble->destscale = actor->scale; - P_SetScale(bubble, actor->scale); - } -} - -// Function: A_FanBubbleSpawn -// -// Description: Spawns bubbles from fans, if they're underwater. -// -// var1 = Distance to look for players. If no player is in this distance, bubbles aren't spawned. (Ambush overrides) -// var2 = unused -// -void A_FanBubbleSpawn(mobj_t *actor) -{ - INT32 i, locvar1 = var1; - UINT8 prandom; - mobj_t *bubble = NULL; - fixed_t hz = actor->z + (4*actor->height)/5; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FanBubbleSpawn", actor)) - return; -#endif - if (!(actor->eflags & MFE_UNDERWATER)) - return; - - if (!(actor->flags2 & MF2_AMBUSH)) - { - // Quick! Look through players! - // Don't spawn bubbles unless a player is relatively close by (var2). - for (i = 0; i < MAXPLAYERS; ++i) - if (playeringame[i] && players[i].mo - && P_AproxDistance(actor->x - players[i].mo->x, actor->y - players[i].mo->y) < (locvar1<x, actor->y, hz, MT_SMALLBUBBLE); - else if ((prandom & 0xF0) == 0xF0) - bubble = P_SpawnMobj(actor->x, actor->y, hz, MT_MEDIUMBUBBLE); - - if (bubble) - { - bubble->destscale = actor->scale; - P_SetScale(bubble, actor->scale); - } -} - -// Function: A_BubbleRise -// -// Description: Raises a bubble -// -// var1: -// 0 = Bend around the water abit, looking more realistic -// 1 = Rise straight up -// var2 = rising speed -// -void A_BubbleRise(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BubbleRise", actor)) - return; -#endif - if (actor->type == MT_EXTRALARGEBUBBLE) - P_SetObjectMomZ(actor, FixedDiv(6*FRACUNIT,5*FRACUNIT), false); // make bubbles rise! - else - { - P_SetObjectMomZ(actor, locvar2, true); // make bubbles rise! - - // Move around slightly to make it look like it's bending around the water - if (!locvar1) - { - UINT8 prandom = P_RandomByte(); - if (!(prandom & 0x7)) // *****000 - { - P_InstaThrust(actor, prandom & 0x70 ? actor->angle + ANGLE_90 : actor->angle, - FixedMul(prandom & 0xF0 ? FRACUNIT/2 : -FRACUNIT/2, actor->scale)); - } - else if (!(prandom & 0x38)) // **000*** - { - P_InstaThrust(actor, prandom & 0x70 ? actor->angle - ANGLE_90 : actor->angle - ANGLE_180, - FixedMul(prandom & 0xF0 ? FRACUNIT/2 : -FRACUNIT/2, actor->scale)); - } - } - } -} - -// Function: A_BubbleCheck -// -// Description: Checks if a bubble should be drawn or not. Bubbles are not drawn above water. -// -// var1 = unused -// var2 = unused -// -void A_BubbleCheck(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BubbleCheck", actor)) - return; -#endif - if (actor->eflags & MFE_UNDERWATER) - actor->flags2 &= ~MF2_DONTDRAW; // underwater so draw - else - actor->flags2 |= MF2_DONTDRAW; // above water so don't draw -} - -// Function: A_AttractChase -// -// Description: Makes a ring chase after a player with a ring shield and also causes spilled rings to flicker. -// -// var1 = unused -// var2 = unused -// -void A_AttractChase(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_AttractChase", actor)) - return; -#endif - if (actor->flags2 & MF2_NIGHTSPULL || !actor->health) - return; - - // spilled rings flicker before disappearing - if (leveltime & 1 && actor->type == (mobjtype_t)actor->info->reactiontime && actor->fuse && actor->fuse < 2*TICRATE) - actor->flags2 |= MF2_DONTDRAW; - else - actor->flags2 &= ~MF2_DONTDRAW; - - // Turn flingrings back into regular rings if attracted. - if (actor->tracer && actor->tracer->player - && !(actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC) && actor->info->reactiontime && actor->type != (mobjtype_t)actor->info->reactiontime) - { - mobj_t *newring; - newring = P_SpawnMobj(actor->x, actor->y, actor->z, actor->info->reactiontime); - newring->momx = actor->momx; - newring->momy = actor->momy; - newring->momz = actor->momz; - P_RemoveMobj(actor); - return; - } - - P_LookForShield(actor); // Go find 'em, boy! - - if (!actor->tracer - || !actor->tracer->player - || !actor->tracer->health - || !P_CheckSight(actor, actor->tracer)) // You have to be able to SEE it...sorta - { - // Lost attracted rings don't through walls anymore. - actor->flags &= ~MF_NOCLIP; - P_SetTarget(&actor->tracer, NULL); - return; - } - - // If a FlingRing gets attracted by a shield, change it into a normal ring. - if (actor->type == (mobjtype_t)actor->info->reactiontime) - { - P_SpawnMobj(actor->x, actor->y, actor->z, actor->info->painchance); - P_RemoveMobj(actor); - return; - } - - // Keep stuff from going down inside floors and junk - actor->flags &= ~MF_NOCLIPHEIGHT; - - // Let attracted rings move through walls and such. - actor->flags |= MF_NOCLIP; - - P_Attract(actor, actor->tracer, false); -} - -// Function: A_DropMine -// -// Description: Drops a mine. Raisestate specifies the object # to use for the mine. -// -// var1 = height offset -// var2: -// lower 16 bits = proximity check distance (0 disables) -// upper 16 bits = 0 to check proximity with target, 1 for tracer -// -void A_DropMine(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - fixed_t z; - mobj_t *mine; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_DropMine", actor)) - return; -#endif - - if (locvar2 & 65535) - { - fixed_t dist; - mobj_t *target; - - if (locvar2 >> 16) - target = actor->tracer; - else - target = actor->target; - - if (!target) - return; - - dist = P_AproxDistance(actor->x-target->x, actor->y-target->y)>>FRACBITS; - - if (dist > FixedMul((locvar2 & 65535), actor->scale)) - return; - } - - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - mobjinfo[actor->info->raisestate].height - FixedMul((locvar1*FRACUNIT) - 12*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul((locvar1*FRACUNIT) - 12*FRACUNIT, actor->scale); - - // Use raisestate instead of MT_MINE - mine = P_SpawnMobj(actor->x, actor->y, z, (mobjtype_t)actor->info->raisestate); - if (actor->eflags & MFE_VERTICALFLIP) - mine->eflags |= MFE_VERTICALFLIP; - mine->momz = actor->momz + actor->pmomz; - - S_StartSound(actor, actor->info->attacksound); -} - -// Function: A_FishJump -// -// Description: Makes the stupid harmless fish in Greenflower Zone jump. -// -// var1 = Jump strength (in FRACBITS), if specified. Otherwise, uses the angle value. -// var2 = unused -// -void A_FishJump(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FishJump", actor)) - return; -#endif - - if (locvar2) - { - fixed_t rad = actor->radius>>FRACBITS; - P_SpawnMobjFromMobj(actor, P_RandomRange(rad, -rad)<z <= actor->floorz) || (actor->z <= actor->watertop - FixedMul((64 << FRACBITS), actor->scale))) - { - fixed_t jumpval; - - if (locvar1) - jumpval = var1; - else - jumpval = FixedMul(AngleFixed(actor->angle)/4, actor->scale); - - if (!jumpval) jumpval = FixedMul(44*(FRACUNIT/4), actor->scale); - actor->momz = jumpval; - P_SetMobjStateNF(actor, actor->info->seestate); - } - - if (actor->momz < 0 - && (actor->state < &states[actor->info->meleestate] || actor->state > &states[actor->info->xdeathstate])) - P_SetMobjStateNF(actor, actor->info->meleestate); -} - -// Function:A_ThrownRing -// -// Description: Thinker for thrown rings/sparkle trail -// -// var1 = unused -// var2 = unused -// -void A_ThrownRing(mobj_t *actor) -{ - INT32 c = 0; - INT32 stop; - player_t *player; - fixed_t dist; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ThrownRing", actor)) - return; -#endif - - if (leveltime % (TICRATE/7) == 0) - { - mobj_t *ring = NULL; - - if (actor->flags2 & MF2_EXPLOSION) - { - if (actor->momx != 0 || actor->momy != 0) - ring = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMOKE); - // Else spawn nothing because it's totally stationary and constantly smoking would be weird -SH - } - else if (actor->flags2 & MF2_AUTOMATIC) - ring = P_SpawnGhostMobj(actor); - else if (!(actor->flags2 & MF2_RAILRING)) - ring = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SPARK); - - if (ring) - { - /* - P_SetTarget(&ring->target, actor); - ring->color = actor->color; //copy color - */ - ring->destscale = actor->scale; - P_SetScale(ring, actor->scale); - } - } - - // A_GrenadeRing beeping lives once moooooore -SH - if (actor->type == MT_THROWNGRENADE && actor->fuse % TICRATE == 0) - S_StartSound(actor, actor->info->attacksound); - - // decrement bounce ring time - if (actor->flags2 & MF2_BOUNCERING) - { - if (actor->fuse) - actor->fuse--; - else { - P_RemoveMobj(actor); - return; - } - } - - // spilled rings (and thrown bounce) flicker before disappearing - if (leveltime & 1 && actor->fuse > 0 && actor->fuse < 2*TICRATE - && actor->type != MT_THROWNGRENADE) - actor->flags2 |= MF2_DONTDRAW; - else - actor->flags2 &= ~MF2_DONTDRAW; - - if (actor->tracer && actor->tracer->health <= 0) - P_SetTarget(&actor->tracer, NULL); - - // Updated homing ring special capability - // If you have a ring shield, all rings thrown - // at you become homing (except rail)! - if (actor->tracer) - { - // A non-homing ring getting attracted by a - // magnetic player. If he gets too far away, make - // sure to stop the attraction! - if ((!actor->tracer->health) || (actor->tracer->player && (actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC) - && P_AproxDistance(P_AproxDistance(actor->tracer->x-actor->x, - actor->tracer->y-actor->y), actor->tracer->z-actor->z) > FixedMul(RING_DIST/4, actor->tracer->scale))) - { - P_SetTarget(&actor->tracer, NULL); - } - - if (actor->tracer && (actor->tracer->health) - && (actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC))// Already found someone to follow. - { - const INT32 temp = actor->threshold; - actor->threshold = 32000; - P_HomingAttack(actor, actor->tracer); - actor->threshold = temp; - return; - } - } - - // first time init, this allow minimum lastlook changes - if (actor->lastlook < 0) - actor->lastlook = P_RandomByte(); - - actor->lastlook %= MAXPLAYERS; - - stop = (actor->lastlook - 1) & PLAYERSMASK; - - for (; ; actor->lastlook = (actor->lastlook + 1) & PLAYERSMASK) - { - // done looking - if (actor->lastlook == stop) - return; - - if (!playeringame[actor->lastlook]) - continue; - - if (c++ == 2) - return; - - player = &players[actor->lastlook]; - - if (!player->mo) - continue; - - if (player->mo->health <= 0) - continue; // dead - - if ((netgame || multiplayer) && player->spectator) - continue; // spectator - - if (actor->target && actor->target->player) - { - if (player->mo == actor->target) - continue; - - // Don't home in on teammates. - if (gametype == GT_CTF - && actor->target->player->ctfteam == player->ctfteam) - continue; - } - - dist = P_AproxDistance(P_AproxDistance(player->mo->x-actor->x, - player->mo->y-actor->y), player->mo->z-actor->z); - - // check distance - if (actor->flags2 & MF2_RAILRING) - { - if (dist > FixedMul(RING_DIST/2, player->mo->scale)) - continue; - } - else if (dist > FixedMul(RING_DIST, player->mo->scale)) - continue; - - // do this after distance check because it's more computationally expensive - if (!P_CheckSight(actor, player->mo)) - continue; // out of sight - - if ((player->powers[pw_shield] & SH_PROTECTELECTRIC) - && dist < FixedMul(RING_DIST/4, player->mo->scale)) - P_SetTarget(&actor->tracer, player->mo); - return; - } - - return; -} - -// Function: A_SetSolidSteam -// -// Description: Makes steam solid so it collides with the player to boost them. -// -// var1 = unused -// var2 = unused -// -void A_SetSolidSteam(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetSolidSteam", actor)) - return; -#endif - actor->flags &= ~MF_NOCLIP; - actor->flags |= MF_SOLID; - if (!(actor->flags2 & MF2_AMBUSH)) - { - if (P_RandomChance(FRACUNIT/8)) - { - if (actor->info->deathsound) - S_StartSound(actor, actor->info->deathsound); // Hiss! - } - else - { - if (actor->info->painsound) - S_StartSound(actor, actor->info->painsound); - } - } - - P_SetObjectMomZ (actor, 1, true); -} - -// Function: A_UnsetSolidSteam -// -// Description: Makes an object non-solid and also noclip. Used by the steam. -// -// var1 = unused -// var2 = unused -// -void A_UnsetSolidSteam(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_UnsetSolidSteam", actor)) - return; -#endif - actor->flags &= ~MF_SOLID; - actor->flags |= MF_NOCLIP; -} - -// Function: A_SignPlayer -// -// Description: Changes the state of a level end sign to reflect the player that hit it. -// -// var1 = unused -// var2 = unused -// -void A_SignPlayer(mobj_t *actor) -{ - mobj_t *ov; - skin_t *skin; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SignPlayer", actor)) - return; -#endif - if (!actor->target) - return; - - if (!actor->target->player) - return; - - skin = &skins[actor->target->player->skin]; - - if ((actor->target->player->skincolor == skin->prefcolor) && (skin->prefoppositecolor)) // Set it as the skin's preferred oppositecolor? - { - actor->color = skin->prefoppositecolor; - /* - If you're here from the comment above Color_Opposite, - the following line is the one which is dependent on the - array being symmetrical. It gets the opposite of the - opposite of your desired colour just so it can get the - brightness frame for the End Sign. It's not a great - design choice, but it's constant time array access and - the idea that the colours should be OPPOSITES is kind - of in the name. If you have a better idea, feel free - to let me know. ~toast 2016/07/20 - */ - actor->frame += (15 - Color_Opposite[(Color_Opposite[(skin->prefoppositecolor - 1)*2] - 1)*2 + 1]); - } - else if (actor->target->player->skincolor) // Set the sign to be an appropriate background color for this player's skincolor. - { - actor->color = Color_Opposite[(actor->target->player->skincolor - 1)*2]; - actor->frame += (15 - Color_Opposite[(actor->target->player->skincolor - 1)*2 + 1]); - } - - if (skin->sprites[SPR2_SIGN].numframes) - { - // spawn an overlay of the player's face. - ov = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY); - P_SetTarget(&ov->target, actor); - ov->color = actor->target->player->skincolor; - ov->skin = skin; - P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN - } -} - -// Function: A_OverlayThink -// -// Description: Moves the overlay to the position of its target. -// -// var1 = unused -// var2 = invert, z offset -// -void A_OverlayThink(mobj_t *actor) -{ - fixed_t destx, desty; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_OverlayThink", actor)) - return; -#endif - if (!actor->target) - return; - - if (!splitscreen && rendermode != render_soft) - { - angle_t viewingangle; - - if (players[displayplayer].awayviewtics) - viewingangle = R_PointToAngle2(actor->target->x, actor->target->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y); - else if (!camera.chase && players[displayplayer].mo) - viewingangle = R_PointToAngle2(actor->target->x, actor->target->y, players[displayplayer].mo->x, players[displayplayer].mo->y); - else - viewingangle = R_PointToAngle2(actor->target->x, actor->target->y, camera.x, camera.y); - - destx = actor->target->x + P_ReturnThrustX(actor->target, viewingangle, FixedMul(FRACUNIT, actor->scale)); - desty = actor->target->y + P_ReturnThrustY(actor->target, viewingangle, FixedMul(FRACUNIT, actor->scale)); - } - else - { - destx = actor->target->x; - desty = actor->target->y; - } - P_UnsetThingPosition(actor); - actor->x = destx; - actor->y = desty; - P_SetThingPosition(actor); - if (actor->eflags & MFE_VERTICALFLIP) - actor->z = actor->target->z + actor->target->height - mobjinfo[actor->type].height - ((var2>>16) ? -1 : 1)*(var2&0xFFFF)*FRACUNIT; - else - actor->z = actor->target->z + ((var2>>16) ? -1 : 1)*(var2&0xFFFF)*FRACUNIT; - actor->angle = actor->target->angle; - actor->eflags = actor->target->eflags; - - actor->momx = actor->target->momx; - actor->momy = actor->target->momy; - actor->momz = actor->target->momz; // assume target has correct momz! Do not use P_SetObjectMomZ! -} - -// Function: A_JetChase -// -// Description: A_Chase for Jettysyns -// -// var1 = unused -// var2 = unused -// -void A_JetChase(mobj_t *actor) -{ - fixed_t thefloor; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_JetChase", actor)) - return; -#endif - - if (actor->flags2 & MF2_AMBUSH) - return; - - if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz - && actor->z > actor->watertop - FixedMul(256*FRACUNIT, actor->scale)) - thefloor = actor->watertop; - else - thefloor = actor->floorz; - - if (actor->reactiontime) - actor->reactiontime--; - - if (P_RandomChance(FRACUNIT/32)) - { - actor->momx = actor->momx / 2; - actor->momy = actor->momy / 2; - actor->momz = actor->momz / 2; - } - - // Bounce if too close to floor or ceiling - - // ideal for Jetty-Syns above you on 3d floors - if (actor->momz && ((actor->z - FixedMul((32<scale)) < thefloor) && !((thefloor + FixedMul(32*FRACUNIT, actor->scale) + actor->height) > actor->ceilingz)) - actor->momz = -actor->momz/2; - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - actor->momx = actor->momy = actor->momz = 0; - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - // modify target threshold - if (actor->threshold) - { - if (!actor->target || actor->target->health <= 0) - actor->threshold = 0; - else - actor->threshold--; - } - - // turn towards movement direction if not there yet - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - - if ((multiplayer || netgame) && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target))) - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - // If the player is over 3072 fracunits away, then look for another player - if (P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), - actor->target->z - actor->z) > FixedMul(3072*FRACUNIT, actor->scale) && P_LookForPlayers(actor, true, false, FixedMul(3072*FRACUNIT, actor->scale))) - { - return; // got a new target - } - - // chase towards player - if (ultimatemode) - P_Thrust(actor, actor->angle, FixedMul(actor->info->speed/2, actor->scale)); - else - P_Thrust(actor, actor->angle, FixedMul(actor->info->speed/4, actor->scale)); - - // must adjust height - if (ultimatemode) - { - if (actor->z < (actor->target->z + actor->target->height + FixedMul((64<scale))) - actor->momz += FixedMul(FRACUNIT/2, actor->scale); - else - actor->momz -= FixedMul(FRACUNIT/2, actor->scale); - } - else - { - if (actor->z < (actor->target->z + actor->target->height + FixedMul((32<scale))) - actor->momz += FixedMul(FRACUNIT/2, actor->scale); - else - actor->momz -= FixedMul(FRACUNIT/2, actor->scale); - } -} - -// Function: A_JetbThink -// -// Description: Thinker for Jetty-Syn bombers -// -// var1 = unused -// var2 = unused -// -void A_JetbThink(mobj_t *actor) -{ - sector_t *nextsector; - fixed_t thefloor; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_JetbThink", actor)) - return; -#endif - - if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz - && actor->z > actor->watertop - FixedMul(256*FRACUNIT, actor->scale)) - thefloor = actor->watertop; - else - thefloor = actor->floorz; - - if (actor->target) - { - A_JetChase(actor); - // check for melee attack - if (actor->info->raisestate - && (actor->z > (actor->floorz + FixedMul((32<scale))) - && P_JetbCheckMeleeRange(actor) && !actor->reactiontime - && (actor->target->z >= actor->floorz)) - { - mobj_t *bomb; - if (actor->info->attacksound) - S_StartAttackSound(actor, actor->info->attacksound); - - // use raisestate instead of MT_MINE - bomb = P_SpawnMobj(actor->x, actor->y, actor->z - FixedMul((32<scale), (mobjtype_t)actor->info->raisestate); - - P_SetTarget(&bomb->target, actor); - bomb->destscale = actor->scale; - P_SetScale(bomb, actor->scale); - actor->reactiontime = TICRATE; // one second - S_StartSound(actor, actor->info->attacksound); - } - } - else if (((actor->z - FixedMul((32<scale)) < thefloor) && !((thefloor + FixedMul((32<scale) + actor->height) > actor->ceilingz)) - actor->z = thefloor+FixedMul((32<scale); - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - nextsector = R_PointInSubsector(actor->x + actor->momx, actor->y + actor->momy)->sector; - - // Move downwards or upwards to go through a passageway. - if (nextsector->ceilingheight < actor->z + actor->height) - actor->momz -= FixedMul(5*FRACUNIT, actor->scale); - else if (nextsector->floorheight > actor->z) - actor->momz += FixedMul(5*FRACUNIT, actor->scale); -} - -// Function: A_JetgShoot -// -// Description: Firing function for Jetty-Syn gunners. -// -// var1 = unused -// var2 = unused -// -void A_JetgShoot(mobj_t *actor) -{ - fixed_t dist; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_JetgShoot", actor)) - return; -#endif - - if (!actor->target) - return; - - if (actor->reactiontime) - return; - - dist = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); - - if (dist > FixedMul(actor->info->painchance*FRACUNIT, actor->scale)) - return; - - if (dist < FixedMul(64*FRACUNIT, actor->scale)) - return; - - A_FaceTarget(actor); - P_SpawnMissile(actor, actor->target, (mobjtype_t)actor->info->raisestate); - - if (ultimatemode) - actor->reactiontime = actor->info->reactiontime*TICRATE; - else - actor->reactiontime = actor->info->reactiontime*TICRATE*2; - - if (actor->info->attacksound) - S_StartSound(actor, actor->info->attacksound); -} - -// Function: A_ShootBullet -// -// Description: Shoots a bullet. Raisestate defines object # to use as projectile. -// -// var1 = unused -// var2 = unused -// -void A_ShootBullet(mobj_t *actor) -{ - fixed_t dist; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ShootBullet", actor)) - return; -#endif - - if (!actor->target) - return; - - dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z - actor->z); - - if (dist > FixedMul(actor->info->painchance*FRACUNIT, actor->scale)) - return; - - A_FaceTarget(actor); - P_SpawnMissile(actor, actor->target, (mobjtype_t)actor->info->raisestate); - - if (actor->info->attacksound) - S_StartSound(actor, actor->info->attacksound); -} - -// Function: A_MinusDigging -// -// Description: Minus digging in the ground. -// -// var1 = unused -// var2 = unused -// -void A_MinusDigging(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MinusDigging", actor)) - return; -#endif - actor->flags &= ~MF_SPECIAL; - actor->flags &= ~MF_SHOOTABLE; - - if (!actor->target) - { - A_Look(actor); - return; - } - - if (actor->reactiontime) - { - actor->reactiontime--; - return; - } - - // Dirt trail - P_SpawnGhostMobj(actor); - - actor->flags |= MF_NOCLIPTHING; - var1 = 3; - A_Chase(actor); - actor->flags &= ~MF_NOCLIPTHING; - - // Play digging sound - if (!(leveltime & 15)) - S_StartSound(actor, actor->info->activesound); - - // If we're close enough to our target, pop out of the ground - if (P_AproxDistance(actor->target->x-actor->x, actor->target->y-actor->y) < actor->radius - && abs(actor->target->z - actor->z) < 2*actor->height) - P_SetMobjState(actor, actor->info->missilestate); - - // Snap to ground - if (actor->eflags & MFE_VERTICALFLIP) - actor->z = actor->ceilingz - actor->height; - else - actor->z = actor->floorz; -} - -// Function: A_MinusPopup -// -// Description: Minus popping out of the ground. -// -// var1 = unused -// var2 = unused -// -void A_MinusPopup(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MinusPopup", actor)) - return; -#endif - P_SetObjectMomZ(actor, 10*FRACUNIT, false); - - actor->flags |= MF_SPECIAL; - actor->flags |= MF_SHOOTABLE; - - // Sound for busting out of the ground. - S_StartSound(actor, actor->info->attacksound); -} - -// Function: A_MinusCheck -// -// Description: If the minus hits the floor, dig back into the ground. -// -// var1 = unused -// var2 = unused -// -void A_MinusCheck(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MinusCheck", actor)) - return; -#endif - if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) - || ((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz)) - { - actor->flags &= ~MF_SPECIAL; - actor->flags &= ~MF_SHOOTABLE; - actor->reactiontime = TICRATE; - P_SetMobjState(actor, actor->info->seestate); - return; - } - - // 'Falling' animation - if (P_MobjFlip(actor)*actor->momz < 0 && actor->state < &states[actor->info->meleestate]) - P_SetMobjState(actor, actor->info->meleestate); -} - -// Function: A_ChickenCheck -// -// Description: Resets the chicken once it hits the floor again. -// -// var1 = unused -// var2 = unused -// -void A_ChickenCheck(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ChickenCheck", actor)) - return; -#endif - if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) - || (actor->eflags & MFE_VERTICALFLIP && actor->z + actor->height >= actor->ceilingz)) - { - if (!(actor->momx || actor->momy || actor->momz) - && actor->state > &states[actor->info->seestate]) - { - A_Chase(actor); - P_SetMobjState(actor, actor->info->seestate); - } - - actor->momx >>= 2; - actor->momy >>= 2; - } -} - -// Function: A_JetgThink -// -// Description: Thinker for Jetty-Syn Gunners -// -// var1 = unused -// var2 = unused -// -void A_JetgThink(mobj_t *actor) -{ - sector_t *nextsector; - - fixed_t thefloor; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_JetgThink", actor)) - return; -#endif - - if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz - && actor->z > actor->watertop - FixedMul(256*FRACUNIT, actor->scale)) - thefloor = actor->watertop; - else - thefloor = actor->floorz; - - if (actor->target) - { - if (P_RandomChance(FRACUNIT/8) && !actor->reactiontime) - P_SetMobjState(actor, actor->info->missilestate); - else - A_JetChase (actor); - } - else if (actor->z - FixedMul((32<scale) < thefloor && !(thefloor + FixedMul((32<scale) - + actor->height > actor->ceilingz)) - { - actor->z = thefloor + FixedMul((32<scale); - } - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - nextsector = R_PointInSubsector(actor->x + actor->momx, actor->y + actor->momy)->sector; - - // Move downwards or upwards to go through a passageway. - if (nextsector->ceilingheight < actor->z + actor->height) - actor->momz -= FixedMul(5*FRACUNIT, actor->scale); - else if (nextsector->floorheight > actor->z) - actor->momz += FixedMul(5*FRACUNIT, actor->scale); -} - -// Function: A_MouseThink -// -// Description: Thinker for scurrying mice. -// -// var1 = unused -// var2 = unused -// -void A_MouseThink(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MouseThink", actor)) - return; -#endif - - if (actor->reactiontime) - actor->reactiontime--; - - if (((!(actor->eflags & MFE_VERTICALFLIP) && actor->z == actor->floorz) - || (actor->eflags & MFE_VERTICALFLIP && actor->z + actor->height == actor->ceilingz)) - && !actor->reactiontime) - { - if (twodlevel || actor->flags2 & MF2_TWOD) - { - if (P_RandomChance(FRACUNIT/2)) - actor->angle += ANGLE_180; - } - else if (P_RandomChance(FRACUNIT/2)) - actor->angle += ANGLE_90; - else - actor->angle -= ANGLE_90; - - P_InstaThrust(actor, actor->angle, FixedMul(actor->info->speed, actor->scale)); - actor->reactiontime = TICRATE/5; - } -} - -// Function: A_DetonChase -// -// Description: Chases a Deton after a player. -// -// var1 = unused -// var2 = unused -// -void A_DetonChase(mobj_t *actor) -{ - angle_t exact; - fixed_t xydist, dist; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_DetonChase", actor)) - return; -#endif - - // modify tracer threshold - if (!actor->tracer || actor->tracer->health <= 0) - actor->threshold = 0; - else - actor->threshold = 1; - - if (!actor->tracer || !(actor->tracer->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, true, 0)) - return; // got a new target - - actor->momx = actor->momy = actor->momz = 0; - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - if (multiplayer && !actor->threshold && P_LookForPlayers(actor, true, true, 0)) - return; // got a new target - - // Face movement direction if not doing so - exact = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y); - actor->angle = exact; - /*if (exact != actor->angle) - { - if (exact - actor->angle > ANGLE_180) - { - actor->angle -= actor->info->raisestate; - if (exact - actor->angle < ANGLE_180) - actor->angle = exact; - } - else - { - actor->angle += actor->info->raisestate; - if (exact - actor->angle > ANGLE_180) - actor->angle = exact; - } - }*/ - // movedir is up/down angle: how much it has to go up as it goes over to the player - xydist = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y); - exact = R_PointToAngle2(0, 0, xydist, actor->tracer->z - actor->z); - actor->movedir = exact; - /*if (exact != actor->movedir) - { - if (exact - actor->movedir > ANGLE_180) - { - actor->movedir -= actor->info->raisestate; - if (exact - actor->movedir < ANGLE_180) - actor->movedir = exact; - } - else - { - actor->movedir += actor->info->raisestate; - if (exact - actor->movedir > ANGLE_180) - actor->movedir = exact; - } - }*/ - - // check for melee attack - if (actor->tracer) - { - if (P_AproxDistance(actor->tracer->x-actor->x, actor->tracer->y-actor->y) < actor->radius+actor->tracer->radius) - { - if (!((actor->tracer->z > actor->z + actor->height) || (actor->z > actor->tracer->z + actor->tracer->height))) - { - P_ExplodeMissile(actor); - return; - } - } - } - - // chase towards player - if ((dist = P_AproxDistance(xydist, actor->tracer->z-actor->z)) - > FixedMul((actor->info->painchance << FRACBITS), actor->scale)) - { - P_SetTarget(&actor->tracer, NULL); // Too far away - return; - } - - if (actor->reactiontime == 0) - { - actor->reactiontime = actor->info->reactiontime; - return; - } - - if (actor->reactiontime > 1) - { - actor->reactiontime--; - return; - } - - if (actor->reactiontime > 0) - { - actor->reactiontime = -42; - - if (actor->info->seesound) - S_StartScreamSound(actor, actor->info->seesound); - } - - if (actor->reactiontime == -42) - { - fixed_t xyspeed; - - actor->reactiontime = -42; - - exact = actor->movedir>>ANGLETOFINESHIFT; - xyspeed = FixedMul(FixedMul(actor->tracer->player->normalspeed,3*FRACUNIT/4), FINECOSINE(exact)); - actor->momz = FixedMul(FixedMul(actor->tracer->player->normalspeed,3*FRACUNIT/4), FINESINE(exact)); - - exact = actor->angle>>ANGLETOFINESHIFT; - actor->momx = FixedMul(xyspeed, FINECOSINE(exact)); - actor->momy = FixedMul(xyspeed, FINESINE(exact)); - - // Variable re-use - xyspeed = (P_AproxDistance(actor->tracer->x - actor->x, P_AproxDistance(actor->tracer->y - actor->y, actor->tracer->z - actor->z))>>(FRACBITS+6)); - - if (xyspeed < 1) - xyspeed = 1; - - if (leveltime % xyspeed == 0) - S_StartSound(actor, sfx_deton); - } -} - -// Function: A_CapeChase -// -// Description: Set an object's location to its target or tracer. -// -// var1: -// 0 = Use target -// 1 = Use tracer -// upper 16 bits = Z offset -// var2: -// upper 16 bits = forward/backward offset -// lower 16 bits = sideways offset -// -void A_CapeChase(mobj_t *actor) -{ - mobj_t *chaser; - fixed_t foffsetx, foffsety, boffsetx, boffsety; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - angle_t angle; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CapeChase", actor)) - return; -#endif - - CONS_Debug(DBG_GAMELOGIC, "A_CapeChase called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); - - if (locvar1 & 65535) - chaser = actor->tracer; - else - chaser = actor->target; - - if (!chaser || (chaser->health <= 0)) - { - if (chaser) - CONS_Debug(DBG_GAMELOGIC, "Hmm, the guy I'm chasing (object type %d) has no health.. so I'll die too!\n", chaser->type); - - P_RemoveMobj(actor); - return; - } - - angle = (chaser->player ? chaser->player->drawangle : chaser->angle); - - foffsetx = P_ReturnThrustX(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); - foffsety = P_ReturnThrustY(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); - - boffsetx = P_ReturnThrustX(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale)); - boffsety = P_ReturnThrustY(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale)); - - P_UnsetThingPosition(actor); - actor->x = chaser->x + foffsetx + boffsetx; - actor->y = chaser->y + foffsety + boffsety; - if (chaser->eflags & MFE_VERTICALFLIP) - { - actor->eflags |= MFE_VERTICALFLIP; - actor->flags2 |= MF2_OBJECTFLIP; - actor->z = chaser->z + chaser->height - actor->height - FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale); - } - else - { - actor->eflags &= ~MFE_VERTICALFLIP; - actor->flags2 &= ~MF2_OBJECTFLIP; - actor->z = chaser->z + FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale); - } - actor->angle = angle; - P_SetThingPosition(actor); -} - -// Function: A_RotateSpikeBall -// -// Description: Rotates a spike ball around its target/tracer. -// -// var1: -// 0 = Use target -// 1 = Use tracer -// var2 = unused -// -void A_RotateSpikeBall(mobj_t *actor) -{ - INT32 locvar1 = var1; - const fixed_t radius = FixedMul(12*actor->info->speed, actor->scale); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RotateSpikeBall", actor)) - return; -#endif - - if (!((!locvar1 && (actor->target)) || (locvar1 && (actor->tracer))))// This should NEVER happen. - { - CONS_Debug(DBG_GAMELOGIC, "A_RotateSpikeBall: Spikeball has no target\n"); - P_RemoveMobj(actor); - return; - } - - if (!actor->info->speed) - { - CONS_Debug(DBG_GAMELOGIC, "A_RotateSpikeBall: Object has no speed.\n"); - return; - } - - actor->angle += FixedAngle(actor->info->speed); - P_UnsetThingPosition(actor); - { - const angle_t fa = actor->angle>>ANGLETOFINESHIFT; - if (!locvar1) - { - actor->x = actor->target->x + FixedMul(FINECOSINE(fa),radius); - actor->y = actor->target->y + FixedMul(FINESINE(fa),radius); - actor->z = actor->target->z + actor->target->height/2; - } - else - { - actor->x = actor->tracer->x + FixedMul(FINECOSINE(fa),radius); - actor->y = actor->tracer->y + FixedMul(FINESINE(fa),radius); - actor->z = actor->tracer->z + actor->tracer->height/2; - } - P_SetThingPosition(actor); - } -} - -// Function: A_UnidusBall -// -// Description: Rotates a spike ball around its target. -// -// var1: -// 0 = Don't throw -// 1 = Throw -// 2 = Throw when target leaves MF2_SKULLFLY. -// var2 = unused -// -void A_UnidusBall(mobj_t *actor) -{ - INT32 locvar1 = var1; - boolean canthrow = false; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_UnidusBall", actor)) - return; -#endif - - actor->angle += ANGLE_11hh; - - if (actor->movecount) - { - if (P_AproxDistance(actor->momx, actor->momy) < FixedMul(actor->info->damage/2, actor->scale)) - P_ExplodeMissile(actor); - return; - } - - if (!actor->target || !actor->target->health) - { - CONS_Debug(DBG_GAMELOGIC, "A_UnidusBall: Removing unthrown spikeball from nonexistant Unidus\n"); - P_RemoveMobj(actor); - return; - } - - P_UnsetThingPosition(actor); - { - const angle_t angle = actor->movedir + FixedAngle(actor->info->speed*(leveltime%360)); - const UINT16 fa = angle>>ANGLETOFINESHIFT; - - actor->x = actor->target->x + FixedMul(FINECOSINE(fa),actor->threshold); - actor->y = actor->target->y + FixedMul( FINESINE(fa),actor->threshold); - actor->z = actor->target->z + actor->target->height/2 - actor->height/2; - - if (locvar1 == 1 && actor->target->target) - { - const angle_t tang = R_PointToAngle2(actor->target->x, actor->target->y, actor->target->target->x, actor->target->target->y); - const angle_t mina = tang-ANGLE_11hh; - canthrow = (angle-mina < FixedAngle(actor->info->speed*3)); - } - } - P_SetThingPosition(actor); - - if (locvar1 == 1 && canthrow) - { - if (P_AproxDistance(actor->target->target->x - actor->target->x, actor->target->target->y - actor->target->y) > FixedMul(MISSILERANGE>>1, actor->scale) - || !P_CheckSight(actor, actor->target->target)) - return; - - actor->movecount = actor->info->damage>>FRACBITS; - actor->flags &= ~(MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING); - P_InstaThrust(actor, R_PointToAngle2(actor->x, actor->y, actor->target->target->x, actor->target->target->y), FixedMul(actor->info->damage, actor->scale)); - } - else if (locvar1 == 2) - { - boolean skull = (actor->target->flags2 & MF2_SKULLFLY) == MF2_SKULLFLY; - if (actor->target->state == &states[actor->target->info->painstate]) - { - P_KillMobj(actor, NULL, NULL, 0); - return; - } - switch(actor->extravalue2) - { - case 0: // at least one frame where not dashing - if (!skull) ++actor->extravalue2; - else break; - /* FALLTHRU */ - case 1: // at least one frame where ARE dashing - if (skull) ++actor->extravalue2; - else break; - /* FALLTHRU */ - case 2: // not dashing again? - if (skull) break; - // launch. - { - mobj_t *target = actor->target; - if (actor->target->target) - target = actor->target->target; - actor->movecount = actor->info->damage>>FRACBITS; - actor->flags &= ~(MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING); - P_InstaThrust(actor, R_PointToAngle2(actor->x, actor->y, target->x, target->y), FixedMul(actor->info->damage, actor->scale)); - } - default: // from our compiler appeasement program (CAP). - break; - } - } -} - -// Function: A_RockSpawn -// -// Spawns rocks at a specified interval -// -// var1 = unused -// var2 = unused -void A_RockSpawn(mobj_t *actor) -{ - mobj_t *mo; - mobjtype_t type; - INT32 i = P_FindSpecialLineFromTag(12, (INT16)actor->threshold, -1); - line_t *line; - fixed_t dist; - fixed_t randomoomph; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RockSpawn", actor)) - return; -#endif - - if (i == -1) - { - CONS_Debug(DBG_GAMELOGIC, "A_RockSpawn: Unable to find parameter line 12 (tag %d)!\n", actor->threshold); - return; - } - - line = &lines[i]; - - if (!(sides[line->sidenum[0]].textureoffset >> FRACBITS)) - { - CONS_Debug(DBG_GAMELOGIC, "A_RockSpawn: No X-offset detected! (tag %d)!\n", actor->threshold); - return; - } - - dist = P_AproxDistance(line->dx, line->dy)/16; - - if (dist < 1) - dist = 1; - - type = MT_ROCKCRUMBLE1 + (sides[line->sidenum[0]].rowoffset >> FRACBITS); - - if (line->flags & ML_NOCLIMB) - randomoomph = P_RandomByte() * (FRACUNIT/32); - else - randomoomph = 0; - - mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FALLINGROCK); - P_SetMobjState(mo, mobjinfo[type].spawnstate); - mo->angle = R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y); - - P_InstaThrust(mo, mo->angle, dist + randomoomph); - mo->momz = dist + randomoomph; - - var1 = sides[line->sidenum[0]].textureoffset >> FRACBITS; - A_SetTics(actor); -} - -// -// Function: A_SlingAppear -// -// Appears a sling. -// -// var1 = unused -// var2 = unused -// -void A_SlingAppear(mobj_t *actor) -{ - UINT8 mlength = 4; - mobj_t *spawnee, *hprev; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SlingAppear", actor)) - return; -#endif - - P_UnsetThingPosition(actor); - actor->flags &= ~(MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT); - P_SetThingPosition(actor); - actor->lastlook = 128; - actor->movecount = actor->lastlook; - actor->threshold = 0; - actor->movefactor = actor->threshold; - actor->friction = 128; - - hprev = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMALLGRABCHAIN); - P_SetTarget(&hprev->tracer, actor); - P_SetTarget(&hprev->hprev, actor); - P_SetTarget(&actor->hnext, hprev); - hprev->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT; - hprev->movecount = mlength; - - mlength--; - - while (mlength > 0) - { - spawnee = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMALLMACECHAIN); - P_SetTarget(&spawnee->tracer, actor); - P_SetTarget(&spawnee->hprev, hprev); - P_SetTarget(&hprev->hnext, spawnee); - hprev = spawnee; - - spawnee->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT; - spawnee->movecount = mlength; - - mlength--; - } -} - -// Function: A_SetFuse -// -// Description: Sets the actor's fuse timer if not set already. May also change state when fuse reaches the last tic, otherwise by default the actor will die or disappear. (Replaces A_SnowBall) -// -// var1 = fuse timer duration (in tics). -// var2: -// lower 16 bits = if > 0, state to change to when fuse = 1 -// upper 16 bits: 0 = (default) don't set fuse unless 0, 1 = force change, 2 = force no change -// -void A_SetFuse(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetFuse", actor)) - return; -#endif - - if ((!actor->fuse || (locvar2 >> 16)) && (locvar2 >> 16) != 2) // set the actor's fuse value - actor->fuse = locvar1; - - if (actor->fuse == 1 && (locvar2 & 65535)) // change state on the very last tic (fuse is handled before actions in P_MobjThinker) - { - actor->fuse = 0; // don't die/disappear the next tic! - P_SetMobjState(actor, locvar2 & 65535); - } -} - -// Function: A_CrawlaCommanderThink -// -// Description: Thinker for Crawla Commander. -// -// var1 = shoot bullets? -// var2 = "pogo mode" speed -// -void A_CrawlaCommanderThink(mobj_t *actor) -{ - fixed_t dist; - sector_t *nextsector; - fixed_t thefloor; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - boolean hovermode = (actor->health > 1 || actor->fuse); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CrawlaCommanderThink", actor)) - return; -#endif - - if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz - && actor->z > actor->watertop - FixedMul(256*FRACUNIT, actor->scale)) - thefloor = actor->watertop; - else - thefloor = actor->floorz; - - if (!actor->fuse && actor->flags2 & MF2_FRET) - { - if (actor->info->painsound) - S_StartSound(actor, actor->info->painsound); - - actor->fuse = TICRATE/2; - actor->momz = 0; - - P_InstaThrust(actor, actor->angle-ANGLE_180, FixedMul(5*FRACUNIT, actor->scale)); - } - - if (actor->reactiontime > 0) - actor->reactiontime--; - - if (actor->fuse < 2) - { - actor->fuse = 0; - actor->flags2 &= ~MF2_FRET; - } - - // Hover mode - if (hovermode) - { - if (actor->z < thefloor + FixedMul(16*FRACUNIT, actor->scale)) - actor->momz += FixedMul(FRACUNIT, actor->scale); - else if (actor->z < thefloor + FixedMul(32*FRACUNIT, actor->scale)) - actor->momz += FixedMul(FRACUNIT/2, actor->scale); - else - actor->momz += FixedMul(16, actor->scale); - } - - if (!actor->target) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - if (actor->state != &states[actor->info->spawnstate]) - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - dist = P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y); - - if (actor->target->player && (!hovermode || actor->reactiontime <= 2*TICRATE)) - { - if (dist < FixedMul(64<<(FRACBITS+(hovermode ? 1 : 0)), actor->scale) - && ((actor->target->player->pflags & PF_JUMPED) || (actor->target->player->pflags & PF_SPINNING))) - { - // Auugh! She's trying to kill you! Strafe! STRAAAAFFEEE!! - P_InstaThrust(actor, actor->angle - ANGLE_180, FixedMul(20*FRACUNIT, actor->scale)); - return; - } - } - - if (locvar1) - { - if (actor->health < 2 && P_RandomChance(FRACUNIT/128)) - P_SpawnMissile(actor, actor->target, locvar1); - } - - // Face the player - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - - if (actor->threshold && dist > FixedMul(256*FRACUNIT, actor->scale)) - actor->momx = actor->momy = 0; - - if (actor->reactiontime && actor->reactiontime <= 2*TICRATE && dist > actor->target->radius - FixedMul(FRACUNIT, actor->scale)) - { - actor->threshold = 0; - - // Roam around, somewhat in the player's direction. - actor->angle += (P_RandomByte()<<10); - actor->angle -= (P_RandomByte()<<10); - - if (hovermode) - { - fixed_t mom; - P_Thrust(actor, actor->angle, 2*actor->scale); - mom = P_AproxDistance(actor->momx, actor->momy); - if (mom > 20*actor->scale) - { - mom += 20*actor->scale; - mom >>= 1; - P_InstaThrust(actor, R_PointToAngle2(0, 0, actor->momx, actor->momy), mom); - } - } - } - else if (!actor->reactiontime) - { - if (hovermode && !(actor->flags2 & MF2_FRET)) // Hover Mode - { - if (dist < FixedMul(512*FRACUNIT, actor->scale)) - { - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - P_InstaThrust(actor, actor->angle, FixedMul(40*FRACUNIT, actor->scale)); - actor->threshold = 1; - if (actor->info->attacksound) - S_StartSound(actor, actor->info->attacksound); - } - } - actor->reactiontime = 3*TICRATE + (P_RandomByte()>>2); - } - - if (actor->health == 1) - P_Thrust(actor, actor->angle, 1); - - // Pogo Mode - if (!hovermode && actor->z <= actor->floorz) - { - if (actor->info->activesound) - S_StartSound(actor, actor->info->activesound); - - if (dist < FixedMul(256*FRACUNIT, actor->scale)) - { - actor->momz = FixedMul(locvar2, actor->scale); - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - P_InstaThrust(actor, actor->angle, FixedMul(locvar2/8, actor->scale)); - // pogo on player - } - else - { - UINT8 prandom = P_RandomByte(); - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) + (P_RandomChance(FRACUNIT/2) ? -prandom : +prandom); - P_InstaThrust(actor, actor->angle, FixedDiv(FixedMul(locvar2, actor->scale), 3*FRACUNIT/2)); - actor->momz = FixedMul(locvar2, actor->scale); // Bounce up in air - } - } - - nextsector = R_PointInSubsector(actor->x + actor->momx, actor->y + actor->momy)->sector; - - // Move downwards or upwards to go through a passageway. - if (nextsector->floorheight > actor->z && nextsector->floorheight - actor->z < FixedMul(128*FRACUNIT, actor->scale)) - actor->momz += (nextsector->floorheight - actor->z) / 4; -} - -// Function: A_RingExplode -// -// Description: An explosion ring exploding -// -// var1 = unused -// var2 = unused -// -void A_RingExplode(mobj_t *actor) -{ - mobj_t *mo2; - thinker_t *th; - angle_t d; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RingExplode", actor)) - return; -#endif - - for (d = 0; d < 16; d++) - P_SpawnParaloop(actor->x, actor->y, actor->z + actor->height, FixedMul(actor->info->painchance, actor->scale), 16, MT_NIGHTSPARKLE, S_NULL, d*(ANGLE_22h), true); - - S_StartSound(actor, sfx_prloop); - - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; - - mo2 = (mobj_t *)th; - - if (mo2 == actor) // Don't explode yourself! Endless loop! - continue; - - if (P_AproxDistance(P_AproxDistance(mo2->x - actor->x, mo2->y - actor->y), mo2->z - actor->z) > FixedMul(actor->info->painchance, actor->scale)) - continue; - - if (mo2->flags & MF_SHOOTABLE) - { - actor->flags2 |= MF2_DEBRIS; - P_DamageMobj(mo2, actor, actor->target, 1, 0); - continue; - } - } - return; -} - -// Function: A_OldRingExplode -// -// Description: An explosion ring exploding, 1.09.4 style -// -// var1 = object # to explode as debris -// var2 = unused -// -void A_OldRingExplode(mobj_t *actor) { - UINT8 i; - mobj_t *mo; - const fixed_t ns = FixedMul(20 * FRACUNIT, actor->scale); - INT32 locvar1 = var1; - //INT32 locvar2 = var2; - boolean changecolor = (actor->target && actor->target->player); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_OldRingExplode", actor)) - return; -#endif - - for (i = 0; i < 32; i++) - { - const angle_t fa = (i*FINEANGLES/16) & FINEMASK; - - mo = P_SpawnMobj(actor->x, actor->y, actor->z, locvar1); - P_SetTarget(&mo->target, actor->target); // Transfer target so player gets the points - - mo->momx = FixedMul(FINECOSINE(fa),ns); - mo->momy = FixedMul(FINESINE(fa),ns); - - if (i > 15) - { - if (i & 1) - mo->momz = ns; - else - mo->momz = -ns; - } - - mo->flags2 |= MF2_DEBRIS; - mo->fuse = TICRATE/5; - - if (changecolor) - { - if (gametype != GT_CTF) - mo->color = actor->target->color; //copy color - else if (actor->target->player->ctfteam == 2) - mo->color = skincolor_bluering; - } - } - - mo = P_SpawnMobj(actor->x, actor->y, actor->z, locvar1); - - P_SetTarget(&mo->target, actor->target); - mo->momz = ns; - mo->flags2 |= MF2_DEBRIS; - mo->fuse = TICRATE/5; - - if (changecolor) - { - if (gametype != GT_CTF) - mo->color = actor->target->color; //copy color - else if (actor->target->player->ctfteam == 2) - mo->color = skincolor_bluering; - } - - mo = P_SpawnMobj(actor->x, actor->y, actor->z, locvar1); - - P_SetTarget(&mo->target, actor->target); - mo->momz = -ns; - mo->flags2 |= MF2_DEBRIS; - mo->fuse = TICRATE/5; - - if (changecolor) - { - if (gametype != GT_CTF) - mo->color = actor->target->color; //copy color - else if (actor->target->player->ctfteam == 2) - mo->color = skincolor_bluering; - } -} - -// Function: A_MixUp -// -// Description: Mix up all of the player positions. -// -// var1 = unused -// var2 = unused -// -void A_MixUp(mobj_t *actor) -{ - boolean teleported[MAXPLAYERS]; - INT32 i, numplayers = 0, prandom = 0; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MixUp", actor)) - return; -#else - (void)actor; -#endif - - if (!multiplayer) - return; - - // No mix-up monitors in hide and seek or time only race. - // The random factor is okay for other game modes, but in these, it is cripplingly unfair. - if (gametype == GT_HIDEANDSEEK || gametype == GT_RACE) - { - S_StartSound(actor, sfx_lose); - return; - } - - numplayers = 0; - memset(teleported, 0, sizeof (teleported)); - - // Count the number of players in the game - // and grab their xyz coords - for (i = 0; i < MAXPLAYERS; i++) - if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE - && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE) - { - if ((netgame || multiplayer) && players[i].spectator) // Ignore spectators - continue; - - numplayers++; - } - - if (numplayers <= 1) // Not enough players to mix up. - { - S_StartSound(actor, sfx_lose); - return; - } - else if (numplayers == 2) // Special case -- simple swap - { - fixed_t x, y, z; - angle_t angle; - INT32 one = -1, two = 0; // default value 0 to make the compiler shut up - - // Zoom tube stuff - mobj_t *tempthing = NULL; //tracer - UINT16 carry1,carry2; //carry - INT32 transspeed; //player speed - - // Starpost stuff - INT16 starpostx, starposty, starpostz; - INT32 starpostnum; - tic_t starposttime; - angle_t starpostangle; - - INT32 mflags2; - - for (i = 0; i < MAXPLAYERS; i++) - if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE - && !players[i].exiting && !players[i].powers[pw_super]) - { - if ((netgame || multiplayer) && players[i].spectator) // Ignore spectators - continue; - - if (one == -1) - one = i; - else - { - two = i; - break; - } - } - - //get this done first! - tempthing = players[one].mo->tracer; - P_SetTarget(&players[one].mo->tracer, players[two].mo->tracer); - P_SetTarget(&players[two].mo->tracer, tempthing); - - //zoom tubes use player->speed to determine direction and speed - transspeed = players[one].speed; - players[one].speed = players[two].speed; - players[two].speed = transspeed; - - //set flags variables now but DON'T set them. - carry1 = (players[one].powers[pw_carry] == CR_PLAYER ? CR_NONE : players[one].powers[pw_carry]); - carry2 = (players[two].powers[pw_carry] == CR_PLAYER ? CR_NONE : players[two].powers[pw_carry]); - - x = players[one].mo->x; - y = players[one].mo->y; - z = players[one].mo->z; - angle = players[one].mo->angle; - - starpostx = players[one].starpostx; - starposty = players[one].starposty; - starpostz = players[one].starpostz; - starpostangle = players[one].starpostangle; - starpostnum = players[one].starpostnum; - starposttime = players[one].starposttime; - - mflags2 = players[one].mo->flags2; - - P_MixUp(players[one].mo, players[two].mo->x, players[two].mo->y, players[two].mo->z, players[two].mo->angle, - players[two].starpostx, players[two].starposty, players[two].starpostz, - players[two].starpostnum, players[two].starposttime, players[two].starpostangle, - players[two].mo->flags2); - - P_MixUp(players[two].mo, x, y, z, angle, starpostx, starposty, starpostz, - starpostnum, starposttime, starpostangle, - mflags2); - - //carry set after mixup. Stupid P_ResetPlayer() takes away some of the stuff we look for... - //but not all of it! So we need to make sure they aren't set wrong or anything. - players[one].powers[pw_carry] = carry2; - players[two].powers[pw_carry] = carry1; - - teleported[one] = true; - teleported[two] = true; - } - else - { - fixed_t position[MAXPLAYERS][3]; - angle_t anglepos[MAXPLAYERS]; - INT32 pindex[MAXPLAYERS], counter = 0, teleportfrom = 0; - - // Zoom tube stuff - mobj_t *transtracer[MAXPLAYERS]; //tracer - //pflags_t transflag[MAXPLAYERS]; //cyan pink white pink cyan - UINT16 transcarry[MAXPLAYERS]; //player carry - INT32 transspeed[MAXPLAYERS]; //player speed - - // Star post stuff - INT16 spposition[MAXPLAYERS][3]; - INT32 starpostnum[MAXPLAYERS]; - tic_t starposttime[MAXPLAYERS]; - angle_t starpostangle[MAXPLAYERS]; - - INT32 flags2[MAXPLAYERS]; - - for (i = 0; i < MAXPLAYERS; i++) - { - position[i][0] = position[i][1] = position[i][2] = anglepos[i] = pindex[i] = -1; - teleported[i] = false; - } - - for (i = 0; i < MAXPLAYERS; i++) - { - if (playeringame[i] && players[i].playerstate == PST_LIVE - && players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE) - { - if ((netgame || multiplayer) && players[i].spectator)// Ignore spectators - continue; - - position[counter][0] = players[i].mo->x; - position[counter][1] = players[i].mo->y; - position[counter][2] = players[i].mo->z; - pindex[counter] = i; - anglepos[counter] = players[i].mo->angle; - players[i].mo->momx = players[i].mo->momy = players[i].mo->momz = - players[i].rmomx = players[i].rmomy = 1; - players[i].cmomx = players[i].cmomy = 0; - - transcarry[counter] = (players[i].powers[pw_carry] == CR_PLAYER ? CR_NONE : players[i].powers[pw_carry]); - transspeed[counter] = players[i].speed; - transtracer[counter] = players[i].mo->tracer; - - spposition[counter][0] = players[i].starpostx; - spposition[counter][1] = players[i].starposty; - spposition[counter][2] = players[i].starpostz; - starpostnum[counter] = players[i].starpostnum; - starposttime[counter] = players[i].starposttime; - starpostangle[counter] = players[i].starpostangle; - - flags2[counter] = players[i].mo->flags2; - - counter++; - } - } - - counter = 0; - - // Mix them up! - for (;;) - { - if (counter > 255) // fail-safe to avoid endless loop - break; - prandom = P_RandomByte(); - prandom %= numplayers; // I love modular arithmetic, don't you? - if (prandom) // Make sure it's not a useless mix - break; - counter++; - } - - counter = 0; - - for (i = 0; i < MAXPLAYERS; i++) - { - if (playeringame[i] && players[i].playerstate == PST_LIVE - && players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE) - { - if ((netgame || multiplayer) && players[i].spectator)// Ignore spectators - continue; - - teleportfrom = (counter + prandom) % numplayers; - - //speed and tracer come before... - players[i].speed = transspeed[teleportfrom]; - P_SetTarget(&players[i].mo->tracer, transtracer[teleportfrom]); - - P_MixUp(players[i].mo, position[teleportfrom][0], position[teleportfrom][1], position[teleportfrom][2], anglepos[teleportfrom], - spposition[teleportfrom][0], spposition[teleportfrom][1], spposition[teleportfrom][2], - starpostnum[teleportfrom], starposttime[teleportfrom], starpostangle[teleportfrom], - flags2[teleportfrom]); - - //...carry after. same reasoning. - players[i].powers[pw_carry] = transcarry[teleportfrom]; - - teleported[i] = true; - counter++; - } - } - } - - for (i = 0; i < MAXPLAYERS; i++) - { - if (teleported[i]) - { - if (playeringame[i] && players[i].playerstate == PST_LIVE - && players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE) - { - if ((netgame || multiplayer) && players[i].spectator)// Ignore spectators - continue; - - P_SetThingPosition(players[i].mo); - -#ifdef ESLOPE - players[i].mo->floorz = P_GetFloorZ(players[i].mo, players[i].mo->subsector->sector, players[i].mo->x, players[i].mo->y, NULL); - players[i].mo->ceilingz = P_GetCeilingZ(players[i].mo, players[i].mo->subsector->sector, players[i].mo->x, players[i].mo->y, NULL); -#else - players[i].mo->floorz = players[i].mo->subsector->sector->floorheight; - players[i].mo->ceilingz = players[i].mo->subsector->sector->ceilingheight; -#endif - - P_CheckPosition(players[i].mo, players[i].mo->x, players[i].mo->y); - } - } - } - - // Play the 'bowrwoosh!' sound - S_StartSound(NULL, sfx_mixup); -} - -// Function: A_RecyclePowers -// -// Description: Take all player's powers, and swap 'em. -// -// var1 = unused -// var2 = unused -// -void A_RecyclePowers(mobj_t *actor) -{ - INT32 i, j, k, numplayers = 0; - -#ifdef WEIGHTEDRECYCLER - UINT8 beneficiary = 255; -#endif - UINT8 playerslist[MAXPLAYERS]; - UINT8 postscramble[MAXPLAYERS]; - - UINT16 powers[MAXPLAYERS][NUMPOWERS]; - INT32 weapons[MAXPLAYERS]; - INT32 weaponheld[MAXPLAYERS]; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RecyclePowers", actor)) - return; -#endif - -#if !defined(WEIGHTEDRECYCLER) && !defined(HAVE_BLUA) - // actor is used in all scenarios but this one, funny enough - (void)actor; -#endif - - if (!multiplayer) - { - S_StartSound(actor, sfx_lose); - return; - } - - numplayers = 0; - - // Count the number of players in the game - for (i = 0, j = 0; i < MAXPLAYERS; i++) - { - if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE - && !players[i].exiting && !((netgame || multiplayer) && players[i].spectator)) - { -#ifndef WEIGHTEDRECYCLER - if (players[i].powers[pw_super]) - continue; // Ignore super players -#endif - - numplayers++; - postscramble[j] = playerslist[j] = (UINT8)i; - -#ifdef WEIGHTEDRECYCLER - // The guy who started the recycle gets the best result - if (actor && actor->target && actor->target->player && &players[i] == actor->target->player) - beneficiary = (UINT8)i; -#endif - - // Save powers - for (k = 0; k < NUMPOWERS; k++) - powers[i][k] = players[i].powers[k]; - //1.1: ring weapons too - weapons[i] = players[i].ringweapons; - weaponheld[i] = players[i].currentweapon; - - j++; - } - } - - if (numplayers <= 1) - { - S_StartSound(actor, sfx_lose); - return; //nobody to touch! - } - - //shuffle the post scramble list, whee! - // hardcoded 0-1 to 1-0 for two players - if (numplayers == 2) - { - postscramble[0] = playerslist[1]; - postscramble[1] = playerslist[0]; - } - else - for (j = 0; j < numplayers; j++) - { - UINT8 tempint; - - i = j + ((P_RandomByte() + leveltime) % (numplayers - j)); - tempint = postscramble[j]; - postscramble[j] = postscramble[i]; - postscramble[i] = tempint; - } - -#ifdef WEIGHTEDRECYCLER - //the joys of qsort... - if (beneficiary != 255) { - qsort(playerslist, numplayers, sizeof(UINT8), P_RecycleCompare); - - // now, make sure the benificiary is in the best slot - // swap out whatever poor sap was going to get the best items - for (i = 0; i < numplayers; i++) - { - if (postscramble[i] == beneficiary) - { - postscramble[i] = postscramble[0]; - postscramble[0] = beneficiary; - break; - } - } - } -#endif - - // now assign! - for (i = 0; i < numplayers; i++) - { - UINT8 send_pl = playerslist[i]; - UINT8 recv_pl = postscramble[i]; - - // debugF - CONS_Debug(DBG_GAMELOGIC, "sending player %hu's items to %hu\n", (UINT16)send_pl, (UINT16)recv_pl); - - for (j = 0; j < NUMPOWERS; j++) - { - if (j == pw_flashing || j == pw_underwater || j == pw_spacetime || j == pw_carry - || j == pw_tailsfly || j == pw_extralife || j == pw_nocontrol || j == pw_super) - continue; - players[recv_pl].powers[j] = powers[send_pl][j]; - } - - //1.1: weapon rings too - players[recv_pl].ringweapons = weapons[send_pl]; - players[recv_pl].currentweapon = weaponheld[send_pl]; - - P_SpawnShieldOrb(&players[recv_pl]); - if (P_IsLocalPlayer(&players[recv_pl])) - P_RestoreMusic(&players[recv_pl]); - P_FlashPal(&players[recv_pl], PAL_RECYCLE, 10); - } - - S_StartSound(NULL, sfx_gravch); //heh, the sound effect I used is already in -} - -// Function: A_Boss1Chase -// -// Description: Like A_Chase, but for Boss 1. -// -// var1 = unused -// var2 = unused -// -void A_Boss1Chase(mobj_t *actor) -{ - INT32 delta; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss1Chase", actor)) - return; -#endif - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - P_SetMobjStateNF(actor, actor->info->spawnstate); - return; - } - - if (actor->reactiontime) - actor->reactiontime--; - - // turn towards movement direction if not there yet - if (actor->movedir < NUMDIRS) - { - actor->angle &= (7<<29); - delta = actor->angle - (actor->movedir << 29); - - if (delta > 0) - actor->angle -= ANGLE_45; - else if (delta < 0) - actor->angle += ANGLE_45; - } - - // do not attack twice in a row - if (actor->flags2 & MF2_JUSTATTACKED) - { - actor->flags2 &= ~MF2_JUSTATTACKED; - P_NewChaseDir(actor); - return; - } - - if (actor->movecount) - goto nomissile; - - if (!P_CheckMissileRange(actor)) - goto nomissile; - - if (actor->reactiontime <= 0) - { - if (actor->health > actor->info->damage) - { - if (P_RandomChance(FRACUNIT/2)) - P_SetMobjState(actor, actor->info->missilestate); - else - P_SetMobjState(actor, actor->info->meleestate); - } - else - { - P_LinedefExecute(LE_PINCHPHASE, actor, NULL); - P_SetMobjState(actor, actor->info->raisestate); - } - - actor->flags2 |= MF2_JUSTATTACKED; - actor->reactiontime = actor->info->reactiontime; - return; - } - - // ? -nomissile: - // possibly choose another target - if (multiplayer && P_RandomChance(FRACUNIT/128)) - { - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - } - - if (actor->flags & MF_FLOAT && !(actor->flags2 & MF2_SKULLFLY)) - { // Float up/down to your target's position. Stay above them, but not out of jump range. - fixed_t target_min = actor->target->floorz+FixedMul(64*FRACUNIT, actor->scale); - if (target_min < actor->target->z - actor->height) - target_min = actor->target->z - actor->height; - if (target_min < actor->floorz+FixedMul(33*FRACUNIT, actor->scale)) - target_min = actor->floorz+FixedMul(33*FRACUNIT, actor->scale); - if (actor->z > target_min+FixedMul(16*FRACUNIT, actor->scale)) - actor->momz = FixedMul((-actor->info->speed<<(FRACBITS-1)), actor->scale); - else if (actor->z < target_min) - actor->momz = FixedMul(actor->info->speed<<(FRACBITS-1), actor->scale); - else - actor->momz = FixedMul(actor->momz,7*FRACUNIT/8); - } - - // chase towards player - if (P_AproxDistance(actor->target->x-actor->x, actor->target->y-actor->y) > actor->radius+actor->target->radius) - { - if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) - P_NewChaseDir(actor); - } - // too close, don't want to chase. - else if (--actor->movecount < 0) - { - // A mini-A_FaceTarget based on P_NewChaseDir. - // Yes, it really is this simple when you get down to it. - fixed_t deltax, deltay; - - deltax = actor->target->x - actor->x; - deltay = actor->target->y - actor->y; - - actor->movedir = diags[((deltay < 0)<<1) + (deltax > 0)]; - actor->movecount = P_RandomByte() & 15; - } -} - -// Function: A_Boss2Chase -// -// Description: Really doesn't 'chase', but rather goes in a circle. -// -// var1 = unused -// var2 = unused -// -void A_Boss2Chase(mobj_t *actor) -{ - fixed_t radius; - boolean reverse = false; - INT32 speedvar; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss2Chase", actor)) - return; -#endif - - if (actor->health <= 0) - return; - - // Startup randomness - if (actor->reactiontime <= -666) - actor->reactiontime = 2*TICRATE + P_RandomByte(); - - // When reactiontime hits zero, he will go the other way - if (--actor->reactiontime <= 0) - { - reverse = true; - actor->reactiontime = 2*TICRATE + P_RandomByte(); - } - - P_SetTarget(&actor->target, P_GetClosestAxis(actor)); - - if (!actor->target) // This should NEVER happen. - { - CONS_Debug(DBG_GAMELOGIC, "Boss2 has no target!\n"); - A_BossDeath(actor); - return; - } - - radius = actor->target->radius; - - if (reverse) - { - actor->watertop = -actor->watertop; - actor->extravalue1 = 18; - if (actor->flags2 & MF2_AMBUSH) - actor->extravalue1 -= (actor->info->spawnhealth - actor->health)*2; - actor->extravalue2 = actor->extravalue1; - } - - // Turnaround - if (actor->extravalue1 > 0) - { - --actor->extravalue1; - - // Set base angle - { - const angle_t fa = (actor->target->angle + FixedAngle(actor->watertop))>>ANGLETOFINESHIFT; - const fixed_t fc = FixedMul(FINECOSINE(fa),radius); - const fixed_t fs = FixedMul(FINESINE(fa),radius); - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x + fc, actor->target->y + fs); - } - - // Now turn you around! - // Note that the start position is the final position, we move it back around - // to intermediary positions... - actor->angle -= FixedAngle(FixedMul(FixedDiv(180<extravalue2<extravalue1<flags2 & MF2_AMBUSH) - speedvar = actor->health; - else - speedvar = actor->info->spawnhealth; - - actor->target->angle += // Don't use FixedAngleC! - FixedAngle(FixedDiv(FixedMul(actor->watertop, (actor->info->spawnhealth*(FRACUNIT/4)*3)), speedvar*FRACUNIT)); - - P_UnsetThingPosition(actor); - { - const angle_t fa = actor->target->angle>>ANGLETOFINESHIFT; - const fixed_t fc = FixedMul(FINECOSINE(fa),radius); - const fixed_t fs = FixedMul(FINESINE(fa),radius); - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x + fc, actor->target->y + fs); - actor->x = actor->target->x + fc; - actor->y = actor->target->y + fs; - } - P_SetThingPosition(actor); - - // Spray goo once every second - if (leveltime % (speedvar*15/10)-1 == 0) - { - const fixed_t ns = FixedMul(3 * FRACUNIT, actor->scale); - mobj_t *goop; - fixed_t fz = actor->z+actor->height+FixedMul(24*FRACUNIT, actor->scale); - angle_t fa; - // actor->movedir is used to determine the last - // direction goo was sprayed in. There are 8 possible - // directions to spray. (45-degree increments) - - actor->movedir++; - actor->movedir %= NUMDIRS; - fa = (actor->movedir*FINEANGLES/8) & FINEMASK; - - goop = P_SpawnMobj(actor->x, actor->y, fz, actor->info->painchance); - goop->momx = FixedMul(FINECOSINE(fa),ns); - goop->momy = FixedMul(FINESINE(fa),ns); - goop->momz = FixedMul(4*FRACUNIT, actor->scale); - goop->fuse = 10*TICRATE; - - if (actor->info->attacksound) - S_StartAttackSound(actor, actor->info->attacksound); - - if (P_RandomChance(FRACUNIT/2)) - { - goop->momx *= 2; - goop->momy *= 2; - } - else if (P_RandomChance(129*FRACUNIT/256)) - { - goop->momx *= 3; - goop->momy *= 3; - } - - actor->flags2 |= MF2_JUSTATTACKED; - } - } -} - -// Function: A_Boss2Pogo -// -// Description: Pogo part of Boss 2 AI. -// -// var1 = unused -// var2 = unused -// -void A_Boss2Pogo(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss2Pogo", actor)) - return; -#endif - if (actor->z <= actor->floorz + FixedMul(8*FRACUNIT, actor->scale) && actor->momz <= 0) - { - if (actor->state != &states[actor->info->raisestate]) - P_SetMobjState(actor, actor->info->raisestate); - // Pogo Mode - } - else if (actor->momz < 0 && actor->reactiontime) - { - const fixed_t ns = FixedMul(3 * FRACUNIT, actor->scale); - mobj_t *goop; - fixed_t fz = actor->z+actor->height+FixedMul(24*FRACUNIT, actor->scale); - angle_t fa; - INT32 i; - // spray in all 8 directions! - for (i = 0; i < 8; i++) - { - actor->movedir++; - actor->movedir %= NUMDIRS; - fa = (actor->movedir*FINEANGLES/8) & FINEMASK; - - goop = P_SpawnMobj(actor->x, actor->y, fz, actor->info->painchance); - goop->momx = FixedMul(FINECOSINE(fa),ns); - goop->momy = FixedMul(FINESINE(fa),ns); - goop->momz = FixedMul(4*FRACUNIT, actor->scale); - - goop->fuse = 10*TICRATE; - } - actor->reactiontime = 0; // we already shot goop, so don't do it again! - if (actor->info->attacksound) - S_StartAttackSound(actor, actor->info->attacksound); - actor->flags2 |= MF2_JUSTATTACKED; - } -} - -// Function: A_Boss2TakeDamage -// -// Description: Special function for Boss 2 so you can't just sit and destroy him. -// -// var1 = Invincibility duration -// var2 = unused -// -void A_Boss2TakeDamage(mobj_t *actor) -{ - INT32 locvar1 = var1; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss2TakeDamage", actor)) - return; -#endif - A_Pain(actor); - actor->reactiontime = 1; // turn around - if (locvar1 == 0) // old A_Invincibilerize behavior - actor->movecount = TICRATE; - else - actor->movecount = locvar1; // become flashing invulnerable for this long. -} - -// Function: A_Boss7Chase -// -// Description: Like A_Chase, but for Black Eggman -// -// var1 = unused -// var2 = unused -// -void A_Boss7Chase(mobj_t *actor) -{ - INT32 delta; - INT32 i; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss7Chase", actor)) - return; -#endif - - if (actor->z != actor->floorz) - return; - - // Self-adjust if stuck on the edge - if (actor->tracer) - { - if (P_AproxDistance(actor->x - actor->tracer->x, actor->y - actor->tracer->y) > 128*FRACUNIT - actor->radius) - P_InstaThrust(actor, R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y), FRACUNIT); - } - - if (actor->flags2 & MF2_FRET) - { - P_SetMobjState(actor, S_BLACKEGG_DESTROYPLAT1); - S_StartSound(0, sfx_s3k53); - actor->flags2 &= ~MF2_FRET; - return; - } - - // turn towards movement direction if not there yet - if (actor->movedir < NUMDIRS) - { - actor->angle &= (7<<29); - delta = actor->angle - (actor->movedir << 29); - - if (delta > 0) - actor->angle -= ANGLE_45; - else if (delta < 0) - actor->angle += ANGLE_45; - } - - // Is a player on top of us? - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || players[i].spectator) - continue; - - if (!players[i].mo) - continue; - - if (players[i].mo->health <= 0) - continue; - - if (P_AproxDistance(players[i].mo->x - actor->x, players[i].mo->y - actor->y) > actor->radius) - continue; - - if (players[i].mo->z > actor->z + actor->height - 2*FRACUNIT - && players[i].mo->z < actor->z + actor->height + 32*FRACUNIT) - { - // Punch him! - P_SetMobjState(actor, actor->info->meleestate); - S_StartSound(0, sfx_begrnd); // warning sound - return; - } - } - - if (actor->health <= actor->info->damage - && actor->target - && actor->target->player - && (actor->target->player->powers[pw_carry] == CR_GENERIC)) - { - A_FaceTarget(actor); - P_SetMobjState(actor, S_BLACKEGG_SHOOT1); - actor->movecount = TICRATE + P_RandomByte()/2; - return; - } - - if (actor->reactiontime) - actor->reactiontime--; - - if (actor->reactiontime <= 0 && actor->z == actor->floorz) - { - // Here, we'll call P_RandomByte() and decide what kind of attack to do - switch(actor->threshold) - { - case 0: // Lob cannon balls - if (actor->z < 1056*FRACUNIT) - { - A_FaceTarget(actor); - P_SetMobjState(actor, actor->info->xdeathstate); - actor->movecount = 7*TICRATE + P_RandomByte(); - break; - } - actor->threshold++; - /* FALLTHRU */ - case 1: // Chaingun Goop - A_FaceTarget(actor); - P_SetMobjState(actor, S_BLACKEGG_SHOOT1); - - if (actor->health > actor->info->damage) - actor->movecount = TICRATE + P_RandomByte()/3; - else - actor->movecount = TICRATE + P_RandomByte()/2; - break; - case 2: // Homing Missile - A_FaceTarget(actor); - P_SetMobjState(actor, actor->info->missilestate); - S_StartSound(0, sfx_beflap); - break; - } - - actor->threshold++; - actor->threshold %= 3; - return; - } - - // possibly choose another target - if (multiplayer && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) - && P_BossTargetPlayer(actor, false)) - return; // got a new target - - if (leveltime & 1) - { - // chase towards player - if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) - P_NewChaseDir(actor); - } -} - -// Function: A_GoopSplat -// -// Description: Black Eggman goop hits a target and sticks around for awhile. -// -// var1 = unused -// var2 = unused -// -void A_GoopSplat(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_GoopSplat", actor)) - return; -#endif - P_UnsetThingPosition(actor); - if (sector_list) - { - P_DelSeclist(sector_list); - sector_list = NULL; - } - actor->flags = MF_SPECIAL; // Not a typo - P_SetThingPosition(actor); -} - -// Function: A_Boss2PogoSFX -// -// Description: Pogoing for Boss 2 -// -// var1 = pogo jump strength -// var2 = idle pogo speed -// -void A_Boss2PogoSFX(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss2PogoSFX", actor)) - return; -#endif - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - return; - } - - // Boing! - if (P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) < FixedMul(256*FRACUNIT, actor->scale)) - { - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - P_InstaThrust(actor, actor->angle, FixedMul(actor->info->speed, actor->scale)); - // pogo on player - } - else - { - UINT8 prandom = P_RandomByte(); - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) + (P_RandomChance(FRACUNIT/2) ? -prandom : +prandom); - P_InstaThrust(actor, actor->angle, FixedMul(FixedMul(actor->info->speed,(locvar2)), actor->scale)); - } - if (actor->info->activesound) S_StartSound(actor, actor->info->activesound); - actor->momz = FixedMul(locvar1, actor->scale); // Bounce up in air - actor->reactiontime = 1; -} - -// Function: A_Boss2PogoTarget -// -// Description: Pogoing for Boss 2, tries to actually land on the player directly. -// -// var1 = pogo jump strength -// var2 = idle pogo speed -// -void A_Boss2PogoTarget(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss2PogoTarget", actor)) - return; -#endif - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE) || (actor->target->player && actor->target->player->powers[pw_flashing]) - || P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) >= FixedMul(512*FRACUNIT, actor->scale)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 512*FRACUNIT)) - ; // got a new target - else if (P_LookForPlayers(actor, true, false, 0)) - ; // got a new target - else - return; - } - - // Target hit, retreat! - if (actor->target->player->powers[pw_flashing] > TICRATE || actor->flags2 & MF2_FRET) - { - UINT8 prandom = P_RandomByte(); - actor->z++; // unstick from the floor - actor->momz = FixedMul(locvar1, actor->scale); // Bounce up in air - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) + (P_RandomChance(FRACUNIT/2) ? -prandom : +prandom); // Pick a direction, and randomize it. - P_InstaThrust(actor, actor->angle+ANGLE_180, FixedMul(FixedMul(actor->info->speed,(locvar2)), actor->scale)); // Move at wandering speed - } - // Try to land on top of the player. - else if (P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) < FixedMul(512*FRACUNIT, actor->scale)) - { - fixed_t airtime, gravityadd, zoffs; - - // check gravity in the sector (for later math) - P_CheckGravity(actor, true); - gravityadd = actor->momz; - - actor->z++; // unstick from the floor - actor->momz = FixedMul(locvar1 + (locvar1>>2), actor->scale); // Bounce up in air - - /*badmath = 0; - airtime = 0; - do { - badmath += momz; - momz += gravityadd; - airtime++; - } while(badmath > 0); - airtime = 2*airtime<momz<<1, gravityadd)<<1; // going from 0 to 0 is much simpler - zoffs = (P_GetPlayerHeight(actor->target->player)>>1) + (actor->target->floorz - actor->floorz); // offset by the difference in floor height plus half the player height, - airtime = FixedDiv((-actor->momz - FixedSqrt(FixedMul(actor->momz,actor->momz)+zoffs)), gravityadd)<<1; // to try and land on their head rather than on their feet - - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - P_InstaThrust(actor, actor->angle, FixedDiv(P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y), airtime)); - } - // Wander semi-randomly towards the player to get closer. - else - { - UINT8 prandom = P_RandomByte(); - actor->z++; // unstick from the floor - actor->momz = FixedMul(locvar1, actor->scale); // Bounce up in air - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) + (P_RandomChance(FRACUNIT/2) ? -prandom : +prandom); // Pick a direction, and randomize it. - P_InstaThrust(actor, actor->angle, FixedMul(FixedMul(actor->info->speed,(locvar2)), actor->scale)); // Move at wandering speed - } - // Boing! - if (actor->info->activesound) S_StartSound(actor, actor->info->activesound); - - if (actor->info->missilestate) // spawn the pogo stick collision box - { - mobj_t *pogo = P_SpawnMobj(actor->x, actor->y, actor->z - mobjinfo[actor->info->missilestate].height, (mobjtype_t)actor->info->missilestate); - pogo->target = actor; - } - - actor->reactiontime = 1; -} - -// Function: A_EggmanBox -// -// Description: Harms the player -// -// var1 = unused -// var2 = unused -// -void A_EggmanBox(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_EggmanBox", actor)) - return; -#endif - if (!actor->target || !actor->target->player) - { - CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); - return; - } - - P_DamageMobj(actor->target, actor, actor, 1, 0); // Ow! -} - -// Function: A_TurretFire -// -// Description: Initiates turret fire. -// -// var1 = object # to repeatedly fire -// var2 = distance threshold -// -void A_TurretFire(mobj_t *actor) -{ - INT32 count = 0; - fixed_t dist; - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_TurretFire", actor)) - return; -#endif - - if (locvar2) - dist = FixedMul(locvar2*FRACUNIT, actor->scale); - else - dist = FixedMul(2048*FRACUNIT, actor->scale); - - if (!locvar1) - locvar1 = MT_TURRETLASER; - - while (P_SupermanLook4Players(actor) && count < MAXPLAYERS) - { - if (P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) < dist) - { - actor->flags2 |= MF2_FIRING; - actor->extravalue1 = locvar1; - break; - } - - count++; - } -} - -// Function: A_SuperTurretFire -// -// Description: Initiates turret fire that even stops Super Sonic. -// -// var1 = object # to repeatedly fire -// var2 = distance threshold -// -void A_SuperTurretFire(mobj_t *actor) -{ - INT32 count = 0; - fixed_t dist; - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SuperTurretFire", actor)) - return; -#endif - - if (locvar2) - dist = FixedMul(locvar2*FRACUNIT, actor->scale); - else - dist = FixedMul(2048*FRACUNIT, actor->scale); - - if (!locvar1) - locvar1 = MT_TURRETLASER; - - while (P_SupermanLook4Players(actor) && count < MAXPLAYERS) - { - if (P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) < dist) - { - actor->flags2 |= MF2_FIRING; - actor->flags2 |= MF2_SUPERFIRE; - actor->extravalue1 = locvar1; - break; - } - - count++; - } -} - -// Function: A_TurretStop -// -// Description: Stops the turret fire. -// -// var1 = Don't play activesound? -// var2 = unused -// -void A_TurretStop(mobj_t *actor) -{ - INT32 locvar1 = var1; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_TurretStop", actor)) - return; -#endif - - actor->flags2 &= ~MF2_FIRING; - actor->flags2 &= ~MF2_SUPERFIRE; - - if (actor->target && actor->info->activesound && !locvar1) - S_StartSound(actor, actor->info->activesound); -} - -// Function: A_SparkFollow -// -// Description: Used by the hyper sparks to rotate around their target. -// -// var1 = unused -// var2 = unused -// -void A_SparkFollow(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SparkFollow", actor)) - return; -#endif - - if ((!actor->target || (actor->target->health <= 0)) - || (actor->target->player && !actor->target->player->powers[pw_super])) - { - P_RemoveMobj(actor); - return; - } - - actor->angle += FixedAngle(actor->info->damage*FRACUNIT); - P_UnsetThingPosition(actor); - { - const angle_t fa = actor->angle>>ANGLETOFINESHIFT; - actor->x = actor->target->x + FixedMul(FINECOSINE(fa),FixedMul(actor->info->speed, actor->scale)); - actor->y = actor->target->y + FixedMul(FINESINE(fa),FixedMul(actor->info->speed, actor->scale)); - if (actor->target->eflags & MFE_VERTICALFLIP) - actor->z = actor->target->z + actor->target->height - FixedDiv(actor->target->height,3*FRACUNIT); - else - actor->z = actor->target->z + FixedDiv(actor->target->height,3*FRACUNIT) - actor->height; - } - P_SetThingPosition(actor); -} - -// Function: A_BuzzFly -// -// Description: Makes an object slowly fly after a player, in the manner of a Buzz. -// -// var1 = sfx to play -// var2 = length of sfx, set to threshold if played -// -void A_BuzzFly(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BuzzFly", actor)) - return; -#endif - if (actor->flags2 & MF2_AMBUSH) - return; - - if (actor->reactiontime) - actor->reactiontime--; - - // modify target threshold - if (actor->threshold) - { - if (!actor->target || actor->target->health <= 0) - actor->threshold = 0; - else - actor->threshold--; - } - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - actor->momz = actor->momy = actor->momx = 0; - P_SetMobjState(actor, actor->info->spawnstate); - return; - } - - // turn towards movement direction if not there yet - actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - - if (actor->target->health <= 0 || (!actor->threshold && !P_CheckSight(actor, actor->target))) - { - if ((multiplayer || netgame) && P_LookForPlayers(actor, true, false, FixedMul(3072*FRACUNIT, actor->scale))) - return; // got a new target - - actor->momx = actor->momy = actor->momz = 0; - P_SetMobjState(actor, actor->info->spawnstate); // Go back to looking around - return; - } - - // If the player is over 3072 fracunits away, then look for another player - if (P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), - actor->target->z - actor->z) > FixedMul(3072*FRACUNIT, actor->scale)) - { - if (multiplayer || netgame) - P_LookForPlayers(actor, true, false, FixedMul(3072*FRACUNIT, actor->scale)); // maybe get a new target - - return; - } - - // chase towards player - { - INT32 dist, realspeed; - const fixed_t mf = 5*(FRACUNIT/4); - - if (ultimatemode) - realspeed = FixedMul(FixedMul(actor->info->speed,mf), actor->scale); - else - realspeed = FixedMul(actor->info->speed, actor->scale); - - dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, - actor->target->y - actor->y), actor->target->z - actor->z); - - if (dist < 1) - dist = 1; - - actor->momx = FixedMul(FixedDiv(actor->target->x - actor->x, dist), realspeed); - actor->momy = FixedMul(FixedDiv(actor->target->y - actor->y, dist), realspeed); - actor->momz = FixedMul(FixedDiv(actor->target->z - actor->z, dist), realspeed); - - if (actor->z+actor->momz >= actor->waterbottom && actor->watertop > actor->floorz - && actor->z+actor->momz > actor->watertop - FixedMul(256*FRACUNIT, actor->scale) - && actor->z+actor->momz <= actor->watertop) - { - actor->momz = 0; - actor->z = actor->watertop; - } - } - - if (locvar1 != sfx_None && !actor->threshold) - { - S_StartSound(actor, locvar1); - actor->threshold = locvar2; - } -} - -// Function: A_GuardChase -// -// Description: Modified A_Chase for Egg Guard -// -// var1 = unused -// var2 = unused -// -void A_GuardChase(mobj_t *actor) -{ - INT32 delta; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_GuardChase", actor)) - return; -#endif - - if (actor->reactiontime) - actor->reactiontime--; - - if (actor->threshold != 42) // In formation... - { - fixed_t speed; - - if (!actor->tracer || !actor->tracer->health) - { - P_SetTarget(&actor->tracer, NULL); - actor->threshold = 42; - P_SetMobjState(actor, actor->info->painstate); - actor->flags |= MF_SPECIAL|MF_SHOOTABLE; - return; - } - - speed = actor->extravalue1*actor->scale; - - if (actor->flags2 & MF2_AMBUSH) - speed <<= 1; - - if (speed - && !P_TryMove(actor, - actor->x + P_ReturnThrustX(actor, actor->angle, speed), - actor->y + P_ReturnThrustY(actor, actor->angle, speed), - false) - && speed > 0) // can't be the same check as previous so that P_TryMove gets to happen. - { - if (actor->spawnpoint && ((actor->spawnpoint->options & (MTF_EXTRA|MTF_OBJECTSPECIAL)) == MTF_OBJECTSPECIAL)) - actor->angle += ANGLE_90; - else if (actor->spawnpoint && ((actor->spawnpoint->options & (MTF_EXTRA|MTF_OBJECTSPECIAL)) == MTF_EXTRA)) - actor->angle -= ANGLE_90; - else - actor->angle += ANGLE_180; - } - - if (actor->extravalue1 < actor->info->speed) - actor->extravalue1++; - } - else // Break ranks! - { - // turn towards movement direction if not there yet - if (actor->movedir < NUMDIRS) - { - actor->angle &= (7<<29); - delta = actor->angle - (actor->movedir << 29); - - if (delta > 0) - actor->angle -= ANGLE_45; - else if (delta < 0) - actor->angle += ANGLE_45; - } - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - P_SetMobjStateNF(actor, actor->info->spawnstate); - return; - } - - // possibly choose another target - if (multiplayer && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) - && P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - // chase towards player - if (--actor->movecount < 0 || !P_Move(actor, (actor->flags2 & MF2_AMBUSH) ? actor->info->speed * 2 : actor->info->speed)) - { - P_NewChaseDir(actor); - actor->movecount += 5; // Increase tics before change in direction allowed. - } - } - - // Now that we've moved, its time for our shield to move! - // Otherwise it'll never act as a proper overlay. - if (actor->tracer && actor->tracer->state - && actor->tracer->state->action.acp1) - { - var1 = actor->tracer->state->var1, var2 = actor->tracer->state->var2; - actor->tracer->state->action.acp1(actor->tracer); - } -} - -// Function: A_EggShield -// -// Description: Modified A_Chase for Egg Guard's shield -// -// var1 = unused -// var2 = unused -// -void A_EggShield(mobj_t *actor) -{ - INT32 i; - player_t *player; - fixed_t blockdist; - fixed_t newx, newy; - fixed_t movex, movey; - angle_t angle; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_EggShield", actor)) - return; -#endif - - if (!actor->target || !actor->target->health) - { - P_RemoveMobj(actor); - return; - } - - newx = actor->target->x + P_ReturnThrustX(actor, actor->target->angle, FixedMul(FRACUNIT, actor->scale)); - newy = actor->target->y + P_ReturnThrustY(actor, actor->target->angle, FixedMul(FRACUNIT, actor->scale)); - - movex = newx - actor->x; - movey = newy - actor->y; - - actor->angle = actor->target->angle; - if (actor->target->eflags & MFE_VERTICALFLIP) - { - actor->eflags |= MFE_VERTICALFLIP; - actor->z = actor->target->z + actor->target->height - actor->height; - } - else - actor->z = actor->target->z; - - actor->destscale = actor->target->destscale; - P_SetScale(actor, actor->target->scale); - - actor->floorz = actor->target->floorz; - actor->ceilingz = actor->target->ceilingz; - - if (!movex && !movey) - return; - - P_UnsetThingPosition(actor); - actor->x = newx; - actor->y = newy; - P_SetThingPosition(actor); - - // Search for players to push - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || players[i].spectator) - continue; - - player = &players[i]; - - if (!player->mo) - continue; - - if (player->mo->z > actor->z + actor->height) - continue; - - if (player->mo->z + player->mo->height < actor->z) - continue; - - blockdist = actor->radius + player->mo->radius; - - if (abs(actor->x - player->mo->x) >= blockdist || abs(actor->y - player->mo->y) >= blockdist) - continue; // didn't hit it - - angle = R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y) - actor->angle; - - if (angle > ANGLE_90 && angle < ANGLE_270) - continue; - - // Blocked by the shield - player->mo->momx += movex; - player->mo->momy += movey; - return; - } -} - - -// Function: A_SetReactionTime -// -// Description: Sets the object's reaction time. -// -// var1 = 1 (use value in var2); 0 (use info table value) -// var2 = if var1 = 1, then value to set -// -void A_SetReactionTime(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetReactionTime", actor)) - return; -#endif - if (var1) - actor->reactiontime = var2; - else - actor->reactiontime = actor->info->reactiontime; -} - -// Function: A_Boss1Spikeballs -// -// Description: Boss 1 spikeball spawning loop. -// -// var1 = ball number -// var2 = total balls -// -void A_Boss1Spikeballs(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *ball; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss1Spikeballs", actor)) - return; -#endif - - ball = P_SpawnMobj(actor->x, actor->y, actor->z, MT_EGGMOBILE_BALL); - P_SetTarget(&ball->target, actor); - ball->movedir = FixedAngle(FixedMul(FixedDiv(locvar1<threshold = ball->radius + actor->radius + ball->info->painchance; - - S_StartSound(ball, ball->info->seesound); - var1 = ball->state->var1, var2 = ball->state->var2; - ball->state->action.acp1(ball); -} - -// Function: A_Boss3TakeDamage -// -// Description: Called when Boss 3 takes damage. -// -// var1 = movecount value -// var2 = unused -// -void A_Boss3TakeDamage(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss3TakeDamage", actor)) - return; -#endif - actor->movecount = var1; - - if (actor->target && actor->target->spawnpoint) - actor->threshold = actor->target->spawnpoint->extrainfo; -} - -// Function: A_Boss3Path -// -// Description: Does pathfinding along Boss 3's nodes. -// -// var1 = unused -// var2 = unused -// -void A_Boss3Path(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss3Path", actor)) - return; -#endif - - if (actor->tracer && actor->tracer->health && actor->tracer->movecount) - actor->movecount |= 1; - else if (actor->movecount & 1) - actor->movecount = 0; - - if (actor->movecount & 2) // We've reached a firing point? - { - // Wait here and pretend to be angry or something. - actor->momx = 0; - actor->momy = 0; - actor->momz = 0; - P_SetTarget(&actor->target, actor->tracer->target); - var1 = 0, var2 = 0; - A_FaceTarget(actor); - if (actor->tracer->state == &states[actor->tracer->info->missilestate]) - P_SetMobjState(actor, actor->info->missilestate); - return; - } - else if (actor->threshold >= 0) // Traveling mode - { - thinker_t *th; - mobj_t *mo2; - fixed_t dist, dist2; - fixed_t speed; - - P_SetTarget(&actor->target, NULL); - - // scan the thinkers - // to find a point that matches - // the number - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; - - mo2 = (mobj_t *)th; - if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && mo2->spawnpoint->angle == actor->threshold) - { - P_SetTarget(&actor->target, mo2); - break; - } - } - - if (!actor->target) // Should NEVER happen - { - CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy was unable to find specified waypoint: %d\n", actor->threshold); - return; - } - - dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z - actor->z); - - if (dist < 1) - dist = 1; - - if (actor->tracer && ((actor->tracer->movedir) - || (actor->tracer->health <= actor->tracer->info->damage))) - speed = actor->info->speed * 2; - else - speed = actor->info->speed; - - actor->momx = FixedMul(FixedDiv(actor->target->x - actor->x, dist), speed); - actor->momy = FixedMul(FixedDiv(actor->target->y - actor->y, dist), speed); - actor->momz = FixedMul(FixedDiv(actor->target->z - actor->z, dist), speed); - - if (actor->momx != 0 || actor->momy != 0) - actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); - - dist2 = P_AproxDistance(P_AproxDistance(actor->target->x - (actor->x + actor->momx), actor->target->y - (actor->y + actor->momy)), actor->target->z - (actor->z + actor->momz)); - - if (dist2 < 1) - dist2 = 1; - - if ((dist >> FRACBITS) <= (dist2 >> FRACBITS)) - { - // If further away, set XYZ of mobj to waypoint location - P_UnsetThingPosition(actor); - actor->x = actor->target->x; - actor->y = actor->target->y; - actor->z = actor->target->z; - actor->momx = actor->momy = actor->momz = 0; - P_SetThingPosition(actor); - - if (actor->threshold == 0) - { - P_RemoveMobj(actor); // Cycle completed. Dummy removed. - return; - } - - // Set to next waypoint in sequence - if (actor->target->spawnpoint) - { - // From the center point, choose one of the five paths - if (actor->target->spawnpoint->angle == 0) - { - P_RemoveMobj(actor); // Cycle completed. Dummy removed. - return; - } - else - actor->threshold = actor->target->spawnpoint->extrainfo; - - // If the deaf flag is set, go into firing mode - if (actor->target->spawnpoint->options & MTF_AMBUSH) - actor->movecount |= 2; - } - else // This should never happen, as well - CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy waypoint has no spawnpoint associated with it.\n"); - } - } -} - -// Function: A_LinedefExecute -// -// Description: Object's location is used to set the calling sector. The tag used is var1. Optionally, if var2 is set, the actor's angle (multiplied by var2) is added to the tag number as well. -// -// var1 = tag -// var2 = add angle to tag (optional) -// -void A_LinedefExecute(mobj_t *actor) -{ - INT32 tagnum; - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_LinedefExecute", actor)) - return; -#endif - - tagnum = locvar1; - // state numbers option is no more, custom states cannot be guaranteed to stay the same number anymore, now that they can be defined by names instead - - if (locvar2) - tagnum += locvar2*(AngleFixed(actor->angle)>>FRACBITS); - - CONS_Debug(DBG_GAMELOGIC, "A_LinedefExecute: Running mobjtype %d's sector with tag %d\n", actor->type, tagnum); - - // tag 32768 displayed in map editors is actually tag -32768, tag 32769 is -32767, 65535 is -1 etc. - P_LinedefExecute((INT16)tagnum, actor, actor->subsector->sector); -} - -// Function: A_PlaySeeSound -// -// Description: Plays the object's seesound. -// -// var1 = unused -// var2 = unused -// -void A_PlaySeeSound(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_PlaySeeSound", actor)) - return; -#endif - if (actor->info->seesound) - S_StartScreamSound(actor, actor->info->seesound); -} - -// Function: A_PlayAttackSound -// -// Description: Plays the object's attacksound. -// -// var1 = unused -// var2 = unused -// -void A_PlayAttackSound(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_PlayAttackSound", actor)) - return; -#endif - if (actor->info->attacksound) - S_StartAttackSound(actor, actor->info->attacksound); -} - -// Function: A_PlayActiveSound -// -// Description: Plays the object's activesound. -// -// var1 = unused -// var2 = unused -// -void A_PlayActiveSound(mobj_t *actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_PlayActiveSound", actor)) - return; -#endif - if (actor->info->activesound) - S_StartSound(actor, actor->info->activesound); -} - -// Function: A_SmokeTrailer -// -// Description: Adds smoke trails to an object. -// -// var1 = object # to spawn as smoke -// var2 = unused -// -void A_SmokeTrailer(mobj_t *actor) -{ - mobj_t *th; - INT32 locvar1 = var1; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SmokeTrailer", actor)) - return; -#endif - - if (leveltime % 4) - return; - - // add the smoke behind the rocket - if (actor->eflags & MFE_VERTICALFLIP) - { - th = P_SpawnMobj(actor->x-actor->momx, actor->y-actor->momy, actor->z + actor->height - FixedMul(mobjinfo[locvar1].height, actor->scale), locvar1); - th->flags2 |= MF2_OBJECTFLIP; - } - else - th = P_SpawnMobj(actor->x-actor->momx, actor->y-actor->momy, actor->z, locvar1); - P_SetObjectMomZ(th, FRACUNIT, false); - th->destscale = actor->scale; - P_SetScale(th, actor->scale); - th->tics -= P_RandomByte() & 3; - if (th->tics < 1) - th->tics = 1; -} - -// Function: A_SpawnObjectAbsolute -// -// Description: Spawns an object at an absolute position -// -// var1: -// var1 >> 16 = x -// var1 & 65535 = y -// var2: -// var2 >> 16 = z -// var2 & 65535 = type -// -void A_SpawnObjectAbsolute(mobj_t *actor) -{ - INT16 x, y, z; // Want to be sure we can use negative values - mobjtype_t type; - mobj_t *mo; - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SpawnObjectAbsolute", actor)) - return; -#endif - - x = (INT16)(locvar1>>16); - y = (INT16)(locvar1&65535); - z = (INT16)(locvar2>>16); - type = (mobjtype_t)(locvar2&65535); - - mo = P_SpawnMobj(x<angle = actor->angle; - - if (actor->eflags & MFE_VERTICALFLIP) - mo->flags2 |= MF2_OBJECTFLIP; -} - -// Function: A_SpawnObjectRelative -// -// Description: Spawns an object relative to the location of the actor -// -// var1: -// var1 >> 16 = x -// var1 & 65535 = y -// var2: -// var2 >> 16 = z -// var2 & 65535 = type -// -void A_SpawnObjectRelative(mobj_t *actor) -{ - INT16 x, y, z; // Want to be sure we can use negative values - mobjtype_t type; - mobj_t *mo; - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SpawnObjectRelative", actor)) - return; -#endif - - CONS_Debug(DBG_GAMELOGIC, "A_SpawnObjectRelative called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); - - x = (INT16)(locvar1>>16); - y = (INT16)(locvar1&65535); - z = (INT16)(locvar2>>16); - type = (mobjtype_t)(locvar2&65535); - - // Spawn objects correctly in reverse gravity. - // NOTE: Doing actor->z + actor->height is the bottom of the object while the object has reverse gravity. - Flame - mo = P_SpawnMobj(actor->x + FixedMul(x<scale), - actor->y + FixedMul(y<scale), - (actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[type].height) - FixedMul(z<scale)) : (actor->z + FixedMul(z<scale)), type); - - // Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn - mo->angle = actor->angle; - - if (actor->eflags & MFE_VERTICALFLIP) - mo->flags2 |= MF2_OBJECTFLIP; - -} - -// Function: A_ChangeAngleRelative -// -// Description: Changes the angle to a random relative value between the min and max. Set min and max to the same value to eliminate randomness -// -// var1 = min -// var2 = max -// -void A_ChangeAngleRelative(mobj_t *actor) -{ - // Oh god, the old code /sucked/. Changed this and the absolute version to get a random range using amin and amax instead of - // getting a random angle from the _entire_ spectrum and then clipping. While we're at it, do the angle conversion to the result - // rather than the ranges, so <0 and >360 work as possible values. -Red - INT32 locvar1 = var1; - INT32 locvar2 = var2; - //angle_t angle = (P_RandomByte()+1)<<24; - const fixed_t amin = locvar1*FRACUNIT; - const fixed_t amax = locvar2*FRACUNIT; - //const angle_t amin = FixedAngle(locvar1*FRACUNIT); - //const angle_t amax = FixedAngle(locvar2*FRACUNIT); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ChangeAngleRelative", actor)) - return; -#endif - -#ifdef PARANOIA - if (amin > amax) - I_Error("A_ChangeAngleRelative: var1 is greater then var2"); -#endif -/* - if (angle < amin) - angle = amin; - if (angle > amax) - angle = amax;*/ - - actor->angle += FixedAngle(P_RandomRange(amin, amax)); -} - -// Function: A_ChangeAngleAbsolute -// -// Description: Changes the angle to a random absolute value between the min and max. Set min and max to the same value to eliminate randomness -// -// var1 = min -// var2 = max -// -void A_ChangeAngleAbsolute(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - //angle_t angle = (P_RandomByte()+1)<<24; - const fixed_t amin = locvar1*FRACUNIT; - const fixed_t amax = locvar2*FRACUNIT; - //const angle_t amin = FixedAngle(locvar1*FRACUNIT); - //const angle_t amax = FixedAngle(locvar2*FRACUNIT); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ChangeAngleAbsolute", actor)) - return; -#endif - -#ifdef PARANOIA - if (amin > amax) - I_Error("A_ChangeAngleAbsolute: var1 is greater then var2"); -#endif -/* - if (angle < amin) - angle = amin; - if (angle > amax) - angle = amax;*/ - - actor->angle = FixedAngle(P_RandomRange(amin, amax)); -} - -// Function: A_PlaySound -// -// Description: Plays a sound -// -// var1 = sound # to play -// var2: -// 0 = Play sound without an origin -// 1 = Play sound using calling object as origin -// -void A_PlaySound(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_PlaySound", actor)) - return; -#endif - - S_StartSound(locvar2 ? actor : NULL, locvar1); -} - -// Function: A_FindTarget -// -// Description: Finds the nearest/furthest mobj of the specified type and sets actor->target to it. -// -// var1 = mobj type -// var2 = if (0) nearest; else furthest; -// -void A_FindTarget(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *targetedmobj = NULL; - thinker_t *th; - mobj_t *mo2; - fixed_t dist1 = 0, dist2 = 0; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FindTarget", actor)) - return; -#endif - - CONS_Debug(DBG_GAMELOGIC, "A_FindTarget called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); - - // scan the thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; - - mo2 = (mobj_t *)th; - - if (mo2->type == (mobjtype_t)locvar1) - { - if (mo2->player && (mo2->player->spectator || mo2->player->pflags & PF_INVIS)) - continue; // Ignore spectators - if ((mo2->player || mo2->flags & MF_ENEMY) && mo2->health <= 0) - continue; // Ignore dead things - if (targetedmobj == NULL) - { - targetedmobj = mo2; - dist2 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); - } - else - { - dist1 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); - - if ((!locvar2 && dist1 < dist2) || (locvar2 && dist1 > dist2)) - { - targetedmobj = mo2; - dist2 = dist1; - } - } - } - } - - if (!targetedmobj) - { - CONS_Debug(DBG_GAMELOGIC, "A_FindTarget: Unable to find the specified object to target.\n"); - return; // Oops, nothing found.. - } - - CONS_Debug(DBG_GAMELOGIC, "A_FindTarget: Found a target.\n"); - - P_SetTarget(&actor->target, targetedmobj); -} - -// Function: A_FindTracer -// -// Description: Finds the nearest/furthest mobj of the specified type and sets actor->tracer to it. -// -// var1 = mobj type -// var2 = if (0) nearest; else furthest; -// -void A_FindTracer(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *targetedmobj = NULL; - thinker_t *th; - mobj_t *mo2; - fixed_t dist1 = 0, dist2 = 0; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FindTracer", actor)) - return; -#endif - - CONS_Debug(DBG_GAMELOGIC, "A_FindTracer called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); - - // scan the thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; - - mo2 = (mobj_t *)th; - - if (mo2->type == (mobjtype_t)locvar1) - { - if (mo2->player && (mo2->player->spectator || mo2->player->pflags & PF_INVIS)) - continue; // Ignore spectators - if ((mo2->player || mo2->flags & MF_ENEMY) && mo2->health <= 0) - continue; // Ignore dead things - if (targetedmobj == NULL) - { - targetedmobj = mo2; - dist2 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); - } - else - { - dist1 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); - - if ((!locvar2 && dist1 < dist2) || (locvar2 && dist1 > dist2)) - { - targetedmobj = mo2; - dist2 = dist1; - } - } - } - } - - if (!targetedmobj) - { - CONS_Debug(DBG_GAMELOGIC, "A_FindTracer: Unable to find the specified object to target.\n"); - return; // Oops, nothing found.. - } - - CONS_Debug(DBG_GAMELOGIC, "A_FindTracer: Found a target.\n"); - - P_SetTarget(&actor->tracer, targetedmobj); -} - -// Function: A_SetTics -// -// Description: Sets the animation tics of an object -// -// var1 = tics to set to -// var2 = if this is set, and no var1 is supplied, the mobj's threshold value will be used. -// -void A_SetTics(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetTics", actor)) - return; -#endif - - if (locvar1) - actor->tics = locvar1; - else if (locvar2) - actor->tics = actor->threshold; -} - -// Function: A_SetRandomTics -// -// Description: Sets the animation tics of an object to a random value -// -// var1 = lower bound -// var2 = upper bound -// -void A_SetRandomTics(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetRandomTics", actor)) - return; -#endif - - actor->tics = P_RandomRange(locvar1, locvar2); -} - -// Function: A_ChangeColorRelative -// -// Description: Changes the color of an object -// -// var1 = if (var1 > 0), find target and add its color value to yours -// var2 = if (var1 = 0), color value to add -// -void A_ChangeColorRelative(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ChangeColorRelative", actor)) - return; -#endif - - if (locvar1) - { - // Have you ever seen anything so hideous? - if (actor->target) - actor->color = (UINT8)(actor->color + actor->target->color); - } - else - actor->color = (UINT8)(actor->color + locvar2); -} - -// Function: A_ChangeColorAbsolute -// -// Description: Changes the color of an object by an absolute value. Note: 0 is default colormap. -// -// var1 = if (var1 > 0), set your color to your target's color -// var2 = if (var1 = 0), color value to set to -// -void A_ChangeColorAbsolute(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ChangeColorAbsolute", actor)) - return; -#endif - - if (locvar1) - { - if (actor->target) - actor->color = actor->target->color; - } - else - actor->color = (UINT8)locvar2; -} - -// Function: A_MoveRelative -// -// Description: Moves an object (wrapper for P_Thrust) -// -// var1 = angle -// var2 = force -// -void A_MoveRelative(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MoveRelative", actor)) - return; -#endif - - P_Thrust(actor, actor->angle+FixedAngle(locvar1*FRACUNIT), FixedMul(locvar2*FRACUNIT, actor->scale)); -} - -// Function: A_MoveAbsolute -// -// Description: Moves an object (wrapper for P_InstaThrust) -// -// var1 = angle -// var2 = force -// -void A_MoveAbsolute(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MoveAbsolute", actor)) - return; -#endif - - P_InstaThrust(actor, FixedAngle(locvar1*FRACUNIT), FixedMul(locvar2*FRACUNIT, actor->scale)); -} - -// Function: A_Thrust -// -// Description: Pushes the object horizontally at its current angle. -// -// var1 = amount of force -// var2 = If 1, xy momentum is lost. If 0, xy momentum is kept -// -void A_Thrust(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Thrust", actor)) - return; -#endif - - if (!locvar1) - CONS_Debug(DBG_GAMELOGIC, "A_Thrust: Var1 not specified!\n"); - - if (locvar2) - P_InstaThrust(actor, actor->angle, FixedMul(locvar1*FRACUNIT, actor->scale)); - else - P_Thrust(actor, actor->angle, FixedMul(locvar1*FRACUNIT, actor->scale)); -} - -// Function: A_ZThrust -// -// Description: Pushes the object up or down. -// -// var1 = amount of force -// var2: -// lower 16 bits = If 1, xy momentum is lost. If 0, xy momentum is kept -// upper 16 bits = If 1, z momentum is lost. If 0, z momentum is kept -// -void A_ZThrust(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ZThrust", actor)) - return; -#endif - - if (!locvar1) - CONS_Debug(DBG_GAMELOGIC, "A_ZThrust: Var1 not specified!\n"); - - if (locvar2 & 65535) - actor->momx = actor->momy = 0; - - if (actor->eflags & MFE_VERTICALFLIP) - actor->z--; - else - actor->z++; - - P_SetObjectMomZ(actor, locvar1*FRACUNIT, !(locvar2 >> 16)); -} - -// Function: A_SetTargetsTarget -// -// Description: Sets your target to the object who your target is targeting. Yikes! If it happens to be NULL, you're just out of luck. -// -// var1: (Your target) -// 0 = target -// 1 = tracer -// var2: (Your target's target) -// 0 = target/tracer's target -// 1 = target/tracer's tracer -// -void A_SetTargetsTarget(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *oldtarg = NULL, *newtarg = NULL; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetTargetsTarget", actor)) - return; -#endif - - // actor's target - if (locvar1) // or tracer - oldtarg = actor->tracer; - else - oldtarg = actor->target; - - if (P_MobjWasRemoved(oldtarg)) - return; - - // actor's target's target! - if (locvar2) // or tracer - newtarg = oldtarg->tracer; - else - newtarg = oldtarg->target; - - if (P_MobjWasRemoved(newtarg)) - return; - - // set actor's new target - if (locvar1) // or tracer - P_SetTarget(&actor->tracer, newtarg); - else - P_SetTarget(&actor->target, newtarg); -} - -// Function: A_SetObjectFlags -// -// Description: Sets the flags of an object -// -// var1 = flag value to set -// var2: -// if var2 == 2, add the flag to the current flags -// else if var2 == 1, remove the flag from the current flags -// else if var2 == 0, set the flags to the exact value -// -void A_SetObjectFlags(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - boolean unlinkthings = false; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetObjectFlags", actor)) - return; -#endif - - if (locvar2 == 2) - locvar1 = actor->flags | locvar1; - else if (locvar2 == 1) - locvar1 = actor->flags & ~locvar1; - - if ((UINT32)(locvar1 & (MF_NOBLOCKMAP|MF_NOSECTOR)) != (actor->flags & (MF_NOBLOCKMAP|MF_NOSECTOR))) // Blockmap/sector status has changed, so reset the links - unlinkthings = true; - - if (unlinkthings) { - P_UnsetThingPosition(actor); - if (sector_list) - { - P_DelSeclist(sector_list); - sector_list = NULL; - } - } - - actor->flags = locvar1; - - if (unlinkthings) - P_SetThingPosition(actor); -} - -// Function: A_SetObjectFlags2 -// -// Description: Sets the flags2 of an object -// -// var1 = flag value to set -// var2: -// if var2 == 2, add the flag to the current flags -// else if var2 == 1, remove the flag from the current flags -// else if var2 == 0, set the flags to the exact value -// -void A_SetObjectFlags2(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetObjectFlags2", actor)) - return; -#endif - - if (locvar2 == 2) - actor->flags2 |= locvar1; - else if (locvar2 == 1) - actor->flags2 &= ~locvar1; - else - actor->flags2 = locvar1; -} - -// Function: A_BossJetFume -// -// Description: Spawns jet fumes/other attachment miscellany for the boss. To only be used when he is spawned. -// -// var1: -// 0 - Triple jet fume pattern -// 1 - Boss 3's propeller -// 2 - Metal Sonic jet fume -// 3 - Boss 4 jet flame -// var2 = unused -// -void A_BossJetFume(mobj_t *actor) -{ - mobj_t *filler; - INT32 locvar1 = var1; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BossJetFume", actor)) - return; -#endif - - if (locvar1 == 0) // Boss1 jet fumes - { - fixed_t jetx, jety, jetz; - - jetx = actor->x + P_ReturnThrustX(actor, actor->angle, -FixedMul(64*FRACUNIT, actor->scale)); - jety = actor->y + P_ReturnThrustY(actor, actor->angle, -FixedMul(64*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - jetz = actor->z + actor->height - FixedMul(38*FRACUNIT + mobjinfo[MT_JETFUME1].height, actor->scale); - else - jetz = actor->z + FixedMul(38*FRACUNIT, actor->scale); - - filler = P_SpawnMobj(jetx, jety, jetz, MT_JETFUME1); - P_SetTarget(&filler->target, actor); - filler->destscale = actor->scale; - P_SetScale(filler, filler->destscale); - if (actor->eflags & MFE_VERTICALFLIP) - filler->flags2 |= MF2_OBJECTFLIP; - filler->fuse = 56; - - if (actor->eflags & MFE_VERTICALFLIP) - jetz = actor->z + actor->height - FixedMul(12*FRACUNIT + mobjinfo[MT_JETFUME1].height, actor->scale); - else - jetz = actor->z + FixedMul(12*FRACUNIT, actor->scale); - - filler = P_SpawnMobj(jetx + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(24*FRACUNIT, actor->scale)), - jety + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(24*FRACUNIT, actor->scale)), - jetz, MT_JETFUME1); - P_SetTarget(&filler->target, actor); - filler->destscale = actor->scale; - P_SetScale(filler, filler->destscale); - if (actor->eflags & MFE_VERTICALFLIP) - filler->flags2 |= MF2_OBJECTFLIP; - filler->fuse = 57; - - filler = P_SpawnMobj(jetx + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(24*FRACUNIT, actor->scale)), - jety + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(24*FRACUNIT, actor->scale)), - jetz, MT_JETFUME1); - P_SetTarget(&filler->target, actor); - filler->destscale = actor->scale; - P_SetScale(filler, filler->destscale); - if (actor->eflags & MFE_VERTICALFLIP) - filler->flags2 |= MF2_OBJECTFLIP; - filler->fuse = 58; - - P_SetTarget(&actor->tracer, filler); - } - else if (locvar1 == 1) // Boss 3 propeller - { - fixed_t jetx, jety, jetz; - - jetx = actor->x + P_ReturnThrustX(actor, actor->angle, -FixedMul(60*FRACUNIT, actor->scale)); - jety = actor->y + P_ReturnThrustY(actor, actor->angle, -FixedMul(60*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - jetz = actor->z + actor->height - FixedMul(17*FRACUNIT + mobjinfo[MT_PROPELLER].height, actor->scale); - else - jetz = actor->z + FixedMul(17*FRACUNIT, actor->scale); - - filler = P_SpawnMobj(jetx, jety, jetz, MT_PROPELLER); - P_SetTarget(&filler->target, actor); - filler->destscale = actor->scale; - P_SetScale(filler, filler->destscale); - if (actor->eflags & MFE_VERTICALFLIP) - filler->flags2 |= MF2_OBJECTFLIP; - filler->angle = actor->angle - ANGLE_180; - - P_SetTarget(&actor->tracer, filler); - } - else if (locvar1 == 2) // Metal Sonic jet fumes - { - filler = P_SpawnMobj(actor->x, actor->y, actor->z, MT_JETFUME1); - P_SetTarget(&filler->target, actor); - filler->fuse = 59; - P_SetTarget(&actor->tracer, filler); - filler->destscale = actor->scale/2; - P_SetScale(filler, filler->destscale); - if (actor->eflags & MFE_VERTICALFLIP) - filler->flags2 |= MF2_OBJECTFLIP; - } - else if (locvar1 == 3) // Boss 4 jet flame - { - fixed_t jetz; - if (actor->eflags & MFE_VERTICALFLIP) - jetz = actor->z + actor->height + FixedMul(50*FRACUNIT - mobjinfo[MT_JETFLAME].height, actor->scale); - else - jetz = actor->z - FixedMul(50*FRACUNIT, actor->scale); - filler = P_SpawnMobj(actor->x, actor->y, jetz, MT_JETFLAME); - P_SetTarget(&filler->target, actor); - // Boss 4 already uses its tracer for other things - filler->destscale = actor->scale; - P_SetScale(filler, filler->destscale); - if (actor->eflags & MFE_VERTICALFLIP) - filler->flags2 |= MF2_OBJECTFLIP; - } -} - -// Function: A_RandomState -// -// Description: Chooses one of the two state numbers supplied randomly. -// -// var1 = state number 1 -// var2 = state number 2 -// -void A_RandomState(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RandomState", actor)) - return; -#endif - - P_SetMobjState(actor, P_RandomChance(FRACUNIT/2) ? locvar1 : locvar2); -} - -// Function: A_RandomStateRange -// -// Description: Chooses a random state within the range supplied. -// -// var1 = Minimum state number to choose. -// var2 = Maximum state number to use. -// -void A_RandomStateRange(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RandomStateRange", actor)) - return; -#endif - - P_SetMobjState(actor, P_RandomRange(locvar1, locvar2)); -} - -// Function: A_DualAction -// -// Description: Calls two actions. Be careful, if you reference the same state this action is called from, you can create an infinite loop. -// -// var1 = state # to use 1st action from -// var2 = state # to use 2nd action from -// -void A_DualAction(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_DualAction", actor)) - return; -#endif - - CONS_Debug(DBG_GAMELOGIC, "A_DualAction called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); - - var1 = states[locvar1].var1; - var2 = states[locvar1].var2; -#ifdef HAVE_BLUA - astate = &states[locvar1]; -#endif - - CONS_Debug(DBG_GAMELOGIC, "A_DualAction: Calling First Action (state %d)...\n", locvar1); - states[locvar1].action.acp1(actor); - - var1 = states[locvar2].var1; - var2 = states[locvar2].var2; -#ifdef HAVE_BLUA - astate = &states[locvar2]; -#endif - - CONS_Debug(DBG_GAMELOGIC, "A_DualAction: Calling Second Action (state %d)...\n", locvar2); - states[locvar2].action.acp1(actor); -} - -// Function: A_RemoteAction -// -// Description: var1 is the remote object. var2 is the state reference for calling the action called on var1. var1 becomes the actor's target, the action (var2) is called on var1. actor's target is restored -// -// var1 = remote object (-2 uses tracer, -1 uses target) -// var2 = state reference for calling an action -// -void A_RemoteAction(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *originaltarget = actor->target; // Hold on to the target for later. -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RemoteAction", actor)) - return; -#endif - - // If >=0, find the closest target. - if (locvar1 >= 0) - { - ///* DO A_FINDTARGET STUFF */// - mobj_t *targetedmobj = NULL; - thinker_t *th; - mobj_t *mo2; - fixed_t dist1 = 0, dist2 = 0; - - // scan the thinkers - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; - - mo2 = (mobj_t *)th; - - if (mo2->type == (mobjtype_t)locvar1) - { - if (targetedmobj == NULL) - { - targetedmobj = mo2; - dist2 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); - } - else - { - dist1 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); - - if ((locvar2 && dist1 < dist2) || (!locvar2 && dist1 > dist2)) - { - targetedmobj = mo2; - dist2 = dist1; - } - } - } - } - - if (!targetedmobj) - { - CONS_Debug(DBG_GAMELOGIC, "A_RemoteAction: Unable to find the specified object to target.\n"); - return; // Oops, nothing found.. - } - - CONS_Debug(DBG_GAMELOGIC, "A_RemoteAction: Found a target.\n"); - - P_SetTarget(&actor->target, targetedmobj); - - ///* END A_FINDTARGET STUFF */// - } - - // If -2, use the tracer as the target - else if (locvar1 == -2) - P_SetTarget(&actor->target, actor->tracer); - // if -1 or anything else, just use the target. - - if (actor->target) - { - // Steal the var1 and var2 from "locvar2" - var1 = states[locvar2].var1; - var2 = states[locvar2].var2; -#ifdef HAVE_BLUA - astate = &states[locvar2]; -#endif - - CONS_Debug(DBG_GAMELOGIC, "A_RemoteAction: Calling action on %p\n" - "var1 is %d\nvar2 is %d\n", actor->target, var1, var2); - states[locvar2].action.acp1(actor->target); - } - - P_SetTarget(&actor->target, originaltarget); // Restore the original target. -} - -// Function: A_ToggleFlameJet -// -// Description: Turns a flame jet on and off. -// -// var1 = unused -// var2 = unused -// -void A_ToggleFlameJet(mobj_t* actor) -{ -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ToggleFlameJet", actor)) - return; -#endif - // threshold - off delay - // movecount - on timer - - if (actor->flags2 & MF2_FIRING) - { - actor->flags2 &= ~MF2_FIRING; - - if (actor->threshold) - actor->tics = actor->threshold; - } - else - { - actor->flags2 |= MF2_FIRING; - - if (actor->movecount) - actor->tics = actor->movecount; - } -} - -// Function: A_OrbitNights -// -// Description: Used by Chaos Emeralds to orbit around Nights (aka Super Sonic.) -// -// var1 = Angle adjustment (aka orbit speed) -// var2 = Lower four bits: height offset, Upper 4 bits = set if object is Nightopian Helper -// -void A_OrbitNights(mobj_t* actor) -{ - INT32 ofs = (var2 & 0xFFFF); - boolean ishelper = (var2 & 0xFFFF0000); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_OrbitNights", actor)) - return; -#endif - - if (!actor->target - || (actor->target->player && - // if NiGHTS special stage and not NiGHTSmode. - (((maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap) && !(actor->target->player->powers[pw_carry] == CR_NIGHTSMODE)) - // Also remove this object if they no longer have a NiGHTS helper - || (ishelper && !actor->target->player->powers[pw_nights_helper])))) - { - P_RemoveMobj(actor); - return; - } - else - { - actor->extravalue1 += var1; - P_UnsetThingPosition(actor); - { - const angle_t fa = (angle_t)actor->extravalue1 >> ANGLETOFINESHIFT; - const angle_t ofa = ((angle_t)actor->extravalue1 + (ofs*ANG1)) >> ANGLETOFINESHIFT; - - const fixed_t fc = FixedMul(FINECOSINE(fa),FixedMul(32*FRACUNIT, actor->scale)); - const fixed_t fh = FixedMul(FINECOSINE(ofa),FixedMul(20*FRACUNIT, actor->scale)); - const fixed_t fs = FixedMul(FINESINE(fa),FixedMul(32*FRACUNIT, actor->scale)); - - actor->x = actor->target->x + fc; - actor->y = actor->target->y + fs; - actor->z = actor->target->z + fh + FixedMul(16*FRACUNIT, actor->scale); - - // Semi-lazy hack - actor->angle = (angle_t)actor->extravalue1 + ANGLE_90; - } - P_SetThingPosition(actor); - - if (ishelper && actor->target->player) // Flash a helper that's about to be removed. - { - if ((actor->target->player->powers[pw_nights_helper] < TICRATE) - && (actor->target->player->powers[pw_nights_helper] & 1)) - actor->flags2 |= MF2_DONTDRAW; - else - actor->flags2 &= ~MF2_DONTDRAW; - } - } -} - -// Function: A_GhostMe -// -// Description: Spawns a "ghost" mobj of this actor, ala spindash trails and the minus's digging "trails" -// -// var1 = duration in tics -// var2 = unused -// -void A_GhostMe(mobj_t *actor) -{ - INT32 locvar1 = var1; - mobj_t *ghost; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_GhostMe", actor)) - return; -#endif - ghost = P_SpawnGhostMobj(actor); - if (ghost && locvar1 > 0) - ghost->fuse = locvar1; -} - -// Function: A_SetObjectState -// -// Description: Changes the state of an object's target/tracer. -// -// var1 = state number -// var2: -// 0 = target -// 1 = tracer -// -void A_SetObjectState(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *target; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetObjectState", actor)) - return; -#endif - - if ((!locvar2 && !actor->target) || (locvar2 && !actor->tracer)) - { - if (cv_debug) - CONS_Printf("A_SetObjectState: No target to change state!\n"); - return; - } - - if (!locvar2) // target - target = actor->target; - else // tracer - target = actor->tracer; - - if (target->health > 0) - { - if (!target->player) - P_SetMobjState(target, locvar1); - else - P_SetPlayerMobjState(target, locvar1); - } -} - -// Function: A_SetObjectTypeState -// -// Description: Changes the state of all active objects of a certain type in a certain range of the actor. -// -// var1 = state number -// var2: -// lower 16 bits = type -// upper 16 bits = range (if == 0, across whole map) -// -void A_SetObjectTypeState(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - const UINT16 loc2lw = (UINT16)(locvar2 & 65535); - const UINT16 loc2up = (UINT16)(locvar2 >> 16); - - thinker_t *th; - mobj_t *mo2; - fixed_t dist = 0; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetObjectTypeState", actor)) - return; -#endif - - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; - - mo2 = (mobj_t *)th; - - if (mo2->type == (mobjtype_t)loc2lw) - { - dist = P_AproxDistance(mo2->x - actor->x, mo2->y - actor->y); - - if (mo2->health > 0) - { - if (loc2up == 0) - P_SetMobjState(mo2, locvar1); - else - { - if (dist <= FixedMul(loc2up*FRACUNIT, actor->scale)) - P_SetMobjState(mo2, locvar1); - } - } - } - } -} - -// Function: A_KnockBack -// -// Description: Knocks back the object's target at its current speed. -// -// var1: -// 0 = target -// 1 = tracer -// var2 = unused -// -void A_KnockBack(mobj_t *actor) -{ - INT32 locvar1 = var1; - mobj_t *target; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_KnockBack", actor)) - return; -#endif - - if (!locvar1) - target = actor->target; - else - target = actor->tracer; - - if (!target) - { - if(cv_debug) - CONS_Printf("A_KnockBack: No target!\n"); - return; - } - - target->momx *= -1; - target->momy *= -1; -} - -// Function: A_PushAway -// -// Description: Pushes an object's target away from the calling object. -// -// var1 = amount of force -// var2: -// lower 16 bits = If 1, xy momentum is lost. If 0, xy momentum is kept -// upper 16 bits = 0 - target, 1 - tracer -// -void A_PushAway(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *target; // target - angle_t an; // actor to target angle -#ifdef HAVE_BLUA - if (LUA_CallAction("A_PushAway", actor)) - return; -#endif - - if ((!(locvar2 >> 16) && !actor->target) || ((locvar2 >> 16) && !actor->tracer)) - return; - - if (!locvar1) - CONS_Printf("A_Thrust: Var1 not specified!\n"); - - if (!(locvar2 >> 16)) // target - target = actor->target; - else // tracer - target = actor->tracer; - - an = R_PointToAngle2(actor->x, actor->y, target->x, target->y); - - if (locvar2 & 65535) - P_InstaThrust(target, an, FixedMul(locvar1*FRACUNIT, actor->scale)); - else - P_Thrust(target, an, FixedMul(locvar1*FRACUNIT, actor->scale)); -} - -// Function: A_RingDrain -// -// Description: Drain targeted player's rings. -// -// var1 = ammount of drained rings -// var2 = unused -// -void A_RingDrain(mobj_t *actor) -{ - INT32 locvar1 = var1; - player_t *player; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RingDrain", actor)) - return; -#endif - - if (!actor->target || !actor->target->player) - { - if(cv_debug) - CONS_Printf("A_RingDrain: No player targeted!\n"); - return; - } - - player = actor->target->player; - P_GivePlayerRings(player, -min(locvar1, player->rings)); -} - -// Function: A_SplitShot -// -// Description: Shoots 2 missiles that hit next to the player. -// -// var1 = target x-y-offset -// var2: -// lower 16 bits = missile type -// upper 16 bits = height offset -// -void A_SplitShot(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - const UINT16 loc2lw = (UINT16)(locvar2 & 65535); - const UINT16 loc2up = (UINT16)(locvar2 >> 16); - const fixed_t offs = (fixed_t)(locvar1*FRACUNIT); - const fixed_t hoffs = (fixed_t)(loc2up*FRACUNIT); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SplitShot", actor)) - return; -#endif - - A_FaceTarget(actor); - { - const angle_t an = (actor->angle + ANGLE_90) >> ANGLETOFINESHIFT; - const fixed_t fasin = FINESINE(an); - const fixed_t facos = FINECOSINE(an); - fixed_t xs = FixedMul(facos,FixedMul(offs, actor->scale)); - fixed_t ys = FixedMul(fasin,FixedMul(offs, actor->scale)); - fixed_t z; - - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(hoffs, actor->scale); - else - z = actor->z + FixedMul(hoffs, actor->scale); - - P_SpawnPointMissile(actor, actor->target->x+xs, actor->target->y+ys, actor->target->z, loc2lw, actor->x, actor->y, z); - P_SpawnPointMissile(actor, actor->target->x-xs, actor->target->y-ys, actor->target->z, loc2lw, actor->x, actor->y, z); - } -} - -// Function: A_MissileSplit -// -// Description: If the object is a missile it will create a new missile with an alternate flight path owned by the one who shot the former missile. -// -// var1 = splitting missile type -// var2 = splitting angle -// -void A_MissileSplit(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MissileSplit", actor)) - return; -#endif - if (actor->eflags & MFE_VERTICALFLIP) - P_SpawnAlteredDirectionMissile(actor, locvar1, actor->x, actor->y, actor->z+actor->height, locvar2); - else - P_SpawnAlteredDirectionMissile(actor, locvar1, actor->x, actor->y, actor->z, locvar2); -} - -// Function: A_MultiShot -// -// Description: Shoots objects horizontally that spread evenly in all directions. -// -// var1: -// lower 16 bits = number of missiles -// upper 16 bits = missile type # -// var2 = height offset -// -void A_MultiShot(mobj_t *actor) -{ - fixed_t z, xr, yr; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - const UINT16 loc1lw = (UINT16)(locvar1 & 65535); - const UINT16 loc1up = (UINT16)(locvar1 >> 16); - INT32 count = 0; - fixed_t ad; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MultiShot", actor)) - return; -#endif - - if (actor->target) - A_FaceTarget(actor); - - if(loc1lw > 90) - ad = FixedMul(90*FRACUNIT, actor->scale); - else - ad = FixedMul(loc1lw*FRACUNIT, actor->scale); - - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); - xr = FixedMul((P_SignedRandom()/3)<scale); // please note p_mobj.c's P_Rand() abuse - yr = FixedMul((P_SignedRandom()/3)<scale); // of rand(), RAND_MAX and signness mess - - while(count <= loc1lw && loc1lw >= 1) - { - const angle_t fa = FixedAngleC(count*FRACUNIT*360, ad)>>ANGLETOFINESHIFT; - const fixed_t rc = FINECOSINE(fa); - const fixed_t rs = FINESINE(fa); - const fixed_t xrc = FixedMul(xr, rc); - const fixed_t yrs = FixedMul(yr, rs); - const fixed_t xrs = FixedMul(xr, rs); - const fixed_t yrc = FixedMul(yr, rc); - - P_SpawnPointMissile(actor, xrc-yrs+actor->x, xrs+yrc+actor->y, z, loc1up, actor->x, actor->y, z); - count++; - } - - if (!(actor->flags & MF_BOSS)) - { - if (ultimatemode) - actor->reactiontime = actor->info->reactiontime*TICRATE; - else - actor->reactiontime = actor->info->reactiontime*TICRATE*2; - } -} - -// Function: A_InstaLoop -// -// Description: Makes the object move along a 2d (view angle, z) polygon. -// -// var1: -// lower 16 bits = current step -// upper 16 bits = maximum step # -// var2 = force -// -void A_InstaLoop(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - fixed_t force = max(locvar2, 1)*FRACUNIT; // defaults to 1 if var2 < 1 - const UINT16 loc1lw = (UINT16)(locvar1 & 65535); - const UINT16 loc1up = (UINT16)(locvar1 >> 16); - const angle_t fa = FixedAngleC(loc1lw*FRACUNIT*360, loc1up*FRACUNIT)>>ANGLETOFINESHIFT; - const fixed_t ac = FINECOSINE(fa); - const fixed_t as = FINESINE(fa); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_InstaLoop", actor)) - return; -#endif - - P_InstaThrust(actor, actor->angle, FixedMul(ac, FixedMul(force, actor->scale))); - P_SetObjectMomZ(actor, FixedMul(as, force), false); -} - -// Function: A_Custom3DRotate -// -// Description: Rotates the actor around its target in 3 dimensions. -// -// var1: -// lower 16 bits = radius in fracunits -// upper 16 bits = vertical offset -// var2: -// lower 16 bits = vertical rotation speed in 1/10 fracunits per tic -// upper 16 bits = horizontal rotation speed in 1/10 fracunits per tic -// -void A_Custom3DRotate(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - - const UINT16 loc1lw = (UINT16)(locvar1 & 65535); - const UINT16 loc1up = (UINT16)(locvar1 >> 16); - const UINT16 loc2lw = (UINT16)(locvar2 & 65535); - const UINT16 loc2up = (UINT16)(locvar2 >> 16); - - const fixed_t radius = FixedMul(loc1lw*FRACUNIT, actor->scale); - const fixed_t hOff = FixedMul(loc1up*FRACUNIT, actor->scale); - const fixed_t hspeed = FixedMul(loc2up*FRACUNIT/10, actor->scale); - const fixed_t vspeed = FixedMul(loc2lw*FRACUNIT/10, actor->scale); -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Custom3DRotate", actor)) - return; -#endif - - if (actor->target->health == 0) - { - P_RemoveMobj(actor); - return; - } - - if (!actor->target) // This should NEVER happen. - { - if (cv_debug) - CONS_Printf("Error: Object has no target\n"); - P_RemoveMobj(actor); - return; - } - if (hspeed==0 && vspeed==0) - { - CONS_Printf("Error: A_Custom3DRotate: Object has no speed.\n"); - return; - } - - actor->angle += FixedAngle(hspeed); - actor->movedir += FixedAngle(vspeed); - P_UnsetThingPosition(actor); - { - const angle_t fa = actor->angle>>ANGLETOFINESHIFT; - - if (vspeed == 0 && hspeed != 0) - { - actor->x = actor->target->x + FixedMul(FINECOSINE(fa),radius); - actor->y = actor->target->y + FixedMul(FINESINE(fa),radius); - actor->z = actor->target->z + actor->target->height/2 - actor->height/2 + hOff; - } - else - { - const angle_t md = actor->movedir>>ANGLETOFINESHIFT; - actor->x = actor->target->x + FixedMul(FixedMul(FINESINE(md),FINECOSINE(fa)),radius); - actor->y = actor->target->y + FixedMul(FixedMul(FINESINE(md),FINESINE(fa)),radius); - actor->z = actor->target->z + FixedMul(FINECOSINE(md),radius) + actor->target->height/2 - actor->height/2 + hOff; - } - } - P_SetThingPosition(actor); -} - -// Function: A_SearchForPlayers -// -// Description: Checks if the actor has targeted a vulnerable player. If not a new player will be searched all around. If no players are available the object can call a specific state. (Useful for not moving enemies) -// -// var1: -// if var1 == 0, if necessary call state with same state number as var2 -// else, do not call a specific state if no players are available -// var2 = state number -// -void A_SearchForPlayers(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SearchForPlayers", actor)) - return; -#endif - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - if(locvar1==0) - { - P_SetMobjStateNF(actor, locvar2); - return; - } - } -} - -// Function: A_CheckRandom -// -// Description: Calls a state by chance. -// -// var1: -// lower 16 bits = denominator -// upper 16 bits = numerator (defaults to 1 if zero) -// var2 = state number -// -void A_CheckRandom(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - fixed_t chance = FRACUNIT; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckRandom", actor)) - return; -#endif - if ((locvar1 & 0xFFFF) == 0) - return; - - // The PRNG doesn't suck anymore, OK? - if (locvar1 >> 16) - chance *= (locvar1 >> 16); - chance /= (locvar1 & 0xFFFF); - - if (P_RandomChance(chance)) - P_SetMobjState(actor, locvar2); -} - -// Function: A_CheckTargetRings -// -// Description: Calls a state depending on the ammount of rings currently owned by targeted players. -// -// var1 = if player rings >= var1 call state -// var2 = state number -// -void A_CheckTargetRings(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckTargetRings", actor)) - return; -#endif - - if (!(actor->target) || !(actor->target->player)) - return; - - if (actor->target->player->rings >= locvar1) - P_SetMobjState(actor, locvar2); -} - -// Function: A_CheckRings -// -// Description: Calls a state depending on the ammount of rings currently owned by all players. -// -// var1 = if player rings >= var1 call state -// var2 = state number -// -void A_CheckRings(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - INT32 i, cntr = 0; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckRings", actor)) - return; -#endif - - for (i = 0; i < MAXPLAYERS; i++) - cntr += players[i].rings; - - if (cntr >= locvar1) - P_SetMobjState(actor, locvar2); -} - -// Function: A_CheckTotalRings -// -// Description: Calls a state depending on the maximum ammount of rings owned by all players during this try. -// -// var1 = if total player rings >= var1 call state -// var2 = state number -// -void A_CheckTotalRings(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - - INT32 i, cntr = 0; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckTotalRings", actor)) - return; -#endif - - for (i = 0; i < MAXPLAYERS; i++) - cntr += players[i].totalring; - - if (cntr >= locvar1) - P_SetMobjState(actor, locvar2); -} - -// Function: A_CheckHealth -// -// Description: Calls a state depending on the object's current health. -// -// var1 = if health <= var1 call state -// var2 = state number -// -void A_CheckHealth(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckHealth", actor)) - return; -#endif - - if (actor->health <= locvar1) - P_SetMobjState(actor, locvar2); -} - -// Function: A_CheckRange -// -// Description: Calls a state if the object's target is in range. -// -// var1: -// lower 16 bits = range -// upper 16 bits = 0 - target, 1 - tracer -// var2 = state number -// -void A_CheckRange(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - fixed_t dist; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckRange", actor)) - return; -#endif - - if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) - return; - - if (!(locvar1 >> 16)) //target - dist = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); - else //tracer - dist = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y); - - if (dist <= FixedMul((locvar1 & 65535)*FRACUNIT, actor->scale)) - P_SetMobjState(actor, locvar2); -} - -// Function: A_CheckHeight -// -// Description: Calls a state if the object and it's target have a height offset <= var1 compared to each other. -// -// var1: -// lower 16 bits = height offset -// upper 16 bits = 0 - target, 1 - tracer -// var2 = state number -// -void A_CheckHeight(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - fixed_t height; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckHeight", actor)) - return; -#endif - - if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) - return; - - if (!(locvar1 >> 16)) // target - height = abs(actor->target->z - actor->z); - else // tracer - height = abs(actor->tracer->z - actor->z); - - if (height <= FixedMul((locvar1 & 65535)*FRACUNIT, actor->scale)) - P_SetMobjState(actor, locvar2); -} - -// Function: A_CheckTrueRange -// -// Description: Calls a state if the object's target is in true range. (Checks height, too.) -// -// var1: -// lower 16 bits = range -// upper 16 bits = 0 - target, 1 - tracer -// var2 = state number -// -void A_CheckTrueRange(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - fixed_t height; // vertical range - fixed_t dist; // horizontal range - fixed_t l; // true range -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckTrueRange", actor)) - return; -#endif - - if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) - return; - - if (!(locvar1 >> 16)) // target - { - height = actor->target->z - actor->z; - dist = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); - - } - else // tracer - { - height = actor->tracer->z - actor->z; - dist = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y); - } - - l = P_AproxDistance(dist, height); - - if (l <= FixedMul((locvar1 & 65535)*FRACUNIT, actor->scale)) - P_SetMobjState(actor, locvar2); - -} - -// Function: A_CheckThingCount -// -// Description: Calls a state depending on the number of active things in range. -// -// var1: -// lower 16 bits = number of things -// upper 16 bits = thing type -// var2: -// lower 16 bits = state to call -// upper 16 bits = range (if == 0, check whole map) -// -void A_CheckThingCount(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - - const UINT16 loc1lw = (UINT16)(locvar1 & 65535); - const UINT16 loc1up = (UINT16)(locvar1 >> 16); - const UINT16 loc2lw = (UINT16)(locvar2 & 65535); - const UINT16 loc2up = (UINT16)(locvar2 >> 16); - - INT32 count = 0; - thinker_t *th; - mobj_t *mo2; - fixed_t dist = 0; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckThingCount", actor)) - return; -#endif - - for (th = thinkercap.next; th != &thinkercap; th = th->next) - { - if (th->function.acp1 != (actionf_p1)P_MobjThinker) - continue; - - mo2 = (mobj_t *)th; - - if (mo2->type == (mobjtype_t)loc1up) - { - dist = P_AproxDistance(mo2->x - actor->x, mo2->y - actor->y); - - if (loc2up == 0) - count++; - else - { - if (dist <= FixedMul(loc2up*FRACUNIT, actor->scale)) - count++; - } - } - } - - if(loc1lw <= count) - P_SetMobjState(actor, loc2lw); -} - -// Function: A_CheckAmbush -// -// Description: Calls a state if the actor is behind its targeted player. -// -// var1: -// 0 = target -// 1 = tracer -// var2 = state number -// -void A_CheckAmbush(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - angle_t at; // angle target is currently facing - angle_t atp; // actor to target angle - angle_t an; // angle between at and atp - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckAmbush", actor)) - return; -#endif - - if ((!locvar1 && !actor->target) || (locvar1 && !actor->tracer)) - return; - - if (!locvar1) // target - { - at = actor->target->angle; - atp = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - } - else // tracer - { - at = actor->tracer->angle; - atp = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y); - } - - an = atp - at; - - if (an > ANGLE_180) // flip angle if bigger than 180 - an = InvAngle(an); - - if (an < ANGLE_90+ANGLE_22h) // within an angle of 112.5 from each other? - P_SetMobjState(actor, locvar2); -} - -// Function: A_CheckCustomValue -// -// Description: Calls a state depending on the object's custom value. -// -// var1 = if custom value >= var1, call state -// var2 = state number -// -void A_CheckCustomValue(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckCustomValue", actor)) - return; -#endif - - if (actor->cusval >= locvar1) - P_SetMobjState(actor, locvar2); -} - -// Function: A_CheckCusValMemo -// -// Description: Calls a state depending on the object's custom memory value. -// -// var1 = if memory value >= var1, call state -// var2 = state number -// -void A_CheckCusValMemo(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckCusValMemo", actor)) - return; -#endif - - if (actor->cvmem >= locvar1) - P_SetMobjState(actor, locvar2); -} - -// Function: A_SetCustomValue -// -// Description: Changes the custom value of an object. -// -// var1 = manipulating value -// var2: -// if var2 == 5, multiply the custom value by var1 -// else if var2 == 4, divide the custom value by var1 -// else if var2 == 3, apply modulo var1 to the custom value -// else if var2 == 2, add var1 to the custom value -// else if var2 == 1, substract var1 from the custom value -// else if var2 == 0, replace the custom value with var1 -// -void A_SetCustomValue(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetCustomValue", actor)) - return; -#endif - - if (cv_debug) - CONS_Printf("Init custom value is %d\n", actor->cusval); - - if (locvar1 == 0 && locvar2 == 4) - return; // DON'T DIVIDE BY ZERO - - // no need for a "temp" value here, just modify the cusval directly - if (locvar2 == 5) // multiply - actor->cusval *= locvar1; - else if (locvar2 == 4) // divide - actor->cusval /= locvar1; - else if (locvar2 == 3) // modulo - actor->cusval %= locvar1; - else if (locvar2 == 2) // add - actor->cusval += locvar1; - else if (locvar2 == 1) // subtract - actor->cusval -= locvar1; - else // replace - actor->cusval = locvar1; - - if(cv_debug) - CONS_Printf("New custom value is %d\n", actor->cusval); -} - -// Function: A_UseCusValMemo -// -// Description: Memorizes or recalls a current custom value. -// -// var1: -// if var1 == 1, manipulate memory value -// else, recall memory value replacing the custom value -// var2: -// if var2 == 5, mem = mem*cv || cv = cv*mem -// else if var2 == 4, mem = mem/cv || cv = cv/mem -// else if var2 == 3, mem = mem%cv || cv = cv%mem -// else if var2 == 2, mem += cv || cv += mem -// else if var2 == 1, mem -= cv || cv -= mem -// else mem = cv || cv = mem -// -void A_UseCusValMemo(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - - INT32 temp = actor->cusval; // value being manipulated - INT32 tempM = actor->cvmem; // value used to manipulate temp with -#ifdef HAVE_BLUA - if (LUA_CallAction("A_UseCusValMemo", actor)) - return; -#endif - - if (locvar1 == 1) // cvmem being changed using cusval - { - temp = actor->cvmem; - tempM = actor->cusval; - } - else // cusval being changed with cvmem - { - temp = actor->cusval; - tempM = actor->cvmem; - } - - if (tempM == 0 && locvar2 == 4) - return; // DON'T DIVIDE BY ZERO - - // now get new value for cusval/cvmem using the other - if (locvar2 == 5) // multiply - temp *= tempM; - else if (locvar2 == 4) // divide - temp /= tempM; - else if (locvar2 == 3) // modulo - temp %= tempM; - else if (locvar2 == 2) // add - temp += tempM; - else if (locvar2 == 1) // subtract - temp -= tempM; - else // replace - temp = tempM; - - // finally, give cusval/cvmem the new value! - if (locvar1 == 1) - actor->cvmem = temp; - else - actor->cusval = temp; -} - -// Function: A_RelayCustomValue -// -// Description: Manipulates the custom value of the object's target/tracer. -// -// var1: -// lower 16 bits: -// if var1 == 0, use own custom value -// else, use var1 value -// upper 16 bits = 0 - target, 1 - tracer -// var2: -// if var2 == 5, multiply the target's custom value by var1 -// else if var2 == 4, divide the target's custom value by var1 -// else if var2 == 3, apply modulo var1 to the target's custom value -// else if var2 == 2, add var1 to the target's custom value -// else if var2 == 1, substract var1 from the target's custom value -// else if var2 == 0, replace the target's custom value with var1 -// -void A_RelayCustomValue(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - - INT32 temp; // reference value - var1 lower 16 bits changes this - INT32 tempT; // target's value - changed to tracer if var1 upper 16 bits set, then modified to become final value -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RelayCustomValue", actor)) - return; -#endif - - if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) - return; - - // reference custom value - if ((locvar1 & 65535) == 0) - temp = actor->cusval; // your own custom value - else - temp = (locvar1 & 65535); // var1 value - - if (!(locvar1 >> 16)) // target's custom value - tempT = actor->target->cusval; - else // tracer's custom value - tempT = actor->tracer->cusval; - - if (temp == 0 && locvar2 == 4) - return; // DON'T DIVIDE BY ZERO - - // now get new cusval using target's and the reference - if (locvar2 == 5) // multiply - tempT *= temp; - else if (locvar2 == 4) // divide - tempT /= temp; - else if (locvar2 == 3) // modulo - tempT %= temp; - else if (locvar2 == 2) // add - tempT += temp; - else if (locvar2 == 1) // subtract - tempT -= temp; - else // replace - tempT = temp; - - // finally, give target/tracer the new cusval! - if (!(locvar1 >> 16)) // target - actor->target->cusval = tempT; - else // tracer - actor->tracer->cusval = tempT; -} - -// Function: A_CusValAction -// -// Description: Calls an action from a reference state applying custom value parameters. -// -// var1 = state # to use action from -// var2: -// if var2 == 5, only replace new action's var2 with memory value -// else if var2 == 4, only replace new action's var1 with memory value -// else if var2 == 3, replace new action's var2 with custom value and var1 with memory value -// else if var2 == 2, replace new action's var1 with custom value and var2 with memory value -// else if var2 == 1, only replace new action's var2 with custom value -// else if var2 == 0, only replace new action's var1 with custom value -// -void A_CusValAction(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CusValAction", actor)) - return; -#endif - - if (locvar2 == 5) - { - var1 = states[locvar1].var1; - var2 = (INT32)actor->cvmem; - } - else if (locvar2 == 4) - { - var1 = (INT32)actor->cvmem; - var2 = states[locvar1].var2; - } - else if (locvar2 == 3) - { - var1 = (INT32)actor->cvmem; - var2 = (INT32)actor->cusval; - } - else if (locvar2 == 2) - { - var1 = (INT32)actor->cusval; - var2 = (INT32)actor->cvmem; - } - else if (locvar2 == 1) - { - var1 = states[locvar1].var1; - var2 = (INT32)actor->cusval; - } - else - { - var1 = (INT32)actor->cusval; - var2 = states[locvar1].var2; - } - -#ifdef HAVE_BLUA - astate = &states[locvar1]; -#endif - states[locvar1].action.acp1(actor); -} - -// Function: A_ForceStop -// -// Description: Actor immediately stops its current movement. -// -// var1: -// if var1 == 0, stop x-y-z-movement -// else, stop x-y-movement only -// var2 = unused -// -void A_ForceStop(mobj_t *actor) -{ - INT32 locvar1 = var1; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ForceStop", actor)) - return; -#endif - - actor->momx = actor->momy = 0; - if (locvar1 == 0) - actor->momz = 0; -} - -// Function: A_ForceWin -// -// Description: Makes all players win the level. -// -// var1 = unused -// var2 = unused -// -void A_ForceWin(mobj_t *actor) -{ - INT32 i; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ForceWin", actor)) - return; -#else - (void)actor; -#endif - - for (i = 0; i < MAXPLAYERS; i++) - { - if (playeringame[i] && ((players[i].mo && players[i].mo->health) - || ((netgame || multiplayer) && (players[i].lives || players[i].continues)))) - break; - } - - if (i == MAXPLAYERS) - return; - - for (i = 0; i < MAXPLAYERS; i++) - P_DoPlayerExit(&players[i]); -} - -// Function: A_SpikeRetract -// -// Description: Toggles actor solid flag. -// -// var1: -// if var1 == 0, actor no collide -// else, actor solid -// var2 = unused -// -void A_SpikeRetract(mobj_t *actor) -{ - INT32 locvar1 = var1; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SpikeRetract", actor)) - return; -#endif - - if (actor->flags & MF_NOBLOCKMAP) - return; - - if (locvar1 == 0) - { - actor->flags &= ~MF_SOLID; - actor->flags |= MF_NOCLIPTHING; - } - else - { - actor->flags |= MF_SOLID; - actor->flags &= ~MF_NOCLIPTHING; - } - if (actor->flags & MF_SOLID) - P_CheckPosition(actor, actor->x, actor->y); -} - -// Function: A_InfoState -// -// Description: Set mobj state to one predefined in mobjinfo. -// -// var1: -// if var1 == 0, set actor to spawnstate -// else if var1 == 1, set actor to seestate -// else if var1 == 2, set actor to meleestate -// else if var1 == 3, set actor to missilestate -// else if var1 == 4, set actor to deathstate -// else if var1 == 5, set actor to xdeathstate -// else if var1 == 6, set actor to raisestate -// var2 = unused -// -void A_InfoState(mobj_t *actor) -{ - INT32 locvar1 = var1; - switch (locvar1) - { - case 0: - if (actor->state != &states[actor->info->spawnstate]) - P_SetMobjState(actor, actor->info->spawnstate); - break; - case 1: - if (actor->state != &states[actor->info->seestate]) - P_SetMobjState(actor, actor->info->seestate); - break; - case 2: - if (actor->state != &states[actor->info->meleestate]) - P_SetMobjState(actor, actor->info->meleestate); - break; - case 3: - if (actor->state != &states[actor->info->missilestate]) - P_SetMobjState(actor, actor->info->missilestate); - break; - case 4: - if (actor->state != &states[actor->info->deathstate]) - P_SetMobjState(actor, actor->info->deathstate); - break; - case 5: - if (actor->state != &states[actor->info->xdeathstate]) - P_SetMobjState(actor, actor->info->xdeathstate); - break; - case 6: - if (actor->state != &states[actor->info->raisestate]) - P_SetMobjState(actor, actor->info->raisestate); - break; - default: - break; - } -} - -// Function: A_Repeat -// -// Description: Returns to state var2 until animation has been used var1 times, then continues to nextstate. -// -// var1 = repeat count -// var2 = state to return to if extravalue2 > 0 -// -void A_Repeat(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Repeat", actor)) - return; -#endif - - if (locvar1 && (!actor->extravalue2 || actor->extravalue2 > locvar1)) - actor->extravalue2 = locvar1; - - if (--actor->extravalue2 > 0) - P_SetMobjState(actor, locvar2); -} - -// Function: A_SetScale -// -// Description: Changes the scale of the actor or its target/tracer -// -// var1 = new scale (1*FRACUNIT = 100%) -// var2: -// upper 16 bits: 0 = actor, 1 = target, 2 = tracer -// lower 16 bits: 0 = instant change, 1 = smooth change -// -void A_SetScale(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *target; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SetScale", actor)) - return; -#endif - - if (locvar1 <= 0) - { - if(cv_debug) - CONS_Printf("A_SetScale: Valid scale not specified!\n"); - return; - } - - if ((locvar2>>16) == 1) - target = actor->target; - else if ((locvar2>>16) == 2) - target = actor->tracer; - else // default to yourself! - target = actor; - - if (!target) - { - if(cv_debug) - CONS_Printf("A_SetScale: No target!\n"); - return; - } - - target->destscale = locvar1; // destination scale - if (!(locvar2 & 65535)) - P_SetScale(target, locvar1); // this instantly changes current scale to var1 if used, if not destscale will alter scale to var1 anyway -} - -// Function: A_RemoteDamage -// -// Description: Damages, kills or even removes either the actor or its target/tracer. Actor acts as the inflictor/source unless harming itself -// -// var1 = Mobj affected: 0 - actor, 1 - target, 2 - tracer -// var2 = Action: 0 - Damage, 1 - Kill, 2 - Remove -// -void A_RemoteDamage(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *target; // we MUST have a target - mobj_t *source = NULL; // on the other hand we don't necessarily need a source -#ifdef HAVE_BLUA - if (LUA_CallAction("A_RemoteDamage", actor)) - return; -#endif - if (locvar1 == 1) - target = actor->target; - else if (locvar1 == 2) - target = actor->tracer; - else // default to yourself! - target = actor; - - if (locvar1 == 1 || locvar1 == 2) - source = actor; - - if (!target) - { - if(cv_debug) - CONS_Printf("A_RemoteDamage: No target!\n"); - return; - } - - if (locvar2 == 1) // Kill mobj! - { - if (target->player) // players die using P_DamageMobj instead for some reason - P_DamageMobj(target, source, source, 1, DMG_INSTAKILL); - else - P_KillMobj(target, source, source, 0); - } - else if (locvar2 == 2) // Remove mobj! - { - if (target->player) //don't remove players! - return; - - P_RemoveMobj(target); - } - else // default: Damage mobj! - P_DamageMobj(target, source, source, 1, 0); -} - -// Function: A_HomingChase -// -// Description: Actor chases directly towards its destination object -// -// var1 = speed multiple -// var2 = destination: 0 = target, 1 = tracer -// -void A_HomingChase(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *dest; - fixed_t dist; - fixed_t speedmul; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_HomingChase", actor)) - return; -#endif - - if (locvar2 == 1) - dest = actor->tracer; - else //default - dest = actor->target; - - if (!dest || !dest->health) - return; - - actor->angle = R_PointToAngle2(actor->x, actor->y, dest->x, dest->y); - - dist = P_AproxDistance(P_AproxDistance(dest->x - actor->x, dest->y - actor->y), dest->z - actor->z); - - if (dist < 1) - dist = 1; - - speedmul = FixedMul(locvar1, actor->scale); - - actor->momx = FixedMul(FixedDiv(dest->x - actor->x, dist), speedmul); - actor->momy = FixedMul(FixedDiv(dest->y - actor->y, dist), speedmul); - actor->momz = FixedMul(FixedDiv(dest->z - actor->z, dist), speedmul); -} - -// Function: A_TrapShot -// -// Description: Fires a missile in a particular direction and angle rather than AT something, Trapgoyle-style! -// -// var1: -// lower 16 bits = object # to fire -// upper 16 bits = front offset -// var2: -// lower 15 bits = vertical angle variable -// 16th bit: -// - 0: use vertical angle variable as vertical angle in degrees -// - 1: mimic P_SpawnXYZMissile -// use z of actor minus z of missile as vertical distance to cover during momz calculation -// use vertical angle variable as horizontal distance to cover during momz calculation -// upper 16 bits = height offset -// -void A_TrapShot(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - boolean oldstyle = (locvar2 & 32768) ? true : false; - mobjtype_t type = (mobjtype_t)(locvar1 & 65535); - mobj_t *missile; - INT16 frontoff = (INT16)(locvar1 >> 16); - INT16 vertoff = (INT16)(locvar2 >> 16); - fixed_t x, y, z; - fixed_t speed; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_TrapShot", actor)) - return; -#endif - - x = actor->x + P_ReturnThrustX(actor, actor->angle, FixedMul(frontoff*FRACUNIT, actor->scale)); - y = actor->y + P_ReturnThrustY(actor, actor->angle, FixedMul(frontoff*FRACUNIT, actor->scale)); - - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(vertoff*FRACUNIT, actor->scale) - FixedMul(mobjinfo[type].height, actor->scale); - else - z = actor->z + FixedMul(vertoff*FRACUNIT, actor->scale); - - CONS_Debug(DBG_GAMELOGIC, "A_TrapShot: missile no. = %d, front offset = %d, vertical angle = %d, z offset = %d\n", - type, frontoff, (INT16)(locvar2 & 65535), vertoff); - - missile = P_SpawnMobj(x, y, z, type); - - if (actor->eflags & MFE_VERTICALFLIP) - missile->flags2 |= MF2_OBJECTFLIP; - - missile->destscale = actor->scale; - P_SetScale(missile, actor->scale); - - if (missile->info->seesound) - S_StartSound(missile, missile->info->seesound); - - P_SetTarget(&missile->target, actor); - missile->angle = actor->angle; - - speed = FixedMul(missile->info->speed, missile->scale); - - if (oldstyle) - { - missile->momx = FixedMul(FINECOSINE(missile->angle>>ANGLETOFINESHIFT), speed); - missile->momy = FixedMul(FINESINE(missile->angle>>ANGLETOFINESHIFT), speed); - // The below line basically mimics P_SpawnXYZMissile's momz calculation. - missile->momz = (actor->z + ((actor->eflags & MFE_VERTICALFLIP) ? actor->height : 0) - z) / ((fixed_t)(locvar2 & 32767)*FRACUNIT / speed); - P_CheckMissileSpawn(missile); - } - else - { - angle_t vertang = FixedAngle(((INT16)(locvar2 & 32767))*FRACUNIT); - if (actor->eflags & MFE_VERTICALFLIP) - vertang = InvAngle(vertang); // flip firing angle - missile->momx = FixedMul(FINECOSINE(vertang>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(missile->angle>>ANGLETOFINESHIFT), speed)); - missile->momy = FixedMul(FINECOSINE(vertang>>ANGLETOFINESHIFT), FixedMul(FINESINE(missile->angle>>ANGLETOFINESHIFT), speed)); - missile->momz = FixedMul(FINESINE(vertang>>ANGLETOFINESHIFT), speed); - } -} - -// Function: A_VileTarget -// -// Description: Spawns an object directly on the target, and sets this object as the actor's tracer. -// Originally used by Archviles to summon a pillar of hellfire, hence the name. -// -// var1 = mobj to spawn -// var2 = If 0, target only the actor's target. Else, target every player, period. -// -void A_VileTarget(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *fog; - mobjtype_t fogtype; - INT32 i; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_VileTarget", actor)) - return; -#endif - - if (!actor->target) - return; - - A_FaceTarget(actor); - - // Determine object to spawn - if (locvar1 <= 0 || locvar1 >= NUMMOBJTYPES) - fogtype = MT_CYBRAKDEMON_TARGET_RETICULE; - else - fogtype = (mobjtype_t)locvar1; - - if (!locvar2) - { - fog = P_SpawnMobj(actor->target->x, - actor->target->y, - actor->target->z + ((actor->target->eflags & MFE_VERTICALFLIP) ? actor->target->height - mobjinfo[fogtype].height : 0), - fogtype); - if (actor->target->eflags & MFE_VERTICALFLIP) - { - fog->eflags |= MFE_VERTICALFLIP; - fog->flags2 |= MF2_OBJECTFLIP; - } - fog->destscale = actor->target->scale; - P_SetScale(fog, fog->destscale); - - P_SetTarget(&actor->tracer, fog); - P_SetTarget(&fog->target, actor); - P_SetTarget(&fog->tracer, actor->target); - A_VileFire(fog); - } - else - { - // Our "Archvile" here is actually Oprah. "YOU GET A TARGET! YOU GET A TARGET! YOU ALL GET A TARGET!" - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || players[i].spectator) - continue; - - if (!players[i].mo) - continue; - - if (!players[i].mo->health) - continue; - - fog = P_SpawnMobj(players[i].mo->x, - players[i].mo->y, - players[i].mo->z + ((players[i].mo->eflags & MFE_VERTICALFLIP) ? players[i].mo->height - mobjinfo[fogtype].height : 0), - fogtype); - if (players[i].mo->eflags & MFE_VERTICALFLIP) - { - fog->eflags |= MFE_VERTICALFLIP; - fog->flags2 |= MF2_OBJECTFLIP; - } - fog->destscale = players[i].mo->scale; - P_SetScale(fog, fog->destscale); - - if (players[i].mo == actor->target) // We only care to track the fog targeting who we REALLY hate right now - P_SetTarget(&actor->tracer, fog); - P_SetTarget(&fog->target, actor); - P_SetTarget(&fog->tracer, players[i].mo); - A_VileFire(fog); - } - } -} - -// Function: A_VileAttack -// -// Description: Instantly hurts the actor's target, if it's in the actor's line of sight. -// Originally used by Archviles to cause explosions where their hellfire pillars were, hence the name. -// -// var1 = sound to play -// var2: -// Lower 16 bits = optional explosion object -// Upper 16 bits = If 0, attack only the actor's target. Else, attack all the players. All of them. -// -void A_VileAttack(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - sfxenum_t soundtoplay; - mobjtype_t explosionType = MT_NULL; - mobj_t *fire; - INT32 i; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_VileAttack", actor)) - return; -#endif - - if (!actor->target) - return; - - A_FaceTarget(actor); - - if (locvar1 <= 0 || locvar1 >= NUMSFX) - soundtoplay = sfx_brakrx; - else - soundtoplay = (sfxenum_t)locvar1; - - if ((locvar2 & 0xFFFF) > 0 && (locvar2 & 0xFFFF) <= NUMMOBJTYPES) - { - explosionType = (mobjtype_t)(locvar2 & 0xFFFF); - } - - if (!(locvar2 & 0xFFFF0000)) { - if (!P_CheckSight(actor, actor->target)) - return; - - S_StartSound(actor, soundtoplay); - P_DamageMobj(actor->target, actor, actor, 1, 0); - //actor->target->momz = 1000*FRACUNIT/actor->target->info->mass; // How id did it - actor->target->momz += FixedMul(10*FRACUNIT, actor->scale)*P_MobjFlip(actor->target); // How we're doing it - if (explosionType != MT_NULL) - { - P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, explosionType); - } - - // Extra attack. This was for additional damage in Doom. Doesn't really belong in SRB2, but the heck with it, it's here anyway. - fire = actor->tracer; - - if (!fire) - return; - - // move the fire between the vile and the player - //fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]); - //fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]); - P_TeleportMove(fire, - actor->target->x - P_ReturnThrustX(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), - actor->target->y - P_ReturnThrustY(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), - fire->z); - P_RadiusAttack(fire, actor, 70*FRACUNIT, 0); - } - else - { - // Oprahvile strikes again, but this time, she brings HOT PAIN - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || players[i].spectator) - continue; - - if (!players[i].mo) - continue; - - if (!players[i].mo->health) - continue; - - if (!P_CheckSight(actor, players[i].mo)) - continue; - - S_StartSound(actor, soundtoplay); - P_DamageMobj(players[i].mo, actor, actor, 1, 0); - //actor->target->momz = 1000*FRACUNIT/actor->target->info->mass; // How id did it - players[i].mo->momz += FixedMul(10*FRACUNIT, actor->scale)*P_MobjFlip(players[i].mo); // How we're doing it - if (explosionType != MT_NULL) - { - P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z, explosionType); - } - - // Extra attack. This was for additional damage in Doom. Doesn't really belong in SRB2, but the heck with it, it's here anyway. - // However, it ONLY applies to the actor's target. Nobody else matters! - if (actor->target != players[i].mo) - continue; - - fire = actor->tracer; - - if (!fire) - continue; - - // move the fire between the vile and the player - //fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]); - //fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]); - P_TeleportMove(fire, - actor->target->x - P_ReturnThrustX(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), - actor->target->y - P_ReturnThrustY(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), - fire->z); - P_RadiusAttack(fire, actor, 70*FRACUNIT, 0); - } - } - -} - -// Function: A_VileFire -// -// Description: Kind of like A_CapeChase; keeps this object in front of its tracer, unless its target can't see it. -// Originally used by Archviles to keep their hellfire pillars on top of the player, hence the name (although it was just "A_Fire" there; added "Vile" to make it more specific). -// Added some functionality to optionally draw a line directly to the enemy doing the targetting. Y'know, to hammer things in a bit. -// -// var1 = sound to play -// var2: -// Lower 16 bits = mobj to spawn (0 doesn't spawn a line at all) -// Upper 16 bits = # to spawn (default is 8) -// -void A_VileFire(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - mobj_t *dest; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_VileFire", actor)) - return; -#endif - - dest = actor->tracer; - if (!dest) - return; - - // don't move it if the vile lost sight - if (!P_CheckSight(actor->target, dest)) - return; - - // keep to same scale and gravity as tracer ALWAYS - actor->destscale = dest->scale; - P_SetScale(actor, actor->destscale); - if (dest->eflags & MFE_VERTICALFLIP) - { - actor->eflags |= MFE_VERTICALFLIP; - actor->flags2 |= MF2_OBJECTFLIP; - } - else - { - actor->eflags &= ~MFE_VERTICALFLIP; - actor->flags2 &= ~MF2_OBJECTFLIP; - } - - P_UnsetThingPosition(actor); - actor->x = dest->x + P_ReturnThrustX(actor, dest->angle, FixedMul(24*FRACUNIT, actor->scale)); - actor->y = dest->y + P_ReturnThrustY(actor, dest->angle, FixedMul(24*FRACUNIT, actor->scale)); - actor->z = dest->z + ((actor->eflags & MFE_VERTICALFLIP) ? dest->height-actor->height : 0); - P_SetThingPosition(actor); - - // Play sound, if one's specified - if (locvar1 > 0 && locvar1 < NUMSFX) - S_StartSound(actor, (sfxenum_t)locvar1); - - // Now draw the line to the actor's target - if (locvar2 & 0xFFFF) - { - mobjtype_t lineMobj; - UINT16 numLineMobjs; - fixed_t distX; - fixed_t distY; - fixed_t distZ; - UINT16 i; - - lineMobj = (mobjtype_t)(locvar2 & 0xFFFF); - numLineMobjs = (UINT16)(locvar2 >> 16); - if (numLineMobjs == 0) { - numLineMobjs = 8; - } - - // Get distance for each step - distX = (actor->target->x - actor->x) / numLineMobjs; - distY = (actor->target->y - actor->y) / numLineMobjs; - distZ = ((actor->target->z + FixedMul(actor->target->height/2, actor->target->scale)) - (actor->z + FixedMul(actor->height/2, actor->scale))) / numLineMobjs; - - for (i = 1; i <= numLineMobjs; i++) - { - P_SpawnMobj(actor->x + (distX * i), actor->y + (distY * i), actor->z + (distZ * i) + FixedMul(actor->height/2, actor->scale), lineMobj); - } - } -} - -// Function: A_BrakChase -// -// Description: Chase after your target, but speed and attack are tied to health. -// -// Every time this is called, generate a random number from a 1/4 to 3/4 of mobj's spawn health. -// If health is above that value, use missilestate to attack. -// If health is at or below that value, use meleestate to attack (default to missile state if not available). -// -// Likewise, state will linearly speed up as health goes down. -// Upper bound will be the frame's normal length. -// Lower bound defaults to 1 tic (technically 0, but we round up), unless a lower bound is specified in var1. -// -// var1 = lower-bound of frame length, in tics -// var2 = optional sound to play -// -void A_BrakChase(mobj_t *actor) -{ - INT32 delta; - INT32 lowerbound; - INT32 newtics; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BrakChase", actor)) - return; -#endif - - // Set new tics NOW, in case the state changes while we're doing this and we try applying this to the painstate or something silly - if (actor->tics > 1 && locvar1 < actor->tics) // Not much point, otherwise - { - if (locvar1 < 0) - lowerbound = 0; - else - lowerbound = locvar1; - - newtics = (((actor->tics - lowerbound) * actor->health) / actor->info->spawnhealth) + lowerbound; - if (newtics < 1) - newtics = 1; - - actor->tics = newtics; - } - - if (actor->reactiontime) - { - actor->reactiontime--; - if (actor->reactiontime == 0 && actor->type == MT_CYBRAKDEMON) - S_StartSound(0, sfx_bewar1 + P_RandomKey(4)); - } - - // modify target threshold - if (actor->threshold) - { - if (!actor->target || actor->target->health <= 0) - actor->threshold = 0; - else - actor->threshold--; - } - - // turn towards movement direction if not there yet - if (actor->movedir < NUMDIRS) - { - actor->angle &= (7<<29); - delta = actor->angle - (actor->movedir << 29); - - if (delta > 0) - actor->angle -= ANGLE_45; - else if (delta < 0) - actor->angle += ANGLE_45; - } - - if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) - { - // look for a new target - if (P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - P_SetMobjStateNF(actor, actor->info->spawnstate); - return; - } - - // do not attack twice in a row - if (actor->flags2 & MF2_JUSTATTACKED) - { - actor->flags2 &= ~MF2_JUSTATTACKED; - P_NewChaseDir(actor); - return; - } - - // Check if we can attack - if (P_CheckMissileRange(actor) && !actor->movecount) - { - // Check if we should use "melee" attack first. (Yes, this still runs outside of melee range. Quiet, you.) - if (actor->info->meleestate - && actor->health <= P_RandomRange(actor->info->spawnhealth/4, (actor->info->spawnhealth * 3)/4)) // Guaranteed true if <= 1/4 health, guaranteed false if > 3/4 health - { - if (actor->info->attacksound) - S_StartAttackSound(actor, actor->info->attacksound); - - P_SetMobjState(actor, actor->info->meleestate); - actor->flags2 |= MF2_JUSTATTACKED; - return; - } - // Else, check for missile attack. - else if (actor->info->missilestate) - { - P_SetMobjState(actor, actor->info->missilestate); - actor->flags2 |= MF2_JUSTATTACKED; - return; - } - } - - // possibly choose another target - if (multiplayer && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) - && P_LookForPlayers(actor, true, false, 0)) - return; // got a new target - - // chase towards player - if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) - P_NewChaseDir(actor); - - // Optionally play a sound effect - if (locvar2 > 0 && locvar2 < NUMSFX) - S_StartSound(actor, (sfxenum_t)locvar2); - - // make active sound - if (actor->type != MT_CYBRAKDEMON && actor->info->activesound && P_RandomChance(3*FRACUNIT/256)) - { - S_StartSound(actor, actor->info->activesound); - } -} - -// Function: A_BrakFireShot -// -// Description: Shoot an object at your target, offset to match where Brak's gun is. -// Also, sets Brak's reaction time; behaves normally otherwise. -// -// var1 = object # to shoot -// var2 = unused -// -void A_BrakFireShot(mobj_t *actor) -{ - fixed_t x, y, z; - INT32 locvar1 = var1; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BrakFireShot", actor)) - return; -#endif - if (!actor->target) - return; - - A_FaceTarget(actor); - - x = actor->x - + P_ReturnThrustX(actor, actor->angle, FixedMul(64*FRACUNIT, actor->scale)) - + P_ReturnThrustX(actor, actor->angle+ANGLE_270, FixedMul(32*FRACUNIT, actor->scale)); - y = actor->y - + P_ReturnThrustY(actor, actor->angle, FixedMul(64*FRACUNIT, actor->scale)) - + P_ReturnThrustY(actor, actor->angle+ANGLE_270, FixedMul(32*FRACUNIT, actor->scale)); - if (actor->eflags & MFE_VERTICALFLIP) - z = actor->z + actor->height - FixedMul(144*FRACUNIT, actor->scale); - else - z = actor->z + FixedMul(144*FRACUNIT, actor->scale); - - P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z); - - if (!(actor->flags & MF_BOSS)) - { - if (ultimatemode) - actor->reactiontime = actor->info->reactiontime*TICRATE; - else - actor->reactiontime = actor->info->reactiontime*TICRATE*2; - } -} - -// Function: A_BrakLobShot -// -// Description: Lobs an object at the floor about a third of the way toward your target. -// Implication is it'll bounce the rest of the way. -// (You can also just aim straight at the target, but whatever) -// Formula grabbed from http://en.wikipedia.org/wiki/Trajectory_of_a_projectile#Angle_required_to_hit_coordinate_.28x.2Cy.29 -// -// var1 = object # to lob -// var2: -// Lower 16 bits: height offset to shoot from, from the actor's bottom (none that "airtime" malarky) -// Upper 16 bits: if 0, aim 1/3 of the way. Else, aim directly at target. -// - -void A_BrakLobShot(mobj_t *actor) -{ - fixed_t v; // Velocity to shoot object - fixed_t a1, a2, aToUse; // Velocity squared - fixed_t g; // Gravity - fixed_t x; // Horizontal difference - INT32 x_int; // x! But in integer form! - fixed_t y; // Vertical difference (yes that's normally z in SRB2 shut up) - INT32 y_int; // y! But in integer form! - INT32 intHypotenuse; // x^2 + y^2. Frequently overflows fixed point, hence why we need integers proper. - fixed_t fixedHypotenuse; // However, we can work around that and still get a fixed-point number. - angle_t theta; // Angle of attack - mobjtype_t typeOfShot; - mobj_t *shot; // Object to shoot - fixed_t newTargetX; // If not aiming directly - fixed_t newTargetY; // If not aiming directly - INT32 locvar1 = var1; - INT32 locvar2 = var2 & 0x0000FFFF; - INT32 aimDirect = var2 & 0xFFFF0000; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_BrakLobShot", actor)) - return; -#endif - - if (!actor->target) - return; // Don't even bother if we've got nothing to aim at. - - // Look up actor's current gravity situation - if (actor->subsector->sector->gravity) - g = FixedMul(gravity,(FixedDiv(*actor->subsector->sector->gravity>>FRACBITS, 1000))); - else - g = gravity; - - // Look up distance between actor and its target - x = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); - if (!aimDirect) - { - // Distance should actually be a third of the way over - x = FixedDiv(x, 3<x + P_ReturnThrustX(actor, actor->angle, x); - newTargetY = actor->y + P_ReturnThrustY(actor, actor->angle, x); - x = P_AproxDistance(newTargetX - actor->x, newTargetY - actor->y); - // Look up height difference between actor and the ground 1/3 of the way to its target - y = P_FloorzAtPos(newTargetX, newTargetY, actor->target->z, actor->target->height) - (actor->z + FixedMul(locvar2*FRACUNIT, actor->scale)); - } - else - { - // Look up height difference between actor and its target - y = actor->target->z - (actor->z + FixedMul(locvar2*FRACUNIT, actor->scale)); - } - - // Get x^2 + y^2. Have to do it in a roundabout manner, because this overflows fixed_t way too easily otherwise. - x_int = x>>FRACBITS; - y_int = y>>FRACBITS; - intHypotenuse = (x_int*x_int) + (y_int*y_int); - fixedHypotenuse = FixedSqrt(intHypotenuse) *256; - - // a = g(y+/-sqrt(x^2+y^2)). a1 can be +, a2 can be -. - a1 = FixedMul(g,y+fixedHypotenuse); - a2 = FixedMul(g,y-fixedHypotenuse); - - // Determine which one isn't actually an imaginary number (or the smaller of the two, if both are real), and use that for v. - if (a1 < 0 || a2 < 0) - { - if (a1 < 0 && a2 < 0) - { - //Somehow, v^2 is negative in both cases. v is therefore imaginary and something is horribly wrong. Abort! - return; - } - // Just find which one's NOT negative, and use that - aToUse = max(a1,a2); - } - else - { - // Both are positive; use whichever's smaller so it can decay faster - aToUse = min(a1,a2); - } - v = FixedSqrt(aToUse); - // Okay, so we know the velocity. Let's actually find theta. - // We can cut the "+/- sqrt" part out entirely, since v was calculated specifically for it to equal zero. So: - //theta = tantoangle[FixedDiv(aToUse,FixedMul(g,x)) >> DBITS]; - theta = tantoangle[SlopeDiv(aToUse,FixedMul(g,x))]; - - // Okay, complicated math done. Let's fire our object already, sheesh. - A_FaceTarget(actor); - if (locvar1 <= 0 || locvar1 >= NUMMOBJTYPES) - typeOfShot = MT_CANNONBALL; - else typeOfShot = (mobjtype_t)locvar1; - shot = P_SpawnMobj(actor->x, actor->y, actor->z + FixedMul(locvar2*FRACUNIT, actor->scale), typeOfShot); - if (shot->info->seesound) - S_StartSound(shot, shot->info->seesound); - P_SetTarget(&shot->target, actor); // where it came from - - shot->angle = actor->angle; - - // Horizontal axes first. First parameter is initial horizontal impulse, second is to correct its angle. - shot->momx = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINECOSINE(shot->angle >> ANGLETOFINESHIFT)); - shot->momy = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINESINE(shot->angle >> ANGLETOFINESHIFT)); - // Then the vertical axis. No angle-correction needed here. - shot->momz = FixedMul(v, FINESINE(theta >> ANGLETOFINESHIFT)); - // I hope that's all that's needed, ugh -} - -// Function: A_NapalmScatter -// -// Description: Scatters a specific number of projectiles around in a circle. -// Intended for use with objects that are affected by gravity; would be kind of silly otherwise. -// -// var1: -// Lower 16 bits: object # to lob (TODO: come up with a default) -// Upper 16 bits: Number to lob (default 8) -// var2: -// Lower 16 bits: distance to toss them (No default - 0 does just that - but negatives will revert to 128) -// Upper 16 bits: airtime in tics (default 16) -// -void A_NapalmScatter(mobj_t *actor) -{ - mobjtype_t typeOfShot = var1 & 0x0000FFFF; // Type - INT32 numToShoot = (var1 & 0xFFFF0000) >> 16; // How many - fixed_t distance = (var2 & 0x0000FFFF) << FRACBITS; // How far - fixed_t airtime = var2 & 0xFFFF0000; // How long until impact (assuming no obstacles) - fixed_t vx; // Horizontal momentum - fixed_t vy; // Vertical momentum - fixed_t g; // Gravity - INT32 i; // for-loop cursor - mobj_t *mo; // each and every spawned napalm burst - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_NapalmScatter", actor)) - return; -#endif - - // Some quick sanity-checking - if (typeOfShot >= NUMMOBJTYPES) // I'd add a <0 check, too, but 0x0000FFFF isn't negative in this case - typeOfShot = MT_NULL; - if (numToShoot <= 0) // Presumably you forgot to set var1 up; else, why are you calling this to shoot nothing? - numToShoot = 8; - else if (numToShoot > 8192) // If you seriously need this many objects spawned, stop and ask yourself "Why am I doing this?" - numToShoot = 8192; - if (distance < 0) // Presumably you thought this was an unsigned integer, you naive fool - distance = 32767<subsector->sector->gravity) - g = FixedMul(gravity,(FixedDiv(*actor->subsector->sector->gravity>>FRACBITS, 1000))); - else - g = gravity; - - // vy = (g*(airtime-1))/2 - vy = FixedMul(g,(airtime-(1<>1; - // vx = distance/airtime - vx = FixedDiv(distance, airtime); - - for (i = 0; ix, actor->y, actor->z, typeOfShot); - P_SetTarget(&mo->target, actor->target); // Transfer target so Brak doesn't hit himself like an idiot - - mo->angle = fa << ANGLETOFINESHIFT; - mo->momx = FixedMul(FINECOSINE(fa),vx); - mo->momy = FixedMul(FINESINE(fa),vx); - mo->momz = vy; - } -} - -// Function: A_SpawnFreshCopy -// -// Description: Spawns a copy of the mobj. x, y, z, angle, scale, target and tracer carry over; everything else starts anew. -// Mostly writing this because I want to do multiple actions to pass these along in a single frame instead of several. -// -// var1 = unused -// var2 = unused -// -void A_SpawnFreshCopy(mobj_t *actor) -{ - mobj_t *newObject; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SpawnFreshCopy", actor)) - return; -#endif - - newObject = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->type); - newObject->flags2 = actor->flags2 & MF2_AMBUSH; - newObject->angle = actor->angle; - newObject->color = actor->color; - P_SetTarget(&newObject->target, actor->target); - P_SetTarget(&newObject->tracer, actor->tracer); - - if (newObject->info->seesound) - S_StartSound(newObject, newObject->info->seesound); -} - -// Internal Flicky spawning function. -mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz, boolean lookforplayers) -{ - mobj_t *flicky; - - if (!flickytype) - { - if (!mapheaderinfo[gamemap-1] || !mapheaderinfo[gamemap-1]->numFlickies) // No mapheader, no shoes, no service. - return NULL; - else - { - INT32 prandom = P_RandomKey(mapheaderinfo[gamemap-1]->numFlickies); - flickytype = mapheaderinfo[gamemap-1]->flickies[prandom]; - } - } - - flicky = P_SpawnMobjFromMobj(actor, 0, 0, 0, flickytype); - flicky->angle = actor->angle; - - if (flickytype == MT_SEED) - flicky->z += P_MobjFlip(actor)*(actor->height - flicky->height)/2; - - if (actor->eflags & MFE_UNDERWATER) - momz = FixedDiv(momz, FixedSqrt(3*FRACUNIT)); - - P_SetObjectMomZ(flicky, momz, false); - flicky->movedir = (P_RandomChance(FRACUNIT/2) ? -1 : 1); - flicky->fuse = P_RandomRange(595, 700); // originally 300, 350 - flicky->threshold = 0; - - if (lookforplayers) - P_LookForPlayers(flicky, true, false, 0); - - return flicky; -} - -// Function: A_FlickySpawn -// -// Description: Flicky spawning function. -// -// var1: -// lower 16 bits: if 0, spawns random flicky based on level header. Else, spawns the designated thing type. -// upper 16 bits: if 0, no sound is played. Else, A_Scream is called. -// var2 = upwards thrust for spawned flicky. If zero, default value is provided. -// -void A_FlickySpawn(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlickySpawn", actor)) - return; -#endif - - if (locvar1 >> 16) { - A_Scream(actor); // A shortcut for the truly lazy. - locvar1 &= 65535; - } - - P_InternalFlickySpawn(actor, locvar1, ((locvar2) ? locvar2 : 8*FRACUNIT), true); -} - -// Internal Flicky bubbling function. -void P_InternalFlickyBubble(mobj_t *actor) -{ - if (actor->eflags & MFE_UNDERWATER) - { - mobj_t *overlay; - - if (!((actor->z + 3*actor->height/2) < actor->watertop) || !mobjinfo[actor->type].raisestate || actor->tracer) - return; - - overlay = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY); - P_SetMobjStateNF(overlay, mobjinfo[actor->type].raisestate); - P_SetTarget(&actor->tracer, overlay); - P_SetTarget(&overlay->target, actor); - return; - } - - if (!actor->tracer || P_MobjWasRemoved(actor->tracer)) - return; - - P_RemoveMobj(actor->tracer); - P_SetTarget(&actor->tracer, NULL); -} - -// Function: A_FlickyAim -// -// Description: Flicky aiming function. -// -// var1 = how far around the target (in angle constants) the flicky should look -// var2 = distance from target to aim for -// -void A_FlickyAim(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - boolean flickyhitwall = false; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlickyAim", actor)) - return; -#endif - - if (actor->momx == actor->momy && actor->momy == 0) - flickyhitwall = true; - - P_InternalFlickyBubble(actor); - P_InstaThrust(actor, 0, 0); - - if (!actor->target) - { - P_LookForPlayers(actor, true, false, 0); - actor->angle = P_RandomKey(36)*ANG10; - return; - } - - if (actor->fuse > 2*TICRATE) - { - angle_t posvar; - fixed_t chasevar, chasex, chasey; - - if (flickyhitwall) - actor->movedir *= -1; - - posvar = ((R_PointToAngle2(actor->target->x, actor->target->y, actor->x, actor->y) + actor->movedir*locvar1) >> ANGLETOFINESHIFT) & FINEMASK; - chasevar = FixedSqrt(max(FRACUNIT, P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y) - locvar2)) + locvar2; - - chasex = actor->target->x + FixedMul(FINECOSINE(posvar), chasevar); - chasey = actor->target->y + FixedMul(FINESINE(posvar), chasevar); - - if (P_AproxDistance(chasex - actor->x, chasey - actor->y)) - actor->angle = R_PointToAngle2(actor->x, actor->y, chasex, chasey); - } - else if (flickyhitwall) - { - actor->angle += ANGLE_180; - actor->threshold = 0; - } -} - -//Internal Flicky flying function. Also usuable as an underwater swim thrust. -void P_InternalFlickyFly(mobj_t *actor, fixed_t flyspeed, fixed_t targetdist, fixed_t chasez) -{ - angle_t vertangle; - - flyspeed = FixedMul(flyspeed, actor->scale); - actor->flags |= MF_NOGRAVITY; - - var1 = ANG30; - var2 = 32*FRACUNIT; - A_FlickyAim(actor); - - chasez *= 8; - if (!actor->target || !(actor->fuse > 2*TICRATE)) - chasez += ((actor->eflags & MFE_VERTICALFLIP) ? actor->ceilingz - 24*FRACUNIT : actor->floorz + 24*FRACUNIT); - else - { - fixed_t add = actor->target->z + (actor->target->height - actor->height)/2; - if (add > (actor->ceilingz - 24*actor->scale - actor->height)) - add = actor->ceilingz - 24*actor->scale - actor->height; - else if (add < (actor->floorz + 24*actor->scale)) - add = actor->floorz + 24*actor->scale; - chasez += add; - } - - if (!targetdist) - targetdist = 16*FRACUNIT; //Default! - - if (actor->target && abs(chasez - actor->z) > targetdist) - targetdist = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); - - vertangle = (R_PointToAngle2(0, actor->z, targetdist, chasez) >> ANGLETOFINESHIFT) & FINEMASK; - P_InstaThrust(actor, actor->angle, FixedMul(FINECOSINE(vertangle), flyspeed)); - actor->momz = FixedMul(FINESINE(vertangle), flyspeed); -} - -// Function: A_FlickyFly -// -// Description: Flicky flying function. -// -// var1 = how fast to fly -// var2 = how far ahead the target should be considered -// -void A_FlickyFly(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlickyFly", actor)) - return; -#endif - P_InternalFlickyFly(actor, locvar1, locvar2, - FINECOSINE((((actor->fuse % 36) * ANG10) >> ANGLETOFINESHIFT) & FINEMASK) - ); -} - -// Function: A_FlickySoar -// -// Description: Flicky soaring function - specific to puffin. -// -// var1 = how fast to fly -// var2 = how far ahead the target should be considered -// -void A_FlickySoar(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlickySoar", actor)) - return; -#endif - P_InternalFlickyFly(actor, locvar1, locvar2, - 2*(FRACUNIT/2 - abs(FINECOSINE((((actor->fuse % 144) * 5*ANG1/2) >> ANGLETOFINESHIFT) & FINEMASK))) - ); - - if (P_MobjFlip(actor)*actor->momz > 0 && actor->frame == 1 && actor->sprite == SPR_FL10) - actor->frame = 3; -} - -//Function: A_FlickyCoast -// -// Description: Flicky swim-coasting function. -// -// var1 = speed to change state upon reaching -// var2 = state to change to upon slowing down -// the spawnstate of the mobj = state to change to when above water -// -void A_FlickyCoast(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlickyCoast", actor)) - return; -#endif - if (actor->eflags & MFE_UNDERWATER) - { - actor->momx = (11*actor->momx)/12; - actor->momy = (11*actor->momy)/12; - actor->momz = (11*actor->momz)/12; - - if (P_AproxDistance(P_AproxDistance(actor->momx, actor->momy), actor->momz) < locvar1) - P_SetMobjState(actor, locvar2); - - return; - } - - actor->flags &= ~MF_NOGRAVITY; - P_SetMobjState(actor, mobjinfo[actor->type].spawnstate); -} - -// Internal Flicky hopping function. -void P_InternalFlickyHop(mobj_t *actor, fixed_t momz, fixed_t momh, angle_t angle) -{ - if (((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) - || ((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz))) - { - if (momz) - { - if (actor->eflags & MFE_UNDERWATER) - momz = FixedDiv(momz, FixedSqrt(3*FRACUNIT)); - P_SetObjectMomZ(actor, momz, false); - } - P_InstaThrust(actor, angle, FixedMul(momh, actor->scale)); - } -} - -// Function: A_FlickyHop -// -// Description: Flicky hopping function. -// -// var1 = vertical thrust -// var2 = horizontal thrust -// -void A_FlickyHop(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlickyHop", actor)) - return; -#endif - P_InternalFlickyHop(actor, locvar1, locvar2, actor->angle); -} - -// Function: A_FlickyFlounder -// -// Description: Flicky floundering function. -// -// var1 = intended vertical thrust -// var2 = intended horizontal thrust -// -void A_FlickyFlounder(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - angle_t hopangle; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlickyFlounder", actor)) - return; -#endif - locvar1 *= (P_RandomKey(2) + 1); - locvar2 *= (P_RandomKey(2) + 1); - hopangle = (actor->angle + (P_RandomKey(9) - 4)*ANG2); - P_InternalFlickyHop(actor, locvar1, locvar2, hopangle); -} - -// Function: A_FlickyCheck -// -// Description: Flicky airtime check function. -// -// var1 = state to change to upon touching the floor -// var2 = state to change to upon falling -// the meleestate of the mobj = state to change to when underwater -// -void A_FlickyCheck(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlickyCheck", actor)) - return; -#endif - if (locvar2 && P_MobjFlip(actor)*actor->momz < 1) - P_SetMobjState(actor, locvar2); - else if (locvar1 && ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) - || ((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz))) - P_SetMobjState(actor, locvar1); - else if (mobjinfo[actor->type].meleestate && (actor->eflags & MFE_UNDERWATER)) - P_SetMobjState(actor, mobjinfo[actor->type].meleestate); - P_InternalFlickyBubble(actor); -} - -// Function: A_FlickyHeightCheck -// -// Description: Flicky height check function. -// -// var1 = state to change to when falling below height relative to target -// var2 = height relative to target to change state at -// -void A_FlickyHeightCheck(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlickyHeightCheck", actor)) - return; -#endif - if (locvar1 && actor->target && P_MobjFlip(actor)*actor->momz < 1 - && ((P_MobjFlip(actor)*((actor->z + actor->height/2) - (actor->target->z + actor->target->height/2)) < locvar2) - || (actor->z - actor->height < actor->floorz) || (actor->z + 2*actor->height > actor->ceilingz))) - P_SetMobjState(actor, locvar1); - P_InternalFlickyBubble(actor); -} - -// Function: A_FlickyFlutter -// -// Description: Flicky fluttering function - specific to chicken. -// -// var1 = state to change to upon touching the floor -// var2 = state to change to upon falling -// the meleestate of the mobj = state to change to when underwater -// -void A_FlickyFlutter(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlickyFlutter", actor)) - return; -#endif - var1 = locvar1; - var2 = locvar2; - A_FlickyCheck(actor); - - var1 = ANG30; - var2 = 32*FRACUNIT; - A_FlickyAim(actor); - - P_InstaThrust(actor, actor->angle, 2*actor->scale); - if (P_MobjFlip(actor)*actor->momz < -FRACUNIT/2) - actor->momz = -P_MobjFlip(actor)*actor->scale/2; -} - -#undef FLICKYHITWALL - -// Function: A_FlameParticle -// -// Description: Creates the mobj's painchance at a random position around the object's radius. -// -// var1 = unused -// var2 = unused -// -void A_FlameParticle(mobj_t *actor) -{ - mobjtype_t type = (mobjtype_t)(mobjinfo[actor->type].painchance); - fixed_t rad, hei; - mobj_t *particle; - //INT32 locvar1 = var1; - //INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_FlameParticle", actor)) - return; -#endif - - if (!type) - return; - - rad = actor->radius>>FRACBITS; - hei = actor->height>>FRACBITS; - particle = P_SpawnMobjFromMobj(actor, - P_RandomRange(rad, -rad)<frame = actor->frame; - - if (!(locvar1 & 1)) - { - fade->fuse = 15; - fade->flags2 |= MF2_BOSSNOTRAP; - } - else - fade->fuse = 20; - - if (!(locvar1 & 2)) - P_SetTarget(&actor->tracer, fade); -} - -// Function: A_Boss5Jump -// -// Description: Makes an object jump in an arc to land on their tracer precicely. -// Adapted from A_BrakLobShot, see there for explanation. -// -// var1 = unused -// var2 = unused -// -void A_Boss5Jump(mobj_t *actor) -{ - fixed_t v; // Velocity to jump at - fixed_t a1, a2, aToUse; // Velocity squared - fixed_t g; // Gravity - fixed_t x; // Horizontal difference - INT32 x_int; // x! But in integer form! - fixed_t y; // Vertical difference (yes that's normally z in SRB2 shut up) - INT32 y_int; // y! But in integer form! - INT32 intHypotenuse; // x^2 + y^2. Frequently overflows fixed point, hence why we need integers proper. - fixed_t fixedHypotenuse; // However, we can work around that and still get a fixed-point number. - angle_t theta; // Angle of attack - // INT32 locvar1 = var1; - // INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_Boss5Jump", actor)) - return; -#endif - - if (!actor->tracer) - return; // Don't even bother if we've got nothing to aim at. - - // Look up actor's current gravity situation - if (actor->subsector->sector->gravity) - g = FixedMul(gravity,(FixedDiv(*actor->subsector->sector->gravity>>FRACBITS, 1000))); - else - g = gravity; - - // Look up distance between actor and its tracer - x = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y); - // Look up height difference between actor and its tracer - y = actor->tracer->z - actor->z; - - // Get x^2 + y^2. Have to do it in a roundabout manner, because this overflows fixed_t way too easily otherwise. - x_int = x>>FRACBITS; - y_int = y>>FRACBITS; - intHypotenuse = (x_int*x_int) + (y_int*y_int); - fixedHypotenuse = FixedSqrt(intHypotenuse) *256; - - // a = g(y+/-sqrt(x^2+y^2)). a1 can be +, a2 can be -. - a1 = FixedMul(g,y+fixedHypotenuse); - a2 = FixedMul(g,y-fixedHypotenuse); - - // Determine which one isn't actually an imaginary number (or the smaller of the two, if both are real), and use that for v. - if (a1 < 0 || a2 < 0) - { - if (a1 < 0 && a2 < 0) - { - //Somehow, v^2 is negative in both cases. v is therefore imaginary and something is horribly wrong. Abort! - return; - } - // Just find which one's NOT negative, and use that - aToUse = max(a1,a2); - } - else - { - // Both are positive; use whichever's smaller so it can decay faster - aToUse = min(a1,a2); - } - v = FixedSqrt(aToUse); - // Okay, so we know the velocity. Let's actually find theta. - // We can cut the "+/- sqrt" part out entirely, since v was calculated specifically for it to equal zero. So: - //theta = tantoangle[FixedDiv(aToUse,FixedMul(g,x)) >> DBITS]; - theta = tantoangle[SlopeDiv(aToUse,FixedMul(g,x))]; - - // Okay, complicated math done. Let's make this object jump already. - A_FaceTracer(actor); - - if (actor->eflags & MFE_VERTICALFLIP) - actor->z--; - else - actor->z++; - - // Horizontal axes first. First parameter is initial horizontal impulse, second is to correct its angle. - fixedHypotenuse = FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)); // variable reuse - actor->momx = FixedMul(fixedHypotenuse, FINECOSINE(actor->angle >> ANGLETOFINESHIFT)); - actor->momy = FixedMul(fixedHypotenuse, FINESINE(actor->angle >> ANGLETOFINESHIFT)); - // Then the vertical axis. No angle-correction needed here. - actor->momz = FixedMul(v, FINESINE(theta >> ANGLETOFINESHIFT)); - // I hope that's all that's needed, ugh -} - -// Function: A_LightBeamReset -// Description: Resets momentum and position for DSZ's projecting light beams -// -// var1 = unused -// var2 = unused -// -void A_LightBeamReset(mobj_t *actor) -{ - // INT32 locvar1 = var1; - // INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_LightBeamReset", actor)) - return; -#endif - - actor->destscale = FRACUNIT + P_SignedRandom()*FRACUNIT/256; - P_SetScale(actor, actor->destscale); - - if (!actor->spawnpoint) - return; // this can't work properly welp - - actor->momx = -(P_SignedRandom()*FINESINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/128; - actor->momy = (P_SignedRandom()*FINECOSINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/128; - actor->momz = (P_SignedRandom()*FRACUNIT)/128; - - P_TeleportMove(actor, - actor->spawnpoint->x*FRACUNIT - (P_SignedRandom()*FINESINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/2, - actor->spawnpoint->y*FRACUNIT + (P_SignedRandom()*FINECOSINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/2, - actor->spawnpoint->z*FRACUNIT + (P_SignedRandom()*FRACUNIT)/2); -} - -// Function: A_MineExplode -// Description: Handles the explosion of a DSZ mine. -// -// var1 = unused -// var2 = unused -// -void A_MineExplode(mobj_t *actor) -{ - // INT32 locvar1 = var1; - // INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MineExplode", actor)) - return; -#endif - - A_Scream(actor); - actor->flags = MF_NOGRAVITY|MF_NOCLIP; - - quake.epicenter = NULL; - quake.radius = 512*FRACUNIT; - quake.intensity = 8*FRACUNIT; - quake.time = TICRATE/3; - - P_RadiusAttack(actor, actor->tracer, 192*FRACUNIT, DMG_CANHURTSELF); - P_MobjCheckWater(actor); - - { -#define dist 64 - UINT8 i; - mobjtype_t type = ((actor->eflags & MFE_UNDERWATER) ? MT_UWEXPLODE : MT_BOSSEXPLODE); - S_StartSound(actor, ((actor->eflags & MFE_UNDERWATER) ? sfx_s3k57 : sfx_s3k4e)); - P_SpawnMobj(actor->x, actor->y, actor->z, type); - for (i = 0; i < 16; i++) - { - mobj_t *b = P_SpawnMobj(actor->x+P_RandomRange(-dist, dist)*FRACUNIT, - actor->y+P_RandomRange(-dist, dist)*FRACUNIT, - actor->z+P_RandomRange(((actor->eflags & MFE_UNDERWATER) ? -dist : 0), dist)*FRACUNIT, - type); - fixed_t dx = b->x - actor->x, dy = b->y - actor->y, dz = b->z - actor->z; - fixed_t dm = P_AproxDistance(dz, P_AproxDistance(dy, dx)); - b->momx = FixedDiv(dx, dm)*3; - b->momy = FixedDiv(dy, dm)*3; - b->momz = FixedDiv(dz, dm)*3; - if ((actor->watertop == INT32_MAX) || (b->z + b->height > actor->watertop)) - b->flags &= ~MF_NOGRAVITY; - } -#undef dist - - if (actor->watertop != INT32_MAX) - P_SpawnMobj(actor->x, actor->y, actor->watertop, MT_SPLISH); - } -} - -// Function: A_MineRange -// Description: If the target gets too close, change the state to meleestate. -// -// var1 = Distance to alert at -// var2 = unused -// -void A_MineRange(mobj_t *actor) -{ - fixed_t dm; - INT32 locvar1 = var1; - // INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MineRange", actor)) - return; -#endif - - if (!actor->target) - return; - - dm = P_AproxDistance(actor->z - actor->target->z, P_AproxDistance(actor->y - actor->target->y, actor->x - actor->target->x)); - if ((dm>>FRACBITS) < locvar1) - P_SetMobjState(actor, actor->info->meleestate); -} - -// Function: A_ConnectToGround -// Description: Create a palm tree trunk/mine chain. -// -// var1 = Object type to connect to ground -// var2 = Object type to place on ground -// -void A_ConnectToGround(mobj_t *actor) -{ - mobj_t *work; - fixed_t workz; - fixed_t workh; - INT8 dir; - angle_t ang; - INT32 locvar1 = var1; - INT32 locvar2 = var2; - -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ConnectToGround", actor)) - return; -#endif - - if (actor->subsector->sector->ffloors) - P_AdjustMobjFloorZ_FFloors(actor, actor->subsector->sector, 2); - - if (actor->flags2 & MF2_OBJECTFLIP) - { - workz = actor->ceilingz - (actor->z + actor->height); - dir = -1; - } - else - { - workz = actor->floorz - actor->z; - dir = 1; - } - - if (locvar2) - { - workh = FixedMul(mobjinfo[locvar2].height, actor->scale); - if (actor->flags2 & MF2_OBJECTFLIP) - workz -= workh; - work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar2); - workz += dir*workh; - } - - if (!locvar1) - return; - - if (!(workh = FixedMul(mobjinfo[locvar1].height, actor->scale))) - return; - - if (actor->flags2 & MF2_OBJECTFLIP) - workz -= workh; - - ang = actor->angle + ANGLE_45; - while (dir*workz < 0) - { - work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1); - if (work) - work->angle = ang; - ang += ANGLE_90; - workz += dir*workh; - } - - if (workz != 0) - actor->z += workz; -} - -// Function: A_SpawnParticleRelative -// -// Description: Spawns a particle effect relative to the location of the actor -// -// var1: -// var1 >> 16 = x -// var1 & 65535 = y -// var2: -// var2 >> 16 = z -// var2 & 65535 = state -// -void A_SpawnParticleRelative(mobj_t *actor) -{ - INT16 x, y, z; // Want to be sure we can use negative values - statenum_t state; - mobj_t *mo; - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SpawnParticleRelative", actor)) - return; -#endif - - CONS_Debug(DBG_GAMELOGIC, "A_SpawnParticleRelative called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); - - x = (INT16)(locvar1>>16); - y = (INT16)(locvar1&65535); - z = (INT16)(locvar2>>16); - state = (statenum_t)(locvar2&65535); - - // Spawn objects correctly in reverse gravity. - // NOTE: Doing actor->z + actor->height is the bottom of the object while the object has reverse gravity. - Flame - mo = P_SpawnMobj(actor->x + FixedMul(x<scale), - actor->y + FixedMul(y<scale), - (actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[MT_PARTICLE].height) - FixedMul(z<scale)) : (actor->z + FixedMul(z<scale)), MT_PARTICLE); - - // Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn - mo->angle = actor->angle; - - if (actor->eflags & MFE_VERTICALFLIP) - mo->flags2 |= MF2_OBJECTFLIP; - - P_SetMobjState(mo, state); -} - -// Function: A_MultiShotDist -// -// Description: Spawns multiple shots based on player proximity -// -// var1 = same as A_MultiShot -// var2 = same as A_MultiShot -// -void A_MultiShotDist(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_MultiShotDist", actor)) - return; -#endif - - { - UINT8 i; - // Quick! Look through players! - // Don't spawn dust unless a player is relatively close by (var1). - for (i = 0; i < MAXPLAYERS; ++i) - if (playeringame[i] && players[i].mo - && P_AproxDistance(actor->x - players[i].mo->x, actor->y - players[i].mo->y) < (1600<> 16 = mobjtype of child -// var2 & 65535 = vertical momentum -// var2: -// var2 >> 16 = forward offset -// var2 & 65535 = vertical offset -// -void A_WhoCaresIfYourSonIsABee(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; - fixed_t foffsetx; - fixed_t foffsety; - mobj_t *son; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_WhoCaresIfYourSonIsABee", actor)) - return; -#endif - - A_FaceTarget(actor); - - if (actor->extravalue1) - actor->extravalue1--; - - if (actor->info->attacksound) - S_StartSound(actor, actor->info->attacksound); - - foffsetx = P_ReturnThrustX(actor, actor->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); - foffsety = P_ReturnThrustY(actor, actor->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); - - if (!(son = P_SpawnMobjFromMobj(actor, foffsetx, foffsety, (locvar2&65535)*FRACUNIT, (mobjtype_t)(locvar1 >> 16)))) - return; - - P_SetObjectMomZ(son, (locvar1 & 65535)<tracer, actor); - P_SetTarget(&son->target, actor->target); -} - -// Function: A_ParentTriesToSleep -// -// Description: If extravalue1 is less than or equal to var1, go to var2. -// -// var1 = state to go to when extravalue1 -// var2 = unused -// -void A_ParentTriesToSleep(mobj_t *actor) -{ - INT32 locvar1 = var1; - //INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_ParentTriesToSleep", actor)) - return; -#endif - - if (actor->extravalue1) - { - if (actor->info->seesound) - S_StartSound(actor, actor->info->seesound); - actor->reactiontime = 0; - P_SetMobjState(actor, locvar1); - } - else if (!actor->reactiontime) - { - actor->reactiontime = 1; - if (actor->info->activesound) // more like INactivesound doy hoy hoy - S_StartSound(actor, actor->info->activesound); - } -} - - -// Function: A_CryingToMomma -// -// Description: If you're a child, let your parent know something's happened to you through extravalue1. Also, prepare to die. -// -// var1 = unused -// var2 = unused -// -void A_CryingToMomma(mobj_t *actor) -{ - //INT32 locvar1 = var1; - //INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CryingToMomma", actor)) - return; -#endif - - if (actor->tracer) - actor->tracer->extravalue1++; - - actor->momx = actor->momy = actor->momz = 0; - - P_UnsetThingPosition(actor); - if (sector_list) - { - P_DelSeclist(sector_list); - sector_list = NULL; - } - actor->flags = MF_NOBLOCKMAP|MF_NOCLIPTHING; - P_SetThingPosition(actor); -} - -// Function: A_CheckFlags2 -// -// Description: If actor->flags2 & var1, goto var2. -// -// var1 = mask -// var2 = state to go -// -void A_CheckFlags2(mobj_t *actor) -{ - INT32 locvar1 = var1; - INT32 locvar2 = var2; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_CheckFlags2", actor)) - return; -#endif - - if (actor->flags2 & locvar1) - P_SetMobjState(actor, (statenum_t)locvar2); +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1993-1996 by id Software, Inc. +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2016 by Sonic Team Junior. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file p_enemy.c +/// \brief Enemy thinking, AI +/// Action Pointer Functions that are associated with states/frames + +#include "doomdef.h" +#include "g_game.h" +#include "p_local.h" +#include "r_main.h" +#include "r_state.h" +#include "s_sound.h" +#include "m_random.h" +#include "m_misc.h" +#include "r_things.h" +#include "i_video.h" +#include "lua_hook.h" + +#ifdef HW3SOUND +#include "hardware/hw3sound.h" +#endif + +#ifdef HAVE_BLUA +boolean LUA_CallAction(const char *action, mobj_t *actor); +#endif + +player_t *stplyr; +INT32 var1; +INT32 var2; + +// +// P_NewChaseDir related LUT. +// +static dirtype_t opposite[] = +{ + DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, + DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR +}; + +static dirtype_t diags[] = +{ + DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST +}; + +//Real Prototypes to A_* +void A_Fall(mobj_t *actor); +void A_Look(mobj_t *actor); +void A_Chase(mobj_t *actor); +void A_FaceStabChase(mobj_t *actor); +void A_FaceStabRev(mobj_t *actor); +void A_FaceStabHurl(mobj_t *actor); +void A_FaceStabMiss(mobj_t *actor); +void A_StatueBurst(mobj_t *actor); +void A_JetJawRoam(mobj_t *actor); +void A_JetJawChomp(mobj_t *actor); +void A_PointyThink(mobj_t *actor); +void A_CheckBuddy(mobj_t *actor); +void A_HoodFire(mobj_t *actor); +void A_HoodThink(mobj_t *actor); +void A_HoodFall(mobj_t *actor); +void A_ArrowBonks(mobj_t *actor); +void A_SnailerThink(mobj_t *actor); +void A_SharpChase(mobj_t *actor); +void A_SharpSpin(mobj_t *actor); +void A_SharpDecel(mobj_t *actor); +void A_CrushstaceanWalk(mobj_t *actor); +void A_CrushstaceanPunch(mobj_t *actor); +void A_CrushclawAim(mobj_t *actor); +void A_CrushclawLaunch(mobj_t *actor); +void A_VultureVtol(mobj_t *actor); +void A_VultureCheck(mobj_t *actor); +void A_SkimChase(mobj_t *actor); +void A_FaceTarget(mobj_t *actor); +void A_FaceTracer(mobj_t *actor); +void A_LobShot(mobj_t *actor); +void A_FireShot(mobj_t *actor); +void A_SuperFireShot(mobj_t *actor); +void A_BossFireShot(mobj_t *actor); +void A_Boss7FireMissiles(mobj_t *actor); +void A_Boss1Laser(mobj_t *actor); +void A_FocusTarget(mobj_t *actor); +void A_Boss4Reverse(mobj_t *actor); +void A_Boss4SpeedUp(mobj_t *actor); +void A_Boss4Raise(mobj_t *actor); +void A_SkullAttack(mobj_t *actor); +void A_BossZoom(mobj_t *actor); +void A_BossScream(mobj_t *actor); +void A_Scream(mobj_t *actor); +void A_Pain(mobj_t *actor); +void A_1upThinker(mobj_t *actor); +void A_MonitorPop(mobj_t *actor); +void A_GoldMonitorPop(mobj_t *actor); +void A_GoldMonitorRestore(mobj_t *actor); +void A_GoldMonitorSparkle(mobj_t *actor); +void A_Explode(mobj_t *actor); +void A_BossDeath(mobj_t *actor); +void A_CustomPower(mobj_t *actor); +void A_GiveWeapon(mobj_t *actor); +void A_RingBox(mobj_t *actor); +void A_Invincibility(mobj_t *actor); +void A_SuperSneakers(mobj_t *actor); +void A_AwardScore(mobj_t *actor); +void A_ExtraLife(mobj_t *actor); +void A_GiveShield(mobj_t *actor); +void A_GravityBox(mobj_t *actor); +void A_ScoreRise(mobj_t *actor); +void A_BunnyHop(mobj_t *actor); +void A_BubbleSpawn(mobj_t *actor); +void A_FanBubbleSpawn(mobj_t *actor); +void A_BubbleRise(mobj_t *actor); +void A_BubbleCheck(mobj_t *actor); +void A_AttractChase(mobj_t *actor); +void A_DropMine(mobj_t *actor); +void A_FishJump(mobj_t *actor); +void A_ThrownRing(mobj_t *actor); +void A_SetSolidSteam(mobj_t *actor); +void A_UnsetSolidSteam(mobj_t *actor); +void A_SignPlayer(mobj_t *actor); +void A_OverlayThink(mobj_t *actor); +void A_JetChase(mobj_t *actor); +void A_JetbThink(mobj_t *actor); +void A_JetgShoot(mobj_t *actor); +void A_JetgThink(mobj_t *actor); +void A_ShootBullet(mobj_t *actor); +void A_MinusDigging(mobj_t *actor); +void A_MinusPopup(mobj_t *actor); +void A_MinusCheck(mobj_t *actor); +void A_ChickenCheck(mobj_t *actor); +void A_MouseThink(mobj_t *actor); +void A_DetonChase(mobj_t *actor); +void A_CapeChase(mobj_t *actor); +void A_RotateSpikeBall(mobj_t *actor); +void A_SlingAppear(mobj_t *actor); +void A_UnidusBall(mobj_t *actor); +void A_RockSpawn(mobj_t *actor); +void A_SetFuse(mobj_t *actor); +void A_CrawlaCommanderThink(mobj_t *actor); +void A_RingExplode(mobj_t *actor); +void A_OldRingExplode(mobj_t *actor); +void A_MixUp(mobj_t *actor); +void A_RecyclePowers(mobj_t *actor); +void A_Boss2TakeDamage(mobj_t *actor); +void A_Boss7Chase(mobj_t *actor); +void A_GoopSplat(mobj_t *actor); +void A_Boss2PogoSFX(mobj_t *actor); +void A_Boss2PogoTarget(mobj_t *actor); +void A_EggmanBox(mobj_t *actor); +void A_TurretFire(mobj_t *actor); +void A_SuperTurretFire(mobj_t *actor); +void A_TurretStop(mobj_t *actor); +void A_SparkFollow(mobj_t *actor); +void A_BuzzFly(mobj_t *actor); +void A_GuardChase(mobj_t *actor); +void A_EggShield(mobj_t *actor); +void A_SetReactionTime(mobj_t *actor); +void A_Boss1Spikeballs(mobj_t *actor); +void A_Boss3TakeDamage(mobj_t *actor); +void A_Boss3Path(mobj_t *actor); +void A_LinedefExecute(mobj_t *actor); +void A_PlaySeeSound(mobj_t *actor); +void A_PlayAttackSound(mobj_t *actor); +void A_PlayActiveSound(mobj_t *actor); +void A_SmokeTrailer(mobj_t *actor); +void A_SpawnObjectAbsolute(mobj_t *actor); +void A_SpawnObjectRelative(mobj_t *actor); +void A_ChangeAngleRelative(mobj_t *actor); +void A_ChangeAngleAbsolute(mobj_t *actor); +void A_PlaySound(mobj_t *actor); +void A_FindTarget(mobj_t *actor); +void A_FindTracer(mobj_t *actor); +void A_SetTics(mobj_t *actor); +void A_SetRandomTics(mobj_t *actor); +void A_ChangeColorRelative(mobj_t *actor); +void A_ChangeColorAbsolute(mobj_t *actor); +void A_MoveRelative(mobj_t *actor); +void A_MoveAbsolute(mobj_t *actor); +void A_Thrust(mobj_t *actor); +void A_ZThrust(mobj_t *actor); +void A_SetTargetsTarget(mobj_t *actor); +void A_SetObjectFlags(mobj_t *actor); +void A_SetObjectFlags2(mobj_t *actor); +void A_RandomState(mobj_t *actor); +void A_RandomStateRange(mobj_t *actor); +void A_DualAction(mobj_t *actor); +void A_RemoteAction(mobj_t *actor); +void A_ToggleFlameJet(mobj_t *actor); +void A_OrbitNights(mobj_t *actor); +void A_GhostMe(mobj_t *actor); +void A_SetObjectState(mobj_t *actor); +void A_SetObjectTypeState(mobj_t *actor); +void A_KnockBack(mobj_t *actor); +void A_PushAway(mobj_t *actor); +void A_RingDrain(mobj_t *actor); +void A_SplitShot(mobj_t *actor); +void A_MissileSplit(mobj_t *actor); +void A_MultiShot(mobj_t *actor); +void A_InstaLoop(mobj_t *actor); +void A_Custom3DRotate(mobj_t *actor); +void A_SearchForPlayers(mobj_t *actor); +void A_CheckRandom(mobj_t *actor); +void A_CheckTargetRings(mobj_t *actor); +void A_CheckRings(mobj_t *actor); +void A_CheckTotalRings(mobj_t *actor); +void A_CheckHealth(mobj_t *actor); +void A_CheckRange(mobj_t *actor); +void A_CheckHeight(mobj_t *actor); +void A_CheckTrueRange(mobj_t *actor); +void A_CheckThingCount(mobj_t *actor); +void A_CheckAmbush(mobj_t *actor); +void A_CheckCustomValue(mobj_t *actor); +void A_CheckCusValMemo(mobj_t *actor); +void A_SetCustomValue(mobj_t *actor); +void A_UseCusValMemo(mobj_t *actor); +void A_RelayCustomValue(mobj_t *actor); +void A_CusValAction(mobj_t *actor); +void A_ForceStop(mobj_t *actor); +void A_ForceWin(mobj_t *actor); +void A_SpikeRetract(mobj_t *actor); +void A_InfoState(mobj_t *actor); +void A_Repeat(mobj_t *actor); +void A_SetScale(mobj_t *actor); +void A_RemoteDamage(mobj_t *actor); +void A_HomingChase(mobj_t *actor); +void A_TrapShot(mobj_t *actor); +void A_Boss1Chase(mobj_t *actor); +void A_Boss2Chase(mobj_t *actor); +void A_Boss2Pogo(mobj_t *actor); +void A_BossJetFume(mobj_t *actor); +void A_VileTarget(mobj_t *actor); +void A_VileAttack(mobj_t *actor); +void A_VileFire(mobj_t *actor); +void A_BrakChase(mobj_t *actor); +void A_BrakFireShot(mobj_t *actor); +void A_BrakLobShot(mobj_t *actor); +void A_NapalmScatter(mobj_t *actor); +void A_SpawnFreshCopy(mobj_t *actor); +void A_FlickySpawn(mobj_t *actor); +void A_FlickyAim(mobj_t *actor); +void A_FlickyFly(mobj_t *actor); +void A_FlickySoar(mobj_t *actor); +void A_FlickyCoast(mobj_t *actor); +void A_FlickyHop(mobj_t *actor); +void A_FlickyFlounder(mobj_t *actor); +void A_FlickyCheck(mobj_t *actor); +void A_FlickyHeightCheck(mobj_t *actor); +void A_FlickyFlutter(mobj_t *actor); +void A_FlameParticle(mobj_t *actor); +void A_FadeOverlay(mobj_t *actor); +void A_Boss5Jump(mobj_t *actor); +void A_LightBeamReset(mobj_t *actor); +void A_MineExplode(mobj_t *actor); +void A_MineRange(mobj_t *actor); +void A_ConnectToGround(mobj_t *actor); +void A_SpawnParticleRelative(mobj_t *actor); +void A_MultiShotDist(mobj_t *actor); +void A_WhoCaresIfYourSonIsABee(mobj_t *actor); +void A_ParentTriesToSleep(mobj_t *actor); +void A_CryingToMomma(mobj_t *actor); +void A_CheckFlags2(mobj_t *actor); +//for p_enemy.c + +// +// ENEMY THINKING +// Enemies are always spawned with targetplayer = -1, threshold = 0 +// Most monsters are spawned unaware of all players, but some can be made preaware. +// + +// +// P_CheckMeleeRange +// +boolean P_CheckMeleeRange(mobj_t *actor) +{ + mobj_t *pl; + fixed_t dist; + + if (!actor->target) + return false; + + pl = actor->target; + dist = P_AproxDistance(pl->x-actor->x, pl->y-actor->y); + + if (dist >= FixedMul(MELEERANGE - 20*FRACUNIT, actor->scale) + pl->radius) + return false; + + // check height now, so that damn crawlas cant attack + // you if you stand on a higher ledge. + if ((pl->z > actor->z + actor->height) || (actor->z > pl->z + pl->height)) + return false; + + if (!P_CheckSight(actor, actor->target)) + return false; + + return true; +} + +// P_CheckMeleeRange for Jettysyn Bomber. +boolean P_JetbCheckMeleeRange(mobj_t *actor) +{ + mobj_t *pl; + fixed_t dist; + + if (!actor->target) + return false; + + pl = actor->target; + dist = P_AproxDistance(pl->x-actor->x, pl->y-actor->y); + + if (dist >= (actor->radius + pl->radius)*2) + return false; + + if (actor->eflags & MFE_VERTICALFLIP) + { + if (pl->z < actor->z + actor->height + FixedMul(40<scale)) + return false; + } + else + { + if (pl->z + pl->height > actor->z - FixedMul(40<scale)) + return false; + } + + return true; +} + +// P_CheckMeleeRange for CastleBot FaceStabber. +boolean P_FaceStabCheckMeleeRange(mobj_t *actor) +{ + mobj_t *pl; + fixed_t dist; + + if (!actor->target) + return false; + + pl = actor->target; + dist = P_AproxDistance(pl->x-actor->x, pl->y-actor->y); + + if (dist >= (actor->radius + pl->radius)*4) + return false; + + if ((pl->z > actor->z + actor->height) || (actor->z > pl->z + pl->height)) + return false; + + if (!P_CheckSight(actor, actor->target)) + return false; + + return true; +} + +// P_CheckMeleeRange for Skim. +boolean P_SkimCheckMeleeRange(mobj_t *actor) +{ + mobj_t *pl; + fixed_t dist; + + if (!actor->target) + return false; + + pl = actor->target; + dist = P_AproxDistance(pl->x-actor->x, pl->y-actor->y); + + if (dist >= FixedMul(MELEERANGE - 20*FRACUNIT, actor->scale) + pl->radius) + return false; + + if (actor->eflags & MFE_VERTICALFLIP) + { + if (pl->z < actor->z + actor->height + FixedMul(24<scale)) + return false; + } + else + { + if (pl->z + pl->height > actor->z - FixedMul(24<scale)) + return false; + } + + return true; +} + +// +// P_CheckMissileRange +// +boolean P_CheckMissileRange(mobj_t *actor) +{ + fixed_t dist; + + if (!actor->target) + return false; + + if (actor->reactiontime) + return false; // do not attack yet + + if (!P_CheckSight(actor, actor->target)) + return false; + + // OPTIMIZE: get this from a global checksight + dist = P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) - FixedMul(64*FRACUNIT, actor->scale); + + if (!actor->info->meleestate) + dist -= FixedMul(128*FRACUNIT, actor->scale); // no melee attack, so fire more + + dist >>= FRACBITS; + + if (actor->type == MT_EGGMOBILE) + dist >>= 1; + + if (dist > 200) + dist = 200; + + if (actor->type == MT_EGGMOBILE && dist > 160) + dist = 160; + + if (P_RandomByte() < dist) + return false; + + return true; +} + +/** Checks for water in a sector. + * Used by Skim movements. + * + * \param x X coordinate on the map. + * \param y Y coordinate on the map. + * \return True if there's water at this location, false if not. + * \sa ::MT_SKIM + */ +static boolean P_WaterInSector(mobj_t *mobj, fixed_t x, fixed_t y) +{ + sector_t *sector; + + sector = R_PointInSubsector(x, y)->sector; + + if (sector->ffloors) + { + ffloor_t *rover; + + for (rover = sector->ffloors; rover; rover = rover->next) + { + if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE)) + continue; + + if (*rover->topheight >= mobj->floorz && *rover->topheight <= mobj->z) + return true; // we found water!! + } + } + + return false; +} + +static const fixed_t xspeed[NUMDIRS] = {FRACUNIT, 46341>>(16-FRACBITS), 0, -(46341>>(16-FRACBITS)), -FRACUNIT, -(46341>>(16-FRACBITS)), 0, 46341>>(16-FRACBITS)}; +static const fixed_t yspeed[NUMDIRS] = {0, 46341>>(16-FRACBITS), FRACUNIT, 46341>>(16-FRACBITS), 0, -(46341>>(16-FRACBITS)), -FRACUNIT, -(46341>>(16-FRACBITS))}; + +/** Moves an actor in its current direction. + * + * \param actor Actor object to move. + * \return False if the move is blocked, otherwise true. + */ +boolean P_Move(mobj_t *actor, fixed_t speed) +{ + fixed_t tryx, tryy; + dirtype_t movedir = actor->movedir; + + if (movedir == DI_NODIR || !actor->health) + return false; + + I_Assert(movedir < NUMDIRS); + + tryx = actor->x + FixedMul(speed*xspeed[movedir], actor->scale); + if (twodlevel || actor->flags2 & MF2_TWOD) + tryy = actor->y; + else + tryy = actor->y + FixedMul(speed*yspeed[movedir], actor->scale); + + if (actor->type == MT_SKIM && !P_WaterInSector(actor, tryx, tryy)) // bail out if sector lacks water + return false; + + if (!P_TryMove(actor, tryx, tryy, false)) + { + if (actor->flags & MF_FLOAT && floatok) + { + // must adjust height + if (actor->z < tmfloorz) + actor->z += FixedMul(FLOATSPEED, actor->scale); + else + actor->z -= FixedMul(FLOATSPEED, actor->scale); + + if (actor->type == MT_JETJAW && actor->z + actor->height > actor->watertop) + actor->z = actor->watertop - actor->height; + + actor->flags2 |= MF2_INFLOAT; + return true; + } + + return false; + } + else + actor->flags2 &= ~MF2_INFLOAT; + + return true; +} + +/** Attempts to move an actor on in its current direction. + * If the move succeeds, the actor's move count is reset + * randomly to a value from 0 to 15. + * + * \param actor Actor to move. + * \return True if the move succeeds, false if the move is blocked. + */ +static boolean P_TryWalk(mobj_t *actor) +{ + if (!P_Move(actor, actor->info->speed)) + return false; + actor->movecount = P_RandomByte() & 15; + return true; +} + +void P_NewChaseDir(mobj_t *actor) +{ + fixed_t deltax, deltay; + dirtype_t d[3]; + dirtype_t tdir = DI_NODIR, olddir, turnaround; + + I_Assert(actor->target != NULL); + I_Assert(!P_MobjWasRemoved(actor->target)); + + olddir = actor->movedir; + + if (olddir >= NUMDIRS) + olddir = DI_NODIR; + + if (olddir != DI_NODIR) + turnaround = opposite[olddir]; + else + turnaround = olddir; + + deltax = actor->target->x - actor->x; + deltay = actor->target->y - actor->y; + + if (deltax > FixedMul(10*FRACUNIT, actor->scale)) + d[1] = DI_EAST; + else if (deltax < -FixedMul(10*FRACUNIT, actor->scale)) + d[1] = DI_WEST; + else + d[1] = DI_NODIR; + + if (twodlevel || actor->flags2 & MF2_TWOD) + d[2] = DI_NODIR; + if (deltay < -FixedMul(10*FRACUNIT, actor->scale)) + d[2] = DI_SOUTH; + else if (deltay > FixedMul(10*FRACUNIT, actor->scale)) + d[2] = DI_NORTH; + else + d[2] = DI_NODIR; + + // try direct route + if (d[1] != DI_NODIR && d[2] != DI_NODIR) + { + dirtype_t newdir = diags[((deltay < 0)<<1) + (deltax > 0)]; + + actor->movedir = newdir; + if ((newdir != turnaround) && P_TryWalk(actor)) + return; + } + + // try other directions + if (P_RandomChance(25*FRACUNIT/32) || abs(deltay) > abs(deltax)) + { + tdir = d[1]; + d[1] = d[2]; + d[2] = tdir; + } + + if (d[1] == turnaround) + d[1] = DI_NODIR; + if (d[2] == turnaround) + d[2] = DI_NODIR; + + if (d[1] != DI_NODIR) + { + actor->movedir = d[1]; + + if (P_TryWalk(actor)) + return; // either moved forward or attacked + } + + if (d[2] != DI_NODIR) + { + actor->movedir = d[2]; + + if (P_TryWalk(actor)) + return; + } + + // there is no direct path to the player, so pick another direction. + if (olddir != DI_NODIR) + { + actor->movedir =olddir; + + if (P_TryWalk(actor)) + return; + } + + // randomly determine direction of search + if (P_RandomChance(FRACUNIT/2)) + { + for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++) + { + if (tdir != turnaround) + { + actor->movedir = tdir; + + if (P_TryWalk(actor)) + return; + } + } + } + else + { + for (tdir = DI_SOUTHEAST; tdir >= DI_EAST; tdir--) + { + if (tdir != turnaround) + { + actor->movedir = tdir; + + if (P_TryWalk(actor)) + return; + } + } + } + + if (turnaround != DI_NODIR) + { + actor->movedir = turnaround; + + if (P_TryWalk(actor)) + return; + } + + actor->movedir = (angle_t)DI_NODIR; // cannot move +} + +/** Looks for players to chase after, aim at, or whatever. + * + * \param actor The object looking for flesh. + * \param allaround Look all around? If false, only players in a 180-degree + * range in front will be spotted. + * \param dist If > 0, checks distance + * \return True if a player is found, otherwise false. + * \sa P_SupermanLook4Players + */ +boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed_t dist) +{ + INT32 c = 0, stop; + player_t *player; + angle_t an; + + // BP: first time init, this allow minimum lastlook changes + if (actor->lastlook < 0) + actor->lastlook = P_RandomByte(); + + actor->lastlook %= MAXPLAYERS; + + stop = (actor->lastlook - 1) & PLAYERSMASK; + + for (; ; actor->lastlook = (actor->lastlook + 1) & PLAYERSMASK) + { + // done looking + if (actor->lastlook == stop) + return false; + + if (!playeringame[actor->lastlook]) + continue; + + if (c++ == 2) + return false; + + player = &players[actor->lastlook]; + + if ((netgame || multiplayer) && player->spectator) + continue; + + if (player->pflags & PF_INVIS) + continue; // ignore notarget + + if (!player->mo || P_MobjWasRemoved(player->mo)) + continue; + + if (player->mo->health <= 0) + continue; // dead + + if (dist > 0 + && P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist) + continue; // Too far away + + if (!allaround) + { + an = R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y) - actor->angle; + if (an > ANGLE_90 && an < ANGLE_270) + { + dist = P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y); + // if real close, react anyway + if (dist > FixedMul(MELEERANGE, actor->scale)) + continue; // behind back + } + } + + if (!P_CheckSight(actor, player->mo)) + continue; // out of sight + + if (tracer) + P_SetTarget(&actor->tracer, player->mo); + else + P_SetTarget(&actor->target, player->mo); + return true; + } + + //return false; +} + +/** Looks for a player with a ring shield. + * Used by rings. + * + * \param actor Ring looking for a shield to be attracted to. + * \return True if a player with ring shield is found, otherwise false. + * \sa A_AttractChase + */ +static boolean P_LookForShield(mobj_t *actor) +{ + INT32 c = 0, stop; + player_t *player; + + // BP: first time init, this allow minimum lastlook changes + if (actor->lastlook < 0) + actor->lastlook = P_RandomByte(); + + actor->lastlook %= MAXPLAYERS; + + stop = (actor->lastlook - 1) & PLAYERSMASK; + + for (; ; actor->lastlook = ((actor->lastlook + 1) & PLAYERSMASK)) + { + // done looking + if (actor->lastlook == stop) + return false; + + if (!playeringame[actor->lastlook]) + continue; + + if (c++ == 2) + return false; + + player = &players[actor->lastlook]; + + if (!player->mo || player->mo->health <= 0) + continue; // dead + + //When in CTF, don't pull rings that you cannot pick up. + if ((actor->type == MT_REDTEAMRING && player->ctfteam != 1) || + (actor->type == MT_BLUETEAMRING && player->ctfteam != 2)) + continue; + + if ((player->powers[pw_shield] & SH_PROTECTELECTRIC) + && (P_AproxDistance(P_AproxDistance(actor->x-player->mo->x, actor->y-player->mo->y), actor->z-player->mo->z) < FixedMul(RING_DIST, player->mo->scale))) + { + P_SetTarget(&actor->tracer, player->mo); + + if (actor->hnext) + P_SetTarget(&actor->hnext->hprev, actor->hprev); + if (actor->hprev) + P_SetTarget(&actor->hprev->hnext, actor->hnext); + + return true; + } + } + + //return false; +} + +#ifdef WEIGHTEDRECYCLER +// Compares players to see who currently has the "best" items, etc. +static int P_RecycleCompare(const void *p1, const void *p2) +{ + player_t *player1 = &players[*(const UINT8 *)p1]; + player_t *player2 = &players[*(const UINT8 *)p2]; + + // Non-shooting gametypes + if (!G_PlatformGametype()) + { + // Invincibility. + if (player1->powers[pw_invulnerability] > player2->powers[pw_invulnerability]) return -1; + else if (player2->powers[pw_invulnerability] > player1->powers[pw_invulnerability]) return 1; + + // One has a shield, the other doesn't. + if (player1->powers[pw_shield] && !player2->powers[pw_shield]) return -1; + else if (player2->powers[pw_shield] && !player1->powers[pw_shield]) return 1; + + // Sneakers. + if (player1->powers[pw_sneakers] > player2->powers[pw_sneakers]) return -1; + else if (player2->powers[pw_sneakers] > player1->powers[pw_sneakers]) return 1; + } + else // Match, Team Match, CTF, Tag, Etc. + { + UINT8 player1_em = M_CountBits((UINT32)player1->powers[pw_emeralds], 7); + UINT8 player2_em = M_CountBits((UINT32)player2->powers[pw_emeralds], 7); + + UINT8 player1_rw = M_CountBits((UINT32)player1->ringweapons, NUM_WEAPONS-1); + UINT8 player2_rw = M_CountBits((UINT32)player2->ringweapons, NUM_WEAPONS-1); + + UINT16 player1_am = player1->powers[pw_infinityring] // max 800 + + player1->powers[pw_automaticring] // max 300 + + (player1->powers[pw_bouncering] * 3) // max 100 + + (player1->powers[pw_explosionring] * 6) // max 50 + + (player1->powers[pw_scatterring] * 3) // max 100 + + (player1->powers[pw_grenadering] * 6) // max 50 + + (player1->powers[pw_railring] * 6); // max 50 + UINT16 player2_am = player2->powers[pw_infinityring] // max 800 + + player2->powers[pw_automaticring] // max 300 + + (player2->powers[pw_bouncering] * 3) // max 100 + + (player2->powers[pw_explosionring] * 6) // max 50 + + (player2->powers[pw_scatterring] * 3) // max 100 + + (player2->powers[pw_grenadering] * 6) // max 50 + + (player2->powers[pw_railring] * 6); // max 50 + + // Super trumps everything. + if (player1->powers[pw_super] && !player2->powers[pw_super]) return -1; + else if (player2->powers[pw_super] && !player1->powers[pw_super]) return 1; + + // Emerald count if neither player is Super. + if (player1_em > player2_em) return -1; + else if (player1_em < player2_em) return 1; + + // One has a shield, the other doesn't. + // (the likelihood of a shielded player being worse off than one without one is low.) + if (player1->powers[pw_shield] && !player2->powers[pw_shield]) return -1; + else if (player2->powers[pw_shield] && !player1->powers[pw_shield]) return 1; + + // Ring weapons count + if (player1_rw > player2_rw) return -1; + else if (player1_rw < player2_rw) return 1; + + // Ring ammo if they have the same number of weapons + if (player1_am > player2_am) return -1; + else if (player1_am < player2_am) return 1; + } + + // Identical for our purposes + return 0; +} +#endif + +// Handles random monitor weights via console. +static mobjtype_t P_DoRandomBoxChances(void) +{ + mobjtype_t spawnchance[256]; + INT32 numchoices = 0, i = 0; + + if (!(netgame || multiplayer)) + { + switch (P_RandomKey(10)) + { + case 0: + return MT_RING_ICON; + case 1: + return MT_SNEAKERS_ICON; + case 2: + return MT_INVULN_ICON; + case 3: + return MT_WHIRLWIND_ICON; + case 4: + return MT_ELEMENTAL_ICON; + case 5: + return MT_ATTRACT_ICON; + case 6: + return MT_FORCE_ICON; + case 7: + return MT_ARMAGEDDON_ICON; + case 8: + return MT_1UP_ICON; + case 9: + return MT_EGGMAN_ICON; + } + return MT_NULL; + } + +#define QUESTIONBOXCHANCES(type, cvar) \ +for (i = cvar.value; i; --i) spawnchance[numchoices++] = type + QUESTIONBOXCHANCES(MT_RING_ICON, cv_superring); + QUESTIONBOXCHANCES(MT_SNEAKERS_ICON, cv_supersneakers); + QUESTIONBOXCHANCES(MT_INVULN_ICON, cv_invincibility); + QUESTIONBOXCHANCES(MT_WHIRLWIND_ICON, cv_jumpshield); + QUESTIONBOXCHANCES(MT_ELEMENTAL_ICON, cv_watershield); + QUESTIONBOXCHANCES(MT_ATTRACT_ICON, cv_ringshield); + QUESTIONBOXCHANCES(MT_FORCE_ICON, cv_forceshield); + QUESTIONBOXCHANCES(MT_ARMAGEDDON_ICON, cv_bombshield); + QUESTIONBOXCHANCES(MT_1UP_ICON, cv_1up); + QUESTIONBOXCHANCES(MT_EGGMAN_ICON, cv_eggmanbox); + QUESTIONBOXCHANCES(MT_MIXUP_ICON, cv_teleporters); + QUESTIONBOXCHANCES(MT_RECYCLER_ICON, cv_recycler); +#undef QUESTIONBOXCHANCES + + if (numchoices == 0) return MT_NULL; + return spawnchance[P_RandomKey(numchoices)]; +} + +// +// ACTION ROUTINES +// + +// Function: A_Look +// +// Description: Look for a player and set your target to them. +// +// var1: +// lower 16 bits = look all around +// upper 16 bits = distance limit +// var2 = If 1, only change to seestate. If 2, only play seesound. If 0, do both. +// +void A_Look(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Look", actor)) + return; +#endif + + if (!P_LookForPlayers(actor, locvar1 & 65535, false , FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale))) + return; + + // go into chase state + if (!locvar2) + { + P_SetMobjState(actor, actor->info->seestate); + A_PlaySeeSound(actor); + } + else if (locvar2 == 1) // Only go into seestate + P_SetMobjState(actor, actor->info->seestate); + else if (locvar2 == 2) // Only play seesound + A_PlaySeeSound(actor); +} + +// Function: A_Chase +// +// Description: Chase after your target. +// +// var1: +// 1 = don't check meleestate +// 2 = don't check missilestate +// 3 = don't check meleestate and missilestate +// var2 = unused +// +void A_Chase(mobj_t *actor) +{ + INT32 delta; + INT32 locvar1 = var1; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Chase", actor)) + return; +#endif + + I_Assert(actor != NULL); + I_Assert(!P_MobjWasRemoved(actor)); + + if (actor->reactiontime) + actor->reactiontime--; + + // modify target threshold + if (actor->threshold) + { + if (!actor->target || actor->target->health <= 0) + actor->threshold = 0; + else + actor->threshold--; + } + + // turn towards movement direction if not there yet + if (actor->movedir < NUMDIRS) + { + actor->angle &= (7<<29); + delta = actor->angle - (actor->movedir << 29); + + if (delta > 0) + actor->angle -= ANGLE_45; + else if (delta < 0) + actor->angle += ANGLE_45; + } + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + P_SetMobjStateNF(actor, actor->info->spawnstate); + return; + } + + // do not attack twice in a row + if (actor->flags2 & MF2_JUSTATTACKED) + { + actor->flags2 &= ~MF2_JUSTATTACKED; + P_NewChaseDir(actor); + return; + } + + // check for melee attack + if (!(locvar1 & 1) && actor->info->meleestate && P_CheckMeleeRange(actor)) + { + if (actor->info->attacksound) + S_StartAttackSound(actor, actor->info->attacksound); + + P_SetMobjState(actor, actor->info->meleestate); + return; + } + + // check for missile attack + if (!(locvar1 & 2) && actor->info->missilestate) + { + if (actor->movecount || !P_CheckMissileRange(actor)) + goto nomissile; + + P_SetMobjState(actor, actor->info->missilestate); + actor->flags2 |= MF2_JUSTATTACKED; + return; + } + +nomissile: + // possibly choose another target + if (multiplayer && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) + && P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + // chase towards player + if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) + P_NewChaseDir(actor); +} + +// Function: A_FaceStabChase +// +// Description: Unused variant of A_Chase for Castlebot Facestabber. +// +// var1 = unused +// var2 = unused +// +void A_FaceStabChase(mobj_t *actor) +{ + INT32 delta; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FaceStabChase", actor)) + return; +#endif + + if (actor->reactiontime) + actor->reactiontime--; + + // modify target threshold + if (actor->threshold) + { + if (!actor->target || actor->target->health <= 0) + actor->threshold = 0; + else + actor->threshold--; + } + + // turn towards movement direction if not there yet + if (actor->movedir < NUMDIRS) + { + actor->angle &= (7<<29); + delta = actor->angle - (actor->movedir << 29); + + if (delta > 0) + actor->angle -= ANGLE_45; + else if (delta < 0) + actor->angle += ANGLE_45; + } + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + P_SetMobjStateNF(actor, actor->info->spawnstate); + return; + } + + // do not attack twice in a row + if (actor->flags2 & MF2_JUSTATTACKED) + { + actor->flags2 &= ~MF2_JUSTATTACKED; + P_NewChaseDir(actor); + return; + } + + // check for melee attack + if (actor->info->meleestate && P_FaceStabCheckMeleeRange(actor)) + { + if (actor->info->attacksound) + S_StartAttackSound(actor, actor->info->attacksound); + + P_SetMobjState(actor, actor->info->meleestate); + return; + } + + // check for missile attack + if (actor->info->missilestate) + { + if (actor->movecount || !P_CheckMissileRange(actor)) + goto nomissile; + + P_SetMobjState(actor, actor->info->missilestate); + actor->flags2 |= MF2_JUSTATTACKED; + return; + } + +nomissile: + // possibly choose another target + if (multiplayer && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) + && P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + // chase towards player + if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) + P_NewChaseDir(actor); +} + +static void P_SharpDust(mobj_t *actor, mobjtype_t type, angle_t ang) +{ + mobj_t *dust; + + if (!type || !P_IsObjectOnGround(actor)) + return; + + dust = P_SpawnMobjFromMobj(actor, + -P_ReturnThrustX(actor, ang, 16<angle, actor->radius), + -P_ReturnThrustY(actor, actor->angle, actor->radius), + actor->height/3, + MT_PARTICLE); + flume->destscale = actor->scale*3; + P_SetScale(flume, flume->destscale); + P_SetTarget(&flume->target, actor); + flume->sprite = SPR_JETF; + flume->frame = FF_FULLBRIGHT; + flume->tics = 2; +} + +// Function: A_FaceStabRev +// +// Description: Facestabber rev action +// +// var1 = effective duration +// var2 = effective nextstate +// +void A_FaceStabRev(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FaceStabRev", actor)) + return; +#endif + + if (!actor->target) + { + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + actor->extravalue1 = 0; + + if (!actor->reactiontime) + { + actor->reactiontime = locvar1; + S_StartSound(actor, actor->info->activesound); + } + else + { + if ((--actor->reactiontime) == 0) + { + S_StartSound(actor, actor->info->attacksound); + P_SetMobjState(actor, locvar2); + } + else + { + P_TryMove(actor, actor->x - P_ReturnThrustX(actor, actor->angle, 2<y - P_ReturnThrustY(actor, actor->angle, 2<target) + { + angle_t visang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + // Calculate new direction. + angle_t dirang = actor->angle; + angle_t diffang = visang - dirang; + + if (locvar1) // Allow homing? + { + if (diffang > ANGLE_180) + { + angle_t workang = locvar1*(InvAngle(diffang)>>5); + diffang += InvAngle(workang); + } + else + diffang += (locvar1*(diffang>>5)); + } + diffang += ANGLE_45; + + // Check the sight cone. + if (diffang < ANGLE_90) + { + actor->angle = dirang; + if (++actor->extravalue2 < 4) + actor->extravalue2 = 4; + else if (actor->extravalue2 > 26) + actor->extravalue2 = 26; + + if (P_TryMove(actor, + actor->x + P_ReturnThrustX(actor, dirang, actor->extravalue2<y + P_ReturnThrustY(actor, dirang, actor->extravalue2<extravalue1); + fixed_t basesize = FRACUNIT/MAXVAL; + mobj_t *hwork = actor; + INT32 dist = 113; + fixed_t xo = P_ReturnThrustX(actor, actor->angle, dist*basesize); + fixed_t yo = P_ReturnThrustY(actor, actor->angle, dist*basesize); + + while (step > 0) + { + if (!hwork->hnext) + P_SetTarget(&hwork->hnext, P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_FACESTABBERSPEAR)); + hwork = hwork->hnext; + hwork->angle = actor->angle + ANGLE_90; + hwork->destscale = FixedSqrt(step*basesize); + P_SetScale(hwork, hwork->destscale); + hwork->fuse = 2; + P_TeleportMove(hwork, actor->x + xo*(15-step), actor->y + yo*(15-step), actor->z + (actor->height - hwork->height)/2 + (P_MobjFlip(actor)*(8<extravalue1 >= MAXVAL) + actor->extravalue1 -= NUMGRADS; + + if ((step % 5) == 0) + P_SharpDust(actor, MT_SPINDUST, actor->angle); + + P_FaceStabFlume(actor); + return; +#undef MAXVAL +#undef NUMGRADS +#undef NUMSTEPS + } + } + } + + P_SetMobjState(actor, locvar2); + actor->reactiontime = actor->info->reactiontime; +} + +// Function: A_FaceStabMiss +// +// Description: Facestabber miss action +// +// var1 = unused +// var2 = effective nextstate +// +void A_FaceStabMiss(mobj_t *actor) +{ + //INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FaceStabMiss", actor)) + return; +#endif + + if (++actor->extravalue1 >= 3) + { + actor->extravalue2 -= 2; + actor->extravalue1 = 0; + S_StartSound(actor, sfx_s3k47); + P_SharpDust(actor, MT_SPINDUST, actor->angle); + } + + if (actor->extravalue2 <= 0 || !P_TryMove(actor, + actor->x + P_ReturnThrustX(actor, actor->angle, actor->extravalue2<y + P_ReturnThrustY(actor, actor->angle, actor->extravalue2<extravalue2 = 0; + P_SetMobjState(actor, locvar2); + } +} + +// Function: A_StatueBurst +// +// Description: For suspicious statues only... +// +// var1 = object to create +// var2 = effective nextstate for created object +// +void A_StatueBurst(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobjtype_t chunktype = (mobjtype_t)actor->info->raisestate; + mobj_t *new; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_StatueBurst", actor)) + return; +#endif + + if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1))) + return; + + new->angle = actor->angle; + new->target = actor->target; + if (locvar2) + P_SetMobjState(new, (statenum_t)locvar2); + S_StartSound(new, new->info->attacksound); + S_StopSound(actor); + S_StartSound(actor, sfx_s3k96); + + { + fixed_t a, b; + fixed_t c = (actor->height>>2) - FixedMul(actor->scale, mobjinfo[chunktype].height>>1); + fixed_t v = 4<radius>>1); + mobj_t *spawned; + UINT8 i; + for (i = 0; i < 8; i++) + { + a = ((i & 1) ? r : (-r)); + b = ((i & 2) ? r : (-r)); + if (i == 4) + { + c += (actor->height>>1); + v = 8<fuse = 3*TICRATE; + } + } +} + +// Function: A_JetJawRoam +// +// Description: Roaming routine for JetJaw +// +// var1 = unused +// var2 = unused +// +void A_JetJawRoam(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_JetJawRoam", actor)) + return; +#endif + if (actor->reactiontime) + { + actor->reactiontime--; + P_InstaThrust(actor, actor->angle, FixedMul(actor->info->speed*FRACUNIT/4, actor->scale)); + } + else + { + actor->reactiontime = actor->info->reactiontime; + actor->angle += ANGLE_180; + } + + if (P_LookForPlayers(actor, false, false, actor->radius * 16)) + P_SetMobjState(actor, actor->info->seestate); +} + +// Function: A_JetJawChomp +// +// Description: Chase and chomp at the target, as long as it is in view +// +// var1 = unused +// var2 = unused +// +void A_JetJawChomp(mobj_t *actor) +{ + INT32 delta; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_JetJawChomp", actor)) + return; +#endif + + // turn towards movement direction if not there yet + if (actor->movedir < NUMDIRS) + { + actor->angle &= (7<<29); + delta = actor->angle - (actor->movedir << 29); + + if (delta > 0) + actor->angle -= ANGLE_45; + else if (delta < 0) + actor->angle += ANGLE_45; + } + + // Stop chomping if target's dead or you can't see it + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE) + || actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) + { + P_SetMobjStateNF(actor, actor->info->spawnstate); + return; + } + + // chase towards player + if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) + P_NewChaseDir(actor); +} + +// Function: A_PointyThink +// +// Description: Thinker function for Pointy +// +// var1 = unused +// var2 = unused +// +void A_PointyThink(mobj_t *actor) +{ + INT32 i; + player_t *player = NULL; + mobj_t *ball; + TVector v; + TVector *res; + angle_t fa; + fixed_t radius = FixedMul(actor->info->radius*actor->info->reactiontime, actor->scale); + boolean firsttime = true; + INT32 sign; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_PointyThink", actor)) + return; +#endif + actor->momx = actor->momy = actor->momz = 0; + + // Find nearest player + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i] || players[i].spectator) + continue; + + if (!players[i].mo) + continue; + + if (!players[i].mo->health) + continue; + + if (!P_CheckSight(actor, players[i].mo)) + continue; + + if (firsttime) + { + firsttime = false; + player = &players[i]; + } + else + { + if (P_AproxDistance(players[i].mo->x - actor->x, players[i].mo->y - actor->y) < + P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y)) + player = &players[i]; + } + } + + if (!player) + return; + + // Okay, we found the closest player. Let's move based on his movement. + P_SetTarget(&actor->target, player->mo); + A_FaceTarget(actor); + + if (P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y) < P_AproxDistance(player->mo->x + player->mo->momx - actor->x, player->mo->y + player->mo->momy - actor->y)) + sign = -1; // Player is moving away + else + sign = 1; // Player is moving closer + + if (player->mo->momx || player->mo->momy) + { + P_InstaThrust(actor, R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y), FixedMul(actor->info->speed*sign, actor->scale)); + + // Rotate our spike balls + actor->lastlook += actor->info->damage; + actor->lastlook %= FINEANGLES/4; + } + + if (!actor->tracer) // For some reason we do not have spike balls... + return; + + // Position spike balls relative to the value of 'lastlook'. + ball = actor->tracer; + + i = 0; + while (ball) + { + fa = actor->lastlook+i; + v[0] = FixedMul(FINECOSINE(fa),radius); + v[1] = 0; + v[2] = FixedMul(FINESINE(fa),radius); + v[3] = FRACUNIT; + + res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(actor->lastlook+i))); + M_Memcpy(&v, res, sizeof (v)); + res = VectorMatrixMultiply(v, *RotateZMatrix(actor->angle+ANGLE_180)); + M_Memcpy(&v, res, sizeof (v)); + + P_UnsetThingPosition(ball); + ball->x = actor->x + v[0]; + ball->y = actor->y + v[1]; + ball->z = actor->z + (actor->height>>1) + v[2]; + P_SetThingPosition(ball); + + ball = ball->tracer; + i += ANGLE_90 >> ANGLETOFINESHIFT; + } +} + +// Function: A_CheckBuddy +// +// Description: Checks if target/tracer exists/has health. If not, the object removes itself. +// +// var1: +// 0 = target +// 1 = tracer +// var2 = unused +// +void A_CheckBuddy(mobj_t *actor) +{ + INT32 locvar1 = var1; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckBuddy", actor)) + return; +#endif + if (locvar1 && (!actor->tracer || actor->tracer->health <= 0)) + P_RemoveMobj(actor); + else if (!locvar1 && (!actor->target || actor->target->health <= 0)) + P_RemoveMobj(actor); +} + +// Helper function for the Robo Hood. +// Don't ask me how it works. Nev3r made it with dark majyks. +void P_ParabolicMove(mobj_t *actor, fixed_t x, fixed_t y, fixed_t z, fixed_t speed) +{ + fixed_t dh; + + x -= actor->x; + y -= actor->y; + z -= actor->z; + + dh = P_AproxDistance(x, y); + + actor->momx = FixedMul(FixedDiv(x, dh), speed); + actor->momy = FixedMul(FixedDiv(y, dh), speed); + + if (!gravity) + return; + + dh = FixedDiv(FixedMul(dh, gravity), speed); + actor->momz = (dh>>1) + FixedDiv(z, dh<<1); +} + +// Function: A_HoodFire +// +// Description: Firing Robo-Hood +// +// var1 = object type to fire +// var2 = unused +// +void A_HoodFire(mobj_t *actor) +{ + mobj_t *arrow; + INT32 locvar1 = var1; + //INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_HoodFire", actor)) + return; +#endif + + // Check target first. + if (!actor->target) + { + actor->reactiontime = actor->info->reactiontime; + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + A_FaceTarget(actor); + + if (!(arrow = P_SpawnMissile(actor, actor->target, (mobjtype_t)locvar1))) + return; + + // Set a parabolic trajectory for the arrow. + P_ParabolicMove(arrow, actor->target->x, actor->target->y, actor->target->z, arrow->info->speed); +} + +// Function: A_HoodThink +// +// Description: Thinker for Robo-Hood +// +// var1 = unused +// var2 = unused +// +void A_HoodThink(mobj_t *actor) +{ + fixed_t dx, dy, dz, dm; + boolean checksight; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_HoodThink", actor)) + return; +#endif + + // Check target first. + if (!actor->target) + { + actor->reactiontime = actor->info->reactiontime; + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + dx = (actor->target->x - actor->x), dy = (actor->target->y - actor->y), dz = (actor->target->z - actor->z); + dm = P_AproxDistance(dx, dy); + // Target dangerously close to robohood, retreat then. + if ((dm < 256<info->raisestate); + return; + } + + // If target on sight, look at it. + if ((checksight = P_CheckSight(actor, actor->target))) + { + angle_t dang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + if (actor->angle >= ANGLE_180) + { + actor->angle = InvAngle(actor->angle)>>1; + actor->angle = InvAngle(actor->angle); + } + else + actor->angle >>= 1; + + if (dang >= ANGLE_180) + { + dang = InvAngle(dang)>>1; + dang = InvAngle(dang); + } + else + dang >>= 1; + + actor->angle += dang; + } + + // Check whether to do anything. + if ((--actor->reactiontime) <= 0) + { + actor->reactiontime = actor->info->reactiontime; + + // If way too far, don't shoot. + if ((dm < (3072<info->missilestate); + return; + } + } +} + +// Function: A_HoodFall +// +// Description: Falling Robo-Hood +// +// var1 = unused +// var2 = unused +// +void A_HoodFall(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_HoodFall", actor)) + return; +#endif + + if (!P_IsObjectOnGround(actor)) + return; + + actor->momx = actor->momy = 0; + actor->reactiontime = actor->info->reactiontime; + P_SetMobjState(actor, actor->info->seestate); +} + +// Function: A_ArrowBonks +// +// Description: Arrow momentum setting on collision +// +// var1 = unused +// var2 = unused +// +void A_ArrowBonks(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ArrowBonks", actor)) + return; +#endif + + if (((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz) + || (!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)) + actor->angle += ANGLE_180; + + P_SetObjectMomZ(actor, 8*actor->scale, false); + P_InstaThrust(actor, actor->angle, -6*actor->scale); + + actor->flags = (actor->flags|MF_NOCLIPHEIGHT) & ~MF_NOGRAVITY; + actor->z += P_MobjFlip(actor); +} + +// Function: A_SnailerThink +// +// Description: Thinker function for Snailer +// +// var1 = unused +// var2 = unused +// +void A_SnailerThink(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SnailerThink", actor)) + return; +#endif + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (!P_LookForPlayers(actor, true, false, 0)) + return; + } + + // We now have a target. Oh bliss, rapture, and contentment! + + if (actor->target->z + actor->target->height > actor->z - FixedMul(32*FRACUNIT, actor->scale) + && actor->target->z < actor->z + actor->height + FixedMul(32*FRACUNIT, actor->scale) + && !(leveltime % (TICRATE*2))) + { + angle_t an; + fixed_t z; + + // Actor shouldn't face target, so we'll do things a bit differently here + + an = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) - actor->angle; + + z = actor->z + actor->height/2; + + if (an > ANGLE_45 && an < ANGLE_315) // fire as close as you can to the target, even if too sharp an angle from your front + { + fixed_t dist; + fixed_t dx, dy; + + dist = P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y); + + if (an > ANGLE_45 && an <= ANGLE_90) // fire at 45 degrees to the left + { + dx = actor->x + P_ReturnThrustX(actor, actor->angle + ANGLE_45, dist); + dy = actor->y + P_ReturnThrustY(actor, actor->angle + ANGLE_45, dist); + } + else if (an >= ANGLE_270 && an < ANGLE_315) // fire at 45 degrees to the right + { + dx = actor->x + P_ReturnThrustX(actor, actor->angle - ANGLE_45, dist); + dy = actor->y + P_ReturnThrustY(actor, actor->angle - ANGLE_45, dist); + } + else // fire straight ahead + { + dx = actor->x + P_ReturnThrustX(actor, actor->angle, dist); + dy = actor->y + P_ReturnThrustY(actor, actor->angle, dist); + } + + P_SpawnPointMissile(actor, dx, dy, actor->target->z, MT_ROCKET, actor->x, actor->y, z); + } + else + P_SpawnXYZMissile(actor, actor->target, MT_ROCKET, actor->x, actor->y, z); + } + + if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->target->z > actor->z) + || (actor->eflags & MFE_VERTICALFLIP && (actor->target->z + actor->target->height) > (actor->z + actor->height))) + actor->momz += FixedMul(actor->info->speed, actor->scale); + else if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->target->z < actor->z) + || (actor->eflags & MFE_VERTICALFLIP && (actor->target->z + actor->target->height) < (actor->z + actor->height))) + actor->momz -= FixedMul(actor->info->speed, actor->scale); + + actor->momz /= 2; +} + +// Function: A_SharpChase +// +// Description: Thinker/Chase routine for Spincushions +// +// var1 = unused +// var2 = unused +// +void A_SharpChase(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SharpChase", actor)) + return; +#endif + + if (actor->reactiontime) + { + INT32 delta; + + actor->reactiontime--; + + // turn towards movement direction if not there yet + if (actor->movedir < NUMDIRS) + { + actor->angle &= (7<<29); + delta = actor->angle - (actor->movedir << 29); + + if (delta > 0) + actor->angle -= ANGLE_45; + else if (delta < 0) + actor->angle += ANGLE_45; + } + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + // chase towards player + if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) + P_NewChaseDir(actor); + } + else + { + actor->threshold = actor->info->painchance; + P_SetMobjState(actor, actor->info->missilestate); + S_StartSound(actor, actor->info->attacksound); + } +} + +// Function: A_SharpSpin +// +// Description: Spin chase routine for Spincushions +// +// var1 = object # to spawn as dust (if not provided not done) +// var2 = if nonzero, do the old-style spinning using this as the angle difference +// +void A_SharpSpin(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + angle_t oldang = actor->angle; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SharpSpin", actor)) + return; +#endif + + if (actor->threshold && actor->target) + { + angle_t ang = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + P_Thrust(actor, ang, actor->info->speed*actor->scale); + if (locvar2) + actor->angle += locvar2; // ANGLE_22h; + else + actor->angle = ang; + actor->threshold--; + if (leveltime & 1) + S_StartSound(actor, actor->info->painsound); + } + else + { + actor->reactiontime = actor->info->reactiontime; + P_SetMobjState(actor, actor->info->meleestate); + } + + P_SharpDust(actor, locvar1, oldang); +} + +// Function: A_SharpDecel +// +// Description: Slow down the Spincushion +// +// var1 = unused +// var2 = unused +// +void A_SharpDecel(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SharpDecel", actor)) + return; +#endif + + if (actor->momx > 2 || actor->momy > 2) + { + actor->momx >>= 1; + actor->momy >>= 1; + } + else + P_SetMobjState(actor, actor->info->xdeathstate); +} + +// Function: A_CrushstaceanWalk +// +// Description: Crushstacean movement +// +// var1 = speed (actor info's speed if 0) +// var2 = state to switch to when blocked (spawnstate if 0) +// +void A_CrushstaceanWalk(mobj_t *actor) +{ + INT32 locvar1 = (var1 ? var1 : (INT32)actor->info->speed); + INT32 locvar2 = (var2 ? var2 : (INT32)actor->info->spawnstate); + angle_t ang = actor->angle + ((actor->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CrushstaceanWalk", actor)) + return; +#endif + + actor->reactiontime--; + + if (!P_TryMove(actor, + actor->x + P_ReturnThrustX(actor, ang, locvar1*actor->scale), + actor->y + P_ReturnThrustY(actor, ang, locvar1*actor->scale), + false) + || (actor->reactiontime-- <= 0)) + { + actor->flags2 ^= MF2_AMBUSH; + P_SetMobjState(actor, locvar2); + actor->reactiontime = actor->info->reactiontime; + } +} + +// Function: A_CrushstaceanPunch +// +// Description: Crushstacean attack +// +// var1 = unused +// var2 = state to go to if unsuccessful (spawnstate if 0) +// +void A_CrushstaceanPunch(mobj_t *actor) +{ + //INT32 locvar1 = var1; + INT32 locvar2 = (var2 ? var2 : (INT32)actor->info->spawnstate); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CrushstaceanPunch", actor)) + return; +#endif + + if (!actor->tracer) + return; + + if (!actor->target) + { + P_SetMobjState(actor, locvar2); + return; + } + + actor->tracer->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + P_SetMobjState(actor->tracer, actor->tracer->info->missilestate); + actor->tracer->extravalue1 = actor->tracer->extravalue2 = 0; + S_StartSound(actor, actor->info->attacksound); +} + +// Function: A_CrushclawAim +// +// Description: Crushstacean claw aiming +// +// var1 = sideways offset +// var2 = vertical offset +// +void A_CrushclawAim(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *crab = actor->tracer; + angle_t ang; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CrushclawAim", actor)) + return; +#endif + + if (!crab) + { + P_RemoveMobj(actor); + return; // there is only one step and it is crab + } + + if (crab->target || P_LookForPlayers(crab, true, false, 600*crab->scale)) + ang = R_PointToAngle2(crab->x, crab->y, crab->target->x, crab->target->y); + else + ang = crab->angle + ((crab->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270); + ang -= actor->angle; + +#define anglimit ANGLE_22h +#define angfactor 5 + if (ang < ANGLE_180) + { + if (ang > anglimit) + ang = anglimit; + ang /= angfactor; + } + else + { + ang = InvAngle(ang); + if (ang > anglimit) + ang = anglimit; + ang = InvAngle(ang/angfactor); + } + actor->angle += ang; +#undef anglimit +#undef angfactor + + P_TeleportMove(actor, + crab->x + P_ReturnThrustX(actor, actor->angle, locvar1*crab->scale), + crab->y + P_ReturnThrustY(actor, actor->angle, locvar1*crab->scale), + crab->z + locvar2*crab->scale); + + if (!crab->target || !crab->info->missilestate || (statenum_t)(crab->state-states) == crab->info->missilestate) + return; + + if (((ang + ANG1) < ANG2) || P_AproxDistance(crab->x - crab->target->x, crab->y - crab->target->y) < 333*crab->scale) + P_SetMobjState(crab, crab->info->missilestate); +} + +// Function: A_CrushclawLaunch +// +// Description: Crushstacean claw launching +// +// var1: +// 0 - forwards +// anything else - backwards +// var2 = state to change to when done +// +void A_CrushclawLaunch(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *crab = actor->tracer; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CrushclawLaunch", actor)) + return; +#endif + + if (!crab) + { + mobj_t *chainnext; + while (actor) + { + chainnext = actor->target; + P_RemoveMobj(actor); + actor = chainnext; + } + return; // there is only one step and it is crab + } + + if (!actor->extravalue1) + { + S_StartSound(actor, actor->info->activesound); + actor->extravalue1 = ((locvar1) ? -1 : 32); + } + else if (actor->extravalue1 != 1) + actor->extravalue1 -= 1; + +#define CSEGS 5 + if (!actor->target) + { + mobj_t *prevchain = actor; + UINT8 i = 0; + for (i = 0; (i < CSEGS); i++) + { + mobj_t *newchain = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->info->raisestate); + prevchain->target = newchain; + prevchain = newchain; + } + actor->target->angle = R_PointToAngle2(actor->target->x, actor->target->y, crab->target->x, crab->target->y); + } + + if ((!locvar1) && crab->target) + { +#define anglimit ANGLE_22h +#define angfactor 7 + angle_t ang = R_PointToAngle2(actor->target->x, actor->target->y, crab->target->x, crab->target->y) - actor->target->angle; + if (ang < ANGLE_180) + { + if (ang > anglimit) + ang = anglimit; + ang /= angfactor; + } + else + { + ang = InvAngle(ang); + if (ang > anglimit) + ang = anglimit; + ang /= angfactor; + ang = InvAngle(ang); + } + actor->target->angle += ang; + actor->angle = actor->target->angle; + } + + actor->extravalue2 += actor->extravalue1; + + if (!P_TryMove(actor, + actor->target->x + P_ReturnThrustX(actor, actor->target->angle, actor->extravalue2*actor->scale), + actor->target->y + P_ReturnThrustY(actor, actor->target->angle, actor->extravalue2*actor->scale), + true) + && !locvar1) + { + actor->extravalue1 = 0; + actor->extravalue2 = FixedHypot(actor->x - actor->target->x, actor->y - actor->target->y)>>FRACBITS; + P_SetMobjState(actor, locvar2); + S_StopSound(actor); + S_StartSound(actor, sfx_s3k49); + } + else + { + actor->z = actor->target->z; + if ((!locvar1 && (actor->extravalue2 > 256)) || (locvar1 && (actor->extravalue2 < 16))) + { + if (locvar1) // In case of retracting, resume crab and remove the chain. + { + mobj_t *chain = actor->target, *chainnext; + while (chain) + { + chainnext = chain->target; + P_RemoveMobj(chain); + chain = chainnext; + } + actor->extravalue2 = 0; + actor->angle = R_PointToAngle2(crab->x, crab->y, actor->x, actor->y); + P_SetTarget(&actor->target, NULL); + P_SetTarget(&crab->target, NULL); + P_SetMobjState(crab, crab->state->nextstate); + } + actor->extravalue1 = 0; + P_SetMobjState(actor, locvar2); + S_StopSound(actor); + if (!locvar1) + S_StartSound(actor, sfx_s3k64); + } + } + + if (!actor->target) + return; + + { + mobj_t *chain = actor->target->target; + fixed_t dx = (actor->x - actor->target->x)/CSEGS, dy = (actor->y - actor->target->y)/CSEGS, dz = (actor->z - actor->target->z)/CSEGS; + fixed_t idx = dx, idy = dy, idz = dz; + while (chain) + { + P_TeleportMove(chain, actor->target->x + idx, actor->target->y + idy, actor->target->z + idz); + chain->watertop = chain->z; + idx += dx; + idy += dy; + idz += dz; + chain = chain->target; + } + } +#undef CSEGS +} + +// Function: A_VultureVtol +// +// Description: Vulture rising up to match target's height +// +// var1 = unused +// var2 = unused +// +void A_VultureVtol(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_VultureVtol", actor)) + return; +#endif + + if (!actor->target) + return; + + actor->flags |= MF_NOGRAVITY; + actor->flags |= MF_FLOAT; + + A_FaceTarget(actor); + + S_StopSound(actor); + + if (actor->z < actor->target->z+(actor->target->height/4) && actor->z + actor->height < actor->ceilingz) + actor->momz = FixedMul(2*FRACUNIT, actor->scale); + else if (actor->z > (actor->target->z+(actor->target->height/4)*3) && actor->z > actor->floorz) + actor->momz = FixedMul(-2*FRACUNIT, actor->scale); + else + { + // Attack! + actor->momz = 0; + P_SetMobjState(actor, actor->info->missilestate); + S_StartSound(actor, actor->info->activesound); + } +} + +// Function: A_VultureCheck +// +// Description: If the vulture is stopped, look for a new target +// +// var1 = unused +// var2 = unused +// +void A_VultureCheck(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_VultureCheck", actor)) + return; +#endif + + if (actor->momx || actor->momy) + return; + + actor->flags &= ~MF_NOGRAVITY; // Fall down + + if (actor->z <= actor->floorz) + { + actor->angle -= ANGLE_180; // turn around + P_SetMobjState(actor, actor->info->spawnstate); + } +} + +// Function: A_SkimChase +// +// Description: Thinker/Chase routine for Skims +// +// var1 = unused +// var2 = unused +// +void A_SkimChase(mobj_t *actor) +{ + INT32 delta; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SkimChase", actor)) + return; +#endif + if (actor->reactiontime) + actor->reactiontime--; + + // modify target threshold + if (actor->threshold) + { + if (!actor->target || actor->target->health <= 0) + actor->threshold = 0; + else + actor->threshold--; + } + + // turn towards movement direction if not there yet + if (actor->movedir < NUMDIRS) + { + actor->angle &= (7<<29); + delta = actor->angle - (actor->movedir << 29); + + if (delta > 0) + actor->angle -= ANGLE_45; + else if (delta < 0) + actor->angle += ANGLE_45; + } + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + P_LookForPlayers(actor, true, false, 0); + + // the spawnstate for skims already calls this function so just return either way + // without changing state + return; + } + + // do not attack twice in a row + if (actor->flags2 & MF2_JUSTATTACKED) + { + actor->flags2 &= ~MF2_JUSTATTACKED; + P_NewChaseDir(actor); + return; + } + + // check for melee attack + if (actor->info->meleestate && P_SkimCheckMeleeRange(actor)) + { + if (actor->info->attacksound) + S_StartAttackSound(actor, actor->info->attacksound); + + P_SetMobjState(actor, actor->info->meleestate); + return; + } + + // check for missile attack + if (actor->info->missilestate) + { + if (actor->movecount || !P_CheckMissileRange(actor)) + goto nomissile; + + P_SetMobjState(actor, actor->info->missilestate); + actor->flags2 |= MF2_JUSTATTACKED; + return; + } + +nomissile: + // possibly choose another target + if (multiplayer && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) + && P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + // chase towards player + if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) + P_NewChaseDir(actor); +} + +// Function: A_FaceTarget +// +// Description: Immediately turn to face towards your target. +// +// var1 = unused +// var2 = unused +// +void A_FaceTarget(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FaceTarget", actor)) + return; +#endif + if (!actor->target) + return; + + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); +} + +// Function: A_FaceTracer +// +// Description: Immediately turn to face towards your tracer. +// +// var1 = unused +// var2 = unused +// +void A_FaceTracer(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FaceTracer", actor)) + return; +#endif + if (!actor->tracer) + return; + + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y); +} + +// Function: A_LobShot +// +// Description: Lob an object at your target. +// +// var1 = object # to lob +// var2: +// var2 >> 16 = height offset +// var2 & 65535 = airtime +// +void A_LobShot(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2 >> 16; + mobj_t *shot, *hitspot; + angle_t an; + fixed_t z; + fixed_t dist; + fixed_t vertical, horizontal; + fixed_t airtime = var2 & 65535; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_LobShot", actor)) + return; +#endif + if (!actor->target) + return; + + A_FaceTarget(actor); + + if (actor->eflags & MFE_VERTICALFLIP) + { + z = actor->z + actor->height - FixedMul(locvar2*FRACUNIT, actor->scale); + if (actor->type == MT_BLACKEGGMAN) + z -= FixedMul(mobjinfo[locvar1].height, actor->scale/2); + else + z -= FixedMul(mobjinfo[locvar1].height, actor->scale); + } + else + z = actor->z + FixedMul(locvar2*FRACUNIT, actor->scale); + + shot = P_SpawnMobj(actor->x, actor->y, z, locvar1); + + if (actor->type == MT_BLACKEGGMAN) + { + shot->destscale = actor->scale/2; + P_SetScale(shot, actor->scale/2); + } + else + { + shot->destscale = actor->scale; + P_SetScale(shot, actor->scale); + } + + // Keep track of where it's going to land + hitspot = P_SpawnMobj(actor->target->x&(64*FRACUNIT-1), actor->target->y&(64*FRACUNIT-1), actor->target->subsector->sector->floorheight, MT_NULL); + hitspot->tics = airtime; + P_SetTarget(&shot->tracer, hitspot); + + P_SetTarget(&shot->target, actor); // where it came from + + shot->angle = an = actor->angle; + an >>= ANGLETOFINESHIFT; + + dist = P_AproxDistance(actor->target->x - shot->x, actor->target->y - shot->y); + + horizontal = dist / airtime; + vertical = FixedMul((gravity*airtime)/2, shot->scale); + + shot->momx = FixedMul(horizontal, FINECOSINE(an)); + shot->momy = FixedMul(horizontal, FINESINE(an)); + shot->momz = vertical; + +/* Try to adjust when destination is not the same height + if (actor->z != actor->target->z) + { + fixed_t launchhyp; + fixed_t diff; + fixed_t orig; + + diff = actor->z - actor->target->z; + { + launchhyp = P_AproxDistance(horizontal, vertical); + + orig = FixedMul(FixedDiv(vertical, horizontal), diff); + + CONS_Debug(DBG_GAMELOGIC, "orig: %d\n", (orig)>>FRACBITS); + + horizontal = dist / airtime; + vertical = (gravity*airtime)/2; + } + dist -= orig; + shot->momx = FixedMul(horizontal, FINECOSINE(an)); + shot->momy = FixedMul(horizontal, FINESINE(an)); + shot->momz = vertical; +*/ + + if (shot->info->seesound) + S_StartSound(shot, shot->info->seesound); + + if (!(actor->flags & MF_BOSS)) + { + if (ultimatemode) + actor->reactiontime = actor->info->reactiontime*TICRATE; + else + actor->reactiontime = actor->info->reactiontime*TICRATE*2; + } +} + +// Function: A_FireShot +// +// Description: Shoot an object at your target. +// +// var1 = object # to shoot +// var2 = height offset +// +void A_FireShot(mobj_t *actor) +{ + fixed_t z; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FireShot", actor)) + return; +#endif + if (!actor->target) + return; + + A_FaceTarget(actor); + + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); + + P_SpawnXYZMissile(actor, actor->target, locvar1, actor->x, actor->y, z); + + if (!(actor->flags & MF_BOSS)) + { + if (ultimatemode) + actor->reactiontime = actor->info->reactiontime*TICRATE; + else + actor->reactiontime = actor->info->reactiontime*TICRATE*2; + } +} + +// Function: A_SuperFireShot +// +// Description: Shoot an object at your target that will even stall Super Sonic. +// +// var1 = object # to shoot +// var2 = height offset +// +void A_SuperFireShot(mobj_t *actor) +{ + fixed_t z; + mobj_t *mo; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SuperFireShot", actor)) + return; +#endif + if (!actor->target) + return; + + A_FaceTarget(actor); + + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); + + mo = P_SpawnXYZMissile(actor, actor->target, locvar1, actor->x, actor->y, z); + + if (mo) + mo->flags2 |= MF2_SUPERFIRE; + + if (!(actor->flags & MF_BOSS)) + { + if (ultimatemode) + actor->reactiontime = actor->info->reactiontime*TICRATE; + else + actor->reactiontime = actor->info->reactiontime*TICRATE*2; + } +} + +// Function: A_BossFireShot +// +// Description: Shoot an object at your target ala Bosses: +// +// var1 = object # to shoot +// var2: +// 0 - Boss 1 Left side +// 1 - Boss 1 Right side +// 2 - Boss 3 Left side upper +// 3 - Boss 3 Left side lower +// 4 - Boss 3 Right side upper +// 5 - Boss 3 Right side lower +// +void A_BossFireShot(mobj_t *actor) +{ + fixed_t x, y, z; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BossFireShot", actor)) + return; +#endif + if (!actor->target) + return; + + A_FaceTarget(actor); + + switch (locvar2) + { + case 0: + x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); + y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(48*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul(48*FRACUNIT, actor->scale); + break; + case 1: + x = actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); + y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(48*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul(48*FRACUNIT, actor->scale); + break; + case 2: + x = actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(56*FRACUNIT, actor->scale)); + y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(56*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(42*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul(42*FRACUNIT, actor->scale); + break; + case 3: + x = actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(58*FRACUNIT, actor->scale)); + y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(58*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(30*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul(30*FRACUNIT, actor->scale); + break; + case 4: + x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(56*FRACUNIT, actor->scale)); + y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(56*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(42*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul(42*FRACUNIT, actor->scale); + break; + case 5: + x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(58*FRACUNIT, actor->scale)); + y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(58*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(30*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul(30*FRACUNIT, actor->scale); + break; + default: + x = actor->x; + y = actor->y; + z = actor->z + actor->height/2; + break; + } + + P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z); +} + +// Function: A_Boss7FireMissiles +// +// Description: Shoot 4 missiles of a specific object type at your target ala Black Eggman +// +// var1 = object # to shoot +// var2 = firing sound +// +void A_Boss7FireMissiles(mobj_t *actor) +{ + mobj_t dummymo; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss7FireMissiles", actor)) + return; +#endif + + if (!actor->target) + { + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + A_FaceTarget(actor); + + S_StartSound(NULL, locvar2); + + // set dummymo's coordinates + dummymo.x = actor->target->x; + dummymo.y = actor->target->y; + dummymo.z = actor->target->z + FixedMul(16*FRACUNIT, actor->scale); // raised height + + P_SpawnXYZMissile(actor, &dummymo, locvar1, + actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), + actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), + actor->z + FixedDiv(actor->height, 3*FRACUNIT/2)); + + P_SpawnXYZMissile(actor, &dummymo, locvar1, + actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), + actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), + actor->z + FixedDiv(actor->height, 3*FRACUNIT/2)); + + P_SpawnXYZMissile(actor, &dummymo, locvar1, + actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), + actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), + actor->z + actor->height/2); + + P_SpawnXYZMissile(actor, &dummymo, locvar1, + actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), + actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedDiv(actor->radius, 3*FRACUNIT/2)+FixedMul(4*FRACUNIT, actor->scale)), + actor->z + actor->height/2); +} + +// Function: A_Boss1Laser +// +// Description: Shoot an object at your target ala Bosses: +// +// var1 = object # to shoot +// var2: +// 0 - Boss 1 Left side +// 1 - Boss 1 Right side +// +void A_Boss1Laser(mobj_t *actor) +{ + fixed_t x, y, z, floorz, speed; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + INT32 i; + angle_t angle; + mobj_t *point; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss1Laser", actor)) + return; +#endif + if (!actor->target) + return; + + switch (locvar2) + { + case 0: + x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); + y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(56*FRACUNIT, actor->scale) - mobjinfo[locvar1].height; + else + z = actor->z + FixedMul(56*FRACUNIT, actor->scale); + break; + case 1: + x = actor->x + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); + y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(43*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(56*FRACUNIT, actor->scale) - mobjinfo[locvar1].height; + else + z = actor->z + FixedMul(56*FRACUNIT, actor->scale); + break; + default: + x = actor->x; + y = actor->y; + z = actor->z + actor->height/2; + break; + } + + if (!(actor->flags2 & MF2_FIRING)) + { + actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y); + if (mobjinfo[locvar1].seesound) + S_StartSound(actor, mobjinfo[locvar1].seesound); + if (!(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)) + { + point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET); + point->angle = actor->angle; + point->fuse = actor->tics+1; + P_SetTarget(&point->target, actor->target); + P_SetTarget(&actor->target, point); + } + } + /* -- the following was relevant when the MT_EGGMOBILE_TARGET was allowed to move left and right from its path + else if (actor->target && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)) + actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);*/ + + if (actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH) + angle = FixedAngle(FixedDiv(actor->tics*160*FRACUNIT, actor->state->tics*FRACUNIT) + 10*FRACUNIT); + else + angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y)); + point = P_SpawnMobj(x, y, z, locvar1); + P_SetTarget(&point->target, actor); + point->angle = actor->angle; + speed = point->radius*2; + point->momz = FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT), speed); + point->momx = FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(point->angle>>ANGLETOFINESHIFT), speed)); + point->momy = FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), FixedMul(FINESINE(point->angle>>ANGLETOFINESHIFT), speed)); + + for (i = 0; i < 256; i++) + { + mobj_t *mo = P_SpawnMobj(point->x, point->y, point->z, point->type); + mo->angle = point->angle; + P_UnsetThingPosition(mo); + mo->flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY; + P_SetThingPosition(mo); + + x = point->x, y = point->y, z = point->z; + if (P_RailThinker(point)) + break; + } + + floorz = P_FloorzAtPos(x, y, z, mobjinfo[MT_EGGMOBILE_FIRE].height); + if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1) + { + point = P_SpawnMobj(x, y, floorz+1, MT_EGGMOBILE_FIRE); + point->target = actor; + point->destscale = 3*FRACUNIT; + point->scalespeed = FRACUNIT>>2; + point->fuse = TICRATE; + } + + if (actor->tics > 1) + actor->flags2 |= MF2_FIRING; + else + actor->flags2 &= ~MF2_FIRING; +} + +// Function: A_FocusTarget +// +// Description: Home in on your target. +// +// var1: +// 0 - accelerative focus with friction +// 1 - steady focus with fixed movement speed +// anything else - don't move +// var2: +// 0 - don't trace target, just move forwards +// & 1 - change horizontal angle +// & 2 - change vertical angle +// +void A_FocusTarget(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FocusTarget", actor)) + return; +#endif + + if (actor->target) + { + fixed_t speed = FixedMul(actor->info->speed, actor->scale); + fixed_t dist = (locvar2 ? R_PointToDist2(actor->x, actor->y, actor->target->x, actor->target->y) : speed+1); + angle_t hangle = ((locvar2 & 1) ? R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) : actor->angle); + angle_t vangle = ((locvar2 & 2) ? R_PointToAngle2(actor->z , 0, actor->target->z + (actor->target->height>>1), dist) : ANGLE_90); + switch(locvar1) + { + case 0: + { + actor->momx -= actor->momx>>4, actor->momy -= actor->momy>>4, actor->momz -= actor->momz>>4; + actor->momz += FixedMul(FINECOSINE(vangle>>ANGLETOFINESHIFT), speed); + actor->momx += FixedMul(FINESINE(vangle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(hangle>>ANGLETOFINESHIFT), speed)); + actor->momy += FixedMul(FINESINE(vangle>>ANGLETOFINESHIFT), FixedMul(FINESINE(hangle>>ANGLETOFINESHIFT), speed)); + } + break; + case 1: + if (dist > speed) + { + actor->momz = FixedMul(FINECOSINE(vangle>>ANGLETOFINESHIFT), speed); + actor->momx = FixedMul(FINESINE(vangle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(hangle>>ANGLETOFINESHIFT), speed)); + actor->momy = FixedMul(FINESINE(vangle>>ANGLETOFINESHIFT), FixedMul(FINESINE(hangle>>ANGLETOFINESHIFT), speed)); + } + else + { + actor->momx = 0, actor->momy = 0, actor->momz = 0; + actor->z = actor->target->z + (actor->target->height>>1); + P_TryMove(actor, actor->target->x, actor->target->y, true); + } + break; + default: + break; + } + } +} + +// Function: A_Boss4Reverse +// +// Description: Reverse arms direction. +// +// var1 = sfx to play +// var2 = unused +// +void A_Boss4Reverse(mobj_t *actor) +{ + sfxenum_t locvar1 = (sfxenum_t)var1; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss4Reverse", actor)) + return; +#endif + S_StartSound(NULL, locvar1); + actor->reactiontime = 0; + if (actor->movedir == 1) + actor->movedir = 2; + else + actor->movedir = 1; +} + +// Function: A_Boss4SpeedUp +// +// Description: Speed up arms +// +// var1 = sfx to play +// var2 = unused +// +void A_Boss4SpeedUp(mobj_t *actor) +{ + sfxenum_t locvar1 = (sfxenum_t)var1; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss4SpeedUp", actor)) + return; +#endif + S_StartSound(NULL, locvar1); + actor->reactiontime = 2; +} + +// Function: A_Boss4Raise +// +// Description: Raise helmet +// +// var1 = sfx to play +// var2 = unused +// +void A_Boss4Raise(mobj_t *actor) +{ + sfxenum_t locvar1 = (sfxenum_t)var1; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss4Raise", actor)) + return; +#endif + S_StartSound(NULL, locvar1); + actor->reactiontime = 1; +} + +// Function: A_SkullAttack +// +// Description: Fly at the player like a missile. +// +// var1: +// 0 - Fly at the player +// 1 - Fly away from the player +// 2 - Strafe in relation to the player +// var2: +// 0 - Fly horizontally and vertically +// 1 - Fly horizontal-only (momz = 0) +// +#define SKULLSPEED (20*FRACUNIT) + +void A_SkullAttack(mobj_t *actor) +{ + mobj_t *dest; + angle_t an; + INT32 dist; + INT32 speed; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SkullAttack", actor)) + return; +#endif + if (!actor->target) + return; + + speed = FixedMul(SKULLSPEED, actor->scale); + + dest = actor->target; + actor->flags2 |= MF2_SKULLFLY; + if (actor->info->activesound) + S_StartSound(actor, actor->info->activesound); + A_FaceTarget(actor); + + if (locvar1 == 1) + actor->angle += ANGLE_180; + else if (locvar1 == 2) + actor->angle += (P_RandomChance(FRACUNIT/2)) ? ANGLE_90 : -ANGLE_90; + + an = actor->angle >> ANGLETOFINESHIFT; + + actor->momx = FixedMul(speed, FINECOSINE(an)); + actor->momy = FixedMul(speed, FINESINE(an)); + dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); + dist = dist / speed; + + if (dist < 1) + dist = 1; + + actor->momz = (dest->z + (dest->height>>1) - actor->z) / dist; + + if (locvar1 == 1) + actor->momz = -actor->momz; + if (locvar2 == 1) + actor->momz = 0; +} + +// Function: A_BossZoom +// +// Description: Like A_SkullAttack, but used by Boss 1. +// +// var1 = unused +// var2 = unused +// +void A_BossZoom(mobj_t *actor) +{ + mobj_t *dest; + angle_t an; + INT32 dist; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BossZoom", actor)) + return; +#endif + if (!actor->target) + return; + + dest = actor->target; + actor->flags2 |= MF2_SKULLFLY; + if (actor->info->attacksound) + S_StartAttackSound(actor, actor->info->attacksound); + A_FaceTarget(actor); + an = actor->angle >> ANGLETOFINESHIFT; + actor->momx = FixedMul(FixedMul(actor->info->speed*5*FRACUNIT, actor->scale), FINECOSINE(an)); + actor->momy = FixedMul(FixedMul(actor->info->speed*5*FRACUNIT, actor->scale), FINESINE(an)); + dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); + dist = dist / FixedMul(actor->info->speed*5*FRACUNIT, actor->scale); + + if (dist < 1) + dist = 1; + actor->momz = (dest->z + (dest->height>>1) - actor->z) / dist; +} + +// Function: A_BossScream +// +// Description: Spawns explosions and plays appropriate sounds around the defeated boss. +// +// var1: +// 0 - Use movecount to spawn explosions evenly +// 1 - Use P_Random to spawn explosions at complete random +// var2 = Object to spawn. Default is MT_BOSSEXPLODE. +// +void A_BossScream(mobj_t *actor) +{ + mobj_t *mo; + fixed_t x, y, z; + angle_t fa; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobjtype_t explodetype; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BossScream", actor)) + return; +#endif + switch (locvar1) + { + default: + case 0: + actor->movecount += 4*16; + actor->movecount %= 360; + fa = (FixedAngle(actor->movecount*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK; + break; + case 1: + fa = (FixedAngle(P_RandomKey(360)*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK; + break; + } + x = actor->x + FixedMul(FINECOSINE(fa),actor->radius); + y = actor->y + FixedMul(FINESINE(fa),actor->radius); + + // Determine what mobj to spawn. If undefined or invalid, use MT_BOSSEXPLODE as default. + if (locvar2 <= 0 || locvar2 >= NUMMOBJTYPES) + explodetype = MT_BOSSEXPLODE; + else + explodetype = (mobjtype_t)locvar2; + + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - mobjinfo[explodetype].height - FixedMul((P_RandomByte()<<(FRACBITS-2)) - 8*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul((P_RandomByte()<<(FRACBITS-2)) - 8*FRACUNIT, actor->scale); + + mo = P_SpawnMobj(x, y, z, explodetype); + if (actor->eflags & MFE_VERTICALFLIP) + mo->flags2 |= MF2_OBJECTFLIP; + mo->destscale = actor->scale; + P_SetScale(mo, mo->destscale); + if (actor->info->deathsound) + S_StartSound(mo, actor->info->deathsound); +} + +// Function: A_Scream +// +// Description: Starts the death sound of the object. +// +// var1 = unused +// var2 = unused +// +void A_Scream(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Scream", actor)) + return; +#endif + if (actor->tracer && (actor->tracer->type == MT_SHELL || actor->tracer->type == MT_FIREBALL)) + S_StartScreamSound(actor, sfx_mario2); + else if (actor->info->deathsound) + S_StartScreamSound(actor, actor->info->deathsound); +} + +// Function: A_Pain +// +// Description: Starts the pain sound of the object. +// +// var1 = unused +// var2 = unused +// +void A_Pain(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Pain", actor)) + return; +#endif + if (actor->info->painsound) + S_StartSound(actor, actor->info->painsound); + + actor->flags2 &= ~MF2_FIRING; + actor->flags2 &= ~MF2_SUPERFIRE; +} + +// Function: A_Fall +// +// Description: Changes a dying object's flags to reflect its having fallen to the ground. +// +// var1 = unused +// var2 = unused +// +void A_Fall(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Fall", actor)) + return; +#endif + // actor is on ground, it can be walked over + actor->flags &= ~MF_SOLID; + + // fall through the floor + actor->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY; + + // So change this if corpse objects + // are meant to be obstacles. +} + +#define LIVESBOXDISPLAYPLAYER // Use displayplayer instead of closest player + +// Function: A_1upThinker +// +// Description: Used by the 1up box to show the player's face. +// +// var1 = unused +// var2 = unused +// +void A_1upThinker(mobj_t *actor) +{ + INT32 i; + fixed_t dist = INT32_MAX; + fixed_t temp; + INT32 closestplayer = -1; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_1upThinker", actor)) + return; +#endif + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i] || players[i].bot || players[i].spectator) + continue; + + if (!players[i].mo) + continue; + + if ((netgame || multiplayer) && players[i].playerstate != PST_LIVE) + continue; + + temp = P_AproxDistance(players[i].mo->x-actor->x, players[i].mo->y-actor->y); + + if (temp < dist) + { + closestplayer = i; + dist = temp; + } + } + + if (closestplayer == -1 || skins[players[closestplayer].skin].sprites[SPR2_LIFE].numframes == 0) + { // Closest player not found (no players in game?? may be empty dedicated server!), or does not have correct sprite. + if (actor->tracer) { + P_RemoveMobj(actor->tracer); + actor->tracer = NULL; + } + return; + } + + // We're using the overlay, so use the overlay 1up box (no text) + actor->sprite = SPR_TV1P; + + if (!actor->tracer) + { + P_SetTarget(&actor->tracer, P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY)); + P_SetTarget(&actor->tracer->target, actor); + actor->tracer->skin = &skins[players[closestplayer].skin]; // required here to prevent spr2 default showing stand for a single frame + P_SetMobjState(actor->tracer, actor->info->seestate); + + // The overlay is going to be one tic early turning off and on + // because it's going to get its thinker run the frame we spawned it. + // So make it take one tic longer if it just spawned. + ++actor->tracer->tics; + } + + actor->tracer->color = players[closestplayer].mo->color; + actor->tracer->skin = &skins[players[closestplayer].skin]; +} + +// Function: A_MonitorPop +// +// Description: Used by monitors when they explode. +// +// var1 = unused +// var2 = unused +// +void A_MonitorPop(mobj_t *actor) +{ + mobjtype_t item = 0; + mobj_t *newmobj; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MonitorPop", actor)) + return; +#endif + + // Spawn the "pop" explosion. + if (actor->info->deathsound) + S_StartSound(actor, actor->info->deathsound); + P_SpawnMobjFromMobj(actor, 0, 0, actor->height/4, MT_EXPLODE); + + // We're dead now. De-solidify. + actor->health = 0; + P_UnsetThingPosition(actor); + actor->flags &= ~MF_SOLID; + actor->flags |= MF_NOCLIP; + P_SetThingPosition(actor); + + if (actor->info->damage == MT_UNKNOWN) + { + // MT_UNKNOWN is random. Because it's unknown to us... get it? + item = P_DoRandomBoxChances(); + + if (item == MT_NULL) + { + CONS_Alert(CONS_WARNING, M_GetText("All monitors turned off.\n")); + return; + } + } + else + item = actor->info->damage; + + if (item == 0) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup item not defined in 'damage' field for A_MonitorPop\n"); + return; + } + + newmobj = P_SpawnMobjFromMobj(actor, 0, 0, 13*FRACUNIT, item); + P_SetTarget(&newmobj->target, actor->target); // Transfer target + + if (item == MT_1UP_ICON) + { + if (actor->tracer) // Remove the old lives icon. + P_RemoveMobj(actor->tracer); + + if (!newmobj->target + || !newmobj->target->player + || !newmobj->target->skin + || ((skin_t *)newmobj->target->skin)->sprites[SPR2_LIFE].numframes == 0) + {} // No lives icon for this player, use the default. + else + { // Spawn the lives icon. + mobj_t *livesico = P_SpawnMobjFromMobj(newmobj, 0, 0, 0, MT_OVERLAY); + P_SetTarget(&livesico->target, newmobj); + P_SetTarget(&newmobj->tracer, livesico); + + livesico->color = newmobj->target->player->mo->color; + livesico->skin = &skins[newmobj->target->player->skin]; + P_SetMobjState(livesico, newmobj->info->seestate); + + // We're using the overlay, so use the overlay 1up sprite (no text) + newmobj->sprite = SPR_TV1P; + } + } +} + +// Function: A_GoldMonitorPop +// +// Description: Used by repeating monitors when they turn off. They don't really pop, but, you know... +// +// var1 = unused +// var2 = unused +// +void A_GoldMonitorPop(mobj_t *actor) +{ + mobjtype_t item = 0; + mobj_t *newmobj; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_GoldMonitorPop", actor)) + return; +#endif + + // Don't spawn the "pop" explosion, because the monitor isn't broken. + if (actor->info->deathsound) + S_StartSound(actor, actor->info->deathsound); + //P_SpawnMobjFromMobj(actor, 0, 0, actor.height/4, MT_EXPLODE); + + // Remove our flags for a bit. + // Players can now stand on top of us. + P_UnsetThingPosition(actor); + actor->flags &= ~(MF_MONITOR|MF_SHOOTABLE); + P_SetThingPosition(actor); + + // Don't count this box in statistics. Sorry. + if (actor->target && actor->target->player) + --actor->target->player->numboxes; + actor->fuse = 0; // Don't let the monitor code screw us up. + + if (actor->info->damage == MT_UNKNOWN) + { + // MT_UNKNOWN is random. Because it's unknown to us... get it? + item = P_DoRandomBoxChances(); + + if (item == MT_NULL) + { + CONS_Alert(CONS_WARNING, M_GetText("All monitors turned off.\n")); + return; + } + } + else + item = actor->info->damage; + + if (item == 0) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup item not defined in 'damage' field for A_GoldMonitorPop\n"); + return; + } + + // Note: the icon spawns 1 fracunit higher + newmobj = P_SpawnMobjFromMobj(actor, 0, 0, 14*FRACUNIT, item); + P_SetTarget(&newmobj->target, actor->target); // Transfer target + + if (item == MT_1UP_ICON) + { + if (actor->tracer) // Remove the old lives icon. + P_RemoveMobj(actor->tracer); + + if (!newmobj->target + || !newmobj->target->player + || !newmobj->target->skin + || ((skin_t *)newmobj->target->skin)->sprites[SPR2_LIFE].numframes == 0) + {} // No lives icon for this player, use the default. + else + { // Spawn the lives icon. + mobj_t *livesico = P_SpawnMobjFromMobj(newmobj, 0, 0, 0, MT_OVERLAY); + P_SetTarget(&livesico->target, newmobj); + P_SetTarget(&newmobj->tracer, livesico); + + livesico->color = newmobj->target->player->mo->color; + livesico->skin = &skins[newmobj->target->player->skin]; + P_SetMobjState(livesico, newmobj->info->seestate); + + // We're using the overlay, so use the overlay 1up sprite (no text) + newmobj->sprite = SPR_TV1P; + } + } +} + +// Function: A_GoldMonitorRestore +// +// Description: A repeating monitor is coming back to life. Reset monitor flags, etc. +// +// var1 = unused +// var2 = unused +// +void A_GoldMonitorRestore(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_GoldMonitorRestore", actor)) + return; +#endif + + actor->flags |= MF_MONITOR|MF_SHOOTABLE; + actor->health = 1; // Just in case. +} + +// Function: A_GoldMonitorSparkle +// +// Description: Spawns the little sparkly effect around big monitors. Looks pretty, doesn't it? +// +// var1 = unused +// var2 = unused +// +void A_GoldMonitorSparkle(mobj_t *actor) +{ + fixed_t i, ngangle, xofs, yofs; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_GoldMonitorSparkle", actor)) + return; +#endif + + ngangle = FixedAngle(((leveltime * 21) % 360) << FRACBITS); + xofs = FINESINE((ngangle>>ANGLETOFINESHIFT) & FINEMASK) * (actor->radius>>FRACBITS); + yofs = FINECOSINE((ngangle>>ANGLETOFINESHIFT) & FINEMASK) * (actor->radius>>FRACBITS); + + for (i = FRACUNIT*2; i <= FRACUNIT*3; i += FRACUNIT/2) + P_SetObjectMomZ(P_SpawnMobjFromMobj(actor, xofs, yofs, 0, MT_BOXSPARKLE), i, false); +} + +// Function: A_Explode +// +// Description: Explodes an object, doing damage to any objects nearby. The target is used as the cause of the explosion. Damage value is used as explosion range. +// +// var1 = damagetype +// var2 = unused +// +void A_Explode(mobj_t *actor) +{ + INT32 locvar1 = var1; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Explode", actor)) + return; +#endif + P_RadiusAttack(actor, actor->target, actor->info->damage, locvar1); +} + +// Function: A_BossDeath +// +// Description: Possibly trigger special effects when boss dies. +// +// var1 = unused +// var2 = unused +// +void A_BossDeath(mobj_t *mo) +{ + thinker_t *th; + mobj_t *mo2; + line_t junk; + INT32 i; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BossDeath", mo)) + return; +#endif + + P_LinedefExecute(LE_BOSSDEAD, mo, NULL); + mo->health = 0; + + // Boss is dead (but not necessarily fleeing...) + // Lua may use this to ignore bosses after they start fleeing + mo->flags2 |= MF2_BOSSDEAD; + + // make sure there is a player alive for victory + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i] && ((players[i].mo && players[i].mo->health) + || ((netgame || multiplayer) && (players[i].lives || players[i].continues)))) + break; + + if (i == MAXPLAYERS) + return; // no one left alive, so do not end game + + // scan the remaining thinkers to see + // if all bosses are dead + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t *)th; + if (mo2 != mo && (mo2->flags & MF_BOSS) && mo2->health > 0) + goto bossjustdie; // other boss not dead - just go straight to dying! + } + + // victory! + P_LinedefExecute(LE_ALLBOSSESDEAD, mo, NULL); + if (mo->flags2 & MF2_BOSSNOTRAP) + { + for (i = 0; i < MAXPLAYERS; i++) + P_DoPlayerExit(&players[i]); + } + else + { + // Bring the egg trap up to the surface + junk.tag = 680; + EV_DoElevator(&junk, elevateHighest, false); + junk.tag = 681; + EV_DoElevator(&junk, elevateUp, false); + junk.tag = 682; + EV_DoElevator(&junk, elevateHighest, false); + } + +bossjustdie: +#ifdef HAVE_BLUA + if (LUAh_BossDeath(mo)) + return; + else if (P_MobjWasRemoved(mo)) + return; +#endif + if (mo->type == MT_BLACKEGGMAN || mo->type == MT_CYBRAKDEMON) + { + mo->flags |= MF_NOCLIP; + mo->flags &= ~MF_SPECIAL; + + S_StartSound(NULL, sfx_befall); + } + else if (mo->type == MT_KOOPA) + { + junk.tag = 650; + EV_DoCeiling(&junk, raiseToHighest); + return; + } + else // eggmobiles + { + // Stop exploding and prepare to run. + P_SetMobjState(mo, mo->info->xdeathstate); + if (P_MobjWasRemoved(mo)) + return; + + P_SetTarget(&mo->target, NULL); + + // Flee! Flee! Find a point to escape to! If none, just shoot upward! + // scan the thinkers to find the runaway point + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t *)th; + + if (mo2->type == MT_BOSSFLYPOINT) + { + // If this one's closer then the last one, go for it. + if (!mo->target || + P_AproxDistance(P_AproxDistance(mo->x - mo2->x, mo->y - mo2->y), mo->z - mo2->z) < + P_AproxDistance(P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y), mo->z - mo->target->z)) + P_SetTarget(&mo->target, mo2); + // Otherwise... Don't! + } + } + + mo->flags |= MF_NOGRAVITY|MF_NOCLIP; + mo->flags |= MF_NOCLIPHEIGHT; + + if (mo->target) + { + mo->angle = R_PointToAngle2(mo->x, mo->y, mo->target->x, mo->target->y); + mo->flags2 |= MF2_BOSSFLEE; + mo->momz = FixedMul(FixedDiv(mo->target->z - mo->z, P_AproxDistance(mo->x-mo->target->x,mo->y-mo->target->y)), FixedMul(2*FRACUNIT, mo->scale)); + } + else + mo->momz = FixedMul(2*FRACUNIT, mo->scale); + } + + if (mo->type == MT_EGGMOBILE2) + { + mo2 = P_SpawnMobj(mo->x + P_ReturnThrustX(mo, mo->angle - ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)), + mo->y + P_ReturnThrustY(mo, mo->angle - ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)), + mo->z + mo->height/2 + ((mo->eflags & MFE_VERTICALFLIP)? FixedMul(8*FRACUNIT, mo->scale)-mobjinfo[MT_BOSSTANK1].height : -FixedMul(8*FRACUNIT, mo->scale)), MT_BOSSTANK1); // Right tank + mo2->angle = mo->angle; + mo2->destscale = mo->scale; + P_SetScale(mo2, mo2->destscale); + if (mo->eflags & MFE_VERTICALFLIP) + { + mo2->eflags |= MFE_VERTICALFLIP; + mo2->flags2 |= MF2_OBJECTFLIP; + } + P_InstaThrust(mo2, mo2->angle - ANGLE_90, FixedMul(4*FRACUNIT, mo2->scale)); + P_SetObjectMomZ(mo2, 4*FRACUNIT, false); + + mo2 = P_SpawnMobj(mo->x + P_ReturnThrustX(mo, mo->angle + ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)), + mo->y + P_ReturnThrustY(mo, mo->angle + ANGLE_90, FixedMul(32*FRACUNIT, mo->scale)), + mo->z + mo->height/2 + ((mo->eflags & MFE_VERTICALFLIP)? FixedMul(8*FRACUNIT, mo->scale)-mobjinfo[MT_BOSSTANK2].height : -FixedMul(8*FRACUNIT, mo->scale)), MT_BOSSTANK2); // Left tank + mo2->angle = mo->angle; + mo2->destscale = mo->scale; + P_SetScale(mo2, mo2->destscale); + if (mo->eflags & MFE_VERTICALFLIP) + { + mo2->eflags |= MFE_VERTICALFLIP; + mo2->flags2 |= MF2_OBJECTFLIP; + } + P_InstaThrust(mo2, mo2->angle + ANGLE_90, FixedMul(4*FRACUNIT, mo2->scale)); + P_SetObjectMomZ(mo2, 4*FRACUNIT, false); + + mo2 = P_SpawnMobj(mo->x, mo->y, + mo->z + ((mo->eflags & MFE_VERTICALFLIP)? mobjinfo[MT_BOSSSPIGOT].height-FixedMul(32*FRACUNIT,mo->scale): mo->height + FixedMul(32*FRACUNIT, mo->scale)), MT_BOSSSPIGOT); + mo2->angle = mo->angle; + mo2->destscale = mo->scale; + P_SetScale(mo2, mo2->destscale); + if (mo->eflags & MFE_VERTICALFLIP) + { + mo2->eflags |= MFE_VERTICALFLIP; + mo2->flags2 |= MF2_OBJECTFLIP; + } + P_SetObjectMomZ(mo2, 4*FRACUNIT, false); + return; + } +} + +// Function: A_CustomPower +// +// Description: Provides a custom powerup. Target (must be a player) is awarded the powerup. Reactiontime of the object is used as an index to the powers array. +// +// var1 = Power index # +// var2 = Power duration in tics +// +void A_CustomPower(mobj_t *actor) +{ + player_t *player; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + boolean spawnshield = false; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CustomPower", actor)) + return; +#endif + if (!actor->target || !actor->target->player) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); + return; + } + + if (locvar1 >= NUMPOWERS) + { + CONS_Debug(DBG_GAMELOGIC, "Power #%d out of range!\n", locvar1); + return; + } + + player = actor->target->player; + + if (locvar1 == pw_shield && player->powers[pw_shield] != locvar2) + spawnshield = true; + + player->powers[locvar1] = (UINT16)locvar2; + if (actor->info->seesound) + S_StartSound(player->mo, actor->info->seesound); + + if (spawnshield) //workaround for a bug + P_SpawnShieldOrb(player); +} + +// Function: A_GiveWeapon +// +// Description: Gives the player the specified weapon panels. +// +// var1 = Weapon index # +// var2 = unused +// +void A_GiveWeapon(mobj_t *actor) +{ + player_t *player; + INT32 locvar1 = var1; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_GiveWeapon", actor)) + return; +#endif + if (!actor->target || !actor->target->player) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); + return; + } + + if (locvar1 >= 1<<(NUM_WEAPONS-1)) + { + CONS_Debug(DBG_GAMELOGIC, "Weapon #%d out of range!\n", locvar1); + return; + } + + player = actor->target->player; + + player->ringweapons |= locvar1; + if (actor->info->seesound) + S_StartSound(player->mo, actor->info->seesound); +} + +// Function: A_RingBox +// +// Description: Awards the player 10 rings. +// +// var1 = unused +// var2 = unused +// +void A_RingBox(mobj_t *actor) +{ + player_t *player; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RingBox", actor)) + return; +#endif + if (!actor->target || !actor->target->player) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); + return; + } + + player = actor->target->player; + + P_GivePlayerRings(player, actor->info->reactiontime); + if (actor->info->seesound) + S_StartSound(player->mo, actor->info->seesound); +} + +// Function: A_Invincibility +// +// Description: Awards the player invincibility. +// +// var1 = unused +// var2 = unused +// +void A_Invincibility(mobj_t *actor) +{ + player_t *player; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Invincibility", actor)) + return; +#endif + if (!actor->target || !actor->target->player) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); + return; + } + + player = actor->target->player; + player->powers[pw_invulnerability] = invulntics + 1; + + if (P_IsLocalPlayer(player) && !player->powers[pw_super]) + { + S_StopMusic(); + if (mariomode) + G_GhostAddColor(GHC_INVINCIBLE); + strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14); + S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]); + S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false); + } +} + +// Function: A_SuperSneakers +// +// Description: Awards the player super sneakers. +// +// var1 = unused +// var2 = unused +// +void A_SuperSneakers(mobj_t *actor) +{ + player_t *player; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SuperSneakers", actor)) + return; +#endif + if (!actor->target || !actor->target->player) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); + return; + } + + player = actor->target->player; + + actor->target->player->powers[pw_sneakers] = sneakertics + 1; + + if (P_IsLocalPlayer(player) && !player->powers[pw_super]) + { + if (S_SpeedMusic(0.0f) && (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC)) + S_SpeedMusic(1.4f); + else + { + S_StopMusic(); + S_ChangeMusicInternal("_shoes", false); + } + strlcpy(S_sfx[sfx_None].caption, "Speed shoes", 12); + S_StartCaption(sfx_None, -1, player->powers[pw_sneakers]); + } +} + +// Function: A_AwardScore +// +// Description: Adds a set amount of points to the player's score. +// +// var1 = unused +// var2 = unused +// +void A_AwardScore(mobj_t *actor) +{ + player_t *player; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_AwardScore", actor)) + return; +#endif + if (!actor->target || !actor->target->player) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); + return; + } + + player = actor->target->player; + + P_AddPlayerScore(player, actor->info->reactiontime); + if (actor->info->seesound) + S_StartSound(player->mo, actor->info->seesound); +} + +// Function: A_ExtraLife +// +// Description: Awards the player an extra life. +// +// var1 = unused +// var2 = unused +// +void A_ExtraLife(mobj_t *actor) +{ + player_t *player; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ExtraLife", actor)) + return; +#endif + if (!actor->target || !actor->target->player) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); + return; + } + + player = actor->target->player; + + if (actor->type == MT_1UP_ICON && actor->tracer) + { + // We're using the overlay, so use the overlay 1up sprite (no text) + actor->sprite = SPR_TV1P; + } + + if (ultimatemode) //I don't THINK so! + { + S_StartSound(player->mo, sfx_lose); + return; + } + + P_GiveCoopLives(player, 1, true); +} + +// Function: A_GiveShield +// +// Description: Awards the player a specified shield. +// +// var1 = Shield type (make with SH_ constants) +// var2 = unused +// +void A_GiveShield(mobj_t *actor) +{ + player_t *player; + UINT16 locvar1 = var1; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_GiveShield", actor)) + return; +#endif + if (!actor->target || !actor->target->player) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); + return; + } + + player = actor->target->player; + + P_SwitchShield(player, locvar1); + S_StartSound(player->mo, actor->info->seesound); +} + +// Function: A_GravityBox +// +// Description: Awards the player gravity boots. +// +// var1 = unused +// var2 = unused +// +void A_GravityBox(mobj_t *actor) +{ + player_t *player; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_GravityBox", actor)) + return; +#endif + if (!actor->target || !actor->target->player) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); + return; + } + + player = actor->target->player; + + S_StartSound(player, actor->info->activesound); + + player->powers[pw_gravityboots] = (UINT16)(actor->info->reactiontime + 1); +} + +// Function: A_ScoreRise +// +// Description: Makes the little score logos rise. Speed value sets speed. +// +// var1 = unused +// var2 = unused +// +void A_ScoreRise(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ScoreRise", actor)) + return; +#endif + // make logo rise! + P_SetObjectMomZ(actor, actor->info->speed, false); +} + +// Function: A_BunnyHop +// +// Description: Makes object hop like a bunny. +// +// var1 = jump strength +// var2 = horizontal movement +// +void A_BunnyHop(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BunnyHop", actor)) + return; +#endif + if (((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz) + || (!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)) + { + P_SetObjectMomZ(actor, locvar1*FRACUNIT, false); + P_InstaThrust(actor, actor->angle, FixedMul(locvar2*FRACUNIT, actor->scale)); // Launch the hopping action! PHOOM!! + } +} + +// Function: A_BubbleSpawn +// +// Description: Spawns a randomly sized bubble from the object's location. Only works underwater. +// +// var1 = Distance to look for players. If no player is in this distance, bubbles aren't spawned. (Ambush overrides) +// var2 = unused +// +void A_BubbleSpawn(mobj_t *actor) +{ + INT32 i, locvar1 = var1; + UINT8 prandom; + mobj_t *bubble = NULL; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BubbleSpawn", actor)) + return; +#endif + if (!(actor->eflags & MFE_UNDERWATER)) + { + // Don't draw or spawn bubbles above water + actor->flags2 |= MF2_DONTDRAW; + return; + } + actor->flags2 &= ~MF2_DONTDRAW; + + if (!(actor->flags2 & MF2_AMBUSH)) + { + // Quick! Look through players! + // Don't spawn bubbles unless a player is relatively close by (var1). + for (i = 0; i < MAXPLAYERS; ++i) + if (playeringame[i] && players[i].mo + && P_AproxDistance(actor->x - players[i].mo->x, actor->y - players[i].mo->y) < (locvar1<x, actor->y, actor->z + (actor->height / 2), MT_EXTRALARGEBUBBLE); + else if (prandom > 128) + bubble = P_SpawnMobj(actor->x, actor->y, actor->z + (actor->height / 2), MT_SMALLBUBBLE); + else if (prandom < 128 && prandom > 96) + bubble = P_SpawnMobj(actor->x, actor->y, actor->z + (actor->height / 2), MT_MEDIUMBUBBLE); + + if (bubble) + { + bubble->destscale = actor->scale; + P_SetScale(bubble, actor->scale); + } +} + +// Function: A_FanBubbleSpawn +// +// Description: Spawns bubbles from fans, if they're underwater. +// +// var1 = Distance to look for players. If no player is in this distance, bubbles aren't spawned. (Ambush overrides) +// var2 = unused +// +void A_FanBubbleSpawn(mobj_t *actor) +{ + INT32 i, locvar1 = var1; + UINT8 prandom; + mobj_t *bubble = NULL; + fixed_t hz = actor->z + (4*actor->height)/5; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FanBubbleSpawn", actor)) + return; +#endif + if (!(actor->eflags & MFE_UNDERWATER)) + return; + + if (!(actor->flags2 & MF2_AMBUSH)) + { + // Quick! Look through players! + // Don't spawn bubbles unless a player is relatively close by (var2). + for (i = 0; i < MAXPLAYERS; ++i) + if (playeringame[i] && players[i].mo + && P_AproxDistance(actor->x - players[i].mo->x, actor->y - players[i].mo->y) < (locvar1<x, actor->y, hz, MT_SMALLBUBBLE); + else if ((prandom & 0xF0) == 0xF0) + bubble = P_SpawnMobj(actor->x, actor->y, hz, MT_MEDIUMBUBBLE); + + if (bubble) + { + bubble->destscale = actor->scale; + P_SetScale(bubble, actor->scale); + } +} + +// Function: A_BubbleRise +// +// Description: Raises a bubble +// +// var1: +// 0 = Bend around the water abit, looking more realistic +// 1 = Rise straight up +// var2 = rising speed +// +void A_BubbleRise(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BubbleRise", actor)) + return; +#endif + if (actor->type == MT_EXTRALARGEBUBBLE) + P_SetObjectMomZ(actor, FixedDiv(6*FRACUNIT,5*FRACUNIT), false); // make bubbles rise! + else + { + P_SetObjectMomZ(actor, locvar2, true); // make bubbles rise! + + // Move around slightly to make it look like it's bending around the water + if (!locvar1) + { + UINT8 prandom = P_RandomByte(); + if (!(prandom & 0x7)) // *****000 + { + P_InstaThrust(actor, prandom & 0x70 ? actor->angle + ANGLE_90 : actor->angle, + FixedMul(prandom & 0xF0 ? FRACUNIT/2 : -FRACUNIT/2, actor->scale)); + } + else if (!(prandom & 0x38)) // **000*** + { + P_InstaThrust(actor, prandom & 0x70 ? actor->angle - ANGLE_90 : actor->angle - ANGLE_180, + FixedMul(prandom & 0xF0 ? FRACUNIT/2 : -FRACUNIT/2, actor->scale)); + } + } + } +} + +// Function: A_BubbleCheck +// +// Description: Checks if a bubble should be drawn or not. Bubbles are not drawn above water. +// +// var1 = unused +// var2 = unused +// +void A_BubbleCheck(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BubbleCheck", actor)) + return; +#endif + if (actor->eflags & MFE_UNDERWATER) + actor->flags2 &= ~MF2_DONTDRAW; // underwater so draw + else + actor->flags2 |= MF2_DONTDRAW; // above water so don't draw +} + +// Function: A_AttractChase +// +// Description: Makes a ring chase after a player with a ring shield and also causes spilled rings to flicker. +// +// var1 = unused +// var2 = unused +// +void A_AttractChase(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_AttractChase", actor)) + return; +#endif + if (actor->flags2 & MF2_NIGHTSPULL || !actor->health) + return; + + // spilled rings flicker before disappearing + if (leveltime & 1 && actor->type == (mobjtype_t)actor->info->reactiontime && actor->fuse && actor->fuse < 2*TICRATE) + actor->flags2 |= MF2_DONTDRAW; + else + actor->flags2 &= ~MF2_DONTDRAW; + + // Turn flingrings back into regular rings if attracted. + if (actor->tracer && actor->tracer->player + && !(actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC) && actor->info->reactiontime && actor->type != (mobjtype_t)actor->info->reactiontime) + { + mobj_t *newring; + newring = P_SpawnMobj(actor->x, actor->y, actor->z, actor->info->reactiontime); + newring->momx = actor->momx; + newring->momy = actor->momy; + newring->momz = actor->momz; + P_RemoveMobj(actor); + return; + } + + P_LookForShield(actor); // Go find 'em, boy! + + if (!actor->tracer + || !actor->tracer->player + || !actor->tracer->health + || !P_CheckSight(actor, actor->tracer)) // You have to be able to SEE it...sorta + { + // Lost attracted rings don't through walls anymore. + actor->flags &= ~MF_NOCLIP; + P_SetTarget(&actor->tracer, NULL); + return; + } + + // If a FlingRing gets attracted by a shield, change it into a normal ring. + if (actor->type == (mobjtype_t)actor->info->reactiontime) + { + P_SpawnMobj(actor->x, actor->y, actor->z, actor->info->painchance); + P_RemoveMobj(actor); + return; + } + + // Keep stuff from going down inside floors and junk + actor->flags &= ~MF_NOCLIPHEIGHT; + + // Let attracted rings move through walls and such. + actor->flags |= MF_NOCLIP; + + P_Attract(actor, actor->tracer, false); +} + +// Function: A_DropMine +// +// Description: Drops a mine. Raisestate specifies the object # to use for the mine. +// +// var1 = height offset +// var2: +// lower 16 bits = proximity check distance (0 disables) +// upper 16 bits = 0 to check proximity with target, 1 for tracer +// +void A_DropMine(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + fixed_t z; + mobj_t *mine; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_DropMine", actor)) + return; +#endif + + if (locvar2 & 65535) + { + fixed_t dist; + mobj_t *target; + + if (locvar2 >> 16) + target = actor->tracer; + else + target = actor->target; + + if (!target) + return; + + dist = P_AproxDistance(actor->x-target->x, actor->y-target->y)>>FRACBITS; + + if (dist > FixedMul((locvar2 & 65535), actor->scale)) + return; + } + + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - mobjinfo[actor->info->raisestate].height - FixedMul((locvar1*FRACUNIT) - 12*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul((locvar1*FRACUNIT) - 12*FRACUNIT, actor->scale); + + // Use raisestate instead of MT_MINE + mine = P_SpawnMobj(actor->x, actor->y, z, (mobjtype_t)actor->info->raisestate); + if (actor->eflags & MFE_VERTICALFLIP) + mine->eflags |= MFE_VERTICALFLIP; + mine->momz = actor->momz + actor->pmomz; + + S_StartSound(actor, actor->info->attacksound); +} + +// Function: A_FishJump +// +// Description: Makes the stupid harmless fish in Greenflower Zone jump. +// +// var1 = Jump strength (in FRACBITS), if specified. Otherwise, uses the angle value. +// var2 = unused +// +void A_FishJump(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FishJump", actor)) + return; +#endif + + if (locvar2) + { + fixed_t rad = actor->radius>>FRACBITS; + P_SpawnMobjFromMobj(actor, P_RandomRange(rad, -rad)<z <= actor->floorz) || (actor->z <= actor->watertop - FixedMul((64 << FRACBITS), actor->scale))) + { + fixed_t jumpval; + + if (locvar1) + jumpval = var1; + else + jumpval = FixedMul(AngleFixed(actor->angle)/4, actor->scale); + + if (!jumpval) jumpval = FixedMul(44*(FRACUNIT/4), actor->scale); + actor->momz = jumpval; + P_SetMobjStateNF(actor, actor->info->seestate); + } + + if (actor->momz < 0 + && (actor->state < &states[actor->info->meleestate] || actor->state > &states[actor->info->xdeathstate])) + P_SetMobjStateNF(actor, actor->info->meleestate); +} + +// Function:A_ThrownRing +// +// Description: Thinker for thrown rings/sparkle trail +// +// var1 = unused +// var2 = unused +// +void A_ThrownRing(mobj_t *actor) +{ + INT32 c = 0; + INT32 stop; + player_t *player; + fixed_t dist; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ThrownRing", actor)) + return; +#endif + + if (leveltime % (TICRATE/7) == 0) + { + mobj_t *ring = NULL; + + if (actor->flags2 & MF2_EXPLOSION) + { + if (actor->momx != 0 || actor->momy != 0) + ring = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMOKE); + // Else spawn nothing because it's totally stationary and constantly smoking would be weird -SH + } + else if (actor->flags2 & MF2_AUTOMATIC) + ring = P_SpawnGhostMobj(actor); + else if (!(actor->flags2 & MF2_RAILRING)) + ring = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SPARK); + + if (ring) + { + /* + P_SetTarget(&ring->target, actor); + ring->color = actor->color; //copy color + */ + ring->destscale = actor->scale; + P_SetScale(ring, actor->scale); + } + } + + // A_GrenadeRing beeping lives once moooooore -SH + if (actor->type == MT_THROWNGRENADE && actor->fuse % TICRATE == 0) + S_StartSound(actor, actor->info->attacksound); + + // decrement bounce ring time + if (actor->flags2 & MF2_BOUNCERING) + { + if (actor->fuse) + actor->fuse--; + else { + P_RemoveMobj(actor); + return; + } + } + + // spilled rings (and thrown bounce) flicker before disappearing + if (leveltime & 1 && actor->fuse > 0 && actor->fuse < 2*TICRATE + && actor->type != MT_THROWNGRENADE) + actor->flags2 |= MF2_DONTDRAW; + else + actor->flags2 &= ~MF2_DONTDRAW; + + if (actor->tracer && actor->tracer->health <= 0) + P_SetTarget(&actor->tracer, NULL); + + // Updated homing ring special capability + // If you have a ring shield, all rings thrown + // at you become homing (except rail)! + if (actor->tracer) + { + // A non-homing ring getting attracted by a + // magnetic player. If he gets too far away, make + // sure to stop the attraction! + if ((!actor->tracer->health) || (actor->tracer->player && (actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC) + && P_AproxDistance(P_AproxDistance(actor->tracer->x-actor->x, + actor->tracer->y-actor->y), actor->tracer->z-actor->z) > FixedMul(RING_DIST/4, actor->tracer->scale))) + { + P_SetTarget(&actor->tracer, NULL); + } + + if (actor->tracer && (actor->tracer->health) + && (actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC))// Already found someone to follow. + { + const INT32 temp = actor->threshold; + actor->threshold = 32000; + P_HomingAttack(actor, actor->tracer); + actor->threshold = temp; + return; + } + } + + // first time init, this allow minimum lastlook changes + if (actor->lastlook < 0) + actor->lastlook = P_RandomByte(); + + actor->lastlook %= MAXPLAYERS; + + stop = (actor->lastlook - 1) & PLAYERSMASK; + + for (; ; actor->lastlook = (actor->lastlook + 1) & PLAYERSMASK) + { + // done looking + if (actor->lastlook == stop) + return; + + if (!playeringame[actor->lastlook]) + continue; + + if (c++ == 2) + return; + + player = &players[actor->lastlook]; + + if (!player->mo) + continue; + + if (player->mo->health <= 0) + continue; // dead + + if ((netgame || multiplayer) && player->spectator) + continue; // spectator + + if (actor->target && actor->target->player) + { + if (player->mo == actor->target) + continue; + + // Don't home in on teammates. + if (gametype == GT_CTF + && actor->target->player->ctfteam == player->ctfteam) + continue; + } + + dist = P_AproxDistance(P_AproxDistance(player->mo->x-actor->x, + player->mo->y-actor->y), player->mo->z-actor->z); + + // check distance + if (actor->flags2 & MF2_RAILRING) + { + if (dist > FixedMul(RING_DIST/2, player->mo->scale)) + continue; + } + else if (dist > FixedMul(RING_DIST, player->mo->scale)) + continue; + + // do this after distance check because it's more computationally expensive + if (!P_CheckSight(actor, player->mo)) + continue; // out of sight + + if ((player->powers[pw_shield] & SH_PROTECTELECTRIC) + && dist < FixedMul(RING_DIST/4, player->mo->scale)) + P_SetTarget(&actor->tracer, player->mo); + return; + } + + return; +} + +// Function: A_SetSolidSteam +// +// Description: Makes steam solid so it collides with the player to boost them. +// +// var1 = unused +// var2 = unused +// +void A_SetSolidSteam(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetSolidSteam", actor)) + return; +#endif + actor->flags &= ~MF_NOCLIP; + actor->flags |= MF_SOLID; + if (!(actor->flags2 & MF2_AMBUSH)) + { + if (P_RandomChance(FRACUNIT/8)) + { + if (actor->info->deathsound) + S_StartSound(actor, actor->info->deathsound); // Hiss! + } + else + { + if (actor->info->painsound) + S_StartSound(actor, actor->info->painsound); + } + } + + P_SetObjectMomZ (actor, 1, true); +} + +// Function: A_UnsetSolidSteam +// +// Description: Makes an object non-solid and also noclip. Used by the steam. +// +// var1 = unused +// var2 = unused +// +void A_UnsetSolidSteam(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_UnsetSolidSteam", actor)) + return; +#endif + actor->flags &= ~MF_SOLID; + actor->flags |= MF_NOCLIP; +} + +// Function: A_SignPlayer +// +// Description: Changes the state of a level end sign to reflect the player that hit it. +// +// var1 = unused +// var2 = unused +// +void A_SignPlayer(mobj_t *actor) +{ + mobj_t *ov; + skin_t *skin; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SignPlayer", actor)) + return; +#endif + if (!actor->target) + return; + + if (!actor->target->player) + return; + + skin = &skins[actor->target->player->skin]; + + if ((actor->target->player->skincolor == skin->prefcolor) && (skin->prefoppositecolor)) // Set it as the skin's preferred oppositecolor? + { + actor->color = skin->prefoppositecolor; + /* + If you're here from the comment above Color_Opposite, + the following line is the one which is dependent on the + array being symmetrical. It gets the opposite of the + opposite of your desired colour just so it can get the + brightness frame for the End Sign. It's not a great + design choice, but it's constant time array access and + the idea that the colours should be OPPOSITES is kind + of in the name. If you have a better idea, feel free + to let me know. ~toast 2016/07/20 + */ + actor->frame += (15 - Color_Opposite[(Color_Opposite[(skin->prefoppositecolor - 1)*2] - 1)*2 + 1]); + } + else if (actor->target->player->skincolor) // Set the sign to be an appropriate background color for this player's skincolor. + { + actor->color = Color_Opposite[(actor->target->player->skincolor - 1)*2]; + actor->frame += (15 - Color_Opposite[(actor->target->player->skincolor - 1)*2 + 1]); + } + + if (skin->sprites[SPR2_SIGN].numframes) + { + // spawn an overlay of the player's face. + ov = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY); + P_SetTarget(&ov->target, actor); + ov->color = actor->target->player->skincolor; + ov->skin = skin; + P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN + } +} + +// Function: A_OverlayThink +// +// Description: Moves the overlay to the position of its target. +// +// var1 = unused +// var2 = invert, z offset +// +void A_OverlayThink(mobj_t *actor) +{ + fixed_t destx, desty; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_OverlayThink", actor)) + return; +#endif + if (!actor->target) + return; + + if (!splitscreen && rendermode != render_soft) + { + angle_t viewingangle; + + if (players[displayplayer].awayviewtics) + viewingangle = R_PointToAngle2(actor->target->x, actor->target->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y); + else if (!camera.chase && players[displayplayer].mo) + viewingangle = R_PointToAngle2(actor->target->x, actor->target->y, players[displayplayer].mo->x, players[displayplayer].mo->y); + else + viewingangle = R_PointToAngle2(actor->target->x, actor->target->y, camera.x, camera.y); + + destx = actor->target->x + P_ReturnThrustX(actor->target, viewingangle, FixedMul(FRACUNIT, actor->scale)); + desty = actor->target->y + P_ReturnThrustY(actor->target, viewingangle, FixedMul(FRACUNIT, actor->scale)); + } + else + { + destx = actor->target->x; + desty = actor->target->y; + } + P_UnsetThingPosition(actor); + actor->x = destx; + actor->y = desty; + P_SetThingPosition(actor); + if (actor->eflags & MFE_VERTICALFLIP) + actor->z = actor->target->z + actor->target->height - mobjinfo[actor->type].height - ((var2>>16) ? -1 : 1)*(var2&0xFFFF)*FRACUNIT; + else + actor->z = actor->target->z + ((var2>>16) ? -1 : 1)*(var2&0xFFFF)*FRACUNIT; + actor->angle = actor->target->angle; + actor->eflags = actor->target->eflags; + + actor->momx = actor->target->momx; + actor->momy = actor->target->momy; + actor->momz = actor->target->momz; // assume target has correct momz! Do not use P_SetObjectMomZ! +} + +// Function: A_JetChase +// +// Description: A_Chase for Jettysyns +// +// var1 = unused +// var2 = unused +// +void A_JetChase(mobj_t *actor) +{ + fixed_t thefloor; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_JetChase", actor)) + return; +#endif + + if (actor->flags2 & MF2_AMBUSH) + return; + + if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz + && actor->z > actor->watertop - FixedMul(256*FRACUNIT, actor->scale)) + thefloor = actor->watertop; + else + thefloor = actor->floorz; + + if (actor->reactiontime) + actor->reactiontime--; + + if (P_RandomChance(FRACUNIT/32)) + { + actor->momx = actor->momx / 2; + actor->momy = actor->momy / 2; + actor->momz = actor->momz / 2; + } + + // Bounce if too close to floor or ceiling - + // ideal for Jetty-Syns above you on 3d floors + if (actor->momz && ((actor->z - FixedMul((32<scale)) < thefloor) && !((thefloor + FixedMul(32*FRACUNIT, actor->scale) + actor->height) > actor->ceilingz)) + actor->momz = -actor->momz/2; + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + actor->momx = actor->momy = actor->momz = 0; + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + // modify target threshold + if (actor->threshold) + { + if (!actor->target || actor->target->health <= 0) + actor->threshold = 0; + else + actor->threshold--; + } + + // turn towards movement direction if not there yet + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + + if ((multiplayer || netgame) && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target))) + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + // If the player is over 3072 fracunits away, then look for another player + if (P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), + actor->target->z - actor->z) > FixedMul(3072*FRACUNIT, actor->scale) && P_LookForPlayers(actor, true, false, FixedMul(3072*FRACUNIT, actor->scale))) + { + return; // got a new target + } + + // chase towards player + if (ultimatemode) + P_Thrust(actor, actor->angle, FixedMul(actor->info->speed/2, actor->scale)); + else + P_Thrust(actor, actor->angle, FixedMul(actor->info->speed/4, actor->scale)); + + // must adjust height + if (ultimatemode) + { + if (actor->z < (actor->target->z + actor->target->height + FixedMul((64<scale))) + actor->momz += FixedMul(FRACUNIT/2, actor->scale); + else + actor->momz -= FixedMul(FRACUNIT/2, actor->scale); + } + else + { + if (actor->z < (actor->target->z + actor->target->height + FixedMul((32<scale))) + actor->momz += FixedMul(FRACUNIT/2, actor->scale); + else + actor->momz -= FixedMul(FRACUNIT/2, actor->scale); + } +} + +// Function: A_JetbThink +// +// Description: Thinker for Jetty-Syn bombers +// +// var1 = unused +// var2 = unused +// +void A_JetbThink(mobj_t *actor) +{ + sector_t *nextsector; + fixed_t thefloor; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_JetbThink", actor)) + return; +#endif + + if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz + && actor->z > actor->watertop - FixedMul(256*FRACUNIT, actor->scale)) + thefloor = actor->watertop; + else + thefloor = actor->floorz; + + if (actor->target) + { + A_JetChase(actor); + // check for melee attack + if (actor->info->raisestate + && (actor->z > (actor->floorz + FixedMul((32<scale))) + && P_JetbCheckMeleeRange(actor) && !actor->reactiontime + && (actor->target->z >= actor->floorz)) + { + mobj_t *bomb; + if (actor->info->attacksound) + S_StartAttackSound(actor, actor->info->attacksound); + + // use raisestate instead of MT_MINE + bomb = P_SpawnMobj(actor->x, actor->y, actor->z - FixedMul((32<scale), (mobjtype_t)actor->info->raisestate); + + P_SetTarget(&bomb->target, actor); + bomb->destscale = actor->scale; + P_SetScale(bomb, actor->scale); + actor->reactiontime = TICRATE; // one second + S_StartSound(actor, actor->info->attacksound); + } + } + else if (((actor->z - FixedMul((32<scale)) < thefloor) && !((thefloor + FixedMul((32<scale) + actor->height) > actor->ceilingz)) + actor->z = thefloor+FixedMul((32<scale); + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + nextsector = R_PointInSubsector(actor->x + actor->momx, actor->y + actor->momy)->sector; + + // Move downwards or upwards to go through a passageway. + if (nextsector->ceilingheight < actor->z + actor->height) + actor->momz -= FixedMul(5*FRACUNIT, actor->scale); + else if (nextsector->floorheight > actor->z) + actor->momz += FixedMul(5*FRACUNIT, actor->scale); +} + +// Function: A_JetgShoot +// +// Description: Firing function for Jetty-Syn gunners. +// +// var1 = unused +// var2 = unused +// +void A_JetgShoot(mobj_t *actor) +{ + fixed_t dist; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_JetgShoot", actor)) + return; +#endif + + if (!actor->target) + return; + + if (actor->reactiontime) + return; + + dist = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); + + if (dist > FixedMul(actor->info->painchance*FRACUNIT, actor->scale)) + return; + + if (dist < FixedMul(64*FRACUNIT, actor->scale)) + return; + + A_FaceTarget(actor); + P_SpawnMissile(actor, actor->target, (mobjtype_t)actor->info->raisestate); + + if (ultimatemode) + actor->reactiontime = actor->info->reactiontime*TICRATE; + else + actor->reactiontime = actor->info->reactiontime*TICRATE*2; + + if (actor->info->attacksound) + S_StartSound(actor, actor->info->attacksound); +} + +// Function: A_ShootBullet +// +// Description: Shoots a bullet. Raisestate defines object # to use as projectile. +// +// var1 = unused +// var2 = unused +// +void A_ShootBullet(mobj_t *actor) +{ + fixed_t dist; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ShootBullet", actor)) + return; +#endif + + if (!actor->target) + return; + + dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z - actor->z); + + if (dist > FixedMul(actor->info->painchance*FRACUNIT, actor->scale)) + return; + + A_FaceTarget(actor); + P_SpawnMissile(actor, actor->target, (mobjtype_t)actor->info->raisestate); + + if (actor->info->attacksound) + S_StartSound(actor, actor->info->attacksound); +} + +// Function: A_MinusDigging +// +// Description: Minus digging in the ground. +// +// var1 = unused +// var2 = unused +// +void A_MinusDigging(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MinusDigging", actor)) + return; +#endif + actor->flags &= ~MF_SPECIAL; + actor->flags &= ~MF_SHOOTABLE; + + if (!actor->target) + { + A_Look(actor); + return; + } + + if (actor->reactiontime) + { + actor->reactiontime--; + return; + } + + // Dirt trail + P_SpawnGhostMobj(actor); + + actor->flags |= MF_NOCLIPTHING; + var1 = 3; + A_Chase(actor); + actor->flags &= ~MF_NOCLIPTHING; + + // Play digging sound + if (!(leveltime & 15)) + S_StartSound(actor, actor->info->activesound); + + // If we're close enough to our target, pop out of the ground + if (P_AproxDistance(actor->target->x-actor->x, actor->target->y-actor->y) < actor->radius + && abs(actor->target->z - actor->z) < 2*actor->height) + P_SetMobjState(actor, actor->info->missilestate); + + // Snap to ground + if (actor->eflags & MFE_VERTICALFLIP) + actor->z = actor->ceilingz - actor->height; + else + actor->z = actor->floorz; +} + +// Function: A_MinusPopup +// +// Description: Minus popping out of the ground. +// +// var1 = unused +// var2 = unused +// +void A_MinusPopup(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MinusPopup", actor)) + return; +#endif + P_SetObjectMomZ(actor, 10*FRACUNIT, false); + + actor->flags |= MF_SPECIAL; + actor->flags |= MF_SHOOTABLE; + + // Sound for busting out of the ground. + S_StartSound(actor, actor->info->attacksound); +} + +// Function: A_MinusCheck +// +// Description: If the minus hits the floor, dig back into the ground. +// +// var1 = unused +// var2 = unused +// +void A_MinusCheck(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MinusCheck", actor)) + return; +#endif + if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) + || ((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz)) + { + actor->flags &= ~MF_SPECIAL; + actor->flags &= ~MF_SHOOTABLE; + actor->reactiontime = TICRATE; + P_SetMobjState(actor, actor->info->seestate); + return; + } + + // 'Falling' animation + if (P_MobjFlip(actor)*actor->momz < 0 && actor->state < &states[actor->info->meleestate]) + P_SetMobjState(actor, actor->info->meleestate); +} + +// Function: A_ChickenCheck +// +// Description: Resets the chicken once it hits the floor again. +// +// var1 = unused +// var2 = unused +// +void A_ChickenCheck(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ChickenCheck", actor)) + return; +#endif + if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) + || (actor->eflags & MFE_VERTICALFLIP && actor->z + actor->height >= actor->ceilingz)) + { + if (!(actor->momx || actor->momy || actor->momz) + && actor->state > &states[actor->info->seestate]) + { + A_Chase(actor); + P_SetMobjState(actor, actor->info->seestate); + } + + actor->momx >>= 2; + actor->momy >>= 2; + } +} + +// Function: A_JetgThink +// +// Description: Thinker for Jetty-Syn Gunners +// +// var1 = unused +// var2 = unused +// +void A_JetgThink(mobj_t *actor) +{ + sector_t *nextsector; + + fixed_t thefloor; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_JetgThink", actor)) + return; +#endif + + if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz + && actor->z > actor->watertop - FixedMul(256*FRACUNIT, actor->scale)) + thefloor = actor->watertop; + else + thefloor = actor->floorz; + + if (actor->target) + { + if (P_RandomChance(FRACUNIT/8) && !actor->reactiontime) + P_SetMobjState(actor, actor->info->missilestate); + else + A_JetChase (actor); + } + else if (actor->z - FixedMul((32<scale) < thefloor && !(thefloor + FixedMul((32<scale) + + actor->height > actor->ceilingz)) + { + actor->z = thefloor + FixedMul((32<scale); + } + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + nextsector = R_PointInSubsector(actor->x + actor->momx, actor->y + actor->momy)->sector; + + // Move downwards or upwards to go through a passageway. + if (nextsector->ceilingheight < actor->z + actor->height) + actor->momz -= FixedMul(5*FRACUNIT, actor->scale); + else if (nextsector->floorheight > actor->z) + actor->momz += FixedMul(5*FRACUNIT, actor->scale); +} + +// Function: A_MouseThink +// +// Description: Thinker for scurrying mice. +// +// var1 = unused +// var2 = unused +// +void A_MouseThink(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MouseThink", actor)) + return; +#endif + + if (actor->reactiontime) + actor->reactiontime--; + + if (((!(actor->eflags & MFE_VERTICALFLIP) && actor->z == actor->floorz) + || (actor->eflags & MFE_VERTICALFLIP && actor->z + actor->height == actor->ceilingz)) + && !actor->reactiontime) + { + if (twodlevel || actor->flags2 & MF2_TWOD) + { + if (P_RandomChance(FRACUNIT/2)) + actor->angle += ANGLE_180; + } + else if (P_RandomChance(FRACUNIT/2)) + actor->angle += ANGLE_90; + else + actor->angle -= ANGLE_90; + + P_InstaThrust(actor, actor->angle, FixedMul(actor->info->speed, actor->scale)); + actor->reactiontime = TICRATE/5; + } +} + +// Function: A_DetonChase +// +// Description: Chases a Deton after a player. +// +// var1 = unused +// var2 = unused +// +void A_DetonChase(mobj_t *actor) +{ + angle_t exact; + fixed_t xydist, dist; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_DetonChase", actor)) + return; +#endif + + // modify tracer threshold + if (!actor->tracer || actor->tracer->health <= 0) + actor->threshold = 0; + else + actor->threshold = 1; + + if (!actor->tracer || !(actor->tracer->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, true, 0)) + return; // got a new target + + actor->momx = actor->momy = actor->momz = 0; + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + if (multiplayer && !actor->threshold && P_LookForPlayers(actor, true, true, 0)) + return; // got a new target + + // Face movement direction if not doing so + exact = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y); + actor->angle = exact; + /*if (exact != actor->angle) + { + if (exact - actor->angle > ANGLE_180) + { + actor->angle -= actor->info->raisestate; + if (exact - actor->angle < ANGLE_180) + actor->angle = exact; + } + else + { + actor->angle += actor->info->raisestate; + if (exact - actor->angle > ANGLE_180) + actor->angle = exact; + } + }*/ + // movedir is up/down angle: how much it has to go up as it goes over to the player + xydist = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y); + exact = R_PointToAngle2(0, 0, xydist, actor->tracer->z - actor->z); + actor->movedir = exact; + /*if (exact != actor->movedir) + { + if (exact - actor->movedir > ANGLE_180) + { + actor->movedir -= actor->info->raisestate; + if (exact - actor->movedir < ANGLE_180) + actor->movedir = exact; + } + else + { + actor->movedir += actor->info->raisestate; + if (exact - actor->movedir > ANGLE_180) + actor->movedir = exact; + } + }*/ + + // check for melee attack + if (actor->tracer) + { + if (P_AproxDistance(actor->tracer->x-actor->x, actor->tracer->y-actor->y) < actor->radius+actor->tracer->radius) + { + if (!((actor->tracer->z > actor->z + actor->height) || (actor->z > actor->tracer->z + actor->tracer->height))) + { + P_ExplodeMissile(actor); + return; + } + } + } + + // chase towards player + if ((dist = P_AproxDistance(xydist, actor->tracer->z-actor->z)) + > FixedMul((actor->info->painchance << FRACBITS), actor->scale)) + { + P_SetTarget(&actor->tracer, NULL); // Too far away + return; + } + + if (actor->reactiontime == 0) + { + actor->reactiontime = actor->info->reactiontime; + return; + } + + if (actor->reactiontime > 1) + { + actor->reactiontime--; + return; + } + + if (actor->reactiontime > 0) + { + actor->reactiontime = -42; + + if (actor->info->seesound) + S_StartScreamSound(actor, actor->info->seesound); + } + + if (actor->reactiontime == -42) + { + fixed_t xyspeed; + + actor->reactiontime = -42; + + exact = actor->movedir>>ANGLETOFINESHIFT; + xyspeed = FixedMul(FixedMul(actor->tracer->player->normalspeed,3*FRACUNIT/4), FINECOSINE(exact)); + actor->momz = FixedMul(FixedMul(actor->tracer->player->normalspeed,3*FRACUNIT/4), FINESINE(exact)); + + exact = actor->angle>>ANGLETOFINESHIFT; + actor->momx = FixedMul(xyspeed, FINECOSINE(exact)); + actor->momy = FixedMul(xyspeed, FINESINE(exact)); + + // Variable re-use + xyspeed = (P_AproxDistance(actor->tracer->x - actor->x, P_AproxDistance(actor->tracer->y - actor->y, actor->tracer->z - actor->z))>>(FRACBITS+6)); + + if (xyspeed < 1) + xyspeed = 1; + + if (leveltime % xyspeed == 0) + S_StartSound(actor, sfx_deton); + } +} + +// Function: A_CapeChase +// +// Description: Set an object's location to its target or tracer. +// +// var1: +// 0 = Use target +// 1 = Use tracer +// upper 16 bits = Z offset +// var2: +// upper 16 bits = forward/backward offset +// lower 16 bits = sideways offset +// +void A_CapeChase(mobj_t *actor) +{ + mobj_t *chaser; + fixed_t foffsetx, foffsety, boffsetx, boffsety; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + angle_t angle; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CapeChase", actor)) + return; +#endif + + CONS_Debug(DBG_GAMELOGIC, "A_CapeChase called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); + + if (locvar1 & 65535) + chaser = actor->tracer; + else + chaser = actor->target; + + if (!chaser || (chaser->health <= 0)) + { + if (chaser) + CONS_Debug(DBG_GAMELOGIC, "Hmm, the guy I'm chasing (object type %d) has no health.. so I'll die too!\n", chaser->type); + + P_RemoveMobj(actor); + return; + } + + angle = (chaser->player ? chaser->player->drawangle : chaser->angle); + + foffsetx = P_ReturnThrustX(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); + foffsety = P_ReturnThrustY(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); + + boffsetx = P_ReturnThrustX(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale)); + boffsety = P_ReturnThrustY(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale)); + + P_UnsetThingPosition(actor); + actor->x = chaser->x + foffsetx + boffsetx; + actor->y = chaser->y + foffsety + boffsety; + if (chaser->eflags & MFE_VERTICALFLIP) + { + actor->eflags |= MFE_VERTICALFLIP; + actor->flags2 |= MF2_OBJECTFLIP; + actor->z = chaser->z + chaser->height - actor->height - FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale); + } + else + { + actor->eflags &= ~MFE_VERTICALFLIP; + actor->flags2 &= ~MF2_OBJECTFLIP; + actor->z = chaser->z + FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale); + } + actor->angle = angle; + P_SetThingPosition(actor); +} + +// Function: A_RotateSpikeBall +// +// Description: Rotates a spike ball around its target/tracer. +// +// var1: +// 0 = Use target +// 1 = Use tracer +// var2 = unused +// +void A_RotateSpikeBall(mobj_t *actor) +{ + INT32 locvar1 = var1; + const fixed_t radius = FixedMul(12*actor->info->speed, actor->scale); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RotateSpikeBall", actor)) + return; +#endif + + if (!((!locvar1 && (actor->target)) || (locvar1 && (actor->tracer))))// This should NEVER happen. + { + CONS_Debug(DBG_GAMELOGIC, "A_RotateSpikeBall: Spikeball has no target\n"); + P_RemoveMobj(actor); + return; + } + + if (!actor->info->speed) + { + CONS_Debug(DBG_GAMELOGIC, "A_RotateSpikeBall: Object has no speed.\n"); + return; + } + + actor->angle += FixedAngle(actor->info->speed); + P_UnsetThingPosition(actor); + { + const angle_t fa = actor->angle>>ANGLETOFINESHIFT; + if (!locvar1) + { + actor->x = actor->target->x + FixedMul(FINECOSINE(fa),radius); + actor->y = actor->target->y + FixedMul(FINESINE(fa),radius); + actor->z = actor->target->z + actor->target->height/2; + } + else + { + actor->x = actor->tracer->x + FixedMul(FINECOSINE(fa),radius); + actor->y = actor->tracer->y + FixedMul(FINESINE(fa),radius); + actor->z = actor->tracer->z + actor->tracer->height/2; + } + P_SetThingPosition(actor); + } +} + +// Function: A_UnidusBall +// +// Description: Rotates a spike ball around its target. +// +// var1: +// 0 = Don't throw +// 1 = Throw +// 2 = Throw when target leaves MF2_SKULLFLY. +// var2 = unused +// +void A_UnidusBall(mobj_t *actor) +{ + INT32 locvar1 = var1; + boolean canthrow = false; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_UnidusBall", actor)) + return; +#endif + + actor->angle += ANGLE_11hh; + + if (actor->movecount) + { + if (P_AproxDistance(actor->momx, actor->momy) < FixedMul(actor->info->damage/2, actor->scale)) + P_ExplodeMissile(actor); + return; + } + + if (!actor->target || !actor->target->health) + { + CONS_Debug(DBG_GAMELOGIC, "A_UnidusBall: Removing unthrown spikeball from nonexistant Unidus\n"); + P_RemoveMobj(actor); + return; + } + + P_UnsetThingPosition(actor); + { + const angle_t angle = actor->movedir + FixedAngle(actor->info->speed*(leveltime%360)); + const UINT16 fa = angle>>ANGLETOFINESHIFT; + + actor->x = actor->target->x + FixedMul(FINECOSINE(fa),actor->threshold); + actor->y = actor->target->y + FixedMul( FINESINE(fa),actor->threshold); + actor->z = actor->target->z + actor->target->height/2 - actor->height/2; + + if (locvar1 == 1 && actor->target->target) + { + const angle_t tang = R_PointToAngle2(actor->target->x, actor->target->y, actor->target->target->x, actor->target->target->y); + const angle_t mina = tang-ANGLE_11hh; + canthrow = (angle-mina < FixedAngle(actor->info->speed*3)); + } + } + P_SetThingPosition(actor); + + if (locvar1 == 1 && canthrow) + { + if (P_AproxDistance(actor->target->target->x - actor->target->x, actor->target->target->y - actor->target->y) > FixedMul(MISSILERANGE>>1, actor->scale) + || !P_CheckSight(actor, actor->target->target)) + return; + + actor->movecount = actor->info->damage>>FRACBITS; + actor->flags &= ~(MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING); + P_InstaThrust(actor, R_PointToAngle2(actor->x, actor->y, actor->target->target->x, actor->target->target->y), FixedMul(actor->info->damage, actor->scale)); + } + else if (locvar1 == 2) + { + boolean skull = (actor->target->flags2 & MF2_SKULLFLY) == MF2_SKULLFLY; + if (actor->target->state == &states[actor->target->info->painstate]) + { + P_KillMobj(actor, NULL, NULL, 0); + return; + } + switch(actor->extravalue2) + { + case 0: // at least one frame where not dashing + if (!skull) ++actor->extravalue2; + else break; + /* FALLTHRU */ + case 1: // at least one frame where ARE dashing + if (skull) ++actor->extravalue2; + else break; + /* FALLTHRU */ + case 2: // not dashing again? + if (skull) break; + // launch. + { + mobj_t *target = actor->target; + if (actor->target->target) + target = actor->target->target; + actor->movecount = actor->info->damage>>FRACBITS; + actor->flags &= ~(MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING); + P_InstaThrust(actor, R_PointToAngle2(actor->x, actor->y, target->x, target->y), FixedMul(actor->info->damage, actor->scale)); + } + default: // from our compiler appeasement program (CAP). + break; + } + } +} + +// Function: A_RockSpawn +// +// Spawns rocks at a specified interval +// +// var1 = unused +// var2 = unused +void A_RockSpawn(mobj_t *actor) +{ + mobj_t *mo; + mobjtype_t type; + INT32 i = P_FindSpecialLineFromTag(12, (INT16)actor->threshold, -1); + line_t *line; + fixed_t dist; + fixed_t randomoomph; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RockSpawn", actor)) + return; +#endif + + if (i == -1) + { + CONS_Debug(DBG_GAMELOGIC, "A_RockSpawn: Unable to find parameter line 12 (tag %d)!\n", actor->threshold); + return; + } + + line = &lines[i]; + + if (!(sides[line->sidenum[0]].textureoffset >> FRACBITS)) + { + CONS_Debug(DBG_GAMELOGIC, "A_RockSpawn: No X-offset detected! (tag %d)!\n", actor->threshold); + return; + } + + dist = P_AproxDistance(line->dx, line->dy)/16; + + if (dist < 1) + dist = 1; + + type = MT_ROCKCRUMBLE1 + (sides[line->sidenum[0]].rowoffset >> FRACBITS); + + if (line->flags & ML_NOCLIMB) + randomoomph = P_RandomByte() * (FRACUNIT/32); + else + randomoomph = 0; + + mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FALLINGROCK); + P_SetMobjState(mo, mobjinfo[type].spawnstate); + mo->angle = R_PointToAngle2(line->v2->x, line->v2->y, line->v1->x, line->v1->y); + + P_InstaThrust(mo, mo->angle, dist + randomoomph); + mo->momz = dist + randomoomph; + + var1 = sides[line->sidenum[0]].textureoffset >> FRACBITS; + A_SetTics(actor); +} + +// +// Function: A_SlingAppear +// +// Appears a sling. +// +// var1 = unused +// var2 = unused +// +void A_SlingAppear(mobj_t *actor) +{ + UINT8 mlength = 4; + mobj_t *spawnee, *hprev; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SlingAppear", actor)) + return; +#endif + + P_UnsetThingPosition(actor); + actor->flags &= ~(MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT); + P_SetThingPosition(actor); + actor->lastlook = 128; + actor->movecount = actor->lastlook; + actor->threshold = 0; + actor->movefactor = actor->threshold; + actor->friction = 128; + + hprev = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMALLGRABCHAIN); + P_SetTarget(&hprev->tracer, actor); + P_SetTarget(&hprev->hprev, actor); + P_SetTarget(&actor->hnext, hprev); + hprev->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT; + hprev->movecount = mlength; + + mlength--; + + while (mlength > 0) + { + spawnee = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMALLMACECHAIN); + P_SetTarget(&spawnee->tracer, actor); + P_SetTarget(&spawnee->hprev, hprev); + P_SetTarget(&hprev->hnext, spawnee); + hprev = spawnee; + + spawnee->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT; + spawnee->movecount = mlength; + + mlength--; + } +} + +// Function: A_SetFuse +// +// Description: Sets the actor's fuse timer if not set already. May also change state when fuse reaches the last tic, otherwise by default the actor will die or disappear. (Replaces A_SnowBall) +// +// var1 = fuse timer duration (in tics). +// var2: +// lower 16 bits = if > 0, state to change to when fuse = 1 +// upper 16 bits: 0 = (default) don't set fuse unless 0, 1 = force change, 2 = force no change +// +void A_SetFuse(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetFuse", actor)) + return; +#endif + + if ((!actor->fuse || (locvar2 >> 16)) && (locvar2 >> 16) != 2) // set the actor's fuse value + actor->fuse = locvar1; + + if (actor->fuse == 1 && (locvar2 & 65535)) // change state on the very last tic (fuse is handled before actions in P_MobjThinker) + { + actor->fuse = 0; // don't die/disappear the next tic! + P_SetMobjState(actor, locvar2 & 65535); + } +} + +// Function: A_CrawlaCommanderThink +// +// Description: Thinker for Crawla Commander. +// +// var1 = shoot bullets? +// var2 = "pogo mode" speed +// +void A_CrawlaCommanderThink(mobj_t *actor) +{ + fixed_t dist; + sector_t *nextsector; + fixed_t thefloor; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + boolean hovermode = (actor->health > 1 || actor->fuse); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CrawlaCommanderThink", actor)) + return; +#endif + + if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz + && actor->z > actor->watertop - FixedMul(256*FRACUNIT, actor->scale)) + thefloor = actor->watertop; + else + thefloor = actor->floorz; + + if (!actor->fuse && actor->flags2 & MF2_FRET) + { + if (actor->info->painsound) + S_StartSound(actor, actor->info->painsound); + + actor->fuse = TICRATE/2; + actor->momz = 0; + + P_InstaThrust(actor, actor->angle-ANGLE_180, FixedMul(5*FRACUNIT, actor->scale)); + } + + if (actor->reactiontime > 0) + actor->reactiontime--; + + if (actor->fuse < 2) + { + actor->fuse = 0; + actor->flags2 &= ~MF2_FRET; + } + + // Hover mode + if (hovermode) + { + if (actor->z < thefloor + FixedMul(16*FRACUNIT, actor->scale)) + actor->momz += FixedMul(FRACUNIT, actor->scale); + else if (actor->z < thefloor + FixedMul(32*FRACUNIT, actor->scale)) + actor->momz += FixedMul(FRACUNIT/2, actor->scale); + else + actor->momz += FixedMul(16, actor->scale); + } + + if (!actor->target) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + if (actor->state != &states[actor->info->spawnstate]) + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + dist = P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y); + + if (actor->target->player && (!hovermode || actor->reactiontime <= 2*TICRATE)) + { + if (dist < FixedMul(64<<(FRACBITS+(hovermode ? 1 : 0)), actor->scale) + && ((actor->target->player->pflags & PF_JUMPED) || (actor->target->player->pflags & PF_SPINNING))) + { + // Auugh! She's trying to kill you! Strafe! STRAAAAFFEEE!! + P_InstaThrust(actor, actor->angle - ANGLE_180, FixedMul(20*FRACUNIT, actor->scale)); + return; + } + } + + if (locvar1) + { + if (actor->health < 2 && P_RandomChance(FRACUNIT/128)) + P_SpawnMissile(actor, actor->target, locvar1); + } + + // Face the player + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + + if (actor->threshold && dist > FixedMul(256*FRACUNIT, actor->scale)) + actor->momx = actor->momy = 0; + + if (actor->reactiontime && actor->reactiontime <= 2*TICRATE && dist > actor->target->radius - FixedMul(FRACUNIT, actor->scale)) + { + actor->threshold = 0; + + // Roam around, somewhat in the player's direction. + actor->angle += (P_RandomByte()<<10); + actor->angle -= (P_RandomByte()<<10); + + if (hovermode) + { + fixed_t mom; + P_Thrust(actor, actor->angle, 2*actor->scale); + mom = P_AproxDistance(actor->momx, actor->momy); + if (mom > 20*actor->scale) + { + mom += 20*actor->scale; + mom >>= 1; + P_InstaThrust(actor, R_PointToAngle2(0, 0, actor->momx, actor->momy), mom); + } + } + } + else if (!actor->reactiontime) + { + if (hovermode && !(actor->flags2 & MF2_FRET)) // Hover Mode + { + if (dist < FixedMul(512*FRACUNIT, actor->scale)) + { + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + P_InstaThrust(actor, actor->angle, FixedMul(40*FRACUNIT, actor->scale)); + actor->threshold = 1; + if (actor->info->attacksound) + S_StartSound(actor, actor->info->attacksound); + } + } + actor->reactiontime = 3*TICRATE + (P_RandomByte()>>2); + } + + if (actor->health == 1) + P_Thrust(actor, actor->angle, 1); + + // Pogo Mode + if (!hovermode && actor->z <= actor->floorz) + { + if (actor->info->activesound) + S_StartSound(actor, actor->info->activesound); + + if (dist < FixedMul(256*FRACUNIT, actor->scale)) + { + actor->momz = FixedMul(locvar2, actor->scale); + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + P_InstaThrust(actor, actor->angle, FixedMul(locvar2/8, actor->scale)); + // pogo on player + } + else + { + UINT8 prandom = P_RandomByte(); + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) + (P_RandomChance(FRACUNIT/2) ? -prandom : +prandom); + P_InstaThrust(actor, actor->angle, FixedDiv(FixedMul(locvar2, actor->scale), 3*FRACUNIT/2)); + actor->momz = FixedMul(locvar2, actor->scale); // Bounce up in air + } + } + + nextsector = R_PointInSubsector(actor->x + actor->momx, actor->y + actor->momy)->sector; + + // Move downwards or upwards to go through a passageway. + if (nextsector->floorheight > actor->z && nextsector->floorheight - actor->z < FixedMul(128*FRACUNIT, actor->scale)) + actor->momz += (nextsector->floorheight - actor->z) / 4; +} + +// Function: A_RingExplode +// +// Description: An explosion ring exploding +// +// var1 = unused +// var2 = unused +// +void A_RingExplode(mobj_t *actor) +{ + mobj_t *mo2; + thinker_t *th; + angle_t d; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RingExplode", actor)) + return; +#endif + + for (d = 0; d < 16; d++) + P_SpawnParaloop(actor->x, actor->y, actor->z + actor->height, FixedMul(actor->info->painchance, actor->scale), 16, MT_NIGHTSPARKLE, S_NULL, d*(ANGLE_22h), true); + + S_StartSound(actor, sfx_prloop); + + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t *)th; + + if (mo2 == actor) // Don't explode yourself! Endless loop! + continue; + + if (P_AproxDistance(P_AproxDistance(mo2->x - actor->x, mo2->y - actor->y), mo2->z - actor->z) > FixedMul(actor->info->painchance, actor->scale)) + continue; + + if (mo2->flags & MF_SHOOTABLE) + { + actor->flags2 |= MF2_DEBRIS; + P_DamageMobj(mo2, actor, actor->target, 1, 0); + continue; + } + } + return; +} + +// Function: A_OldRingExplode +// +// Description: An explosion ring exploding, 1.09.4 style +// +// var1 = object # to explode as debris +// var2 = unused +// +void A_OldRingExplode(mobj_t *actor) { + UINT8 i; + mobj_t *mo; + const fixed_t ns = FixedMul(20 * FRACUNIT, actor->scale); + INT32 locvar1 = var1; + //INT32 locvar2 = var2; + boolean changecolor = (actor->target && actor->target->player); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_OldRingExplode", actor)) + return; +#endif + + for (i = 0; i < 32; i++) + { + const angle_t fa = (i*FINEANGLES/16) & FINEMASK; + + mo = P_SpawnMobj(actor->x, actor->y, actor->z, locvar1); + P_SetTarget(&mo->target, actor->target); // Transfer target so player gets the points + + mo->momx = FixedMul(FINECOSINE(fa),ns); + mo->momy = FixedMul(FINESINE(fa),ns); + + if (i > 15) + { + if (i & 1) + mo->momz = ns; + else + mo->momz = -ns; + } + + mo->flags2 |= MF2_DEBRIS; + mo->fuse = TICRATE/5; + + if (changecolor) + { + if (gametype != GT_CTF) + mo->color = actor->target->color; //copy color + else if (actor->target->player->ctfteam == 2) + mo->color = skincolor_bluering; + } + } + + mo = P_SpawnMobj(actor->x, actor->y, actor->z, locvar1); + + P_SetTarget(&mo->target, actor->target); + mo->momz = ns; + mo->flags2 |= MF2_DEBRIS; + mo->fuse = TICRATE/5; + + if (changecolor) + { + if (gametype != GT_CTF) + mo->color = actor->target->color; //copy color + else if (actor->target->player->ctfteam == 2) + mo->color = skincolor_bluering; + } + + mo = P_SpawnMobj(actor->x, actor->y, actor->z, locvar1); + + P_SetTarget(&mo->target, actor->target); + mo->momz = -ns; + mo->flags2 |= MF2_DEBRIS; + mo->fuse = TICRATE/5; + + if (changecolor) + { + if (gametype != GT_CTF) + mo->color = actor->target->color; //copy color + else if (actor->target->player->ctfteam == 2) + mo->color = skincolor_bluering; + } +} + +// Function: A_MixUp +// +// Description: Mix up all of the player positions. +// +// var1 = unused +// var2 = unused +// +void A_MixUp(mobj_t *actor) +{ + boolean teleported[MAXPLAYERS]; + INT32 i, numplayers = 0, prandom = 0; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MixUp", actor)) + return; +#else + (void)actor; +#endif + + if (!multiplayer) + return; + + // No mix-up monitors in hide and seek or time only race. + // The random factor is okay for other game modes, but in these, it is cripplingly unfair. + if (gametype == GT_HIDEANDSEEK || gametype == GT_RACE) + { + S_StartSound(actor, sfx_lose); + return; + } + + numplayers = 0; + memset(teleported, 0, sizeof (teleported)); + + // Count the number of players in the game + // and grab their xyz coords + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE + && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE) + { + if ((netgame || multiplayer) && players[i].spectator) // Ignore spectators + continue; + + numplayers++; + } + + if (numplayers <= 1) // Not enough players to mix up. + { + S_StartSound(actor, sfx_lose); + return; + } + else if (numplayers == 2) // Special case -- simple swap + { + fixed_t x, y, z; + angle_t angle; + INT32 one = -1, two = 0; // default value 0 to make the compiler shut up + + // Zoom tube stuff + mobj_t *tempthing = NULL; //tracer + UINT16 carry1,carry2; //carry + INT32 transspeed; //player speed + + // Starpost stuff + INT16 starpostx, starposty, starpostz; + INT32 starpostnum; + tic_t starposttime; + angle_t starpostangle; + + INT32 mflags2; + + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE + && !players[i].exiting && !players[i].powers[pw_super]) + { + if ((netgame || multiplayer) && players[i].spectator) // Ignore spectators + continue; + + if (one == -1) + one = i; + else + { + two = i; + break; + } + } + + //get this done first! + tempthing = players[one].mo->tracer; + P_SetTarget(&players[one].mo->tracer, players[two].mo->tracer); + P_SetTarget(&players[two].mo->tracer, tempthing); + + //zoom tubes use player->speed to determine direction and speed + transspeed = players[one].speed; + players[one].speed = players[two].speed; + players[two].speed = transspeed; + + //set flags variables now but DON'T set them. + carry1 = (players[one].powers[pw_carry] == CR_PLAYER ? CR_NONE : players[one].powers[pw_carry]); + carry2 = (players[two].powers[pw_carry] == CR_PLAYER ? CR_NONE : players[two].powers[pw_carry]); + + x = players[one].mo->x; + y = players[one].mo->y; + z = players[one].mo->z; + angle = players[one].mo->angle; + + starpostx = players[one].starpostx; + starposty = players[one].starposty; + starpostz = players[one].starpostz; + starpostangle = players[one].starpostangle; + starpostnum = players[one].starpostnum; + starposttime = players[one].starposttime; + + mflags2 = players[one].mo->flags2; + + P_MixUp(players[one].mo, players[two].mo->x, players[two].mo->y, players[two].mo->z, players[two].mo->angle, + players[two].starpostx, players[two].starposty, players[two].starpostz, + players[two].starpostnum, players[two].starposttime, players[two].starpostangle, + players[two].mo->flags2); + + P_MixUp(players[two].mo, x, y, z, angle, starpostx, starposty, starpostz, + starpostnum, starposttime, starpostangle, + mflags2); + + //carry set after mixup. Stupid P_ResetPlayer() takes away some of the stuff we look for... + //but not all of it! So we need to make sure they aren't set wrong or anything. + players[one].powers[pw_carry] = carry2; + players[two].powers[pw_carry] = carry1; + + teleported[one] = true; + teleported[two] = true; + } + else + { + fixed_t position[MAXPLAYERS][3]; + angle_t anglepos[MAXPLAYERS]; + INT32 pindex[MAXPLAYERS], counter = 0, teleportfrom = 0; + + // Zoom tube stuff + mobj_t *transtracer[MAXPLAYERS]; //tracer + //pflags_t transflag[MAXPLAYERS]; //cyan pink white pink cyan + UINT16 transcarry[MAXPLAYERS]; //player carry + INT32 transspeed[MAXPLAYERS]; //player speed + + // Star post stuff + INT16 spposition[MAXPLAYERS][3]; + INT32 starpostnum[MAXPLAYERS]; + tic_t starposttime[MAXPLAYERS]; + angle_t starpostangle[MAXPLAYERS]; + + INT32 flags2[MAXPLAYERS]; + + for (i = 0; i < MAXPLAYERS; i++) + { + position[i][0] = position[i][1] = position[i][2] = anglepos[i] = pindex[i] = -1; + teleported[i] = false; + } + + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i] && players[i].playerstate == PST_LIVE + && players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE) + { + if ((netgame || multiplayer) && players[i].spectator)// Ignore spectators + continue; + + position[counter][0] = players[i].mo->x; + position[counter][1] = players[i].mo->y; + position[counter][2] = players[i].mo->z; + pindex[counter] = i; + anglepos[counter] = players[i].mo->angle; + players[i].mo->momx = players[i].mo->momy = players[i].mo->momz = + players[i].rmomx = players[i].rmomy = 1; + players[i].cmomx = players[i].cmomy = 0; + + transcarry[counter] = (players[i].powers[pw_carry] == CR_PLAYER ? CR_NONE : players[i].powers[pw_carry]); + transspeed[counter] = players[i].speed; + transtracer[counter] = players[i].mo->tracer; + + spposition[counter][0] = players[i].starpostx; + spposition[counter][1] = players[i].starposty; + spposition[counter][2] = players[i].starpostz; + starpostnum[counter] = players[i].starpostnum; + starposttime[counter] = players[i].starposttime; + starpostangle[counter] = players[i].starpostangle; + + flags2[counter] = players[i].mo->flags2; + + counter++; + } + } + + counter = 0; + + // Mix them up! + for (;;) + { + if (counter > 255) // fail-safe to avoid endless loop + break; + prandom = P_RandomByte(); + prandom %= numplayers; // I love modular arithmetic, don't you? + if (prandom) // Make sure it's not a useless mix + break; + counter++; + } + + counter = 0; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i] && players[i].playerstate == PST_LIVE + && players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE) + { + if ((netgame || multiplayer) && players[i].spectator)// Ignore spectators + continue; + + teleportfrom = (counter + prandom) % numplayers; + + //speed and tracer come before... + players[i].speed = transspeed[teleportfrom]; + P_SetTarget(&players[i].mo->tracer, transtracer[teleportfrom]); + + P_MixUp(players[i].mo, position[teleportfrom][0], position[teleportfrom][1], position[teleportfrom][2], anglepos[teleportfrom], + spposition[teleportfrom][0], spposition[teleportfrom][1], spposition[teleportfrom][2], + starpostnum[teleportfrom], starposttime[teleportfrom], starpostangle[teleportfrom], + flags2[teleportfrom]); + + //...carry after. same reasoning. + players[i].powers[pw_carry] = transcarry[teleportfrom]; + + teleported[i] = true; + counter++; + } + } + } + + for (i = 0; i < MAXPLAYERS; i++) + { + if (teleported[i]) + { + if (playeringame[i] && players[i].playerstate == PST_LIVE + && players[i].mo && players[i].mo->health > 0 && !players[i].exiting && !players[i].powers[pw_super] && players[i].powers[pw_carry] != CR_NIGHTSMODE) + { + if ((netgame || multiplayer) && players[i].spectator)// Ignore spectators + continue; + + P_SetThingPosition(players[i].mo); + +#ifdef ESLOPE + players[i].mo->floorz = P_GetFloorZ(players[i].mo, players[i].mo->subsector->sector, players[i].mo->x, players[i].mo->y, NULL); + players[i].mo->ceilingz = P_GetCeilingZ(players[i].mo, players[i].mo->subsector->sector, players[i].mo->x, players[i].mo->y, NULL); +#else + players[i].mo->floorz = players[i].mo->subsector->sector->floorheight; + players[i].mo->ceilingz = players[i].mo->subsector->sector->ceilingheight; +#endif + + P_CheckPosition(players[i].mo, players[i].mo->x, players[i].mo->y); + } + } + } + + // Play the 'bowrwoosh!' sound + S_StartSound(NULL, sfx_mixup); +} + +// Function: A_RecyclePowers +// +// Description: Take all player's powers, and swap 'em. +// +// var1 = unused +// var2 = unused +// +void A_RecyclePowers(mobj_t *actor) +{ + INT32 i, j, k, numplayers = 0; + +#ifdef WEIGHTEDRECYCLER + UINT8 beneficiary = 255; +#endif + UINT8 playerslist[MAXPLAYERS]; + UINT8 postscramble[MAXPLAYERS]; + + UINT16 powers[MAXPLAYERS][NUMPOWERS]; + INT32 weapons[MAXPLAYERS]; + INT32 weaponheld[MAXPLAYERS]; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RecyclePowers", actor)) + return; +#endif + +#if !defined(WEIGHTEDRECYCLER) && !defined(HAVE_BLUA) + // actor is used in all scenarios but this one, funny enough + (void)actor; +#endif + + if (!multiplayer) + { + S_StartSound(actor, sfx_lose); + return; + } + + numplayers = 0; + + // Count the number of players in the game + for (i = 0, j = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE + && !players[i].exiting && !((netgame || multiplayer) && players[i].spectator)) + { +#ifndef WEIGHTEDRECYCLER + if (players[i].powers[pw_super]) + continue; // Ignore super players +#endif + + numplayers++; + postscramble[j] = playerslist[j] = (UINT8)i; + +#ifdef WEIGHTEDRECYCLER + // The guy who started the recycle gets the best result + if (actor && actor->target && actor->target->player && &players[i] == actor->target->player) + beneficiary = (UINT8)i; +#endif + + // Save powers + for (k = 0; k < NUMPOWERS; k++) + powers[i][k] = players[i].powers[k]; + //1.1: ring weapons too + weapons[i] = players[i].ringweapons; + weaponheld[i] = players[i].currentweapon; + + j++; + } + } + + if (numplayers <= 1) + { + S_StartSound(actor, sfx_lose); + return; //nobody to touch! + } + + //shuffle the post scramble list, whee! + // hardcoded 0-1 to 1-0 for two players + if (numplayers == 2) + { + postscramble[0] = playerslist[1]; + postscramble[1] = playerslist[0]; + } + else + for (j = 0; j < numplayers; j++) + { + UINT8 tempint; + + i = j + ((P_RandomByte() + leveltime) % (numplayers - j)); + tempint = postscramble[j]; + postscramble[j] = postscramble[i]; + postscramble[i] = tempint; + } + +#ifdef WEIGHTEDRECYCLER + //the joys of qsort... + if (beneficiary != 255) { + qsort(playerslist, numplayers, sizeof(UINT8), P_RecycleCompare); + + // now, make sure the benificiary is in the best slot + // swap out whatever poor sap was going to get the best items + for (i = 0; i < numplayers; i++) + { + if (postscramble[i] == beneficiary) + { + postscramble[i] = postscramble[0]; + postscramble[0] = beneficiary; + break; + } + } + } +#endif + + // now assign! + for (i = 0; i < numplayers; i++) + { + UINT8 send_pl = playerslist[i]; + UINT8 recv_pl = postscramble[i]; + + // debugF + CONS_Debug(DBG_GAMELOGIC, "sending player %hu's items to %hu\n", (UINT16)send_pl, (UINT16)recv_pl); + + for (j = 0; j < NUMPOWERS; j++) + { + if (j == pw_flashing || j == pw_underwater || j == pw_spacetime || j == pw_carry + || j == pw_tailsfly || j == pw_extralife || j == pw_nocontrol || j == pw_super) + continue; + players[recv_pl].powers[j] = powers[send_pl][j]; + } + + //1.1: weapon rings too + players[recv_pl].ringweapons = weapons[send_pl]; + players[recv_pl].currentweapon = weaponheld[send_pl]; + + P_SpawnShieldOrb(&players[recv_pl]); + if (P_IsLocalPlayer(&players[recv_pl])) + P_RestoreMusic(&players[recv_pl]); + P_FlashPal(&players[recv_pl], PAL_RECYCLE, 10); + } + + S_StartSound(NULL, sfx_gravch); //heh, the sound effect I used is already in +} + +// Function: A_Boss1Chase +// +// Description: Like A_Chase, but for Boss 1. +// +// var1 = unused +// var2 = unused +// +void A_Boss1Chase(mobj_t *actor) +{ + INT32 delta; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss1Chase", actor)) + return; +#endif + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + P_SetMobjStateNF(actor, actor->info->spawnstate); + return; + } + + if (actor->reactiontime) + actor->reactiontime--; + + // turn towards movement direction if not there yet + if (actor->movedir < NUMDIRS) + { + actor->angle &= (7<<29); + delta = actor->angle - (actor->movedir << 29); + + if (delta > 0) + actor->angle -= ANGLE_45; + else if (delta < 0) + actor->angle += ANGLE_45; + } + + // do not attack twice in a row + if (actor->flags2 & MF2_JUSTATTACKED) + { + actor->flags2 &= ~MF2_JUSTATTACKED; + P_NewChaseDir(actor); + return; + } + + if (actor->movecount) + goto nomissile; + + if (!P_CheckMissileRange(actor)) + goto nomissile; + + if (actor->reactiontime <= 0) + { + if (actor->health > actor->info->damage) + { + if (P_RandomChance(FRACUNIT/2)) + P_SetMobjState(actor, actor->info->missilestate); + else + P_SetMobjState(actor, actor->info->meleestate); + } + else + { + P_LinedefExecute(LE_PINCHPHASE, actor, NULL); + P_SetMobjState(actor, actor->info->raisestate); + } + + actor->flags2 |= MF2_JUSTATTACKED; + actor->reactiontime = actor->info->reactiontime; + return; + } + + // ? +nomissile: + // possibly choose another target + if (multiplayer && P_RandomChance(FRACUNIT/128)) + { + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + } + + if (actor->flags & MF_FLOAT && !(actor->flags2 & MF2_SKULLFLY)) + { // Float up/down to your target's position. Stay above them, but not out of jump range. + fixed_t target_min = actor->target->floorz+FixedMul(64*FRACUNIT, actor->scale); + if (target_min < actor->target->z - actor->height) + target_min = actor->target->z - actor->height; + if (target_min < actor->floorz+FixedMul(33*FRACUNIT, actor->scale)) + target_min = actor->floorz+FixedMul(33*FRACUNIT, actor->scale); + if (actor->z > target_min+FixedMul(16*FRACUNIT, actor->scale)) + actor->momz = FixedMul((-actor->info->speed<<(FRACBITS-1)), actor->scale); + else if (actor->z < target_min) + actor->momz = FixedMul(actor->info->speed<<(FRACBITS-1), actor->scale); + else + actor->momz = FixedMul(actor->momz,7*FRACUNIT/8); + } + + // chase towards player + if (P_AproxDistance(actor->target->x-actor->x, actor->target->y-actor->y) > actor->radius+actor->target->radius) + { + if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) + P_NewChaseDir(actor); + } + // too close, don't want to chase. + else if (--actor->movecount < 0) + { + // A mini-A_FaceTarget based on P_NewChaseDir. + // Yes, it really is this simple when you get down to it. + fixed_t deltax, deltay; + + deltax = actor->target->x - actor->x; + deltay = actor->target->y - actor->y; + + actor->movedir = diags[((deltay < 0)<<1) + (deltax > 0)]; + actor->movecount = P_RandomByte() & 15; + } +} + +// Function: A_Boss2Chase +// +// Description: Really doesn't 'chase', but rather goes in a circle. +// +// var1 = unused +// var2 = unused +// +void A_Boss2Chase(mobj_t *actor) +{ + fixed_t radius; + boolean reverse = false; + INT32 speedvar; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss2Chase", actor)) + return; +#endif + + if (actor->health <= 0) + return; + + // Startup randomness + if (actor->reactiontime <= -666) + actor->reactiontime = 2*TICRATE + P_RandomByte(); + + // When reactiontime hits zero, he will go the other way + if (--actor->reactiontime <= 0) + { + reverse = true; + actor->reactiontime = 2*TICRATE + P_RandomByte(); + } + + P_SetTarget(&actor->target, P_GetClosestAxis(actor)); + + if (!actor->target) // This should NEVER happen. + { + CONS_Debug(DBG_GAMELOGIC, "Boss2 has no target!\n"); + A_BossDeath(actor); + return; + } + + radius = actor->target->radius; + + if (reverse) + { + actor->watertop = -actor->watertop; + actor->extravalue1 = 18; + if (actor->flags2 & MF2_AMBUSH) + actor->extravalue1 -= (actor->info->spawnhealth - actor->health)*2; + actor->extravalue2 = actor->extravalue1; + } + + // Turnaround + if (actor->extravalue1 > 0) + { + --actor->extravalue1; + + // Set base angle + { + const angle_t fa = (actor->target->angle + FixedAngle(actor->watertop))>>ANGLETOFINESHIFT; + const fixed_t fc = FixedMul(FINECOSINE(fa),radius); + const fixed_t fs = FixedMul(FINESINE(fa),radius); + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x + fc, actor->target->y + fs); + } + + // Now turn you around! + // Note that the start position is the final position, we move it back around + // to intermediary positions... + actor->angle -= FixedAngle(FixedMul(FixedDiv(180<extravalue2<extravalue1<flags2 & MF2_AMBUSH) + speedvar = actor->health; + else + speedvar = actor->info->spawnhealth; + + actor->target->angle += // Don't use FixedAngleC! + FixedAngle(FixedDiv(FixedMul(actor->watertop, (actor->info->spawnhealth*(FRACUNIT/4)*3)), speedvar*FRACUNIT)); + + P_UnsetThingPosition(actor); + { + const angle_t fa = actor->target->angle>>ANGLETOFINESHIFT; + const fixed_t fc = FixedMul(FINECOSINE(fa),radius); + const fixed_t fs = FixedMul(FINESINE(fa),radius); + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x + fc, actor->target->y + fs); + actor->x = actor->target->x + fc; + actor->y = actor->target->y + fs; + } + P_SetThingPosition(actor); + + // Spray goo once every second + if (leveltime % (speedvar*15/10)-1 == 0) + { + const fixed_t ns = FixedMul(3 * FRACUNIT, actor->scale); + mobj_t *goop; + fixed_t fz = actor->z+actor->height+FixedMul(24*FRACUNIT, actor->scale); + angle_t fa; + // actor->movedir is used to determine the last + // direction goo was sprayed in. There are 8 possible + // directions to spray. (45-degree increments) + + actor->movedir++; + actor->movedir %= NUMDIRS; + fa = (actor->movedir*FINEANGLES/8) & FINEMASK; + + goop = P_SpawnMobj(actor->x, actor->y, fz, actor->info->painchance); + goop->momx = FixedMul(FINECOSINE(fa),ns); + goop->momy = FixedMul(FINESINE(fa),ns); + goop->momz = FixedMul(4*FRACUNIT, actor->scale); + goop->fuse = 10*TICRATE; + + if (actor->info->attacksound) + S_StartAttackSound(actor, actor->info->attacksound); + + if (P_RandomChance(FRACUNIT/2)) + { + goop->momx *= 2; + goop->momy *= 2; + } + else if (P_RandomChance(129*FRACUNIT/256)) + { + goop->momx *= 3; + goop->momy *= 3; + } + + actor->flags2 |= MF2_JUSTATTACKED; + } + } +} + +// Function: A_Boss2Pogo +// +// Description: Pogo part of Boss 2 AI. +// +// var1 = unused +// var2 = unused +// +void A_Boss2Pogo(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss2Pogo", actor)) + return; +#endif + if (actor->z <= actor->floorz + FixedMul(8*FRACUNIT, actor->scale) && actor->momz <= 0) + { + if (actor->state != &states[actor->info->raisestate]) + P_SetMobjState(actor, actor->info->raisestate); + // Pogo Mode + } + else if (actor->momz < 0 && actor->reactiontime) + { + const fixed_t ns = FixedMul(3 * FRACUNIT, actor->scale); + mobj_t *goop; + fixed_t fz = actor->z+actor->height+FixedMul(24*FRACUNIT, actor->scale); + angle_t fa; + INT32 i; + // spray in all 8 directions! + for (i = 0; i < 8; i++) + { + actor->movedir++; + actor->movedir %= NUMDIRS; + fa = (actor->movedir*FINEANGLES/8) & FINEMASK; + + goop = P_SpawnMobj(actor->x, actor->y, fz, actor->info->painchance); + goop->momx = FixedMul(FINECOSINE(fa),ns); + goop->momy = FixedMul(FINESINE(fa),ns); + goop->momz = FixedMul(4*FRACUNIT, actor->scale); + + goop->fuse = 10*TICRATE; + } + actor->reactiontime = 0; // we already shot goop, so don't do it again! + if (actor->info->attacksound) + S_StartAttackSound(actor, actor->info->attacksound); + actor->flags2 |= MF2_JUSTATTACKED; + } +} + +// Function: A_Boss2TakeDamage +// +// Description: Special function for Boss 2 so you can't just sit and destroy him. +// +// var1 = Invincibility duration +// var2 = unused +// +void A_Boss2TakeDamage(mobj_t *actor) +{ + INT32 locvar1 = var1; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss2TakeDamage", actor)) + return; +#endif + A_Pain(actor); + actor->reactiontime = 1; // turn around + if (locvar1 == 0) // old A_Invincibilerize behavior + actor->movecount = TICRATE; + else + actor->movecount = locvar1; // become flashing invulnerable for this long. +} + +// Function: A_Boss7Chase +// +// Description: Like A_Chase, but for Black Eggman +// +// var1 = unused +// var2 = unused +// +void A_Boss7Chase(mobj_t *actor) +{ + INT32 delta; + INT32 i; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss7Chase", actor)) + return; +#endif + + if (actor->z != actor->floorz) + return; + + // Self-adjust if stuck on the edge + if (actor->tracer) + { + if (P_AproxDistance(actor->x - actor->tracer->x, actor->y - actor->tracer->y) > 128*FRACUNIT - actor->radius) + P_InstaThrust(actor, R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y), FRACUNIT); + } + + if (actor->flags2 & MF2_FRET) + { + P_SetMobjState(actor, S_BLACKEGG_DESTROYPLAT1); + S_StartSound(0, sfx_s3k53); + actor->flags2 &= ~MF2_FRET; + return; + } + + // turn towards movement direction if not there yet + if (actor->movedir < NUMDIRS) + { + actor->angle &= (7<<29); + delta = actor->angle - (actor->movedir << 29); + + if (delta > 0) + actor->angle -= ANGLE_45; + else if (delta < 0) + actor->angle += ANGLE_45; + } + + // Is a player on top of us? + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i] || players[i].spectator) + continue; + + if (!players[i].mo) + continue; + + if (players[i].mo->health <= 0) + continue; + + if (P_AproxDistance(players[i].mo->x - actor->x, players[i].mo->y - actor->y) > actor->radius) + continue; + + if (players[i].mo->z > actor->z + actor->height - 2*FRACUNIT + && players[i].mo->z < actor->z + actor->height + 32*FRACUNIT) + { + // Punch him! + P_SetMobjState(actor, actor->info->meleestate); + S_StartSound(0, sfx_begrnd); // warning sound + return; + } + } + + if (actor->health <= actor->info->damage + && actor->target + && actor->target->player + && (actor->target->player->powers[pw_carry] == CR_GENERIC)) + { + A_FaceTarget(actor); + P_SetMobjState(actor, S_BLACKEGG_SHOOT1); + actor->movecount = TICRATE + P_RandomByte()/2; + return; + } + + if (actor->reactiontime) + actor->reactiontime--; + + if (actor->reactiontime <= 0 && actor->z == actor->floorz) + { + // Here, we'll call P_RandomByte() and decide what kind of attack to do + switch(actor->threshold) + { + case 0: // Lob cannon balls + if (actor->z < 1056*FRACUNIT) + { + A_FaceTarget(actor); + P_SetMobjState(actor, actor->info->xdeathstate); + actor->movecount = 7*TICRATE + P_RandomByte(); + break; + } + actor->threshold++; + /* FALLTHRU */ + case 1: // Chaingun Goop + A_FaceTarget(actor); + P_SetMobjState(actor, S_BLACKEGG_SHOOT1); + + if (actor->health > actor->info->damage) + actor->movecount = TICRATE + P_RandomByte()/3; + else + actor->movecount = TICRATE + P_RandomByte()/2; + break; + case 2: // Homing Missile + A_FaceTarget(actor); + P_SetMobjState(actor, actor->info->missilestate); + S_StartSound(0, sfx_beflap); + break; + } + + actor->threshold++; + actor->threshold %= 3; + return; + } + + // possibly choose another target + if (multiplayer && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) + && P_BossTargetPlayer(actor, false)) + return; // got a new target + + if (leveltime & 1) + { + // chase towards player + if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) + P_NewChaseDir(actor); + } +} + +// Function: A_GoopSplat +// +// Description: Black Eggman goop hits a target and sticks around for awhile. +// +// var1 = unused +// var2 = unused +// +void A_GoopSplat(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_GoopSplat", actor)) + return; +#endif + P_UnsetThingPosition(actor); + if (sector_list) + { + P_DelSeclist(sector_list); + sector_list = NULL; + } + actor->flags = MF_SPECIAL; // Not a typo + P_SetThingPosition(actor); +} + +// Function: A_Boss2PogoSFX +// +// Description: Pogoing for Boss 2 +// +// var1 = pogo jump strength +// var2 = idle pogo speed +// +void A_Boss2PogoSFX(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss2PogoSFX", actor)) + return; +#endif + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + return; + } + + // Boing! + if (P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) < FixedMul(256*FRACUNIT, actor->scale)) + { + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + P_InstaThrust(actor, actor->angle, FixedMul(actor->info->speed, actor->scale)); + // pogo on player + } + else + { + UINT8 prandom = P_RandomByte(); + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) + (P_RandomChance(FRACUNIT/2) ? -prandom : +prandom); + P_InstaThrust(actor, actor->angle, FixedMul(FixedMul(actor->info->speed,(locvar2)), actor->scale)); + } + if (actor->info->activesound) S_StartSound(actor, actor->info->activesound); + actor->momz = FixedMul(locvar1, actor->scale); // Bounce up in air + actor->reactiontime = 1; +} + +// Function: A_Boss2PogoTarget +// +// Description: Pogoing for Boss 2, tries to actually land on the player directly. +// +// var1 = pogo jump strength +// var2 = idle pogo speed +// +void A_Boss2PogoTarget(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss2PogoTarget", actor)) + return; +#endif + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE) || (actor->target->player && actor->target->player->powers[pw_flashing]) + || P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) >= FixedMul(512*FRACUNIT, actor->scale)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 512*FRACUNIT)) + ; // got a new target + else if (P_LookForPlayers(actor, true, false, 0)) + ; // got a new target + else + return; + } + + // Target hit, retreat! + if (actor->target->player->powers[pw_flashing] > TICRATE || actor->flags2 & MF2_FRET) + { + UINT8 prandom = P_RandomByte(); + actor->z++; // unstick from the floor + actor->momz = FixedMul(locvar1, actor->scale); // Bounce up in air + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) + (P_RandomChance(FRACUNIT/2) ? -prandom : +prandom); // Pick a direction, and randomize it. + P_InstaThrust(actor, actor->angle+ANGLE_180, FixedMul(FixedMul(actor->info->speed,(locvar2)), actor->scale)); // Move at wandering speed + } + // Try to land on top of the player. + else if (P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) < FixedMul(512*FRACUNIT, actor->scale)) + { + fixed_t airtime, gravityadd, zoffs; + + // check gravity in the sector (for later math) + P_CheckGravity(actor, true); + gravityadd = actor->momz; + + actor->z++; // unstick from the floor + actor->momz = FixedMul(locvar1 + (locvar1>>2), actor->scale); // Bounce up in air + + /*badmath = 0; + airtime = 0; + do { + badmath += momz; + momz += gravityadd; + airtime++; + } while(badmath > 0); + airtime = 2*airtime<momz<<1, gravityadd)<<1; // going from 0 to 0 is much simpler + zoffs = (P_GetPlayerHeight(actor->target->player)>>1) + (actor->target->floorz - actor->floorz); // offset by the difference in floor height plus half the player height, + airtime = FixedDiv((-actor->momz - FixedSqrt(FixedMul(actor->momz,actor->momz)+zoffs)), gravityadd)<<1; // to try and land on their head rather than on their feet + + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + P_InstaThrust(actor, actor->angle, FixedDiv(P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y), airtime)); + } + // Wander semi-randomly towards the player to get closer. + else + { + UINT8 prandom = P_RandomByte(); + actor->z++; // unstick from the floor + actor->momz = FixedMul(locvar1, actor->scale); // Bounce up in air + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) + (P_RandomChance(FRACUNIT/2) ? -prandom : +prandom); // Pick a direction, and randomize it. + P_InstaThrust(actor, actor->angle, FixedMul(FixedMul(actor->info->speed,(locvar2)), actor->scale)); // Move at wandering speed + } + // Boing! + if (actor->info->activesound) S_StartSound(actor, actor->info->activesound); + + if (actor->info->missilestate) // spawn the pogo stick collision box + { + mobj_t *pogo = P_SpawnMobj(actor->x, actor->y, actor->z - mobjinfo[actor->info->missilestate].height, (mobjtype_t)actor->info->missilestate); + pogo->target = actor; + } + + actor->reactiontime = 1; +} + +// Function: A_EggmanBox +// +// Description: Harms the player +// +// var1 = unused +// var2 = unused +// +void A_EggmanBox(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_EggmanBox", actor)) + return; +#endif + if (!actor->target || !actor->target->player) + { + CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n"); + return; + } + + P_DamageMobj(actor->target, actor, actor, 1, 0); // Ow! +} + +// Function: A_TurretFire +// +// Description: Initiates turret fire. +// +// var1 = object # to repeatedly fire +// var2 = distance threshold +// +void A_TurretFire(mobj_t *actor) +{ + INT32 count = 0; + fixed_t dist; + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_TurretFire", actor)) + return; +#endif + + if (locvar2) + dist = FixedMul(locvar2*FRACUNIT, actor->scale); + else + dist = FixedMul(2048*FRACUNIT, actor->scale); + + if (!locvar1) + locvar1 = MT_TURRETLASER; + + while (P_SupermanLook4Players(actor) && count < MAXPLAYERS) + { + if (P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) < dist) + { + actor->flags2 |= MF2_FIRING; + actor->extravalue1 = locvar1; + break; + } + + count++; + } +} + +// Function: A_SuperTurretFire +// +// Description: Initiates turret fire that even stops Super Sonic. +// +// var1 = object # to repeatedly fire +// var2 = distance threshold +// +void A_SuperTurretFire(mobj_t *actor) +{ + INT32 count = 0; + fixed_t dist; + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SuperTurretFire", actor)) + return; +#endif + + if (locvar2) + dist = FixedMul(locvar2*FRACUNIT, actor->scale); + else + dist = FixedMul(2048*FRACUNIT, actor->scale); + + if (!locvar1) + locvar1 = MT_TURRETLASER; + + while (P_SupermanLook4Players(actor) && count < MAXPLAYERS) + { + if (P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) < dist) + { + actor->flags2 |= MF2_FIRING; + actor->flags2 |= MF2_SUPERFIRE; + actor->extravalue1 = locvar1; + break; + } + + count++; + } +} + +// Function: A_TurretStop +// +// Description: Stops the turret fire. +// +// var1 = Don't play activesound? +// var2 = unused +// +void A_TurretStop(mobj_t *actor) +{ + INT32 locvar1 = var1; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_TurretStop", actor)) + return; +#endif + + actor->flags2 &= ~MF2_FIRING; + actor->flags2 &= ~MF2_SUPERFIRE; + + if (actor->target && actor->info->activesound && !locvar1) + S_StartSound(actor, actor->info->activesound); +} + +// Function: A_SparkFollow +// +// Description: Used by the hyper sparks to rotate around their target. +// +// var1 = unused +// var2 = unused +// +void A_SparkFollow(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SparkFollow", actor)) + return; +#endif + + if ((!actor->target || (actor->target->health <= 0)) + || (actor->target->player && !actor->target->player->powers[pw_super])) + { + P_RemoveMobj(actor); + return; + } + + actor->angle += FixedAngle(actor->info->damage*FRACUNIT); + P_UnsetThingPosition(actor); + { + const angle_t fa = actor->angle>>ANGLETOFINESHIFT; + actor->x = actor->target->x + FixedMul(FINECOSINE(fa),FixedMul(actor->info->speed, actor->scale)); + actor->y = actor->target->y + FixedMul(FINESINE(fa),FixedMul(actor->info->speed, actor->scale)); + if (actor->target->eflags & MFE_VERTICALFLIP) + actor->z = actor->target->z + actor->target->height - FixedDiv(actor->target->height,3*FRACUNIT); + else + actor->z = actor->target->z + FixedDiv(actor->target->height,3*FRACUNIT) - actor->height; + } + P_SetThingPosition(actor); +} + +// Function: A_BuzzFly +// +// Description: Makes an object slowly fly after a player, in the manner of a Buzz. +// +// var1 = sfx to play +// var2 = length of sfx, set to threshold if played +// +void A_BuzzFly(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BuzzFly", actor)) + return; +#endif + if (actor->flags2 & MF2_AMBUSH) + return; + + if (actor->reactiontime) + actor->reactiontime--; + + // modify target threshold + if (actor->threshold) + { + if (!actor->target || actor->target->health <= 0) + actor->threshold = 0; + else + actor->threshold--; + } + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + actor->momz = actor->momy = actor->momx = 0; + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + // turn towards movement direction if not there yet + actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + + if (actor->target->health <= 0 || (!actor->threshold && !P_CheckSight(actor, actor->target))) + { + if ((multiplayer || netgame) && P_LookForPlayers(actor, true, false, FixedMul(3072*FRACUNIT, actor->scale))) + return; // got a new target + + actor->momx = actor->momy = actor->momz = 0; + P_SetMobjState(actor, actor->info->spawnstate); // Go back to looking around + return; + } + + // If the player is over 3072 fracunits away, then look for another player + if (P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), + actor->target->z - actor->z) > FixedMul(3072*FRACUNIT, actor->scale)) + { + if (multiplayer || netgame) + P_LookForPlayers(actor, true, false, FixedMul(3072*FRACUNIT, actor->scale)); // maybe get a new target + + return; + } + + // chase towards player + { + INT32 dist, realspeed; + const fixed_t mf = 5*(FRACUNIT/4); + + if (ultimatemode) + realspeed = FixedMul(FixedMul(actor->info->speed,mf), actor->scale); + else + realspeed = FixedMul(actor->info->speed, actor->scale); + + dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, + actor->target->y - actor->y), actor->target->z - actor->z); + + if (dist < 1) + dist = 1; + + actor->momx = FixedMul(FixedDiv(actor->target->x - actor->x, dist), realspeed); + actor->momy = FixedMul(FixedDiv(actor->target->y - actor->y, dist), realspeed); + actor->momz = FixedMul(FixedDiv(actor->target->z - actor->z, dist), realspeed); + + if (actor->z+actor->momz >= actor->waterbottom && actor->watertop > actor->floorz + && actor->z+actor->momz > actor->watertop - FixedMul(256*FRACUNIT, actor->scale) + && actor->z+actor->momz <= actor->watertop) + { + actor->momz = 0; + actor->z = actor->watertop; + } + } + + if (locvar1 != sfx_None && !actor->threshold) + { + S_StartSound(actor, locvar1); + actor->threshold = locvar2; + } +} + +// Function: A_GuardChase +// +// Description: Modified A_Chase for Egg Guard +// +// var1 = unused +// var2 = unused +// +void A_GuardChase(mobj_t *actor) +{ + INT32 delta; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_GuardChase", actor)) + return; +#endif + + if (actor->reactiontime) + actor->reactiontime--; + + if (actor->threshold != 42) // In formation... + { + fixed_t speed; + + if (!actor->tracer || !actor->tracer->health) + { + P_SetTarget(&actor->tracer, NULL); + actor->threshold = 42; + P_SetMobjState(actor, actor->info->painstate); + actor->flags |= MF_SPECIAL|MF_SHOOTABLE; + return; + } + + speed = actor->extravalue1*actor->scale; + + if (actor->flags2 & MF2_AMBUSH) + speed <<= 1; + + if (speed + && !P_TryMove(actor, + actor->x + P_ReturnThrustX(actor, actor->angle, speed), + actor->y + P_ReturnThrustY(actor, actor->angle, speed), + false) + && speed > 0) // can't be the same check as previous so that P_TryMove gets to happen. + { + if (actor->spawnpoint && ((actor->spawnpoint->options & (MTF_EXTRA|MTF_OBJECTSPECIAL)) == MTF_OBJECTSPECIAL)) + actor->angle += ANGLE_90; + else if (actor->spawnpoint && ((actor->spawnpoint->options & (MTF_EXTRA|MTF_OBJECTSPECIAL)) == MTF_EXTRA)) + actor->angle -= ANGLE_90; + else + actor->angle += ANGLE_180; + } + + if (actor->extravalue1 < actor->info->speed) + actor->extravalue1++; + } + else // Break ranks! + { + // turn towards movement direction if not there yet + if (actor->movedir < NUMDIRS) + { + actor->angle &= (7<<29); + delta = actor->angle - (actor->movedir << 29); + + if (delta > 0) + actor->angle -= ANGLE_45; + else if (delta < 0) + actor->angle += ANGLE_45; + } + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + P_SetMobjStateNF(actor, actor->info->spawnstate); + return; + } + + // possibly choose another target + if (multiplayer && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) + && P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + // chase towards player + if (--actor->movecount < 0 || !P_Move(actor, (actor->flags2 & MF2_AMBUSH) ? actor->info->speed * 2 : actor->info->speed)) + { + P_NewChaseDir(actor); + actor->movecount += 5; // Increase tics before change in direction allowed. + } + } + + // Now that we've moved, its time for our shield to move! + // Otherwise it'll never act as a proper overlay. + if (actor->tracer && actor->tracer->state + && actor->tracer->state->action.acp1) + { + var1 = actor->tracer->state->var1, var2 = actor->tracer->state->var2; + actor->tracer->state->action.acp1(actor->tracer); + } +} + +// Function: A_EggShield +// +// Description: Modified A_Chase for Egg Guard's shield +// +// var1 = unused +// var2 = unused +// +void A_EggShield(mobj_t *actor) +{ + INT32 i; + player_t *player; + fixed_t blockdist; + fixed_t newx, newy; + fixed_t movex, movey; + angle_t angle; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_EggShield", actor)) + return; +#endif + + if (!actor->target || !actor->target->health) + { + P_RemoveMobj(actor); + return; + } + + newx = actor->target->x + P_ReturnThrustX(actor, actor->target->angle, FixedMul(FRACUNIT, actor->scale)); + newy = actor->target->y + P_ReturnThrustY(actor, actor->target->angle, FixedMul(FRACUNIT, actor->scale)); + + movex = newx - actor->x; + movey = newy - actor->y; + + actor->angle = actor->target->angle; + if (actor->target->eflags & MFE_VERTICALFLIP) + { + actor->eflags |= MFE_VERTICALFLIP; + actor->z = actor->target->z + actor->target->height - actor->height; + } + else + actor->z = actor->target->z; + + actor->destscale = actor->target->destscale; + P_SetScale(actor, actor->target->scale); + + actor->floorz = actor->target->floorz; + actor->ceilingz = actor->target->ceilingz; + + if (!movex && !movey) + return; + + P_UnsetThingPosition(actor); + actor->x = newx; + actor->y = newy; + P_SetThingPosition(actor); + + // Search for players to push + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i] || players[i].spectator) + continue; + + player = &players[i]; + + if (!player->mo) + continue; + + if (player->mo->z > actor->z + actor->height) + continue; + + if (player->mo->z + player->mo->height < actor->z) + continue; + + blockdist = actor->radius + player->mo->radius; + + if (abs(actor->x - player->mo->x) >= blockdist || abs(actor->y - player->mo->y) >= blockdist) + continue; // didn't hit it + + angle = R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y) - actor->angle; + + if (angle > ANGLE_90 && angle < ANGLE_270) + continue; + + // Blocked by the shield + player->mo->momx += movex; + player->mo->momy += movey; + return; + } +} + + +// Function: A_SetReactionTime +// +// Description: Sets the object's reaction time. +// +// var1 = 1 (use value in var2); 0 (use info table value) +// var2 = if var1 = 1, then value to set +// +void A_SetReactionTime(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetReactionTime", actor)) + return; +#endif + if (var1) + actor->reactiontime = var2; + else + actor->reactiontime = actor->info->reactiontime; +} + +// Function: A_Boss1Spikeballs +// +// Description: Boss 1 spikeball spawning loop. +// +// var1 = ball number +// var2 = total balls +// +void A_Boss1Spikeballs(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *ball; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss1Spikeballs", actor)) + return; +#endif + + ball = P_SpawnMobj(actor->x, actor->y, actor->z, MT_EGGMOBILE_BALL); + P_SetTarget(&ball->target, actor); + ball->movedir = FixedAngle(FixedMul(FixedDiv(locvar1<threshold = ball->radius + actor->radius + ball->info->painchance; + + S_StartSound(ball, ball->info->seesound); + var1 = ball->state->var1, var2 = ball->state->var2; + ball->state->action.acp1(ball); +} + +// Function: A_Boss3TakeDamage +// +// Description: Called when Boss 3 takes damage. +// +// var1 = movecount value +// var2 = unused +// +void A_Boss3TakeDamage(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss3TakeDamage", actor)) + return; +#endif + actor->movecount = var1; + + if (actor->target && actor->target->spawnpoint) + actor->threshold = actor->target->spawnpoint->extrainfo; +} + +// Function: A_Boss3Path +// +// Description: Does pathfinding along Boss 3's nodes. +// +// var1 = unused +// var2 = unused +// +void A_Boss3Path(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss3Path", actor)) + return; +#endif + + if (actor->tracer && actor->tracer->health && actor->tracer->movecount) + actor->movecount |= 1; + else if (actor->movecount & 1) + actor->movecount = 0; + + if (actor->movecount & 2) // We've reached a firing point? + { + // Wait here and pretend to be angry or something. + actor->momx = 0; + actor->momy = 0; + actor->momz = 0; + P_SetTarget(&actor->target, actor->tracer->target); + var1 = 0, var2 = 0; + A_FaceTarget(actor); + if (actor->tracer->state == &states[actor->tracer->info->missilestate]) + P_SetMobjState(actor, actor->info->missilestate); + return; + } + else if (actor->threshold >= 0) // Traveling mode + { + thinker_t *th; + mobj_t *mo2; + fixed_t dist, dist2; + fixed_t speed; + + P_SetTarget(&actor->target, NULL); + + // scan the thinkers + // to find a point that matches + // the number + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t *)th; + if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && mo2->spawnpoint->angle == actor->threshold) + { + P_SetTarget(&actor->target, mo2); + break; + } + } + + if (!actor->target) // Should NEVER happen + { + CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy was unable to find specified waypoint: %d\n", actor->threshold); + return; + } + + dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z - actor->z); + + if (dist < 1) + dist = 1; + + if (actor->tracer && ((actor->tracer->movedir) + || (actor->tracer->health <= actor->tracer->info->damage))) + speed = actor->info->speed * 2; + else + speed = actor->info->speed; + + actor->momx = FixedMul(FixedDiv(actor->target->x - actor->x, dist), speed); + actor->momy = FixedMul(FixedDiv(actor->target->y - actor->y, dist), speed); + actor->momz = FixedMul(FixedDiv(actor->target->z - actor->z, dist), speed); + + if (actor->momx != 0 || actor->momy != 0) + actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); + + dist2 = P_AproxDistance(P_AproxDistance(actor->target->x - (actor->x + actor->momx), actor->target->y - (actor->y + actor->momy)), actor->target->z - (actor->z + actor->momz)); + + if (dist2 < 1) + dist2 = 1; + + if ((dist >> FRACBITS) <= (dist2 >> FRACBITS)) + { + // If further away, set XYZ of mobj to waypoint location + P_UnsetThingPosition(actor); + actor->x = actor->target->x; + actor->y = actor->target->y; + actor->z = actor->target->z; + actor->momx = actor->momy = actor->momz = 0; + P_SetThingPosition(actor); + + if (actor->threshold == 0) + { + P_RemoveMobj(actor); // Cycle completed. Dummy removed. + return; + } + + // Set to next waypoint in sequence + if (actor->target->spawnpoint) + { + // From the center point, choose one of the five paths + if (actor->target->spawnpoint->angle == 0) + { + P_RemoveMobj(actor); // Cycle completed. Dummy removed. + return; + } + else + actor->threshold = actor->target->spawnpoint->extrainfo; + + // If the deaf flag is set, go into firing mode + if (actor->target->spawnpoint->options & MTF_AMBUSH) + actor->movecount |= 2; + } + else // This should never happen, as well + CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy waypoint has no spawnpoint associated with it.\n"); + } + } +} + +// Function: A_LinedefExecute +// +// Description: Object's location is used to set the calling sector. The tag used is var1. Optionally, if var2 is set, the actor's angle (multiplied by var2) is added to the tag number as well. +// +// var1 = tag +// var2 = add angle to tag (optional) +// +void A_LinedefExecute(mobj_t *actor) +{ + INT32 tagnum; + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_LinedefExecute", actor)) + return; +#endif + + tagnum = locvar1; + // state numbers option is no more, custom states cannot be guaranteed to stay the same number anymore, now that they can be defined by names instead + + if (locvar2) + tagnum += locvar2*(AngleFixed(actor->angle)>>FRACBITS); + + CONS_Debug(DBG_GAMELOGIC, "A_LinedefExecute: Running mobjtype %d's sector with tag %d\n", actor->type, tagnum); + + // tag 32768 displayed in map editors is actually tag -32768, tag 32769 is -32767, 65535 is -1 etc. + P_LinedefExecute((INT16)tagnum, actor, actor->subsector->sector); +} + +// Function: A_PlaySeeSound +// +// Description: Plays the object's seesound. +// +// var1 = unused +// var2 = unused +// +void A_PlaySeeSound(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_PlaySeeSound", actor)) + return; +#endif + if (actor->info->seesound) + S_StartScreamSound(actor, actor->info->seesound); +} + +// Function: A_PlayAttackSound +// +// Description: Plays the object's attacksound. +// +// var1 = unused +// var2 = unused +// +void A_PlayAttackSound(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_PlayAttackSound", actor)) + return; +#endif + if (actor->info->attacksound) + S_StartAttackSound(actor, actor->info->attacksound); +} + +// Function: A_PlayActiveSound +// +// Description: Plays the object's activesound. +// +// var1 = unused +// var2 = unused +// +void A_PlayActiveSound(mobj_t *actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_PlayActiveSound", actor)) + return; +#endif + if (actor->info->activesound) + S_StartSound(actor, actor->info->activesound); +} + +// Function: A_SmokeTrailer +// +// Description: Adds smoke trails to an object. +// +// var1 = object # to spawn as smoke +// var2 = unused +// +void A_SmokeTrailer(mobj_t *actor) +{ + mobj_t *th; + INT32 locvar1 = var1; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SmokeTrailer", actor)) + return; +#endif + + if (leveltime % 4) + return; + + // add the smoke behind the rocket + if (actor->eflags & MFE_VERTICALFLIP) + { + th = P_SpawnMobj(actor->x-actor->momx, actor->y-actor->momy, actor->z + actor->height - FixedMul(mobjinfo[locvar1].height, actor->scale), locvar1); + th->flags2 |= MF2_OBJECTFLIP; + } + else + th = P_SpawnMobj(actor->x-actor->momx, actor->y-actor->momy, actor->z, locvar1); + P_SetObjectMomZ(th, FRACUNIT, false); + th->destscale = actor->scale; + P_SetScale(th, actor->scale); + th->tics -= P_RandomByte() & 3; + if (th->tics < 1) + th->tics = 1; +} + +// Function: A_SpawnObjectAbsolute +// +// Description: Spawns an object at an absolute position +// +// var1: +// var1 >> 16 = x +// var1 & 65535 = y +// var2: +// var2 >> 16 = z +// var2 & 65535 = type +// +void A_SpawnObjectAbsolute(mobj_t *actor) +{ + INT16 x, y, z; // Want to be sure we can use negative values + mobjtype_t type; + mobj_t *mo; + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SpawnObjectAbsolute", actor)) + return; +#endif + + x = (INT16)(locvar1>>16); + y = (INT16)(locvar1&65535); + z = (INT16)(locvar2>>16); + type = (mobjtype_t)(locvar2&65535); + + mo = P_SpawnMobj(x<angle = actor->angle; + + if (actor->eflags & MFE_VERTICALFLIP) + mo->flags2 |= MF2_OBJECTFLIP; +} + +// Function: A_SpawnObjectRelative +// +// Description: Spawns an object relative to the location of the actor +// +// var1: +// var1 >> 16 = x +// var1 & 65535 = y +// var2: +// var2 >> 16 = z +// var2 & 65535 = type +// +void A_SpawnObjectRelative(mobj_t *actor) +{ + INT16 x, y, z; // Want to be sure we can use negative values + mobjtype_t type; + mobj_t *mo; + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SpawnObjectRelative", actor)) + return; +#endif + + CONS_Debug(DBG_GAMELOGIC, "A_SpawnObjectRelative called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); + + x = (INT16)(locvar1>>16); + y = (INT16)(locvar1&65535); + z = (INT16)(locvar2>>16); + type = (mobjtype_t)(locvar2&65535); + + // Spawn objects correctly in reverse gravity. + // NOTE: Doing actor->z + actor->height is the bottom of the object while the object has reverse gravity. - Flame + mo = P_SpawnMobj(actor->x + FixedMul(x<scale), + actor->y + FixedMul(y<scale), + (actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[type].height) - FixedMul(z<scale)) : (actor->z + FixedMul(z<scale)), type); + + // Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn + mo->angle = actor->angle; + + if (actor->eflags & MFE_VERTICALFLIP) + mo->flags2 |= MF2_OBJECTFLIP; + +} + +// Function: A_ChangeAngleRelative +// +// Description: Changes the angle to a random relative value between the min and max. Set min and max to the same value to eliminate randomness +// +// var1 = min +// var2 = max +// +void A_ChangeAngleRelative(mobj_t *actor) +{ + // Oh god, the old code /sucked/. Changed this and the absolute version to get a random range using amin and amax instead of + // getting a random angle from the _entire_ spectrum and then clipping. While we're at it, do the angle conversion to the result + // rather than the ranges, so <0 and >360 work as possible values. -Red + INT32 locvar1 = var1; + INT32 locvar2 = var2; + //angle_t angle = (P_RandomByte()+1)<<24; + const fixed_t amin = locvar1*FRACUNIT; + const fixed_t amax = locvar2*FRACUNIT; + //const angle_t amin = FixedAngle(locvar1*FRACUNIT); + //const angle_t amax = FixedAngle(locvar2*FRACUNIT); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ChangeAngleRelative", actor)) + return; +#endif + +#ifdef PARANOIA + if (amin > amax) + I_Error("A_ChangeAngleRelative: var1 is greater then var2"); +#endif +/* + if (angle < amin) + angle = amin; + if (angle > amax) + angle = amax;*/ + + actor->angle += FixedAngle(P_RandomRange(amin, amax)); +} + +// Function: A_ChangeAngleAbsolute +// +// Description: Changes the angle to a random absolute value between the min and max. Set min and max to the same value to eliminate randomness +// +// var1 = min +// var2 = max +// +void A_ChangeAngleAbsolute(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + //angle_t angle = (P_RandomByte()+1)<<24; + const fixed_t amin = locvar1*FRACUNIT; + const fixed_t amax = locvar2*FRACUNIT; + //const angle_t amin = FixedAngle(locvar1*FRACUNIT); + //const angle_t amax = FixedAngle(locvar2*FRACUNIT); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ChangeAngleAbsolute", actor)) + return; +#endif + +#ifdef PARANOIA + if (amin > amax) + I_Error("A_ChangeAngleAbsolute: var1 is greater then var2"); +#endif +/* + if (angle < amin) + angle = amin; + if (angle > amax) + angle = amax;*/ + + actor->angle = FixedAngle(P_RandomRange(amin, amax)); +} + +// Function: A_PlaySound +// +// Description: Plays a sound +// +// var1 = sound # to play +// var2: +// 0 = Play sound without an origin +// 1 = Play sound using calling object as origin +// +void A_PlaySound(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_PlaySound", actor)) + return; +#endif + + S_StartSound(locvar2 ? actor : NULL, locvar1); +} + +// Function: A_FindTarget +// +// Description: Finds the nearest/furthest mobj of the specified type and sets actor->target to it. +// +// var1 = mobj type +// var2 = if (0) nearest; else furthest; +// +void A_FindTarget(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *targetedmobj = NULL; + thinker_t *th; + mobj_t *mo2; + fixed_t dist1 = 0, dist2 = 0; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FindTarget", actor)) + return; +#endif + + CONS_Debug(DBG_GAMELOGIC, "A_FindTarget called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); + + // scan the thinkers + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t *)th; + + if (mo2->type == (mobjtype_t)locvar1) + { + if (mo2->player && (mo2->player->spectator || mo2->player->pflags & PF_INVIS)) + continue; // Ignore spectators + if ((mo2->player || mo2->flags & MF_ENEMY) && mo2->health <= 0) + continue; // Ignore dead things + if (targetedmobj == NULL) + { + targetedmobj = mo2; + dist2 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); + } + else + { + dist1 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); + + if ((!locvar2 && dist1 < dist2) || (locvar2 && dist1 > dist2)) + { + targetedmobj = mo2; + dist2 = dist1; + } + } + } + } + + if (!targetedmobj) + { + CONS_Debug(DBG_GAMELOGIC, "A_FindTarget: Unable to find the specified object to target.\n"); + return; // Oops, nothing found.. + } + + CONS_Debug(DBG_GAMELOGIC, "A_FindTarget: Found a target.\n"); + + P_SetTarget(&actor->target, targetedmobj); +} + +// Function: A_FindTracer +// +// Description: Finds the nearest/furthest mobj of the specified type and sets actor->tracer to it. +// +// var1 = mobj type +// var2 = if (0) nearest; else furthest; +// +void A_FindTracer(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *targetedmobj = NULL; + thinker_t *th; + mobj_t *mo2; + fixed_t dist1 = 0, dist2 = 0; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FindTracer", actor)) + return; +#endif + + CONS_Debug(DBG_GAMELOGIC, "A_FindTracer called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); + + // scan the thinkers + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t *)th; + + if (mo2->type == (mobjtype_t)locvar1) + { + if (mo2->player && (mo2->player->spectator || mo2->player->pflags & PF_INVIS)) + continue; // Ignore spectators + if ((mo2->player || mo2->flags & MF_ENEMY) && mo2->health <= 0) + continue; // Ignore dead things + if (targetedmobj == NULL) + { + targetedmobj = mo2; + dist2 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); + } + else + { + dist1 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); + + if ((!locvar2 && dist1 < dist2) || (locvar2 && dist1 > dist2)) + { + targetedmobj = mo2; + dist2 = dist1; + } + } + } + } + + if (!targetedmobj) + { + CONS_Debug(DBG_GAMELOGIC, "A_FindTracer: Unable to find the specified object to target.\n"); + return; // Oops, nothing found.. + } + + CONS_Debug(DBG_GAMELOGIC, "A_FindTracer: Found a target.\n"); + + P_SetTarget(&actor->tracer, targetedmobj); +} + +// Function: A_SetTics +// +// Description: Sets the animation tics of an object +// +// var1 = tics to set to +// var2 = if this is set, and no var1 is supplied, the mobj's threshold value will be used. +// +void A_SetTics(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetTics", actor)) + return; +#endif + + if (locvar1) + actor->tics = locvar1; + else if (locvar2) + actor->tics = actor->threshold; +} + +// Function: A_SetRandomTics +// +// Description: Sets the animation tics of an object to a random value +// +// var1 = lower bound +// var2 = upper bound +// +void A_SetRandomTics(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetRandomTics", actor)) + return; +#endif + + actor->tics = P_RandomRange(locvar1, locvar2); +} + +// Function: A_ChangeColorRelative +// +// Description: Changes the color of an object +// +// var1 = if (var1 > 0), find target and add its color value to yours +// var2 = if (var1 = 0), color value to add +// +void A_ChangeColorRelative(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ChangeColorRelative", actor)) + return; +#endif + + if (locvar1) + { + // Have you ever seen anything so hideous? + if (actor->target) + actor->color = (UINT8)(actor->color + actor->target->color); + } + else + actor->color = (UINT8)(actor->color + locvar2); +} + +// Function: A_ChangeColorAbsolute +// +// Description: Changes the color of an object by an absolute value. Note: 0 is default colormap. +// +// var1 = if (var1 > 0), set your color to your target's color +// var2 = if (var1 = 0), color value to set to +// +void A_ChangeColorAbsolute(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ChangeColorAbsolute", actor)) + return; +#endif + + if (locvar1) + { + if (actor->target) + actor->color = actor->target->color; + } + else + actor->color = (UINT8)locvar2; +} + +// Function: A_MoveRelative +// +// Description: Moves an object (wrapper for P_Thrust) +// +// var1 = angle +// var2 = force +// +void A_MoveRelative(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MoveRelative", actor)) + return; +#endif + + P_Thrust(actor, actor->angle+FixedAngle(locvar1*FRACUNIT), FixedMul(locvar2*FRACUNIT, actor->scale)); +} + +// Function: A_MoveAbsolute +// +// Description: Moves an object (wrapper for P_InstaThrust) +// +// var1 = angle +// var2 = force +// +void A_MoveAbsolute(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MoveAbsolute", actor)) + return; +#endif + + P_InstaThrust(actor, FixedAngle(locvar1*FRACUNIT), FixedMul(locvar2*FRACUNIT, actor->scale)); +} + +// Function: A_Thrust +// +// Description: Pushes the object horizontally at its current angle. +// +// var1 = amount of force +// var2 = If 1, xy momentum is lost. If 0, xy momentum is kept +// +void A_Thrust(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Thrust", actor)) + return; +#endif + + if (!locvar1) + CONS_Debug(DBG_GAMELOGIC, "A_Thrust: Var1 not specified!\n"); + + if (locvar2) + P_InstaThrust(actor, actor->angle, FixedMul(locvar1*FRACUNIT, actor->scale)); + else + P_Thrust(actor, actor->angle, FixedMul(locvar1*FRACUNIT, actor->scale)); +} + +// Function: A_ZThrust +// +// Description: Pushes the object up or down. +// +// var1 = amount of force +// var2: +// lower 16 bits = If 1, xy momentum is lost. If 0, xy momentum is kept +// upper 16 bits = If 1, z momentum is lost. If 0, z momentum is kept +// +void A_ZThrust(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ZThrust", actor)) + return; +#endif + + if (!locvar1) + CONS_Debug(DBG_GAMELOGIC, "A_ZThrust: Var1 not specified!\n"); + + if (locvar2 & 65535) + actor->momx = actor->momy = 0; + + if (actor->eflags & MFE_VERTICALFLIP) + actor->z--; + else + actor->z++; + + P_SetObjectMomZ(actor, locvar1*FRACUNIT, !(locvar2 >> 16)); +} + +// Function: A_SetTargetsTarget +// +// Description: Sets your target to the object who your target is targeting. Yikes! If it happens to be NULL, you're just out of luck. +// +// var1: (Your target) +// 0 = target +// 1 = tracer +// var2: (Your target's target) +// 0 = target/tracer's target +// 1 = target/tracer's tracer +// +void A_SetTargetsTarget(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *oldtarg = NULL, *newtarg = NULL; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetTargetsTarget", actor)) + return; +#endif + + // actor's target + if (locvar1) // or tracer + oldtarg = actor->tracer; + else + oldtarg = actor->target; + + if (P_MobjWasRemoved(oldtarg)) + return; + + // actor's target's target! + if (locvar2) // or tracer + newtarg = oldtarg->tracer; + else + newtarg = oldtarg->target; + + if (P_MobjWasRemoved(newtarg)) + return; + + // set actor's new target + if (locvar1) // or tracer + P_SetTarget(&actor->tracer, newtarg); + else + P_SetTarget(&actor->target, newtarg); +} + +// Function: A_SetObjectFlags +// +// Description: Sets the flags of an object +// +// var1 = flag value to set +// var2: +// if var2 == 2, add the flag to the current flags +// else if var2 == 1, remove the flag from the current flags +// else if var2 == 0, set the flags to the exact value +// +void A_SetObjectFlags(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + boolean unlinkthings = false; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetObjectFlags", actor)) + return; +#endif + + if (locvar2 == 2) + locvar1 = actor->flags | locvar1; + else if (locvar2 == 1) + locvar1 = actor->flags & ~locvar1; + + if ((UINT32)(locvar1 & (MF_NOBLOCKMAP|MF_NOSECTOR)) != (actor->flags & (MF_NOBLOCKMAP|MF_NOSECTOR))) // Blockmap/sector status has changed, so reset the links + unlinkthings = true; + + if (unlinkthings) { + P_UnsetThingPosition(actor); + if (sector_list) + { + P_DelSeclist(sector_list); + sector_list = NULL; + } + } + + actor->flags = locvar1; + + if (unlinkthings) + P_SetThingPosition(actor); +} + +// Function: A_SetObjectFlags2 +// +// Description: Sets the flags2 of an object +// +// var1 = flag value to set +// var2: +// if var2 == 2, add the flag to the current flags +// else if var2 == 1, remove the flag from the current flags +// else if var2 == 0, set the flags to the exact value +// +void A_SetObjectFlags2(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetObjectFlags2", actor)) + return; +#endif + + if (locvar2 == 2) + actor->flags2 |= locvar1; + else if (locvar2 == 1) + actor->flags2 &= ~locvar1; + else + actor->flags2 = locvar1; +} + +// Function: A_BossJetFume +// +// Description: Spawns jet fumes/other attachment miscellany for the boss. To only be used when he is spawned. +// +// var1: +// 0 - Triple jet fume pattern +// 1 - Boss 3's propeller +// 2 - Metal Sonic jet fume +// 3 - Boss 4 jet flame +// var2 = unused +// +void A_BossJetFume(mobj_t *actor) +{ + mobj_t *filler; + INT32 locvar1 = var1; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BossJetFume", actor)) + return; +#endif + + if (locvar1 == 0) // Boss1 jet fumes + { + fixed_t jetx, jety, jetz; + + jetx = actor->x + P_ReturnThrustX(actor, actor->angle, -FixedMul(64*FRACUNIT, actor->scale)); + jety = actor->y + P_ReturnThrustY(actor, actor->angle, -FixedMul(64*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + jetz = actor->z + actor->height - FixedMul(38*FRACUNIT + mobjinfo[MT_JETFUME1].height, actor->scale); + else + jetz = actor->z + FixedMul(38*FRACUNIT, actor->scale); + + filler = P_SpawnMobj(jetx, jety, jetz, MT_JETFUME1); + P_SetTarget(&filler->target, actor); + filler->destscale = actor->scale; + P_SetScale(filler, filler->destscale); + if (actor->eflags & MFE_VERTICALFLIP) + filler->flags2 |= MF2_OBJECTFLIP; + filler->fuse = 56; + + if (actor->eflags & MFE_VERTICALFLIP) + jetz = actor->z + actor->height - FixedMul(12*FRACUNIT + mobjinfo[MT_JETFUME1].height, actor->scale); + else + jetz = actor->z + FixedMul(12*FRACUNIT, actor->scale); + + filler = P_SpawnMobj(jetx + P_ReturnThrustX(actor, actor->angle-ANGLE_90, FixedMul(24*FRACUNIT, actor->scale)), + jety + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(24*FRACUNIT, actor->scale)), + jetz, MT_JETFUME1); + P_SetTarget(&filler->target, actor); + filler->destscale = actor->scale; + P_SetScale(filler, filler->destscale); + if (actor->eflags & MFE_VERTICALFLIP) + filler->flags2 |= MF2_OBJECTFLIP; + filler->fuse = 57; + + filler = P_SpawnMobj(jetx + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(24*FRACUNIT, actor->scale)), + jety + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(24*FRACUNIT, actor->scale)), + jetz, MT_JETFUME1); + P_SetTarget(&filler->target, actor); + filler->destscale = actor->scale; + P_SetScale(filler, filler->destscale); + if (actor->eflags & MFE_VERTICALFLIP) + filler->flags2 |= MF2_OBJECTFLIP; + filler->fuse = 58; + + P_SetTarget(&actor->tracer, filler); + } + else if (locvar1 == 1) // Boss 3 propeller + { + fixed_t jetx, jety, jetz; + + jetx = actor->x + P_ReturnThrustX(actor, actor->angle, -FixedMul(60*FRACUNIT, actor->scale)); + jety = actor->y + P_ReturnThrustY(actor, actor->angle, -FixedMul(60*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + jetz = actor->z + actor->height - FixedMul(17*FRACUNIT + mobjinfo[MT_PROPELLER].height, actor->scale); + else + jetz = actor->z + FixedMul(17*FRACUNIT, actor->scale); + + filler = P_SpawnMobj(jetx, jety, jetz, MT_PROPELLER); + P_SetTarget(&filler->target, actor); + filler->destscale = actor->scale; + P_SetScale(filler, filler->destscale); + if (actor->eflags & MFE_VERTICALFLIP) + filler->flags2 |= MF2_OBJECTFLIP; + filler->angle = actor->angle - ANGLE_180; + + P_SetTarget(&actor->tracer, filler); + } + else if (locvar1 == 2) // Metal Sonic jet fumes + { + filler = P_SpawnMobj(actor->x, actor->y, actor->z, MT_JETFUME1); + P_SetTarget(&filler->target, actor); + filler->fuse = 59; + P_SetTarget(&actor->tracer, filler); + filler->destscale = actor->scale/2; + P_SetScale(filler, filler->destscale); + if (actor->eflags & MFE_VERTICALFLIP) + filler->flags2 |= MF2_OBJECTFLIP; + } + else if (locvar1 == 3) // Boss 4 jet flame + { + fixed_t jetz; + if (actor->eflags & MFE_VERTICALFLIP) + jetz = actor->z + actor->height + FixedMul(50*FRACUNIT - mobjinfo[MT_JETFLAME].height, actor->scale); + else + jetz = actor->z - FixedMul(50*FRACUNIT, actor->scale); + filler = P_SpawnMobj(actor->x, actor->y, jetz, MT_JETFLAME); + P_SetTarget(&filler->target, actor); + // Boss 4 already uses its tracer for other things + filler->destscale = actor->scale; + P_SetScale(filler, filler->destscale); + if (actor->eflags & MFE_VERTICALFLIP) + filler->flags2 |= MF2_OBJECTFLIP; + } +} + +// Function: A_RandomState +// +// Description: Chooses one of the two state numbers supplied randomly. +// +// var1 = state number 1 +// var2 = state number 2 +// +void A_RandomState(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RandomState", actor)) + return; +#endif + + P_SetMobjState(actor, P_RandomChance(FRACUNIT/2) ? locvar1 : locvar2); +} + +// Function: A_RandomStateRange +// +// Description: Chooses a random state within the range supplied. +// +// var1 = Minimum state number to choose. +// var2 = Maximum state number to use. +// +void A_RandomStateRange(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RandomStateRange", actor)) + return; +#endif + + P_SetMobjState(actor, P_RandomRange(locvar1, locvar2)); +} + +// Function: A_DualAction +// +// Description: Calls two actions. Be careful, if you reference the same state this action is called from, you can create an infinite loop. +// +// var1 = state # to use 1st action from +// var2 = state # to use 2nd action from +// +void A_DualAction(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_DualAction", actor)) + return; +#endif + + CONS_Debug(DBG_GAMELOGIC, "A_DualAction called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); + + var1 = states[locvar1].var1; + var2 = states[locvar1].var2; +#ifdef HAVE_BLUA + astate = &states[locvar1]; +#endif + + CONS_Debug(DBG_GAMELOGIC, "A_DualAction: Calling First Action (state %d)...\n", locvar1); + states[locvar1].action.acp1(actor); + + var1 = states[locvar2].var1; + var2 = states[locvar2].var2; +#ifdef HAVE_BLUA + astate = &states[locvar2]; +#endif + + CONS_Debug(DBG_GAMELOGIC, "A_DualAction: Calling Second Action (state %d)...\n", locvar2); + states[locvar2].action.acp1(actor); +} + +// Function: A_RemoteAction +// +// Description: var1 is the remote object. var2 is the state reference for calling the action called on var1. var1 becomes the actor's target, the action (var2) is called on var1. actor's target is restored +// +// var1 = remote object (-2 uses tracer, -1 uses target) +// var2 = state reference for calling an action +// +void A_RemoteAction(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *originaltarget = actor->target; // Hold on to the target for later. +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RemoteAction", actor)) + return; +#endif + + // If >=0, find the closest target. + if (locvar1 >= 0) + { + ///* DO A_FINDTARGET STUFF */// + mobj_t *targetedmobj = NULL; + thinker_t *th; + mobj_t *mo2; + fixed_t dist1 = 0, dist2 = 0; + + // scan the thinkers + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t *)th; + + if (mo2->type == (mobjtype_t)locvar1) + { + if (targetedmobj == NULL) + { + targetedmobj = mo2; + dist2 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); + } + else + { + dist1 = R_PointToDist2(actor->x, actor->y, mo2->x, mo2->y); + + if ((locvar2 && dist1 < dist2) || (!locvar2 && dist1 > dist2)) + { + targetedmobj = mo2; + dist2 = dist1; + } + } + } + } + + if (!targetedmobj) + { + CONS_Debug(DBG_GAMELOGIC, "A_RemoteAction: Unable to find the specified object to target.\n"); + return; // Oops, nothing found.. + } + + CONS_Debug(DBG_GAMELOGIC, "A_RemoteAction: Found a target.\n"); + + P_SetTarget(&actor->target, targetedmobj); + + ///* END A_FINDTARGET STUFF */// + } + + // If -2, use the tracer as the target + else if (locvar1 == -2) + P_SetTarget(&actor->target, actor->tracer); + // if -1 or anything else, just use the target. + + if (actor->target) + { + // Steal the var1 and var2 from "locvar2" + var1 = states[locvar2].var1; + var2 = states[locvar2].var2; +#ifdef HAVE_BLUA + astate = &states[locvar2]; +#endif + + CONS_Debug(DBG_GAMELOGIC, "A_RemoteAction: Calling action on %p\n" + "var1 is %d\nvar2 is %d\n", actor->target, var1, var2); + states[locvar2].action.acp1(actor->target); + } + + P_SetTarget(&actor->target, originaltarget); // Restore the original target. +} + +// Function: A_ToggleFlameJet +// +// Description: Turns a flame jet on and off. +// +// var1 = unused +// var2 = unused +// +void A_ToggleFlameJet(mobj_t* actor) +{ +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ToggleFlameJet", actor)) + return; +#endif + // threshold - off delay + // movecount - on timer + + if (actor->flags2 & MF2_FIRING) + { + actor->flags2 &= ~MF2_FIRING; + + if (actor->threshold) + actor->tics = actor->threshold; + } + else + { + actor->flags2 |= MF2_FIRING; + + if (actor->movecount) + actor->tics = actor->movecount; + } +} + +// Function: A_OrbitNights +// +// Description: Used by Chaos Emeralds to orbit around Nights (aka Super Sonic.) +// +// var1 = Angle adjustment (aka orbit speed) +// var2 = Lower four bits: height offset, Upper 4 bits = set if object is Nightopian Helper +// +void A_OrbitNights(mobj_t* actor) +{ + INT32 ofs = (var2 & 0xFFFF); + boolean ishelper = (var2 & 0xFFFF0000); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_OrbitNights", actor)) + return; +#endif + + if (!actor->target + || (actor->target->player && + // if NiGHTS special stage and not NiGHTSmode. + (((maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap) && !(actor->target->player->powers[pw_carry] == CR_NIGHTSMODE)) + // Also remove this object if they no longer have a NiGHTS helper + || (ishelper && !actor->target->player->powers[pw_nights_helper])))) + { + P_RemoveMobj(actor); + return; + } + else + { + actor->extravalue1 += var1; + P_UnsetThingPosition(actor); + { + const angle_t fa = (angle_t)actor->extravalue1 >> ANGLETOFINESHIFT; + const angle_t ofa = ((angle_t)actor->extravalue1 + (ofs*ANG1)) >> ANGLETOFINESHIFT; + + const fixed_t fc = FixedMul(FINECOSINE(fa),FixedMul(32*FRACUNIT, actor->scale)); + const fixed_t fh = FixedMul(FINECOSINE(ofa),FixedMul(20*FRACUNIT, actor->scale)); + const fixed_t fs = FixedMul(FINESINE(fa),FixedMul(32*FRACUNIT, actor->scale)); + + actor->x = actor->target->x + fc; + actor->y = actor->target->y + fs; + actor->z = actor->target->z + fh + FixedMul(16*FRACUNIT, actor->scale); + + // Semi-lazy hack + actor->angle = (angle_t)actor->extravalue1 + ANGLE_90; + } + P_SetThingPosition(actor); + + if (ishelper && actor->target->player) // Flash a helper that's about to be removed. + { + if ((actor->target->player->powers[pw_nights_helper] < TICRATE) + && (actor->target->player->powers[pw_nights_helper] & 1)) + actor->flags2 |= MF2_DONTDRAW; + else + actor->flags2 &= ~MF2_DONTDRAW; + } + } +} + +// Function: A_GhostMe +// +// Description: Spawns a "ghost" mobj of this actor, ala spindash trails and the minus's digging "trails" +// +// var1 = duration in tics +// var2 = unused +// +void A_GhostMe(mobj_t *actor) +{ + INT32 locvar1 = var1; + mobj_t *ghost; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_GhostMe", actor)) + return; +#endif + ghost = P_SpawnGhostMobj(actor); + if (ghost && locvar1 > 0) + ghost->fuse = locvar1; +} + +// Function: A_SetObjectState +// +// Description: Changes the state of an object's target/tracer. +// +// var1 = state number +// var2: +// 0 = target +// 1 = tracer +// +void A_SetObjectState(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *target; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetObjectState", actor)) + return; +#endif + + if ((!locvar2 && !actor->target) || (locvar2 && !actor->tracer)) + { + if (cv_debug) + CONS_Printf("A_SetObjectState: No target to change state!\n"); + return; + } + + if (!locvar2) // target + target = actor->target; + else // tracer + target = actor->tracer; + + if (target->health > 0) + { + if (!target->player) + P_SetMobjState(target, locvar1); + else + P_SetPlayerMobjState(target, locvar1); + } +} + +// Function: A_SetObjectTypeState +// +// Description: Changes the state of all active objects of a certain type in a certain range of the actor. +// +// var1 = state number +// var2: +// lower 16 bits = type +// upper 16 bits = range (if == 0, across whole map) +// +void A_SetObjectTypeState(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + const UINT16 loc2lw = (UINT16)(locvar2 & 65535); + const UINT16 loc2up = (UINT16)(locvar2 >> 16); + + thinker_t *th; + mobj_t *mo2; + fixed_t dist = 0; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetObjectTypeState", actor)) + return; +#endif + + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t *)th; + + if (mo2->type == (mobjtype_t)loc2lw) + { + dist = P_AproxDistance(mo2->x - actor->x, mo2->y - actor->y); + + if (mo2->health > 0) + { + if (loc2up == 0) + P_SetMobjState(mo2, locvar1); + else + { + if (dist <= FixedMul(loc2up*FRACUNIT, actor->scale)) + P_SetMobjState(mo2, locvar1); + } + } + } + } +} + +// Function: A_KnockBack +// +// Description: Knocks back the object's target at its current speed. +// +// var1: +// 0 = target +// 1 = tracer +// var2 = unused +// +void A_KnockBack(mobj_t *actor) +{ + INT32 locvar1 = var1; + mobj_t *target; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_KnockBack", actor)) + return; +#endif + + if (!locvar1) + target = actor->target; + else + target = actor->tracer; + + if (!target) + { + if(cv_debug) + CONS_Printf("A_KnockBack: No target!\n"); + return; + } + + target->momx *= -1; + target->momy *= -1; +} + +// Function: A_PushAway +// +// Description: Pushes an object's target away from the calling object. +// +// var1 = amount of force +// var2: +// lower 16 bits = If 1, xy momentum is lost. If 0, xy momentum is kept +// upper 16 bits = 0 - target, 1 - tracer +// +void A_PushAway(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *target; // target + angle_t an; // actor to target angle +#ifdef HAVE_BLUA + if (LUA_CallAction("A_PushAway", actor)) + return; +#endif + + if ((!(locvar2 >> 16) && !actor->target) || ((locvar2 >> 16) && !actor->tracer)) + return; + + if (!locvar1) + CONS_Printf("A_Thrust: Var1 not specified!\n"); + + if (!(locvar2 >> 16)) // target + target = actor->target; + else // tracer + target = actor->tracer; + + an = R_PointToAngle2(actor->x, actor->y, target->x, target->y); + + if (locvar2 & 65535) + P_InstaThrust(target, an, FixedMul(locvar1*FRACUNIT, actor->scale)); + else + P_Thrust(target, an, FixedMul(locvar1*FRACUNIT, actor->scale)); +} + +// Function: A_RingDrain +// +// Description: Drain targeted player's rings. +// +// var1 = ammount of drained rings +// var2 = unused +// +void A_RingDrain(mobj_t *actor) +{ + INT32 locvar1 = var1; + player_t *player; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RingDrain", actor)) + return; +#endif + + if (!actor->target || !actor->target->player) + { + if(cv_debug) + CONS_Printf("A_RingDrain: No player targeted!\n"); + return; + } + + player = actor->target->player; + P_GivePlayerRings(player, -min(locvar1, player->rings)); +} + +// Function: A_SplitShot +// +// Description: Shoots 2 missiles that hit next to the player. +// +// var1 = target x-y-offset +// var2: +// lower 16 bits = missile type +// upper 16 bits = height offset +// +void A_SplitShot(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + const UINT16 loc2lw = (UINT16)(locvar2 & 65535); + const UINT16 loc2up = (UINT16)(locvar2 >> 16); + const fixed_t offs = (fixed_t)(locvar1*FRACUNIT); + const fixed_t hoffs = (fixed_t)(loc2up*FRACUNIT); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SplitShot", actor)) + return; +#endif + + A_FaceTarget(actor); + { + const angle_t an = (actor->angle + ANGLE_90) >> ANGLETOFINESHIFT; + const fixed_t fasin = FINESINE(an); + const fixed_t facos = FINECOSINE(an); + fixed_t xs = FixedMul(facos,FixedMul(offs, actor->scale)); + fixed_t ys = FixedMul(fasin,FixedMul(offs, actor->scale)); + fixed_t z; + + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(hoffs, actor->scale); + else + z = actor->z + FixedMul(hoffs, actor->scale); + + P_SpawnPointMissile(actor, actor->target->x+xs, actor->target->y+ys, actor->target->z, loc2lw, actor->x, actor->y, z); + P_SpawnPointMissile(actor, actor->target->x-xs, actor->target->y-ys, actor->target->z, loc2lw, actor->x, actor->y, z); + } +} + +// Function: A_MissileSplit +// +// Description: If the object is a missile it will create a new missile with an alternate flight path owned by the one who shot the former missile. +// +// var1 = splitting missile type +// var2 = splitting angle +// +void A_MissileSplit(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MissileSplit", actor)) + return; +#endif + if (actor->eflags & MFE_VERTICALFLIP) + P_SpawnAlteredDirectionMissile(actor, locvar1, actor->x, actor->y, actor->z+actor->height, locvar2); + else + P_SpawnAlteredDirectionMissile(actor, locvar1, actor->x, actor->y, actor->z, locvar2); +} + +// Function: A_MultiShot +// +// Description: Shoots objects horizontally that spread evenly in all directions. +// +// var1: +// lower 16 bits = number of missiles +// upper 16 bits = missile type # +// var2 = height offset +// +void A_MultiShot(mobj_t *actor) +{ + fixed_t z, xr, yr; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + const UINT16 loc1lw = (UINT16)(locvar1 & 65535); + const UINT16 loc1up = (UINT16)(locvar1 >> 16); + INT32 count = 0; + fixed_t ad; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MultiShot", actor)) + return; +#endif + + if (actor->target) + A_FaceTarget(actor); + + if(loc1lw > 90) + ad = FixedMul(90*FRACUNIT, actor->scale); + else + ad = FixedMul(loc1lw*FRACUNIT, actor->scale); + + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul(48*FRACUNIT + locvar2*FRACUNIT, actor->scale); + xr = FixedMul((P_SignedRandom()/3)<scale); // please note p_mobj.c's P_Rand() abuse + yr = FixedMul((P_SignedRandom()/3)<scale); // of rand(), RAND_MAX and signness mess + + while(count <= loc1lw && loc1lw >= 1) + { + const angle_t fa = FixedAngleC(count*FRACUNIT*360, ad)>>ANGLETOFINESHIFT; + const fixed_t rc = FINECOSINE(fa); + const fixed_t rs = FINESINE(fa); + const fixed_t xrc = FixedMul(xr, rc); + const fixed_t yrs = FixedMul(yr, rs); + const fixed_t xrs = FixedMul(xr, rs); + const fixed_t yrc = FixedMul(yr, rc); + + P_SpawnPointMissile(actor, xrc-yrs+actor->x, xrs+yrc+actor->y, z, loc1up, actor->x, actor->y, z); + count++; + } + + if (!(actor->flags & MF_BOSS)) + { + if (ultimatemode) + actor->reactiontime = actor->info->reactiontime*TICRATE; + else + actor->reactiontime = actor->info->reactiontime*TICRATE*2; + } +} + +// Function: A_InstaLoop +// +// Description: Makes the object move along a 2d (view angle, z) polygon. +// +// var1: +// lower 16 bits = current step +// upper 16 bits = maximum step # +// var2 = force +// +void A_InstaLoop(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + fixed_t force = max(locvar2, 1)*FRACUNIT; // defaults to 1 if var2 < 1 + const UINT16 loc1lw = (UINT16)(locvar1 & 65535); + const UINT16 loc1up = (UINT16)(locvar1 >> 16); + const angle_t fa = FixedAngleC(loc1lw*FRACUNIT*360, loc1up*FRACUNIT)>>ANGLETOFINESHIFT; + const fixed_t ac = FINECOSINE(fa); + const fixed_t as = FINESINE(fa); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_InstaLoop", actor)) + return; +#endif + + P_InstaThrust(actor, actor->angle, FixedMul(ac, FixedMul(force, actor->scale))); + P_SetObjectMomZ(actor, FixedMul(as, force), false); +} + +// Function: A_Custom3DRotate +// +// Description: Rotates the actor around its target in 3 dimensions. +// +// var1: +// lower 16 bits = radius in fracunits +// upper 16 bits = vertical offset +// var2: +// lower 16 bits = vertical rotation speed in 1/10 fracunits per tic +// upper 16 bits = horizontal rotation speed in 1/10 fracunits per tic +// +void A_Custom3DRotate(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + + const UINT16 loc1lw = (UINT16)(locvar1 & 65535); + const UINT16 loc1up = (UINT16)(locvar1 >> 16); + const UINT16 loc2lw = (UINT16)(locvar2 & 65535); + const UINT16 loc2up = (UINT16)(locvar2 >> 16); + + const fixed_t radius = FixedMul(loc1lw*FRACUNIT, actor->scale); + const fixed_t hOff = FixedMul(loc1up*FRACUNIT, actor->scale); + const fixed_t hspeed = FixedMul(loc2up*FRACUNIT/10, actor->scale); + const fixed_t vspeed = FixedMul(loc2lw*FRACUNIT/10, actor->scale); +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Custom3DRotate", actor)) + return; +#endif + + if (actor->target->health == 0) + { + P_RemoveMobj(actor); + return; + } + + if (!actor->target) // This should NEVER happen. + { + if (cv_debug) + CONS_Printf("Error: Object has no target\n"); + P_RemoveMobj(actor); + return; + } + if (hspeed==0 && vspeed==0) + { + CONS_Printf("Error: A_Custom3DRotate: Object has no speed.\n"); + return; + } + + actor->angle += FixedAngle(hspeed); + actor->movedir += FixedAngle(vspeed); + P_UnsetThingPosition(actor); + { + const angle_t fa = actor->angle>>ANGLETOFINESHIFT; + + if (vspeed == 0 && hspeed != 0) + { + actor->x = actor->target->x + FixedMul(FINECOSINE(fa),radius); + actor->y = actor->target->y + FixedMul(FINESINE(fa),radius); + actor->z = actor->target->z + actor->target->height/2 - actor->height/2 + hOff; + } + else + { + const angle_t md = actor->movedir>>ANGLETOFINESHIFT; + actor->x = actor->target->x + FixedMul(FixedMul(FINESINE(md),FINECOSINE(fa)),radius); + actor->y = actor->target->y + FixedMul(FixedMul(FINESINE(md),FINESINE(fa)),radius); + actor->z = actor->target->z + FixedMul(FINECOSINE(md),radius) + actor->target->height/2 - actor->height/2 + hOff; + } + } + P_SetThingPosition(actor); +} + +// Function: A_SearchForPlayers +// +// Description: Checks if the actor has targeted a vulnerable player. If not a new player will be searched all around. If no players are available the object can call a specific state. (Useful for not moving enemies) +// +// var1: +// if var1 == 0, if necessary call state with same state number as var2 +// else, do not call a specific state if no players are available +// var2 = state number +// +void A_SearchForPlayers(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SearchForPlayers", actor)) + return; +#endif + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + if(locvar1==0) + { + P_SetMobjStateNF(actor, locvar2); + return; + } + } +} + +// Function: A_CheckRandom +// +// Description: Calls a state by chance. +// +// var1: +// lower 16 bits = denominator +// upper 16 bits = numerator (defaults to 1 if zero) +// var2 = state number +// +void A_CheckRandom(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + fixed_t chance = FRACUNIT; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckRandom", actor)) + return; +#endif + if ((locvar1 & 0xFFFF) == 0) + return; + + // The PRNG doesn't suck anymore, OK? + if (locvar1 >> 16) + chance *= (locvar1 >> 16); + chance /= (locvar1 & 0xFFFF); + + if (P_RandomChance(chance)) + P_SetMobjState(actor, locvar2); +} + +// Function: A_CheckTargetRings +// +// Description: Calls a state depending on the ammount of rings currently owned by targeted players. +// +// var1 = if player rings >= var1 call state +// var2 = state number +// +void A_CheckTargetRings(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckTargetRings", actor)) + return; +#endif + + if (!(actor->target) || !(actor->target->player)) + return; + + if (actor->target->player->rings >= locvar1) + P_SetMobjState(actor, locvar2); +} + +// Function: A_CheckRings +// +// Description: Calls a state depending on the ammount of rings currently owned by all players. +// +// var1 = if player rings >= var1 call state +// var2 = state number +// +void A_CheckRings(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + INT32 i, cntr = 0; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckRings", actor)) + return; +#endif + + for (i = 0; i < MAXPLAYERS; i++) + cntr += players[i].rings; + + if (cntr >= locvar1) + P_SetMobjState(actor, locvar2); +} + +// Function: A_CheckTotalRings +// +// Description: Calls a state depending on the maximum ammount of rings owned by all players during this try. +// +// var1 = if total player rings >= var1 call state +// var2 = state number +// +void A_CheckTotalRings(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + + INT32 i, cntr = 0; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckTotalRings", actor)) + return; +#endif + + for (i = 0; i < MAXPLAYERS; i++) + cntr += players[i].totalring; + + if (cntr >= locvar1) + P_SetMobjState(actor, locvar2); +} + +// Function: A_CheckHealth +// +// Description: Calls a state depending on the object's current health. +// +// var1 = if health <= var1 call state +// var2 = state number +// +void A_CheckHealth(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckHealth", actor)) + return; +#endif + + if (actor->health <= locvar1) + P_SetMobjState(actor, locvar2); +} + +// Function: A_CheckRange +// +// Description: Calls a state if the object's target is in range. +// +// var1: +// lower 16 bits = range +// upper 16 bits = 0 - target, 1 - tracer +// var2 = state number +// +void A_CheckRange(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + fixed_t dist; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckRange", actor)) + return; +#endif + + if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) + return; + + if (!(locvar1 >> 16)) //target + dist = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); + else //tracer + dist = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y); + + if (dist <= FixedMul((locvar1 & 65535)*FRACUNIT, actor->scale)) + P_SetMobjState(actor, locvar2); +} + +// Function: A_CheckHeight +// +// Description: Calls a state if the object and it's target have a height offset <= var1 compared to each other. +// +// var1: +// lower 16 bits = height offset +// upper 16 bits = 0 - target, 1 - tracer +// var2 = state number +// +void A_CheckHeight(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + fixed_t height; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckHeight", actor)) + return; +#endif + + if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) + return; + + if (!(locvar1 >> 16)) // target + height = abs(actor->target->z - actor->z); + else // tracer + height = abs(actor->tracer->z - actor->z); + + if (height <= FixedMul((locvar1 & 65535)*FRACUNIT, actor->scale)) + P_SetMobjState(actor, locvar2); +} + +// Function: A_CheckTrueRange +// +// Description: Calls a state if the object's target is in true range. (Checks height, too.) +// +// var1: +// lower 16 bits = range +// upper 16 bits = 0 - target, 1 - tracer +// var2 = state number +// +void A_CheckTrueRange(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + fixed_t height; // vertical range + fixed_t dist; // horizontal range + fixed_t l; // true range +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckTrueRange", actor)) + return; +#endif + + if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) + return; + + if (!(locvar1 >> 16)) // target + { + height = actor->target->z - actor->z; + dist = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); + + } + else // tracer + { + height = actor->tracer->z - actor->z; + dist = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y); + } + + l = P_AproxDistance(dist, height); + + if (l <= FixedMul((locvar1 & 65535)*FRACUNIT, actor->scale)) + P_SetMobjState(actor, locvar2); + +} + +// Function: A_CheckThingCount +// +// Description: Calls a state depending on the number of active things in range. +// +// var1: +// lower 16 bits = number of things +// upper 16 bits = thing type +// var2: +// lower 16 bits = state to call +// upper 16 bits = range (if == 0, check whole map) +// +void A_CheckThingCount(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + + const UINT16 loc1lw = (UINT16)(locvar1 & 65535); + const UINT16 loc1up = (UINT16)(locvar1 >> 16); + const UINT16 loc2lw = (UINT16)(locvar2 & 65535); + const UINT16 loc2up = (UINT16)(locvar2 >> 16); + + INT32 count = 0; + thinker_t *th; + mobj_t *mo2; + fixed_t dist = 0; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckThingCount", actor)) + return; +#endif + + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t *)th; + + if (mo2->type == (mobjtype_t)loc1up) + { + dist = P_AproxDistance(mo2->x - actor->x, mo2->y - actor->y); + + if (loc2up == 0) + count++; + else + { + if (dist <= FixedMul(loc2up*FRACUNIT, actor->scale)) + count++; + } + } + } + + if(loc1lw <= count) + P_SetMobjState(actor, loc2lw); +} + +// Function: A_CheckAmbush +// +// Description: Calls a state if the actor is behind its targeted player. +// +// var1: +// 0 = target +// 1 = tracer +// var2 = state number +// +void A_CheckAmbush(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + angle_t at; // angle target is currently facing + angle_t atp; // actor to target angle + angle_t an; // angle between at and atp + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckAmbush", actor)) + return; +#endif + + if ((!locvar1 && !actor->target) || (locvar1 && !actor->tracer)) + return; + + if (!locvar1) // target + { + at = actor->target->angle; + atp = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); + } + else // tracer + { + at = actor->tracer->angle; + atp = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y); + } + + an = atp - at; + + if (an > ANGLE_180) // flip angle if bigger than 180 + an = InvAngle(an); + + if (an < ANGLE_90+ANGLE_22h) // within an angle of 112.5 from each other? + P_SetMobjState(actor, locvar2); +} + +// Function: A_CheckCustomValue +// +// Description: Calls a state depending on the object's custom value. +// +// var1 = if custom value >= var1, call state +// var2 = state number +// +void A_CheckCustomValue(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckCustomValue", actor)) + return; +#endif + + if (actor->cusval >= locvar1) + P_SetMobjState(actor, locvar2); +} + +// Function: A_CheckCusValMemo +// +// Description: Calls a state depending on the object's custom memory value. +// +// var1 = if memory value >= var1, call state +// var2 = state number +// +void A_CheckCusValMemo(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckCusValMemo", actor)) + return; +#endif + + if (actor->cvmem >= locvar1) + P_SetMobjState(actor, locvar2); +} + +// Function: A_SetCustomValue +// +// Description: Changes the custom value of an object. +// +// var1 = manipulating value +// var2: +// if var2 == 5, multiply the custom value by var1 +// else if var2 == 4, divide the custom value by var1 +// else if var2 == 3, apply modulo var1 to the custom value +// else if var2 == 2, add var1 to the custom value +// else if var2 == 1, substract var1 from the custom value +// else if var2 == 0, replace the custom value with var1 +// +void A_SetCustomValue(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetCustomValue", actor)) + return; +#endif + + if (cv_debug) + CONS_Printf("Init custom value is %d\n", actor->cusval); + + if (locvar1 == 0 && locvar2 == 4) + return; // DON'T DIVIDE BY ZERO + + // no need for a "temp" value here, just modify the cusval directly + if (locvar2 == 5) // multiply + actor->cusval *= locvar1; + else if (locvar2 == 4) // divide + actor->cusval /= locvar1; + else if (locvar2 == 3) // modulo + actor->cusval %= locvar1; + else if (locvar2 == 2) // add + actor->cusval += locvar1; + else if (locvar2 == 1) // subtract + actor->cusval -= locvar1; + else // replace + actor->cusval = locvar1; + + if(cv_debug) + CONS_Printf("New custom value is %d\n", actor->cusval); +} + +// Function: A_UseCusValMemo +// +// Description: Memorizes or recalls a current custom value. +// +// var1: +// if var1 == 1, manipulate memory value +// else, recall memory value replacing the custom value +// var2: +// if var2 == 5, mem = mem*cv || cv = cv*mem +// else if var2 == 4, mem = mem/cv || cv = cv/mem +// else if var2 == 3, mem = mem%cv || cv = cv%mem +// else if var2 == 2, mem += cv || cv += mem +// else if var2 == 1, mem -= cv || cv -= mem +// else mem = cv || cv = mem +// +void A_UseCusValMemo(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + + INT32 temp = actor->cusval; // value being manipulated + INT32 tempM = actor->cvmem; // value used to manipulate temp with +#ifdef HAVE_BLUA + if (LUA_CallAction("A_UseCusValMemo", actor)) + return; +#endif + + if (locvar1 == 1) // cvmem being changed using cusval + { + temp = actor->cvmem; + tempM = actor->cusval; + } + else // cusval being changed with cvmem + { + temp = actor->cusval; + tempM = actor->cvmem; + } + + if (tempM == 0 && locvar2 == 4) + return; // DON'T DIVIDE BY ZERO + + // now get new value for cusval/cvmem using the other + if (locvar2 == 5) // multiply + temp *= tempM; + else if (locvar2 == 4) // divide + temp /= tempM; + else if (locvar2 == 3) // modulo + temp %= tempM; + else if (locvar2 == 2) // add + temp += tempM; + else if (locvar2 == 1) // subtract + temp -= tempM; + else // replace + temp = tempM; + + // finally, give cusval/cvmem the new value! + if (locvar1 == 1) + actor->cvmem = temp; + else + actor->cusval = temp; +} + +// Function: A_RelayCustomValue +// +// Description: Manipulates the custom value of the object's target/tracer. +// +// var1: +// lower 16 bits: +// if var1 == 0, use own custom value +// else, use var1 value +// upper 16 bits = 0 - target, 1 - tracer +// var2: +// if var2 == 5, multiply the target's custom value by var1 +// else if var2 == 4, divide the target's custom value by var1 +// else if var2 == 3, apply modulo var1 to the target's custom value +// else if var2 == 2, add var1 to the target's custom value +// else if var2 == 1, substract var1 from the target's custom value +// else if var2 == 0, replace the target's custom value with var1 +// +void A_RelayCustomValue(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + + INT32 temp; // reference value - var1 lower 16 bits changes this + INT32 tempT; // target's value - changed to tracer if var1 upper 16 bits set, then modified to become final value +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RelayCustomValue", actor)) + return; +#endif + + if ((!(locvar1 >> 16) && !actor->target) || ((locvar1 >> 16) && !actor->tracer)) + return; + + // reference custom value + if ((locvar1 & 65535) == 0) + temp = actor->cusval; // your own custom value + else + temp = (locvar1 & 65535); // var1 value + + if (!(locvar1 >> 16)) // target's custom value + tempT = actor->target->cusval; + else // tracer's custom value + tempT = actor->tracer->cusval; + + if (temp == 0 && locvar2 == 4) + return; // DON'T DIVIDE BY ZERO + + // now get new cusval using target's and the reference + if (locvar2 == 5) // multiply + tempT *= temp; + else if (locvar2 == 4) // divide + tempT /= temp; + else if (locvar2 == 3) // modulo + tempT %= temp; + else if (locvar2 == 2) // add + tempT += temp; + else if (locvar2 == 1) // subtract + tempT -= temp; + else // replace + tempT = temp; + + // finally, give target/tracer the new cusval! + if (!(locvar1 >> 16)) // target + actor->target->cusval = tempT; + else // tracer + actor->tracer->cusval = tempT; +} + +// Function: A_CusValAction +// +// Description: Calls an action from a reference state applying custom value parameters. +// +// var1 = state # to use action from +// var2: +// if var2 == 5, only replace new action's var2 with memory value +// else if var2 == 4, only replace new action's var1 with memory value +// else if var2 == 3, replace new action's var2 with custom value and var1 with memory value +// else if var2 == 2, replace new action's var1 with custom value and var2 with memory value +// else if var2 == 1, only replace new action's var2 with custom value +// else if var2 == 0, only replace new action's var1 with custom value +// +void A_CusValAction(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CusValAction", actor)) + return; +#endif + + if (locvar2 == 5) + { + var1 = states[locvar1].var1; + var2 = (INT32)actor->cvmem; + } + else if (locvar2 == 4) + { + var1 = (INT32)actor->cvmem; + var2 = states[locvar1].var2; + } + else if (locvar2 == 3) + { + var1 = (INT32)actor->cvmem; + var2 = (INT32)actor->cusval; + } + else if (locvar2 == 2) + { + var1 = (INT32)actor->cusval; + var2 = (INT32)actor->cvmem; + } + else if (locvar2 == 1) + { + var1 = states[locvar1].var1; + var2 = (INT32)actor->cusval; + } + else + { + var1 = (INT32)actor->cusval; + var2 = states[locvar1].var2; + } + +#ifdef HAVE_BLUA + astate = &states[locvar1]; +#endif + states[locvar1].action.acp1(actor); +} + +// Function: A_ForceStop +// +// Description: Actor immediately stops its current movement. +// +// var1: +// if var1 == 0, stop x-y-z-movement +// else, stop x-y-movement only +// var2 = unused +// +void A_ForceStop(mobj_t *actor) +{ + INT32 locvar1 = var1; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ForceStop", actor)) + return; +#endif + + actor->momx = actor->momy = 0; + if (locvar1 == 0) + actor->momz = 0; +} + +// Function: A_ForceWin +// +// Description: Makes all players win the level. +// +// var1 = unused +// var2 = unused +// +void A_ForceWin(mobj_t *actor) +{ + INT32 i; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ForceWin", actor)) + return; +#else + (void)actor; +#endif + + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i] && ((players[i].mo && players[i].mo->health) + || ((netgame || multiplayer) && (players[i].lives || players[i].continues)))) + break; + } + + if (i == MAXPLAYERS) + return; + + for (i = 0; i < MAXPLAYERS; i++) + P_DoPlayerExit(&players[i]); +} + +// Function: A_SpikeRetract +// +// Description: Toggles actor solid flag. +// +// var1: +// if var1 == 0, actor no collide +// else, actor solid +// var2 = unused +// +void A_SpikeRetract(mobj_t *actor) +{ + INT32 locvar1 = var1; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SpikeRetract", actor)) + return; +#endif + + if (actor->flags & MF_NOBLOCKMAP) + return; + + if (locvar1 == 0) + { + actor->flags &= ~MF_SOLID; + actor->flags |= MF_NOCLIPTHING; + } + else + { + actor->flags |= MF_SOLID; + actor->flags &= ~MF_NOCLIPTHING; + } + if (actor->flags & MF_SOLID) + P_CheckPosition(actor, actor->x, actor->y); +} + +// Function: A_InfoState +// +// Description: Set mobj state to one predefined in mobjinfo. +// +// var1: +// if var1 == 0, set actor to spawnstate +// else if var1 == 1, set actor to seestate +// else if var1 == 2, set actor to meleestate +// else if var1 == 3, set actor to missilestate +// else if var1 == 4, set actor to deathstate +// else if var1 == 5, set actor to xdeathstate +// else if var1 == 6, set actor to raisestate +// var2 = unused +// +void A_InfoState(mobj_t *actor) +{ + INT32 locvar1 = var1; + switch (locvar1) + { + case 0: + if (actor->state != &states[actor->info->spawnstate]) + P_SetMobjState(actor, actor->info->spawnstate); + break; + case 1: + if (actor->state != &states[actor->info->seestate]) + P_SetMobjState(actor, actor->info->seestate); + break; + case 2: + if (actor->state != &states[actor->info->meleestate]) + P_SetMobjState(actor, actor->info->meleestate); + break; + case 3: + if (actor->state != &states[actor->info->missilestate]) + P_SetMobjState(actor, actor->info->missilestate); + break; + case 4: + if (actor->state != &states[actor->info->deathstate]) + P_SetMobjState(actor, actor->info->deathstate); + break; + case 5: + if (actor->state != &states[actor->info->xdeathstate]) + P_SetMobjState(actor, actor->info->xdeathstate); + break; + case 6: + if (actor->state != &states[actor->info->raisestate]) + P_SetMobjState(actor, actor->info->raisestate); + break; + default: + break; + } +} + +// Function: A_Repeat +// +// Description: Returns to state var2 until animation has been used var1 times, then continues to nextstate. +// +// var1 = repeat count +// var2 = state to return to if extravalue2 > 0 +// +void A_Repeat(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Repeat", actor)) + return; +#endif + + if (locvar1 && (!actor->extravalue2 || actor->extravalue2 > locvar1)) + actor->extravalue2 = locvar1; + + if (--actor->extravalue2 > 0) + P_SetMobjState(actor, locvar2); +} + +// Function: A_SetScale +// +// Description: Changes the scale of the actor or its target/tracer +// +// var1 = new scale (1*FRACUNIT = 100%) +// var2: +// upper 16 bits: 0 = actor, 1 = target, 2 = tracer +// lower 16 bits: 0 = instant change, 1 = smooth change +// +void A_SetScale(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *target; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SetScale", actor)) + return; +#endif + + if (locvar1 <= 0) + { + if(cv_debug) + CONS_Printf("A_SetScale: Valid scale not specified!\n"); + return; + } + + if ((locvar2>>16) == 1) + target = actor->target; + else if ((locvar2>>16) == 2) + target = actor->tracer; + else // default to yourself! + target = actor; + + if (!target) + { + if(cv_debug) + CONS_Printf("A_SetScale: No target!\n"); + return; + } + + target->destscale = locvar1; // destination scale + if (!(locvar2 & 65535)) + P_SetScale(target, locvar1); // this instantly changes current scale to var1 if used, if not destscale will alter scale to var1 anyway +} + +// Function: A_RemoteDamage +// +// Description: Damages, kills or even removes either the actor or its target/tracer. Actor acts as the inflictor/source unless harming itself +// +// var1 = Mobj affected: 0 - actor, 1 - target, 2 - tracer +// var2 = Action: 0 - Damage, 1 - Kill, 2 - Remove +// +void A_RemoteDamage(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *target; // we MUST have a target + mobj_t *source = NULL; // on the other hand we don't necessarily need a source +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RemoteDamage", actor)) + return; +#endif + if (locvar1 == 1) + target = actor->target; + else if (locvar1 == 2) + target = actor->tracer; + else // default to yourself! + target = actor; + + if (locvar1 == 1 || locvar1 == 2) + source = actor; + + if (!target) + { + if(cv_debug) + CONS_Printf("A_RemoteDamage: No target!\n"); + return; + } + + if (locvar2 == 1) // Kill mobj! + { + if (target->player) // players die using P_DamageMobj instead for some reason + P_DamageMobj(target, source, source, 1, DMG_INSTAKILL); + else + P_KillMobj(target, source, source, 0); + } + else if (locvar2 == 2) // Remove mobj! + { + if (target->player) //don't remove players! + return; + + P_RemoveMobj(target); + } + else // default: Damage mobj! + P_DamageMobj(target, source, source, 1, 0); +} + +// Function: A_HomingChase +// +// Description: Actor chases directly towards its destination object +// +// var1 = speed multiple +// var2 = destination: 0 = target, 1 = tracer +// +void A_HomingChase(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *dest; + fixed_t dist; + fixed_t speedmul; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_HomingChase", actor)) + return; +#endif + + if (locvar2 == 1) + dest = actor->tracer; + else //default + dest = actor->target; + + if (!dest || !dest->health) + return; + + actor->angle = R_PointToAngle2(actor->x, actor->y, dest->x, dest->y); + + dist = P_AproxDistance(P_AproxDistance(dest->x - actor->x, dest->y - actor->y), dest->z - actor->z); + + if (dist < 1) + dist = 1; + + speedmul = FixedMul(locvar1, actor->scale); + + actor->momx = FixedMul(FixedDiv(dest->x - actor->x, dist), speedmul); + actor->momy = FixedMul(FixedDiv(dest->y - actor->y, dist), speedmul); + actor->momz = FixedMul(FixedDiv(dest->z - actor->z, dist), speedmul); +} + +// Function: A_TrapShot +// +// Description: Fires a missile in a particular direction and angle rather than AT something, Trapgoyle-style! +// +// var1: +// lower 16 bits = object # to fire +// upper 16 bits = front offset +// var2: +// lower 15 bits = vertical angle variable +// 16th bit: +// - 0: use vertical angle variable as vertical angle in degrees +// - 1: mimic P_SpawnXYZMissile +// use z of actor minus z of missile as vertical distance to cover during momz calculation +// use vertical angle variable as horizontal distance to cover during momz calculation +// upper 16 bits = height offset +// +void A_TrapShot(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + boolean oldstyle = (locvar2 & 32768) ? true : false; + mobjtype_t type = (mobjtype_t)(locvar1 & 65535); + mobj_t *missile; + INT16 frontoff = (INT16)(locvar1 >> 16); + INT16 vertoff = (INT16)(locvar2 >> 16); + fixed_t x, y, z; + fixed_t speed; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_TrapShot", actor)) + return; +#endif + + x = actor->x + P_ReturnThrustX(actor, actor->angle, FixedMul(frontoff*FRACUNIT, actor->scale)); + y = actor->y + P_ReturnThrustY(actor, actor->angle, FixedMul(frontoff*FRACUNIT, actor->scale)); + + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(vertoff*FRACUNIT, actor->scale) - FixedMul(mobjinfo[type].height, actor->scale); + else + z = actor->z + FixedMul(vertoff*FRACUNIT, actor->scale); + + CONS_Debug(DBG_GAMELOGIC, "A_TrapShot: missile no. = %d, front offset = %d, vertical angle = %d, z offset = %d\n", + type, frontoff, (INT16)(locvar2 & 65535), vertoff); + + missile = P_SpawnMobj(x, y, z, type); + + if (actor->eflags & MFE_VERTICALFLIP) + missile->flags2 |= MF2_OBJECTFLIP; + + missile->destscale = actor->scale; + P_SetScale(missile, actor->scale); + + if (missile->info->seesound) + S_StartSound(missile, missile->info->seesound); + + P_SetTarget(&missile->target, actor); + missile->angle = actor->angle; + + speed = FixedMul(missile->info->speed, missile->scale); + + if (oldstyle) + { + missile->momx = FixedMul(FINECOSINE(missile->angle>>ANGLETOFINESHIFT), speed); + missile->momy = FixedMul(FINESINE(missile->angle>>ANGLETOFINESHIFT), speed); + // The below line basically mimics P_SpawnXYZMissile's momz calculation. + missile->momz = (actor->z + ((actor->eflags & MFE_VERTICALFLIP) ? actor->height : 0) - z) / ((fixed_t)(locvar2 & 32767)*FRACUNIT / speed); + P_CheckMissileSpawn(missile); + } + else + { + angle_t vertang = FixedAngle(((INT16)(locvar2 & 32767))*FRACUNIT); + if (actor->eflags & MFE_VERTICALFLIP) + vertang = InvAngle(vertang); // flip firing angle + missile->momx = FixedMul(FINECOSINE(vertang>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(missile->angle>>ANGLETOFINESHIFT), speed)); + missile->momy = FixedMul(FINECOSINE(vertang>>ANGLETOFINESHIFT), FixedMul(FINESINE(missile->angle>>ANGLETOFINESHIFT), speed)); + missile->momz = FixedMul(FINESINE(vertang>>ANGLETOFINESHIFT), speed); + } +} + +// Function: A_VileTarget +// +// Description: Spawns an object directly on the target, and sets this object as the actor's tracer. +// Originally used by Archviles to summon a pillar of hellfire, hence the name. +// +// var1 = mobj to spawn +// var2 = If 0, target only the actor's target. Else, target every player, period. +// +void A_VileTarget(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *fog; + mobjtype_t fogtype; + INT32 i; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_VileTarget", actor)) + return; +#endif + + if (!actor->target) + return; + + A_FaceTarget(actor); + + // Determine object to spawn + if (locvar1 <= 0 || locvar1 >= NUMMOBJTYPES) + fogtype = MT_CYBRAKDEMON_TARGET_RETICULE; + else + fogtype = (mobjtype_t)locvar1; + + if (!locvar2) + { + fog = P_SpawnMobj(actor->target->x, + actor->target->y, + actor->target->z + ((actor->target->eflags & MFE_VERTICALFLIP) ? actor->target->height - mobjinfo[fogtype].height : 0), + fogtype); + if (actor->target->eflags & MFE_VERTICALFLIP) + { + fog->eflags |= MFE_VERTICALFLIP; + fog->flags2 |= MF2_OBJECTFLIP; + } + fog->destscale = actor->target->scale; + P_SetScale(fog, fog->destscale); + + P_SetTarget(&actor->tracer, fog); + P_SetTarget(&fog->target, actor); + P_SetTarget(&fog->tracer, actor->target); + A_VileFire(fog); + } + else + { + // Our "Archvile" here is actually Oprah. "YOU GET A TARGET! YOU GET A TARGET! YOU ALL GET A TARGET!" + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i] || players[i].spectator) + continue; + + if (!players[i].mo) + continue; + + if (!players[i].mo->health) + continue; + + fog = P_SpawnMobj(players[i].mo->x, + players[i].mo->y, + players[i].mo->z + ((players[i].mo->eflags & MFE_VERTICALFLIP) ? players[i].mo->height - mobjinfo[fogtype].height : 0), + fogtype); + if (players[i].mo->eflags & MFE_VERTICALFLIP) + { + fog->eflags |= MFE_VERTICALFLIP; + fog->flags2 |= MF2_OBJECTFLIP; + } + fog->destscale = players[i].mo->scale; + P_SetScale(fog, fog->destscale); + + if (players[i].mo == actor->target) // We only care to track the fog targeting who we REALLY hate right now + P_SetTarget(&actor->tracer, fog); + P_SetTarget(&fog->target, actor); + P_SetTarget(&fog->tracer, players[i].mo); + A_VileFire(fog); + } + } +} + +// Function: A_VileAttack +// +// Description: Instantly hurts the actor's target, if it's in the actor's line of sight. +// Originally used by Archviles to cause explosions where their hellfire pillars were, hence the name. +// +// var1 = sound to play +// var2: +// Lower 16 bits = optional explosion object +// Upper 16 bits = If 0, attack only the actor's target. Else, attack all the players. All of them. +// +void A_VileAttack(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + sfxenum_t soundtoplay; + mobjtype_t explosionType = MT_NULL; + mobj_t *fire; + INT32 i; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_VileAttack", actor)) + return; +#endif + + if (!actor->target) + return; + + A_FaceTarget(actor); + + if (locvar1 <= 0 || locvar1 >= NUMSFX) + soundtoplay = sfx_brakrx; + else + soundtoplay = (sfxenum_t)locvar1; + + if ((locvar2 & 0xFFFF) > 0 && (locvar2 & 0xFFFF) <= NUMMOBJTYPES) + { + explosionType = (mobjtype_t)(locvar2 & 0xFFFF); + } + + if (!(locvar2 & 0xFFFF0000)) { + if (!P_CheckSight(actor, actor->target)) + return; + + S_StartSound(actor, soundtoplay); + P_DamageMobj(actor->target, actor, actor, 1, 0); + //actor->target->momz = 1000*FRACUNIT/actor->target->info->mass; // How id did it + actor->target->momz += FixedMul(10*FRACUNIT, actor->scale)*P_MobjFlip(actor->target); // How we're doing it + if (explosionType != MT_NULL) + { + P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, explosionType); + } + + // Extra attack. This was for additional damage in Doom. Doesn't really belong in SRB2, but the heck with it, it's here anyway. + fire = actor->tracer; + + if (!fire) + return; + + // move the fire between the vile and the player + //fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]); + //fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]); + P_TeleportMove(fire, + actor->target->x - P_ReturnThrustX(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), + actor->target->y - P_ReturnThrustY(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), + fire->z); + P_RadiusAttack(fire, actor, 70*FRACUNIT, 0); + } + else + { + // Oprahvile strikes again, but this time, she brings HOT PAIN + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i] || players[i].spectator) + continue; + + if (!players[i].mo) + continue; + + if (!players[i].mo->health) + continue; + + if (!P_CheckSight(actor, players[i].mo)) + continue; + + S_StartSound(actor, soundtoplay); + P_DamageMobj(players[i].mo, actor, actor, 1, 0); + //actor->target->momz = 1000*FRACUNIT/actor->target->info->mass; // How id did it + players[i].mo->momz += FixedMul(10*FRACUNIT, actor->scale)*P_MobjFlip(players[i].mo); // How we're doing it + if (explosionType != MT_NULL) + { + P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z, explosionType); + } + + // Extra attack. This was for additional damage in Doom. Doesn't really belong in SRB2, but the heck with it, it's here anyway. + // However, it ONLY applies to the actor's target. Nobody else matters! + if (actor->target != players[i].mo) + continue; + + fire = actor->tracer; + + if (!fire) + continue; + + // move the fire between the vile and the player + //fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]); + //fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]); + P_TeleportMove(fire, + actor->target->x - P_ReturnThrustX(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), + actor->target->y - P_ReturnThrustY(fire, actor->angle, FixedMul(24*FRACUNIT, fire->scale)), + fire->z); + P_RadiusAttack(fire, actor, 70*FRACUNIT, 0); + } + } + +} + +// Function: A_VileFire +// +// Description: Kind of like A_CapeChase; keeps this object in front of its tracer, unless its target can't see it. +// Originally used by Archviles to keep their hellfire pillars on top of the player, hence the name (although it was just "A_Fire" there; added "Vile" to make it more specific). +// Added some functionality to optionally draw a line directly to the enemy doing the targetting. Y'know, to hammer things in a bit. +// +// var1 = sound to play +// var2: +// Lower 16 bits = mobj to spawn (0 doesn't spawn a line at all) +// Upper 16 bits = # to spawn (default is 8) +// +void A_VileFire(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + mobj_t *dest; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_VileFire", actor)) + return; +#endif + + dest = actor->tracer; + if (!dest) + return; + + // don't move it if the vile lost sight + if (!P_CheckSight(actor->target, dest)) + return; + + // keep to same scale and gravity as tracer ALWAYS + actor->destscale = dest->scale; + P_SetScale(actor, actor->destscale); + if (dest->eflags & MFE_VERTICALFLIP) + { + actor->eflags |= MFE_VERTICALFLIP; + actor->flags2 |= MF2_OBJECTFLIP; + } + else + { + actor->eflags &= ~MFE_VERTICALFLIP; + actor->flags2 &= ~MF2_OBJECTFLIP; + } + + P_UnsetThingPosition(actor); + actor->x = dest->x + P_ReturnThrustX(actor, dest->angle, FixedMul(24*FRACUNIT, actor->scale)); + actor->y = dest->y + P_ReturnThrustY(actor, dest->angle, FixedMul(24*FRACUNIT, actor->scale)); + actor->z = dest->z + ((actor->eflags & MFE_VERTICALFLIP) ? dest->height-actor->height : 0); + P_SetThingPosition(actor); + + // Play sound, if one's specified + if (locvar1 > 0 && locvar1 < NUMSFX) + S_StartSound(actor, (sfxenum_t)locvar1); + + // Now draw the line to the actor's target + if (locvar2 & 0xFFFF) + { + mobjtype_t lineMobj; + UINT16 numLineMobjs; + fixed_t distX; + fixed_t distY; + fixed_t distZ; + UINT16 i; + + lineMobj = (mobjtype_t)(locvar2 & 0xFFFF); + numLineMobjs = (UINT16)(locvar2 >> 16); + if (numLineMobjs == 0) { + numLineMobjs = 8; + } + + // Get distance for each step + distX = (actor->target->x - actor->x) / numLineMobjs; + distY = (actor->target->y - actor->y) / numLineMobjs; + distZ = ((actor->target->z + FixedMul(actor->target->height/2, actor->target->scale)) - (actor->z + FixedMul(actor->height/2, actor->scale))) / numLineMobjs; + + for (i = 1; i <= numLineMobjs; i++) + { + P_SpawnMobj(actor->x + (distX * i), actor->y + (distY * i), actor->z + (distZ * i) + FixedMul(actor->height/2, actor->scale), lineMobj); + } + } +} + +// Function: A_BrakChase +// +// Description: Chase after your target, but speed and attack are tied to health. +// +// Every time this is called, generate a random number from a 1/4 to 3/4 of mobj's spawn health. +// If health is above that value, use missilestate to attack. +// If health is at or below that value, use meleestate to attack (default to missile state if not available). +// +// Likewise, state will linearly speed up as health goes down. +// Upper bound will be the frame's normal length. +// Lower bound defaults to 1 tic (technically 0, but we round up), unless a lower bound is specified in var1. +// +// var1 = lower-bound of frame length, in tics +// var2 = optional sound to play +// +void A_BrakChase(mobj_t *actor) +{ + INT32 delta; + INT32 lowerbound; + INT32 newtics; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BrakChase", actor)) + return; +#endif + + // Set new tics NOW, in case the state changes while we're doing this and we try applying this to the painstate or something silly + if (actor->tics > 1 && locvar1 < actor->tics) // Not much point, otherwise + { + if (locvar1 < 0) + lowerbound = 0; + else + lowerbound = locvar1; + + newtics = (((actor->tics - lowerbound) * actor->health) / actor->info->spawnhealth) + lowerbound; + if (newtics < 1) + newtics = 1; + + actor->tics = newtics; + } + + if (actor->reactiontime) + { + actor->reactiontime--; + if (actor->reactiontime == 0 && actor->type == MT_CYBRAKDEMON) + S_StartSound(0, sfx_bewar1 + P_RandomKey(4)); + } + + // modify target threshold + if (actor->threshold) + { + if (!actor->target || actor->target->health <= 0) + actor->threshold = 0; + else + actor->threshold--; + } + + // turn towards movement direction if not there yet + if (actor->movedir < NUMDIRS) + { + actor->angle &= (7<<29); + delta = actor->angle - (actor->movedir << 29); + + if (delta > 0) + actor->angle -= ANGLE_45; + else if (delta < 0) + actor->angle += ANGLE_45; + } + + if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)) + { + // look for a new target + if (P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + P_SetMobjStateNF(actor, actor->info->spawnstate); + return; + } + + // do not attack twice in a row + if (actor->flags2 & MF2_JUSTATTACKED) + { + actor->flags2 &= ~MF2_JUSTATTACKED; + P_NewChaseDir(actor); + return; + } + + // Check if we can attack + if (P_CheckMissileRange(actor) && !actor->movecount) + { + // Check if we should use "melee" attack first. (Yes, this still runs outside of melee range. Quiet, you.) + if (actor->info->meleestate + && actor->health <= P_RandomRange(actor->info->spawnhealth/4, (actor->info->spawnhealth * 3)/4)) // Guaranteed true if <= 1/4 health, guaranteed false if > 3/4 health + { + if (actor->info->attacksound) + S_StartAttackSound(actor, actor->info->attacksound); + + P_SetMobjState(actor, actor->info->meleestate); + actor->flags2 |= MF2_JUSTATTACKED; + return; + } + // Else, check for missile attack. + else if (actor->info->missilestate) + { + P_SetMobjState(actor, actor->info->missilestate); + actor->flags2 |= MF2_JUSTATTACKED; + return; + } + } + + // possibly choose another target + if (multiplayer && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)) + && P_LookForPlayers(actor, true, false, 0)) + return; // got a new target + + // chase towards player + if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed)) + P_NewChaseDir(actor); + + // Optionally play a sound effect + if (locvar2 > 0 && locvar2 < NUMSFX) + S_StartSound(actor, (sfxenum_t)locvar2); + + // make active sound + if (actor->type != MT_CYBRAKDEMON && actor->info->activesound && P_RandomChance(3*FRACUNIT/256)) + { + S_StartSound(actor, actor->info->activesound); + } +} + +// Function: A_BrakFireShot +// +// Description: Shoot an object at your target, offset to match where Brak's gun is. +// Also, sets Brak's reaction time; behaves normally otherwise. +// +// var1 = object # to shoot +// var2 = unused +// +void A_BrakFireShot(mobj_t *actor) +{ + fixed_t x, y, z; + INT32 locvar1 = var1; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BrakFireShot", actor)) + return; +#endif + if (!actor->target) + return; + + A_FaceTarget(actor); + + x = actor->x + + P_ReturnThrustX(actor, actor->angle, FixedMul(64*FRACUNIT, actor->scale)) + + P_ReturnThrustX(actor, actor->angle+ANGLE_270, FixedMul(32*FRACUNIT, actor->scale)); + y = actor->y + + P_ReturnThrustY(actor, actor->angle, FixedMul(64*FRACUNIT, actor->scale)) + + P_ReturnThrustY(actor, actor->angle+ANGLE_270, FixedMul(32*FRACUNIT, actor->scale)); + if (actor->eflags & MFE_VERTICALFLIP) + z = actor->z + actor->height - FixedMul(144*FRACUNIT, actor->scale); + else + z = actor->z + FixedMul(144*FRACUNIT, actor->scale); + + P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z); + + if (!(actor->flags & MF_BOSS)) + { + if (ultimatemode) + actor->reactiontime = actor->info->reactiontime*TICRATE; + else + actor->reactiontime = actor->info->reactiontime*TICRATE*2; + } +} + +// Function: A_BrakLobShot +// +// Description: Lobs an object at the floor about a third of the way toward your target. +// Implication is it'll bounce the rest of the way. +// (You can also just aim straight at the target, but whatever) +// Formula grabbed from http://en.wikipedia.org/wiki/Trajectory_of_a_projectile#Angle_required_to_hit_coordinate_.28x.2Cy.29 +// +// var1 = object # to lob +// var2: +// Lower 16 bits: height offset to shoot from, from the actor's bottom (none that "airtime" malarky) +// Upper 16 bits: if 0, aim 1/3 of the way. Else, aim directly at target. +// + +void A_BrakLobShot(mobj_t *actor) +{ + fixed_t v; // Velocity to shoot object + fixed_t a1, a2, aToUse; // Velocity squared + fixed_t g; // Gravity + fixed_t x; // Horizontal difference + INT32 x_int; // x! But in integer form! + fixed_t y; // Vertical difference (yes that's normally z in SRB2 shut up) + INT32 y_int; // y! But in integer form! + INT32 intHypotenuse; // x^2 + y^2. Frequently overflows fixed point, hence why we need integers proper. + fixed_t fixedHypotenuse; // However, we can work around that and still get a fixed-point number. + angle_t theta; // Angle of attack + mobjtype_t typeOfShot; + mobj_t *shot; // Object to shoot + fixed_t newTargetX; // If not aiming directly + fixed_t newTargetY; // If not aiming directly + INT32 locvar1 = var1; + INT32 locvar2 = var2 & 0x0000FFFF; + INT32 aimDirect = var2 & 0xFFFF0000; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_BrakLobShot", actor)) + return; +#endif + + if (!actor->target) + return; // Don't even bother if we've got nothing to aim at. + + // Look up actor's current gravity situation + if (actor->subsector->sector->gravity) + g = FixedMul(gravity,(FixedDiv(*actor->subsector->sector->gravity>>FRACBITS, 1000))); + else + g = gravity; + + // Look up distance between actor and its target + x = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); + if (!aimDirect) + { + // Distance should actually be a third of the way over + x = FixedDiv(x, 3<x + P_ReturnThrustX(actor, actor->angle, x); + newTargetY = actor->y + P_ReturnThrustY(actor, actor->angle, x); + x = P_AproxDistance(newTargetX - actor->x, newTargetY - actor->y); + // Look up height difference between actor and the ground 1/3 of the way to its target + y = P_FloorzAtPos(newTargetX, newTargetY, actor->target->z, actor->target->height) - (actor->z + FixedMul(locvar2*FRACUNIT, actor->scale)); + } + else + { + // Look up height difference between actor and its target + y = actor->target->z - (actor->z + FixedMul(locvar2*FRACUNIT, actor->scale)); + } + + // Get x^2 + y^2. Have to do it in a roundabout manner, because this overflows fixed_t way too easily otherwise. + x_int = x>>FRACBITS; + y_int = y>>FRACBITS; + intHypotenuse = (x_int*x_int) + (y_int*y_int); + fixedHypotenuse = FixedSqrt(intHypotenuse) *256; + + // a = g(y+/-sqrt(x^2+y^2)). a1 can be +, a2 can be -. + a1 = FixedMul(g,y+fixedHypotenuse); + a2 = FixedMul(g,y-fixedHypotenuse); + + // Determine which one isn't actually an imaginary number (or the smaller of the two, if both are real), and use that for v. + if (a1 < 0 || a2 < 0) + { + if (a1 < 0 && a2 < 0) + { + //Somehow, v^2 is negative in both cases. v is therefore imaginary and something is horribly wrong. Abort! + return; + } + // Just find which one's NOT negative, and use that + aToUse = max(a1,a2); + } + else + { + // Both are positive; use whichever's smaller so it can decay faster + aToUse = min(a1,a2); + } + v = FixedSqrt(aToUse); + // Okay, so we know the velocity. Let's actually find theta. + // We can cut the "+/- sqrt" part out entirely, since v was calculated specifically for it to equal zero. So: + //theta = tantoangle[FixedDiv(aToUse,FixedMul(g,x)) >> DBITS]; + theta = tantoangle[SlopeDiv(aToUse,FixedMul(g,x))]; + + // Okay, complicated math done. Let's fire our object already, sheesh. + A_FaceTarget(actor); + if (locvar1 <= 0 || locvar1 >= NUMMOBJTYPES) + typeOfShot = MT_CANNONBALL; + else typeOfShot = (mobjtype_t)locvar1; + shot = P_SpawnMobj(actor->x, actor->y, actor->z + FixedMul(locvar2*FRACUNIT, actor->scale), typeOfShot); + if (shot->info->seesound) + S_StartSound(shot, shot->info->seesound); + P_SetTarget(&shot->target, actor); // where it came from + + shot->angle = actor->angle; + + // Horizontal axes first. First parameter is initial horizontal impulse, second is to correct its angle. + shot->momx = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINECOSINE(shot->angle >> ANGLETOFINESHIFT)); + shot->momy = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINESINE(shot->angle >> ANGLETOFINESHIFT)); + // Then the vertical axis. No angle-correction needed here. + shot->momz = FixedMul(v, FINESINE(theta >> ANGLETOFINESHIFT)); + // I hope that's all that's needed, ugh +} + +// Function: A_NapalmScatter +// +// Description: Scatters a specific number of projectiles around in a circle. +// Intended for use with objects that are affected by gravity; would be kind of silly otherwise. +// +// var1: +// Lower 16 bits: object # to lob (TODO: come up with a default) +// Upper 16 bits: Number to lob (default 8) +// var2: +// Lower 16 bits: distance to toss them (No default - 0 does just that - but negatives will revert to 128) +// Upper 16 bits: airtime in tics (default 16) +// +void A_NapalmScatter(mobj_t *actor) +{ + mobjtype_t typeOfShot = var1 & 0x0000FFFF; // Type + INT32 numToShoot = (var1 & 0xFFFF0000) >> 16; // How many + fixed_t distance = (var2 & 0x0000FFFF) << FRACBITS; // How far + fixed_t airtime = var2 & 0xFFFF0000; // How long until impact (assuming no obstacles) + fixed_t vx; // Horizontal momentum + fixed_t vy; // Vertical momentum + fixed_t g; // Gravity + INT32 i; // for-loop cursor + mobj_t *mo; // each and every spawned napalm burst + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_NapalmScatter", actor)) + return; +#endif + + // Some quick sanity-checking + if (typeOfShot >= NUMMOBJTYPES) // I'd add a <0 check, too, but 0x0000FFFF isn't negative in this case + typeOfShot = MT_NULL; + if (numToShoot <= 0) // Presumably you forgot to set var1 up; else, why are you calling this to shoot nothing? + numToShoot = 8; + else if (numToShoot > 8192) // If you seriously need this many objects spawned, stop and ask yourself "Why am I doing this?" + numToShoot = 8192; + if (distance < 0) // Presumably you thought this was an unsigned integer, you naive fool + distance = 32767<subsector->sector->gravity) + g = FixedMul(gravity,(FixedDiv(*actor->subsector->sector->gravity>>FRACBITS, 1000))); + else + g = gravity; + + // vy = (g*(airtime-1))/2 + vy = FixedMul(g,(airtime-(1<>1; + // vx = distance/airtime + vx = FixedDiv(distance, airtime); + + for (i = 0; ix, actor->y, actor->z, typeOfShot); + P_SetTarget(&mo->target, actor->target); // Transfer target so Brak doesn't hit himself like an idiot + + mo->angle = fa << ANGLETOFINESHIFT; + mo->momx = FixedMul(FINECOSINE(fa),vx); + mo->momy = FixedMul(FINESINE(fa),vx); + mo->momz = vy; + } +} + +// Function: A_SpawnFreshCopy +// +// Description: Spawns a copy of the mobj. x, y, z, angle, scale, target and tracer carry over; everything else starts anew. +// Mostly writing this because I want to do multiple actions to pass these along in a single frame instead of several. +// +// var1 = unused +// var2 = unused +// +void A_SpawnFreshCopy(mobj_t *actor) +{ + mobj_t *newObject; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SpawnFreshCopy", actor)) + return; +#endif + + newObject = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->type); + newObject->flags2 = actor->flags2 & MF2_AMBUSH; + newObject->angle = actor->angle; + newObject->color = actor->color; + P_SetTarget(&newObject->target, actor->target); + P_SetTarget(&newObject->tracer, actor->tracer); + + if (newObject->info->seesound) + S_StartSound(newObject, newObject->info->seesound); +} + +// Internal Flicky spawning function. +mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz, boolean lookforplayers) +{ + mobj_t *flicky; + + if (!flickytype) + { + if (!mapheaderinfo[gamemap-1] || !mapheaderinfo[gamemap-1]->numFlickies) // No mapheader, no shoes, no service. + return NULL; + else + { + INT32 prandom = P_RandomKey(mapheaderinfo[gamemap-1]->numFlickies); + flickytype = mapheaderinfo[gamemap-1]->flickies[prandom]; + } + } + + flicky = P_SpawnMobjFromMobj(actor, 0, 0, 0, flickytype); + flicky->angle = actor->angle; + + if (flickytype == MT_SEED) + flicky->z += P_MobjFlip(actor)*(actor->height - flicky->height)/2; + + if (actor->eflags & MFE_UNDERWATER) + momz = FixedDiv(momz, FixedSqrt(3*FRACUNIT)); + + P_SetObjectMomZ(flicky, momz, false); + flicky->movedir = (P_RandomChance(FRACUNIT/2) ? -1 : 1); + flicky->fuse = P_RandomRange(595, 700); // originally 300, 350 + flicky->threshold = 0; + + if (lookforplayers) + P_LookForPlayers(flicky, true, false, 0); + + return flicky; +} + +// Function: A_FlickySpawn +// +// Description: Flicky spawning function. +// +// var1: +// lower 16 bits: if 0, spawns random flicky based on level header. Else, spawns the designated thing type. +// upper 16 bits: if 0, no sound is played. Else, A_Scream is called. +// var2 = upwards thrust for spawned flicky. If zero, default value is provided. +// +void A_FlickySpawn(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlickySpawn", actor)) + return; +#endif + + if (locvar1 >> 16) { + A_Scream(actor); // A shortcut for the truly lazy. + locvar1 &= 65535; + } + + P_InternalFlickySpawn(actor, locvar1, ((locvar2) ? locvar2 : 8*FRACUNIT), true); +} + +// Internal Flicky bubbling function. +void P_InternalFlickyBubble(mobj_t *actor) +{ + if (actor->eflags & MFE_UNDERWATER) + { + mobj_t *overlay; + + if (!((actor->z + 3*actor->height/2) < actor->watertop) || !mobjinfo[actor->type].raisestate || actor->tracer) + return; + + overlay = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY); + P_SetMobjStateNF(overlay, mobjinfo[actor->type].raisestate); + P_SetTarget(&actor->tracer, overlay); + P_SetTarget(&overlay->target, actor); + return; + } + + if (!actor->tracer || P_MobjWasRemoved(actor->tracer)) + return; + + P_RemoveMobj(actor->tracer); + P_SetTarget(&actor->tracer, NULL); +} + +// Function: A_FlickyAim +// +// Description: Flicky aiming function. +// +// var1 = how far around the target (in angle constants) the flicky should look +// var2 = distance from target to aim for +// +void A_FlickyAim(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + boolean flickyhitwall = false; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlickyAim", actor)) + return; +#endif + + if (actor->momx == actor->momy && actor->momy == 0) + flickyhitwall = true; + + P_InternalFlickyBubble(actor); + P_InstaThrust(actor, 0, 0); + + if (!actor->target) + { + P_LookForPlayers(actor, true, false, 0); + actor->angle = P_RandomKey(36)*ANG10; + return; + } + + if (actor->fuse > 2*TICRATE) + { + angle_t posvar; + fixed_t chasevar, chasex, chasey; + + if (flickyhitwall) + actor->movedir *= -1; + + posvar = ((R_PointToAngle2(actor->target->x, actor->target->y, actor->x, actor->y) + actor->movedir*locvar1) >> ANGLETOFINESHIFT) & FINEMASK; + chasevar = FixedSqrt(max(FRACUNIT, P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y) - locvar2)) + locvar2; + + chasex = actor->target->x + FixedMul(FINECOSINE(posvar), chasevar); + chasey = actor->target->y + FixedMul(FINESINE(posvar), chasevar); + + if (P_AproxDistance(chasex - actor->x, chasey - actor->y)) + actor->angle = R_PointToAngle2(actor->x, actor->y, chasex, chasey); + } + else if (flickyhitwall) + { + actor->angle += ANGLE_180; + actor->threshold = 0; + } +} + +//Internal Flicky flying function. Also usuable as an underwater swim thrust. +void P_InternalFlickyFly(mobj_t *actor, fixed_t flyspeed, fixed_t targetdist, fixed_t chasez) +{ + angle_t vertangle; + + flyspeed = FixedMul(flyspeed, actor->scale); + actor->flags |= MF_NOGRAVITY; + + var1 = ANG30; + var2 = 32*FRACUNIT; + A_FlickyAim(actor); + + chasez *= 8; + if (!actor->target || !(actor->fuse > 2*TICRATE)) + chasez += ((actor->eflags & MFE_VERTICALFLIP) ? actor->ceilingz - 24*FRACUNIT : actor->floorz + 24*FRACUNIT); + else + { + fixed_t add = actor->target->z + (actor->target->height - actor->height)/2; + if (add > (actor->ceilingz - 24*actor->scale - actor->height)) + add = actor->ceilingz - 24*actor->scale - actor->height; + else if (add < (actor->floorz + 24*actor->scale)) + add = actor->floorz + 24*actor->scale; + chasez += add; + } + + if (!targetdist) + targetdist = 16*FRACUNIT; //Default! + + if (actor->target && abs(chasez - actor->z) > targetdist) + targetdist = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y); + + vertangle = (R_PointToAngle2(0, actor->z, targetdist, chasez) >> ANGLETOFINESHIFT) & FINEMASK; + P_InstaThrust(actor, actor->angle, FixedMul(FINECOSINE(vertangle), flyspeed)); + actor->momz = FixedMul(FINESINE(vertangle), flyspeed); +} + +// Function: A_FlickyFly +// +// Description: Flicky flying function. +// +// var1 = how fast to fly +// var2 = how far ahead the target should be considered +// +void A_FlickyFly(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlickyFly", actor)) + return; +#endif + P_InternalFlickyFly(actor, locvar1, locvar2, + FINECOSINE((((actor->fuse % 36) * ANG10) >> ANGLETOFINESHIFT) & FINEMASK) + ); +} + +// Function: A_FlickySoar +// +// Description: Flicky soaring function - specific to puffin. +// +// var1 = how fast to fly +// var2 = how far ahead the target should be considered +// +void A_FlickySoar(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlickySoar", actor)) + return; +#endif + P_InternalFlickyFly(actor, locvar1, locvar2, + 2*(FRACUNIT/2 - abs(FINECOSINE((((actor->fuse % 144) * 5*ANG1/2) >> ANGLETOFINESHIFT) & FINEMASK))) + ); + + if (P_MobjFlip(actor)*actor->momz > 0 && actor->frame == 1 && actor->sprite == SPR_FL10) + actor->frame = 3; +} + +//Function: A_FlickyCoast +// +// Description: Flicky swim-coasting function. +// +// var1 = speed to change state upon reaching +// var2 = state to change to upon slowing down +// the spawnstate of the mobj = state to change to when above water +// +void A_FlickyCoast(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlickyCoast", actor)) + return; +#endif + if (actor->eflags & MFE_UNDERWATER) + { + actor->momx = (11*actor->momx)/12; + actor->momy = (11*actor->momy)/12; + actor->momz = (11*actor->momz)/12; + + if (P_AproxDistance(P_AproxDistance(actor->momx, actor->momy), actor->momz) < locvar1) + P_SetMobjState(actor, locvar2); + + return; + } + + actor->flags &= ~MF_NOGRAVITY; + P_SetMobjState(actor, mobjinfo[actor->type].spawnstate); +} + +// Internal Flicky hopping function. +void P_InternalFlickyHop(mobj_t *actor, fixed_t momz, fixed_t momh, angle_t angle) +{ + if (((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) + || ((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz))) + { + if (momz) + { + if (actor->eflags & MFE_UNDERWATER) + momz = FixedDiv(momz, FixedSqrt(3*FRACUNIT)); + P_SetObjectMomZ(actor, momz, false); + } + P_InstaThrust(actor, angle, FixedMul(momh, actor->scale)); + } +} + +// Function: A_FlickyHop +// +// Description: Flicky hopping function. +// +// var1 = vertical thrust +// var2 = horizontal thrust +// +void A_FlickyHop(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlickyHop", actor)) + return; +#endif + P_InternalFlickyHop(actor, locvar1, locvar2, actor->angle); +} + +// Function: A_FlickyFlounder +// +// Description: Flicky floundering function. +// +// var1 = intended vertical thrust +// var2 = intended horizontal thrust +// +void A_FlickyFlounder(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + angle_t hopangle; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlickyFlounder", actor)) + return; +#endif + locvar1 *= (P_RandomKey(2) + 1); + locvar2 *= (P_RandomKey(2) + 1); + hopangle = (actor->angle + (P_RandomKey(9) - 4)*ANG2); + P_InternalFlickyHop(actor, locvar1, locvar2, hopangle); +} + +// Function: A_FlickyCheck +// +// Description: Flicky airtime check function. +// +// var1 = state to change to upon touching the floor +// var2 = state to change to upon falling +// the meleestate of the mobj = state to change to when underwater +// +void A_FlickyCheck(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlickyCheck", actor)) + return; +#endif + if (locvar2 && P_MobjFlip(actor)*actor->momz < 1) + P_SetMobjState(actor, locvar2); + else if (locvar1 && ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz) + || ((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz))) + P_SetMobjState(actor, locvar1); + else if (mobjinfo[actor->type].meleestate && (actor->eflags & MFE_UNDERWATER)) + P_SetMobjState(actor, mobjinfo[actor->type].meleestate); + P_InternalFlickyBubble(actor); +} + +// Function: A_FlickyHeightCheck +// +// Description: Flicky height check function. +// +// var1 = state to change to when falling below height relative to target +// var2 = height relative to target to change state at +// +void A_FlickyHeightCheck(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlickyHeightCheck", actor)) + return; +#endif + if (locvar1 && actor->target && P_MobjFlip(actor)*actor->momz < 1 + && ((P_MobjFlip(actor)*((actor->z + actor->height/2) - (actor->target->z + actor->target->height/2)) < locvar2) + || (actor->z - actor->height < actor->floorz) || (actor->z + 2*actor->height > actor->ceilingz))) + P_SetMobjState(actor, locvar1); + P_InternalFlickyBubble(actor); +} + +// Function: A_FlickyFlutter +// +// Description: Flicky fluttering function - specific to chicken. +// +// var1 = state to change to upon touching the floor +// var2 = state to change to upon falling +// the meleestate of the mobj = state to change to when underwater +// +void A_FlickyFlutter(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlickyFlutter", actor)) + return; +#endif + var1 = locvar1; + var2 = locvar2; + A_FlickyCheck(actor); + + var1 = ANG30; + var2 = 32*FRACUNIT; + A_FlickyAim(actor); + + P_InstaThrust(actor, actor->angle, 2*actor->scale); + if (P_MobjFlip(actor)*actor->momz < -FRACUNIT/2) + actor->momz = -P_MobjFlip(actor)*actor->scale/2; +} + +#undef FLICKYHITWALL + +// Function: A_FlameParticle +// +// Description: Creates the mobj's painchance at a random position around the object's radius. +// +// var1 = unused +// var2 = unused +// +void A_FlameParticle(mobj_t *actor) +{ + mobjtype_t type = (mobjtype_t)(mobjinfo[actor->type].painchance); + fixed_t rad, hei; + mobj_t *particle; + //INT32 locvar1 = var1; + //INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_FlameParticle", actor)) + return; +#endif + + if (!type) + return; + + rad = actor->radius>>FRACBITS; + hei = actor->height>>FRACBITS; + particle = P_SpawnMobjFromMobj(actor, + P_RandomRange(rad, -rad)<frame = actor->frame; + + if (!(locvar1 & 1)) + { + fade->fuse = 15; + fade->flags2 |= MF2_BOSSNOTRAP; + } + else + fade->fuse = 20; + + if (!(locvar1 & 2)) + P_SetTarget(&actor->tracer, fade); +} + +// Function: A_Boss5Jump +// +// Description: Makes an object jump in an arc to land on their tracer precicely. +// Adapted from A_BrakLobShot, see there for explanation. +// +// var1 = unused +// var2 = unused +// +void A_Boss5Jump(mobj_t *actor) +{ + fixed_t v; // Velocity to jump at + fixed_t a1, a2, aToUse; // Velocity squared + fixed_t g; // Gravity + fixed_t x; // Horizontal difference + INT32 x_int; // x! But in integer form! + fixed_t y; // Vertical difference (yes that's normally z in SRB2 shut up) + INT32 y_int; // y! But in integer form! + INT32 intHypotenuse; // x^2 + y^2. Frequently overflows fixed point, hence why we need integers proper. + fixed_t fixedHypotenuse; // However, we can work around that and still get a fixed-point number. + angle_t theta; // Angle of attack + // INT32 locvar1 = var1; + // INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_Boss5Jump", actor)) + return; +#endif + + if (!actor->tracer) + return; // Don't even bother if we've got nothing to aim at. + + // Look up actor's current gravity situation + if (actor->subsector->sector->gravity) + g = FixedMul(gravity,(FixedDiv(*actor->subsector->sector->gravity>>FRACBITS, 1000))); + else + g = gravity; + + // Look up distance between actor and its tracer + x = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y); + // Look up height difference between actor and its tracer + y = actor->tracer->z - actor->z; + + // Get x^2 + y^2. Have to do it in a roundabout manner, because this overflows fixed_t way too easily otherwise. + x_int = x>>FRACBITS; + y_int = y>>FRACBITS; + intHypotenuse = (x_int*x_int) + (y_int*y_int); + fixedHypotenuse = FixedSqrt(intHypotenuse) *256; + + // a = g(y+/-sqrt(x^2+y^2)). a1 can be +, a2 can be -. + a1 = FixedMul(g,y+fixedHypotenuse); + a2 = FixedMul(g,y-fixedHypotenuse); + + // Determine which one isn't actually an imaginary number (or the smaller of the two, if both are real), and use that for v. + if (a1 < 0 || a2 < 0) + { + if (a1 < 0 && a2 < 0) + { + //Somehow, v^2 is negative in both cases. v is therefore imaginary and something is horribly wrong. Abort! + return; + } + // Just find which one's NOT negative, and use that + aToUse = max(a1,a2); + } + else + { + // Both are positive; use whichever's smaller so it can decay faster + aToUse = min(a1,a2); + } + v = FixedSqrt(aToUse); + // Okay, so we know the velocity. Let's actually find theta. + // We can cut the "+/- sqrt" part out entirely, since v was calculated specifically for it to equal zero. So: + //theta = tantoangle[FixedDiv(aToUse,FixedMul(g,x)) >> DBITS]; + theta = tantoangle[SlopeDiv(aToUse,FixedMul(g,x))]; + + // Okay, complicated math done. Let's make this object jump already. + A_FaceTracer(actor); + + if (actor->eflags & MFE_VERTICALFLIP) + actor->z--; + else + actor->z++; + + // Horizontal axes first. First parameter is initial horizontal impulse, second is to correct its angle. + fixedHypotenuse = FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)); // variable reuse + actor->momx = FixedMul(fixedHypotenuse, FINECOSINE(actor->angle >> ANGLETOFINESHIFT)); + actor->momy = FixedMul(fixedHypotenuse, FINESINE(actor->angle >> ANGLETOFINESHIFT)); + // Then the vertical axis. No angle-correction needed here. + actor->momz = FixedMul(v, FINESINE(theta >> ANGLETOFINESHIFT)); + // I hope that's all that's needed, ugh +} + +// Function: A_LightBeamReset +// Description: Resets momentum and position for DSZ's projecting light beams +// +// var1 = unused +// var2 = unused +// +void A_LightBeamReset(mobj_t *actor) +{ + // INT32 locvar1 = var1; + // INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_LightBeamReset", actor)) + return; +#endif + + actor->destscale = FRACUNIT + P_SignedRandom()*FRACUNIT/256; + P_SetScale(actor, actor->destscale); + + if (!actor->spawnpoint) + return; // this can't work properly welp + + actor->momx = -(P_SignedRandom()*FINESINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/128; + actor->momy = (P_SignedRandom()*FINECOSINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/128; + actor->momz = (P_SignedRandom()*FRACUNIT)/128; + + P_TeleportMove(actor, + actor->spawnpoint->x*FRACUNIT - (P_SignedRandom()*FINESINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/2, + actor->spawnpoint->y*FRACUNIT + (P_SignedRandom()*FINECOSINE(((actor->spawnpoint->angle*ANG1)>>ANGLETOFINESHIFT) & FINEMASK))/2, + actor->spawnpoint->z*FRACUNIT + (P_SignedRandom()*FRACUNIT)/2); +} + +// Function: A_MineExplode +// Description: Handles the explosion of a DSZ mine. +// +// var1 = unused +// var2 = unused +// +void A_MineExplode(mobj_t *actor) +{ + // INT32 locvar1 = var1; + // INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MineExplode", actor)) + return; +#endif + + A_Scream(actor); + actor->flags = MF_NOGRAVITY|MF_NOCLIP; + + quake.epicenter = NULL; + quake.radius = 512*FRACUNIT; + quake.intensity = 8*FRACUNIT; + quake.time = TICRATE/3; + + P_RadiusAttack(actor, actor->tracer, 192*FRACUNIT, DMG_CANHURTSELF); + P_MobjCheckWater(actor); + + { +#define dist 64 + UINT8 i; + mobjtype_t type = ((actor->eflags & MFE_UNDERWATER) ? MT_UWEXPLODE : MT_BOSSEXPLODE); + S_StartSound(actor, ((actor->eflags & MFE_UNDERWATER) ? sfx_s3k57 : sfx_s3k4e)); + P_SpawnMobj(actor->x, actor->y, actor->z, type); + for (i = 0; i < 16; i++) + { + mobj_t *b = P_SpawnMobj(actor->x+P_RandomRange(-dist, dist)*FRACUNIT, + actor->y+P_RandomRange(-dist, dist)*FRACUNIT, + actor->z+P_RandomRange(((actor->eflags & MFE_UNDERWATER) ? -dist : 0), dist)*FRACUNIT, + type); + fixed_t dx = b->x - actor->x, dy = b->y - actor->y, dz = b->z - actor->z; + fixed_t dm = P_AproxDistance(dz, P_AproxDistance(dy, dx)); + b->momx = FixedDiv(dx, dm)*3; + b->momy = FixedDiv(dy, dm)*3; + b->momz = FixedDiv(dz, dm)*3; + if ((actor->watertop == INT32_MAX) || (b->z + b->height > actor->watertop)) + b->flags &= ~MF_NOGRAVITY; + } +#undef dist + + if (actor->watertop != INT32_MAX) + P_SpawnMobj(actor->x, actor->y, actor->watertop, MT_SPLISH); + } +} + +// Function: A_MineRange +// Description: If the target gets too close, change the state to meleestate. +// +// var1 = Distance to alert at +// var2 = unused +// +void A_MineRange(mobj_t *actor) +{ + fixed_t dm; + INT32 locvar1 = var1; + // INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MineRange", actor)) + return; +#endif + + if (!actor->target) + return; + + dm = P_AproxDistance(actor->z - actor->target->z, P_AproxDistance(actor->y - actor->target->y, actor->x - actor->target->x)); + if ((dm>>FRACBITS) < locvar1) + P_SetMobjState(actor, actor->info->meleestate); +} + +// Function: A_ConnectToGround +// Description: Create a palm tree trunk/mine chain. +// +// var1 = Object type to connect to ground +// var2 = Object type to place on ground +// +void A_ConnectToGround(mobj_t *actor) +{ + mobj_t *work; + fixed_t workz; + fixed_t workh; + INT8 dir; + angle_t ang; + INT32 locvar1 = var1; + INT32 locvar2 = var2; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ConnectToGround", actor)) + return; +#endif + + if (actor->subsector->sector->ffloors) + P_AdjustMobjFloorZ_FFloors(actor, actor->subsector->sector, 2); + + if (actor->flags2 & MF2_OBJECTFLIP) + { + workz = actor->ceilingz - (actor->z + actor->height); + dir = -1; + } + else + { + workz = actor->floorz - actor->z; + dir = 1; + } + + if (locvar2) + { + workh = FixedMul(mobjinfo[locvar2].height, actor->scale); + if (actor->flags2 & MF2_OBJECTFLIP) + workz -= workh; + work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar2); + workz += dir*workh; + } + + if (!locvar1) + return; + + if (!(workh = FixedMul(mobjinfo[locvar1].height, actor->scale))) + return; + + if (actor->flags2 & MF2_OBJECTFLIP) + workz -= workh; + + ang = actor->angle + ANGLE_45; + while (dir*workz < 0) + { + work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1); + if (work) + work->angle = ang; + ang += ANGLE_90; + workz += dir*workh; + } + + if (workz != 0) + actor->z += workz; +} + +// Function: A_SpawnParticleRelative +// +// Description: Spawns a particle effect relative to the location of the actor +// +// var1: +// var1 >> 16 = x +// var1 & 65535 = y +// var2: +// var2 >> 16 = z +// var2 & 65535 = state +// +void A_SpawnParticleRelative(mobj_t *actor) +{ + INT16 x, y, z; // Want to be sure we can use negative values + statenum_t state; + mobj_t *mo; + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_SpawnParticleRelative", actor)) + return; +#endif + + CONS_Debug(DBG_GAMELOGIC, "A_SpawnParticleRelative called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); + + x = (INT16)(locvar1>>16); + y = (INT16)(locvar1&65535); + z = (INT16)(locvar2>>16); + state = (statenum_t)(locvar2&65535); + + // Spawn objects correctly in reverse gravity. + // NOTE: Doing actor->z + actor->height is the bottom of the object while the object has reverse gravity. - Flame + mo = P_SpawnMobj(actor->x + FixedMul(x<scale), + actor->y + FixedMul(y<scale), + (actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[MT_PARTICLE].height) - FixedMul(z<scale)) : (actor->z + FixedMul(z<scale)), MT_PARTICLE); + + // Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn + mo->angle = actor->angle; + + if (actor->eflags & MFE_VERTICALFLIP) + mo->flags2 |= MF2_OBJECTFLIP; + + P_SetMobjState(mo, state); +} + +// Function: A_MultiShotDist +// +// Description: Spawns multiple shots based on player proximity +// +// var1 = same as A_MultiShot +// var2 = same as A_MultiShot +// +void A_MultiShotDist(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MultiShotDist", actor)) + return; +#endif + + { + UINT8 i; + // Quick! Look through players! + // Don't spawn dust unless a player is relatively close by (var1). + for (i = 0; i < MAXPLAYERS; ++i) + if (playeringame[i] && players[i].mo + && P_AproxDistance(actor->x - players[i].mo->x, actor->y - players[i].mo->y) < (1600<> 16 = mobjtype of child +// var2 & 65535 = vertical momentum +// var2: +// var2 >> 16 = forward offset +// var2 & 65535 = vertical offset +// +void A_WhoCaresIfYourSonIsABee(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; + fixed_t foffsetx; + fixed_t foffsety; + mobj_t *son; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_WhoCaresIfYourSonIsABee", actor)) + return; +#endif + + A_FaceTarget(actor); + + if (actor->extravalue1) + actor->extravalue1--; + + if (actor->info->attacksound) + S_StartSound(actor, actor->info->attacksound); + + foffsetx = P_ReturnThrustX(actor, actor->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); + foffsety = P_ReturnThrustY(actor, actor->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); + + if (!(son = P_SpawnMobjFromMobj(actor, foffsetx, foffsety, (locvar2&65535)*FRACUNIT, (mobjtype_t)(locvar1 >> 16)))) + return; + + P_SetObjectMomZ(son, (locvar1 & 65535)<tracer, actor); + P_SetTarget(&son->target, actor->target); +} + +// Function: A_ParentTriesToSleep +// +// Description: If extravalue1 is less than or equal to var1, go to var2. +// +// var1 = state to go to when extravalue1 +// var2 = unused +// +void A_ParentTriesToSleep(mobj_t *actor) +{ + INT32 locvar1 = var1; + //INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_ParentTriesToSleep", actor)) + return; +#endif + + if (actor->extravalue1) + { + if (actor->info->seesound) + S_StartSound(actor, actor->info->seesound); + actor->reactiontime = 0; + P_SetMobjState(actor, locvar1); + } + else if (!actor->reactiontime) + { + actor->reactiontime = 1; + if (actor->info->activesound) // more like INactivesound doy hoy hoy + S_StartSound(actor, actor->info->activesound); + } +} + + +// Function: A_CryingToMomma +// +// Description: If you're a child, let your parent know something's happened to you through extravalue1. Also, prepare to die. +// +// var1 = unused +// var2 = unused +// +void A_CryingToMomma(mobj_t *actor) +{ + //INT32 locvar1 = var1; + //INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CryingToMomma", actor)) + return; +#endif + + if (actor->tracer) + actor->tracer->extravalue1++; + + actor->momx = actor->momy = actor->momz = 0; + + P_UnsetThingPosition(actor); + if (sector_list) + { + P_DelSeclist(sector_list); + sector_list = NULL; + } + actor->flags = MF_NOBLOCKMAP|MF_NOCLIPTHING; + P_SetThingPosition(actor); +} + +// Function: A_CheckFlags2 +// +// Description: If actor->flags2 & var1, goto var2. +// +// var1 = mask +// var2 = state to go +// +void A_CheckFlags2(mobj_t *actor) +{ + INT32 locvar1 = var1; + INT32 locvar2 = var2; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_CheckFlags2", actor)) + return; +#endif + + if (actor->flags2 & locvar1) + P_SetMobjState(actor, (statenum_t)locvar2); } \ No newline at end of file