SRB2/src/p_enemy.c

14533 lines
379 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2021 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 "p_setup.h"
#include "r_main.h"
#include "r_state.h"
#include "s_sound.h"
#include "m_random.h"
#include "m_misc.h"
#include "r_skins.h"
#include "i_video.h"
#include "z_zone.h"
#include "lua_hook.h"
#ifdef HW3SOUND
#include "hardware/hw3sound.h"
#endif
boolean LUA_CallAction(enum actionnum actionnum, mobj_t *actor);
player_t *stplyr;
INT32 var1;
INT32 var2;
INT32 modulothing;
//
// 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_VultureHover(mobj_t *actor);
void A_VultureBlast(mobj_t *actor);
void A_VultureFly(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_SignSpin(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_Boss3ShockThink(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_RollAngle(mobj_t *actor);
void A_ChangeRollAngleRelative(mobj_t *actor);
void A_ChangeRollAngleAbsolute(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_Dye(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_FlickyCenter(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);
void A_Boss5FindWaypoint(mobj_t *actor);
void A_DoNPCSkid(mobj_t *actor);
void A_DoNPCPain(mobj_t *actor);
void A_PrepareRepeat(mobj_t *actor);
void A_Boss5ExtraRepeat(mobj_t *actor);
void A_Boss5Calm(mobj_t *actor);
void A_Boss5CheckOnGround(mobj_t *actor);
void A_Boss5CheckFalling(mobj_t *actor);
void A_Boss5PinchShot(mobj_t *actor);
void A_Boss5MakeItRain(mobj_t *actor);
void A_Boss5MakeJunk(mobj_t *actor);
void A_LookForBetter(mobj_t *actor);
void A_Boss5BombExplode(mobj_t *actor);
void A_DustDevilThink(mobj_t *actor);
void A_TNTExplode(mobj_t *actor);
void A_DebrisRandom(mobj_t *actor);
void A_TrainCameo(mobj_t *actor);
void A_TrainCameo2(mobj_t *actor);
void A_CanarivoreGas(mobj_t *actor);
void A_KillSegments(mobj_t *actor);
void A_SnapperSpawn(mobj_t *actor);
void A_SnapperThinker(mobj_t *actor);
void A_SaloonDoorSpawn(mobj_t *actor);
void A_MinecartSparkThink(mobj_t *actor);
void A_ModuloToState(mobj_t *actor);
void A_LavafallRocks(mobj_t *actor);
void A_LavafallLava(mobj_t *actor);
void A_FallingLavaCheck(mobj_t *actor);
void A_FireShrink(mobj_t *actor);
void A_SpawnPterabytes(mobj_t *actor);
void A_PterabyteHover(mobj_t *actor);
void A_RolloutSpawn(mobj_t *actor);
void A_RolloutRock(mobj_t *actor);
void A_DragonbomberSpawn(mobj_t *actor);
void A_DragonWing(mobj_t *actor);
void A_DragonSegment(mobj_t *actor);
void A_ChangeHeight(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<<FRACBITS, actor->scale))
return false;
}
else
{
if (pl->z + pl->height > actor->z - FixedMul(40<<FRACBITS, actor->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<<FRACBITS, actor->scale))
return false;
}
else
{
if (pl->z + pl->height > actor->z - FixedMul(24<<FRACBITS, actor->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 (player->bot)
continue; // ignore bots
if (player->quittime)
continue; // Ignore uncontrolled bodies
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;
if (LUA_CallAction(A_LOOK, actor))
return;
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;
if (LUA_CallAction(A_CHASE, actor))
return;
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;
if (LUA_CallAction(A_FACESTABCHASE, actor))
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--;
}
// 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<<FRACBITS),
-P_ReturnThrustY(actor, ang, 16<<FRACBITS),
0, type);
P_SetObjectMomZ(dust, P_RandomRange(1, 4)<<FRACBITS, false);
}
static void P_FaceStabFlume(mobj_t *actor)
{
mobj_t *flume;
if (leveltime & 1)
return;
flume = P_SpawnMobjFromMobj(actor,
-P_ReturnThrustX(actor, actor->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;
if (LUA_CallAction(A_FACESTABREV, actor))
return;
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<<FRACBITS), actor->y - P_ReturnThrustY(actor, actor->angle, 2<<FRACBITS), false);
P_FaceStabFlume(actor);
}
}
}
// Function: A_FaceStabHurl
//
// Description: Facestabber hurl action
//
// var1 = homing strength (recommended strength between 0-8)
// var2 = effective nextstate
//
void A_FaceStabHurl(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_FACESTABHURL, actor))
return;
if (actor->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<<FRACBITS),
actor->y + P_ReturnThrustY(actor, dirang, actor->extravalue2<<FRACBITS),
false))
{
// Do the spear damage.
#define NUMSTEPS 3
#define NUMGRADS 5
#define MAXVAL (NUMSTEPS*NUMGRADS)
SINT8 step = (++actor->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<<FRACBITS)));
step -= NUMGRADS;
}
if (actor->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 locvar2 = var2;
if (LUA_CallAction(A_FACESTABMISS, actor))
return;
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<<FRACBITS),
actor->y + P_ReturnThrustY(actor, actor->angle, actor->extravalue2<<FRACBITS),
false))
{
actor->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;
if (LUA_CallAction(A_STATUEBURST, actor))
return;
if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1)))
return;
new->angle = actor->angle;
P_SetTarget(&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<<FRACBITS;
const fixed_t r = (actor->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<<FRACBITS;
}
spawned = P_SpawnMobjFromMobj(actor, a, b, c, chunktype);
P_InstaThrust(spawned, R_PointToAngle2(0, 0, a, b), 8<<FRACBITS);
P_SetObjectMomZ(spawned, v, false);
spawned->fuse = 3*TICRATE;
}
}
}
// Function: A_JetJawRoam
//
// Description: Roaming routine for JetJaw
//
// var1 = unused
// var2 = unused
//
void A_JetJawRoam(mobj_t *actor)
{
if (LUA_CallAction(A_JETJAWROAM, actor))
return;
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;
if (LUA_CallAction(A_JETJAWCHOMP, actor))
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;
}
// 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;
if (LUA_CallAction(A_POINTYTHINK, actor))
return;
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;
if (LUA_CallAction(A_CHECKBUDDY, actor))
return;
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.
static 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;
if (LUA_CallAction(A_HOODFIRE, actor))
return;
// 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;
if (LUA_CallAction(A_HOODTHINK, actor))
return;
// 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<<FRACBITS) && (abs(dz) < 128<<FRACBITS))
{
S_StartSound(actor, actor->info->attacksound);
P_SetMobjState(actor, actor->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<<FRACBITS)) && checksight)
{
P_SetMobjState(actor, actor->info->missilestate);
return;
}
}
}
// Function: A_HoodFall
//
// Description: Falling Robo-Hood
//
// var1 = unused
// var2 = unused
//
void A_HoodFall(mobj_t *actor)
{
if (LUA_CallAction(A_HOODFALL, actor))
return;
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)
{
if (LUA_CallAction(A_ARROWBONKS, actor))
return;
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)
{
if (LUA_CallAction(A_SNAILERTHINK, actor))
return;
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)
{
if (LUA_CallAction(A_SHARPCHASE, actor))
return;
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;
if (LUA_CallAction(A_SHARPSPIN, actor))
return;
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)
{
if (LUA_CallAction(A_SHARPDECEL, actor))
return;
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);
if (LUA_CallAction(A_CRUSHSTACEANWALK, actor))
return;
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_SetTarget(&actor->target, NULL);
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 locvar2 = (var2 ? var2 : (INT32)actor->info->spawnstate);
if (LUA_CallAction(A_CRUSHSTACEANPUNCH, actor))
return;
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;
if (LUA_CallAction(A_CRUSHCLAWAIM, actor))
return;
if (!crab)
{
P_RemoveMobj(actor);
return; // there is only one step and it is crab
}
if (crab->target || P_LookForPlayers(crab, true, false, actor->info->speed*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;
if (LUA_CallAction(A_CRUSHCLAWLAUNCH, actor))
return;
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, (mobjtype_t)actor->info->raisestate);
P_SetTarget(&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->movefactor = 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)
{
if (LUA_CallAction(A_VULTUREVTOL, actor))
return;
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)
{
if (LUA_CallAction(A_VULTURECHECK, actor))
return;
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);
}
}
static void P_VultureHoverParticle(mobj_t *actor)
{
fixed_t fdist = actor->z - P_FloorzAtPos(actor->x, actor->y, actor->z, actor->height);
if (fdist < 128*FRACUNIT)
{
mobj_t *dust;
UINT8 i;
angle_t angle = (leveltime % 2)*ANGLE_45/2;
for (i = 0; i <= 7; i++)
{
angle_t fa = (angle >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t px = actor->x + FixedMul(fdist + 64*FRACUNIT, FINECOSINE(fa));
fixed_t py = actor->y + FixedMul(fdist + 64*FRACUNIT, FINESINE(fa));
fixed_t pz = P_FloorzAtPos(px, py, actor->z, actor->height);
dust = P_SpawnMobj(px, py, pz, MT_ARIDDUST);
P_SetMobjState(dust, (statenum_t)(dust->state - states + P_RandomRange(0, 2)));
P_Thrust(dust, angle, FixedDiv(12*FRACUNIT, max(FRACUNIT, fdist/2)));
dust->momx += actor->momx;
dust->momy += actor->momy;
angle += ANGLE_45;
}
}
}
// Function: A_VultureHover
//
// Description: Vulture hovering and checking whether to attack.
//
// var1 = unused
// var2 = unused
//
void A_VultureHover(mobj_t *actor)
{
fixed_t targetz;
fixed_t distdif;
fixed_t memz = actor->z;
SINT8 i;
if (LUA_CallAction(A_VULTUREHOVER, actor))
return;
if (!actor->target || P_MobjWasRemoved(actor->target))
{
P_SetMobjState(actor, actor->info->spawnstate);
return;
}
actor->flags |= MF_NOGRAVITY;
actor->momx -= actor->momx/24;
actor->momy -= actor->momy/24;
P_VultureHoverParticle(actor);
A_FaceTarget(actor);
targetz = actor->target->z + actor->target->height / 2;
for (i = -1; i <= 1; i++)
{
actor->z = targetz - i * 128 * FRACUNIT;
if (P_CheckSight(actor, actor->target))
{
targetz -= i * 128 * FRACUNIT;
break;
}
}
actor->z = memz;
distdif = (actor->z + actor->height/2) - targetz;
if (abs(actor->momz*16) > abs(distdif))
actor->momz -= actor->momz/16;
else if (distdif < 0)
actor->momz = min(actor->momz+FRACUNIT/8, actor->info->speed*FRACUNIT);
else
actor->momz = max(actor->momz-FRACUNIT/8, -actor->info->speed*FRACUNIT);
if (abs(distdif) < 128*FRACUNIT && abs(actor->momz) < FRACUNIT && P_CheckSight(actor, actor->target))
{
P_SetMobjState(actor, actor->info->missilestate);
actor->momx = 0;
actor->momy = 0;
actor->momz = 0;
actor->extravalue1 = 0;
}
}
// Function: A_VultureBlast
//
// Description: Vulture spawning a dust cloud.
//
// var1 = unused
// var2 = unused
//
void A_VultureBlast(mobj_t *actor)
{
mobj_t *dust;
UINT8 i;
angle_t faa;
fixed_t faacos, faasin;
if (LUA_CallAction(A_VULTUREBLAST, actor))
return;
S_StartSound(actor, actor->info->attacksound);
faa = (actor->angle >> ANGLETOFINESHIFT) & FINEMASK;
faacos = FINECOSINE(faa);
faasin = FINESINE(faa);
for (i = 0; i <= 7; i++)
{
angle_t fa = ((i*(angle_t)ANGLE_45) >> ANGLETOFINESHIFT) & FINEMASK;
dust = P_SpawnMobj(actor->x + 48*FixedMul(FINECOSINE(fa), -faasin), actor->y + 48*FixedMul(FINECOSINE(fa), faacos), actor->z + actor->height/2 + 48*FINESINE(fa), MT_PARTICLE);
P_SetScale(dust, 4*FRACUNIT);
dust->destscale = FRACUNIT;
dust->scalespeed = 4*FRACUNIT/TICRATE;
dust->fuse = TICRATE;
dust->momx = FixedMul(FINECOSINE(fa), -faasin)*3;
dust->momy = FixedMul(FINECOSINE(fa), faacos)*3;
dust->momz = FINESINE(fa)*6;
}
}
// Function: A_VultureFly
//
// Description: Vulture charging towards target.
//
// var1 = unused
// var2 = unused
//
void A_VultureFly(mobj_t *actor)
{
fixed_t speedmax = 18*FRACUNIT;
angle_t angledif;
fixed_t dx, dy, dz, dxy, dm;
mobj_t *dust;
fixed_t momm;
if (LUA_CallAction(A_VULTUREFLY, actor))
return;
if (!actor->target || P_MobjWasRemoved(actor->target))
{
P_SetMobjState(actor, actor->info->spawnstate);
return;
}
angledif = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) - actor->angle;
dx = actor->target->x - actor->x;
dy = actor->target->y - actor->y;
dz = actor->target->z - actor->z;
dxy = FixedHypot(dx, dy);
if (leveltime % 4 == 0)
S_StartSound(actor, actor->info->activesound);
if (angledif > ANGLE_180)
angledif = InvAngle(angledif);
// Tweak the target height according to the position.
if (angledif < ANGLE_45) // Centered?
{
actor->reactiontime = actor->info->reactiontime;
if (dxy > 768*FRACUNIT)
dz = max(P_FloorzAtPos(actor->target->x, actor->target->y, actor->target->z, 0) - actor->z + min(dxy/8, 128*FRACUNIT), dz);
}
else
{
actor->reactiontime--;
if (angledif < ANGLE_90)
dz = max(P_FloorzAtPos(actor->target->x, actor->target->y, actor->target->z, 0) - actor->z + min(dxy/2, 192*FRACUNIT), dz);
else
dz = max(P_FloorzAtPos(actor->target->x, actor->target->y, actor->target->z, 0) - actor->z + 232*FRACUNIT, dz);
}
dm = FixedHypot(dz, dxy);
P_VultureHoverParticle(actor);
dust = P_SpawnMobj(actor->x + P_RandomFixed() - FRACUNIT/2, actor->y + P_RandomFixed() - FRACUNIT/2, actor->z + actor->height/2 + P_RandomFixed() - FRACUNIT/2, MT_PARTICLE);
P_SetScale(dust, 2*FRACUNIT);
dust->destscale = FRACUNIT/3;
dust->scalespeed = FRACUNIT/40;
dust->fuse = TICRATE*2;
actor->momx += FixedDiv(dx, dm)*2;
actor->momy += FixedDiv(dy, dm)*2;
actor->momz += FixedDiv(dz, dm)*2;
momm = FixedHypot(actor->momz, FixedHypot(actor->momx, actor->momy));
if (momm > speedmax/2 && actor->reactiontime == 0)
{
P_SetMobjState(actor, actor->info->seestate);
return;
}
//Hits a wall hard?
if (actor->extravalue1 - momm > 15*FRACUNIT)
{
actor->flags &= ~MF_NOGRAVITY;
P_SetMobjState(actor, actor->info->painstate);
S_StopSound(actor);
S_StartSound(actor, actor->info->painsound);
return;
}
actor->extravalue1 = momm;
if (momm > speedmax)
{
actor->momx = FixedMul(FixedDiv(actor->momx, momm), speedmax);
actor->momy = FixedMul(FixedDiv(actor->momy, momm), speedmax);
actor->momz = FixedMul(FixedDiv(actor->momz, momm), speedmax);
}
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
}
// Function: A_SkimChase
//
// Description: Thinker/Chase routine for Skims
//
// var1 = unused
// var2 = unused
//
void A_SkimChase(mobj_t *actor)
{
INT32 delta;
if (LUA_CallAction(A_SKIMCHASE, actor))
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--;
}
// 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)
{
if (LUA_CallAction(A_FACETARGET, actor))
return;
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)
{
if (LUA_CallAction(A_FACETRACER, actor))
return;
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;
if (LUA_CallAction(A_LOBSHOT, actor))
return;
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;
if (LUA_CallAction(A_FIRESHOT, actor))
return;
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;
if (LUA_CallAction(A_SUPERFIRESHOT, actor))
return;
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;
mobj_t *missile;
if (LUA_CallAction(A_BOSSFIRESHOT, actor))
return;
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;
}
missile = P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z);
if (missile && actor->tracer && (actor->tracer->flags & MF_BOSS)) // Don't harm your papa.
P_SetTarget(&missile->target, actor->tracer);
}
// 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;
if (LUA_CallAction(A_BOSS7FIREMISSILES, actor))
return;
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
// 2 - Triple laser
// 3 - Boss 1 Middle
// >=3 - Generic middle
//
void A_Boss1Laser(mobj_t *actor)
{
fixed_t x, y, z, floorz, speed;
INT32 locvar1 = var1;
INT32 locvar2 = (var2 & 65535);
INT32 upperend = (var2>>16);
INT32 i;
angle_t angle;
mobj_t *point;
tic_t dur;
static const UINT8 LASERCOLORS[] =
{
SKINCOLOR_SUPERRED3,
SKINCOLOR_SUPERRED4,
SKINCOLOR_SUPERRED5,
SKINCOLOR_FLAME,
SKINCOLOR_RED,
SKINCOLOR_RED,
SKINCOLOR_FLAME,
SKINCOLOR_SUPERRED5,
SKINCOLOR_SUPERRED4,
SKINCOLOR_SUPERRED3,
};
if (LUA_CallAction(A_BOSS1LASER, actor))
return;
if (!actor->target)
return;
if (actor->state->tics > 1)
dur = actor->tics;
else
{
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
dur = actor->extravalue2;
}
switch (locvar2)
{
case 0:
x = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, FixedMul(44*FRACUNIT, actor->scale));
y = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, FixedMul(44*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(44*FRACUNIT, actor->scale));
y = actor->y + P_ReturnThrustY(actor, actor->angle-ANGLE_90, FixedMul(44*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 2:
var1 = locvar1; var2 = 3; // Fire middle laser
A_Boss1Laser(actor);
var1 = locvar1; var2 = 0; // Fire left laser
A_Boss1Laser(actor);
var1 = locvar1; var2 = 1; // Fire right laser
A_Boss1Laser(actor);
return;
break;
case 3:
x = actor->x + P_ReturnThrustX(actor, actor->angle, FixedMul(42*FRACUNIT, actor->scale));
y = actor->y + P_ReturnThrustY(actor, actor->angle, FixedMul(42*FRACUNIT, actor->scale));
z = actor->z + actor->height/2;
break;
default:
x = actor->x;
y = actor->y;
z = actor->z + actor->height/2;
break;
}
if (!(actor->flags2 & MF2_FIRING) && dur > 1)
{
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);
if (mobjinfo[locvar1].seesound)
S_StartSound(actor, mobjinfo[locvar1].seesound);
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 = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
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;
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;
mo->color = LASERCOLORS[((UINT8)(i + 3*dur) >> 2) % sizeof(LASERCOLORS)]; // codeing
P_UnsetThingPosition(mo);
mo->flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY;
P_SetThingPosition(mo);
if (dur & 1 && mo->info->missilestate)
{
P_SetMobjState(mo, mo->info->missilestate);
if (mo->info->meleestate)
{
mobj_t *mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_PARTICLE);
mo2->flags2 |= MF2_LINKDRAW;
P_SetTarget(&mo2->tracer, actor);
P_SetMobjState(mo2, mo->info->meleestate);
}
}
if (dur == 1)
P_SpawnGhostMobj(mo);
x = point->x, y = point->y, z = point->z;
if (P_RailThinker(point))
break;
}
x += point->momx;
y += point->momy;
floorz = P_FloorzAtPos(x, y, z, mobjinfo[MT_EGGMOBILE_FIRE].height);
if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1 && dur & 1)
{
point = P_SpawnMobj(x, y, floorz, MT_EGGMOBILE_FIRE);
point->angle = actor->angle;
point->destscale = actor->scale;
P_SetScale(point, point->destscale);
P_SetTarget(&point->target, actor);
P_MobjCheckWater(point);
if (point->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))
{
for (i = 0; i < 2; i++)
{
UINT8 size = 3;
mobj_t *steam = P_SpawnMobj(x, y, point->watertop - size*mobjinfo[MT_DUST].height, MT_DUST);
P_SetScale(steam, size*actor->scale);
P_SetObjectMomZ(steam, FRACUNIT + 2*P_RandomFixed(), true);
P_InstaThrust(steam, FixedAngle(P_RandomKey(360)*FRACUNIT), 2*P_RandomFixed());
if (point->info->painsound)
S_StartSound(steam, point->info->painsound);
}
}
else
{
fixed_t distx = P_ReturnThrustX(point, point->angle, point->radius);
fixed_t disty = P_ReturnThrustY(point, point->angle, point->radius);
if (P_TryMove(point, point->x + distx, point->y + disty, false) // prevents the sprite from clipping into the wall or dangling off ledges
&& P_TryMove(point, point->x - 2*distx, point->y - 2*disty, false)
&& P_TryMove(point, point->x + distx, point->y + disty, false))
{
if (point->info->seesound)
S_StartSound(point, point->info->seesound);
}
else
P_RemoveMobj(point);
}
}
if (dur > 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;
if (LUA_CallAction(A_FOCUSTARGET, actor))
return;
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 = sfx to play in pinch
//
void A_Boss4Reverse(mobj_t *actor)
{
sfxenum_t locvar1 = (sfxenum_t)var1;
sfxenum_t locvar2 = (sfxenum_t)var2;
if (LUA_CallAction(A_BOSS4REVERSE, actor))
return;
actor->reactiontime = 0;
if (actor->movedir < 3)
{
S_StartSound(NULL, locvar1);
if (actor->movedir == 1)
actor->movedir = 2;
else
actor->movedir = 1;
}
else
{
S_StartSound(NULL, locvar2);
if (actor->movedir == 4)
actor->movedir = 5;
else
actor->movedir = 4;
actor->angle += ANGLE_180;
actor->movefactor = -actor->movefactor;
}
}
// 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;
if (LUA_CallAction(A_BOSS4SPEEDUP, actor))
return;
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;
if (LUA_CallAction(A_BOSS4RAISE, actor))
return;
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
// 3 - Dynamic mode - don't get too close to walls
// 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;
if (LUA_CallAction(A_SKULLATTACK, actor))
return;
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);
dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y);
if (locvar1 == 1)
actor->angle += ANGLE_180;
else if (locvar1 == 2)
actor->angle += (P_RandomChance(FRACUNIT/2)) ? ANGLE_90 : -ANGLE_90;
else if (locvar1 == 3)
{
statenum_t oldspawnstate = mobjinfo[MT_NULL].spawnstate;
UINT32 oldflags = mobjinfo[MT_NULL].flags;
fixed_t oldradius = mobjinfo[MT_NULL].radius;
fixed_t oldheight = mobjinfo[MT_NULL].height;
mobj_t *check;
INT32 i, j;
static INT32 k;/* static for (at least) GCC 9.1 weirdness */
boolean allow;
angle_t testang = 0;
mobjinfo[MT_NULL].spawnstate = S_INVISIBLE;
mobjinfo[MT_NULL].flags = MF_NOGRAVITY|MF_NOTHINK|MF_NOCLIPTHING|MF_NOBLOCKMAP;
mobjinfo[MT_NULL].radius = mobjinfo[actor->type].radius;
mobjinfo[MT_NULL].height = mobjinfo[actor->type].height;
if (P_RandomChance(FRACUNIT/2)) // port priority 1?
{
i = 9;
j = 27;
}
else
{
i = 27;
j = 9;
}
#define dostuff(q) check = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_NULL);\
testang = actor->angle + ((i+(q))*ANG10);\
allow = (P_TryMove(check,\
P_ReturnThrustX(check, testang, dist + 2*actor->radius),\
P_ReturnThrustY(check, testang, dist + 2*actor->radius),\
true));\
P_RemoveMobj(check);\
if (allow)\
break;
if (P_RandomChance(FRACUNIT/2)) // port priority 2?
{
for (k = 0; k < 9; k++)
{
dostuff(i+k)
dostuff(i-k)
dostuff(j+k)
dostuff(j-k)
}
}
else
{
for (k = 0; k < 9; k++)
{
dostuff(i-k)
dostuff(i+k)
dostuff(j-k)
dostuff(j+k)
}
}
actor->angle = testang;
#undef dostuff
mobjinfo[MT_NULL].spawnstate = oldspawnstate;
mobjinfo[MT_NULL].flags = oldflags;
mobjinfo[MT_NULL].radius = oldradius;
mobjinfo[MT_NULL].height = oldheight;
}
an = actor->angle >> ANGLETOFINESHIFT;
actor->momx = FixedMul(speed, FINECOSINE(an));
actor->momy = FixedMul(speed, FINESINE(an));
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;
if (LUA_CallAction(A_BOSSZOOM, actor))
return;
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:
// & 1 - Use P_Random to spawn explosions at complete random
// & 2 - Use entire vertical range of object to spawn
// var2 = Object to spawn. Default is MT_SONIC3KBOSSEXPLODE.
//
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;
if (LUA_CallAction(A_BOSSSCREAM, actor))
return;
if (locvar1 & 1)
fa = (FixedAngle(P_RandomKey(360)*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
else
{
actor->movecount += 4*16;
actor->movecount %= 360;
fa = (FixedAngle(actor->movecount*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
}
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_SONIC3KBOSSEXPLODE; //MT_BOSSEXPLODE; -- piss to you, sonic 2
else
explodetype = (mobjtype_t)locvar2;
if (locvar1 & 2)
z = actor->z + (P_RandomKey((actor->height - mobjinfo[explodetype].height)>>FRACBITS)<<FRACBITS);
else 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)
{
if (LUA_CallAction(A_SCREAM, actor))
return;
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)
{
if (LUA_CallAction(A_PAIN, actor))
return;
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 = value to set repeat to if nonzero
// var2 = unused
//
void A_Fall(mobj_t *actor)
{
INT32 locvar1 = var1;
if (LUA_CallAction(A_FALL, actor))
return;
// 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.
if (locvar1)
actor->extravalue2 = locvar1;
}
#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;
if (LUA_CallAction(A_1UPTHINKER, actor))
return;
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)
{
mobj_t *tracer = actor->tracer;
P_SetTarget(&actor->tracer, NULL);
P_RemoveMobj(tracer);
}
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;
if (LUA_CallAction(A_MONITORPOP, actor))
return;
// 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;
}
}
// Run a linedef executor immediately upon popping
// You may want to delay your effects by 18 tics to sync with the reward giving
if (actor->spawnpoint && actor->lastlook)
P_LinedefExecute(actor->lastlook, actor->target, NULL);
}
// 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;
if (LUA_CallAction(A_GOLDMONITORPOP, actor))
return;
// 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;
}
}
// Run a linedef executor immediately upon popping
// You may want to delay your effects by 18 tics to sync with the reward giving
if (actor->spawnpoint && actor->lastlook)
P_LinedefExecute(actor->lastlook, actor->target, NULL);
}
// 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)
{
if (LUA_CallAction(A_GOLDMONITORRESTORE, actor))
return;
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;
if (LUA_CallAction(A_GOLDMONITORSPARKLE, actor))
return;
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;
if (LUA_CallAction(A_EXPLODE, actor))
return;
P_RadiusAttack(actor, actor->target, actor->info->damage, locvar1, true);
}
// 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;
if (LUA_CallAction(A_BOSSDEATH, mo))
return;
if (mo->spawnpoint && mo->spawnpoint->extrainfo)
P_LinedefExecute(LE_BOSSDEAD+(mo->spawnpoint->extrainfo*LE_PARAMWIDTH), mo, NULL);
else
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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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 (stoppedclock && modeattacking) // if you're just time attacking, skip making the capsule appear since you don't need to step on it anyways.
goto bossjustdie;
if (mo->flags2 & MF2_BOSSNOTRAP)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
P_DoPlayerExit(&players[i]);
}
}
else
{
// Initialize my junk
junk.tags.tags = NULL;
junk.tags.count = 0;
// Bring the egg trap up to the surface
// Incredibly shitty code ahead
Tag_FSet(&junk.tags, LE_CAPSULE0);
EV_DoElevator(&junk, elevateHighest, false);
Tag_FSet(&junk.tags, LE_CAPSULE1);
EV_DoElevator(&junk, elevateUp, false);
Tag_FSet(&junk.tags, LE_CAPSULE2);
EV_DoElevator(&junk, elevateHighest, false);
if (mapheaderinfo[gamemap-1]->muspostbossname[0] &&
S_MusicExists(mapheaderinfo[gamemap-1]->muspostbossname, !midi_disabled, !digital_disabled))
{
// Touching the egg trap button calls P_DoPlayerExit, which calls P_RestoreMusic.
// So just park ourselves in the mapmus variables.
// But don't change the mapmus variables if they were modified from their level header values (e.g., TUNES).
boolean changed = strnicmp(mapheaderinfo[gamemap-1]->musname, S_MusicName(), 7);
if (!strnicmp(mapheaderinfo[gamemap-1]->musname, mapmusname, 7))
{
strncpy(mapmusname, mapheaderinfo[gamemap-1]->muspostbossname, 7);
mapmusname[6] = 0;
mapmusflags = (mapheaderinfo[gamemap-1]->muspostbosstrack & MUSIC_TRACKMASK) | MUSIC_RELOADRESET;
mapmusposition = mapheaderinfo[gamemap-1]->muspostbosspos;
}
// don't change if we're in another tune
// but in case we're in jingle, use our parked mapmus variables so the correct track restores
if (!changed)
S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, (1*MUSICRATE)+(MUSICRATE/2),
mapheaderinfo[gamemap-1]->muspostbossfadein);
}
}
bossjustdie:
if (LUAh_BossDeath(mo))
return;
else if (P_MobjWasRemoved(mo))
return;
// Spawn your junk
switch (mo->type)
{
default:
break;
case MT_EGGMOBILE: // twin laser pods
{
mo2 = P_SpawnMobjFromMobj(mo,
P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSEGLZ1);
mo2 = P_SpawnMobjFromMobj(mo,
P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSEGLZ2);
}
break;
case MT_EGGMOBILE2: // twin tanks + spigot
{
mo2 = P_SpawnMobjFromMobj(mo,
P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle - ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSTANK1);
mo2 = P_SpawnMobjFromMobj(mo,
P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
P_ReturnThrustY(mo, mo->angle + ANGLE_90, 32<<FRACBITS),
32<<FRACBITS, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale);
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
P_SetMobjState(mo2, S_BOSSTANK2);
mo2 = P_SpawnMobjFromMobj(mo, 0, 0,
mobjinfo[MT_EGGMOBILE2].height + (32<<FRACBITS),
MT_BOSSJUNK);
mo2->angle = mo->angle;
P_SetObjectMomZ(mo2, 4*FRACUNIT, false);
mo2->momz += mo->momz;
P_SetMobjState(mo2, S_BOSSSPIGOT);
}
break;
case MT_EGGMOBILE3:
{
mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK);
mo2->angle = mo->angle;
P_SetMobjState(mo2, S_BOSSSEBH1);
}
break;
}
// now do another switch case for escaping
switch (mo->type)
{
case MT_BLACKEGGMAN:
{
mo->flags |= MF_NOCLIP;
mo->flags &= ~MF_SPECIAL;
S_StartSound(NULL, sfx_befall);
break;
}
case MT_CYBRAKDEMON:
{
mo->flags |= MF_NOCLIP;
mo->flags &= ~(MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT);
S_StartSound(NULL, sfx_bedie2);
P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_CYBRAKDEMON_VILE_EXPLOSION);
mo->z += P_MobjFlip(mo);
P_SetObjectMomZ(mo, 12*FRACUNIT, false);
S_StartSound(mo, sfx_bgxpld);
if (mo->spawnpoint && !(mo->spawnpoint->options & MTF_EXTRA))
P_InstaThrust(mo, R_PointToAngle2(0, 0, mo->x, mo->y), 14*FRACUNIT);
break;
}
case MT_KOOPA:
{
// Initialize my junk
junk.tags.tags = NULL;
junk.tags.count = 0;
Tag_FSet(&junk.tags, LE_KOOPA);
EV_DoCeiling(&junk, raiseToHighest);
return;
}
case MT_FANG:
{
if (mo->flags2 & MF2_SLIDEPUSH)
{
P_RemoveMobj(mo);
return;
}
if (mo->tracer)
{
var1 = var2 = 0;
A_Boss5Jump(mo);
mo->momx = ((16 - 1)*mo->momx)/16;
mo->momy = ((16 - 1)*mo->momy)/16;
{
const fixed_t time = FixedHypot(mo->tracer->x - mo->x, mo->tracer->y - mo->y)/FixedHypot(mo->momx, mo->momy);
const fixed_t speed = 64*FRACUNIT;
mobj_t *pole = P_SpawnMobj(
mo->tracer->x - P_ReturnThrustX(mo->tracer, mo->tracer->angle, speed*time),
mo->tracer->y - P_ReturnThrustY(mo->tracer, mo->tracer->angle, speed*time),
mo->tracer->floorz + (256+1)*FRACUNIT,
MT_FSGNB);
P_SetTarget(&pole->tracer, P_SpawnMobj(
pole->x, pole->y,
pole->z - 256*FRACUNIT,
MT_FSGNB));
P_SetTarget(&pole->tracer->tracer, P_SpawnMobj(
pole->x + P_ReturnThrustX(pole, mo->tracer->angle, FRACUNIT),
pole->y + P_ReturnThrustY(pole, mo->tracer->angle, FRACUNIT),
pole->z + 256*FRACUNIT,
MT_FSGNA));
pole->tracer->flags |= MF_NOCLIPTHING;
P_SetScale(pole, (pole->destscale = 2*FRACUNIT));
P_SetScale(pole->tracer, (pole->tracer->destscale = 2*FRACUNIT));
pole->angle = pole->tracer->angle = mo->tracer->angle;
pole->tracer->tracer->angle = pole->angle - ANGLE_90;
pole->momx = P_ReturnThrustX(pole, pole->angle, speed);
pole->momy = P_ReturnThrustY(pole, pole->angle, speed);
pole->tracer->momx = pole->momx;
pole->tracer->momy = pole->momy;
pole->tracer->tracer->momx = pole->momx;
pole->tracer->tracer->momy = pole->momy;
}
}
else
{
P_SetObjectMomZ(mo, 10*FRACUNIT, false);
mo->flags |= MF_NOGRAVITY;
}
mo->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT;
return;
}
default: //eggmobiles
{
UINT8 extrainfo = (mo->spawnpoint ? mo->spawnpoint->extrainfo : 0);
// 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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_BOSSFLYPOINT)
continue;
if (mo2->spawnpoint && mo2->spawnpoint->extrainfo != extrainfo)
continue;
// If this one's further then the last one, don't 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))
continue;
// Otherwise... Do!
P_SetTarget(&mo->target, mo2);
}
mo->flags |= MF_NOGRAVITY|MF_NOCLIP;
mo->flags |= MF_NOCLIPHEIGHT;
mo->movedir = 0;
mo->extravalue1 = 35;
mo->flags2 |= MF2_BOSSFLEE;
mo->momz = P_MobjFlip(mo)*2*mo->scale;
if (mo->target)
{
angle_t diff = R_PointToAngle2(mo->x, mo->y, mo->target->x, mo->target->y) - mo->angle;
if (diff)
{
if (diff > ANGLE_180)
diff = InvAngle(InvAngle(diff)/mo->extravalue1);
else
diff /= mo->extravalue1;
mo->movedir = diff;
}
}
break;
}
}
}
// 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;
if (LUA_CallAction(A_CUSTOMPOWER, actor))
return;
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
if (locvar1 >= NUMPOWERS || locvar1 < 0)
{
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;
if (LUA_CallAction(A_GIVEWEAPON, actor))
return;
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;
if (LUA_CallAction(A_RINGBOX, actor))
return;
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;
if (LUA_CallAction(A_INVINCIBILITY, actor))
return;
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])
{
if (mariomode)
G_GhostAddColor(GHC_INVINCIBLE);
P_PlayJingle(player, (mariomode) ? JT_MINV : JT_INV);
strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14);
S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]);
}
}
// Function: A_SuperSneakers
//
// Description: Awards the player super sneakers.
//
// var1 = unused
// var2 = unused
//
void A_SuperSneakers(mobj_t *actor)
{
player_t *player;
if (LUA_CallAction(A_SUPERSNEAKERS, actor))
return;
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
P_PlayJingle(player, JT_SHOES);
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;
if (LUA_CallAction(A_AWARDSCORE, actor))
return;
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;
if (LUA_CallAction(A_EXTRALIFE, actor))
return;
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;
if (LUA_CallAction(A_GIVESHIELD, actor))
return;
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;
if (LUA_CallAction(A_GRAVITYBOX, actor))
return;
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)
{
if (LUA_CallAction(A_SCORERISE, actor))
return;
// 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;
if (LUA_CallAction(A_BUNNYHOP, actor))
return;
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;
if (LUA_CallAction(A_BUBBLESPAWN, actor))
return;
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<<FRACBITS))
break; // Stop looking.
if (i == MAXPLAYERS)
return; // don't make bubble!
}
prandom = P_RandomByte();
if (leveltime % (3*TICRATE) < 8)
bubble = P_SpawnMobj(actor->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;
if (LUA_CallAction(A_FANBUBBLESPAWN, actor))
return;
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<<FRACBITS))
break; // Stop looking.
if (i == MAXPLAYERS)
return; // don't make bubble!
}
prandom = P_RandomByte();
if ((prandom & 0x7) == 0x7)
bubble = P_SpawnMobj(actor->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;
if (LUA_CallAction(A_BUBBLERISE, actor))
return;
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)
{
if (LUA_CallAction(A_BUBBLECHECK, actor))
return;
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)
{
if (LUA_CallAction(A_ATTRACTCHASE, actor))
return;
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;
if (LUA_CallAction(A_DROPMINE, actor))
return;
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 = Trail object to spawn, if desired.
//
void A_FishJump(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_FISHJUMP, actor))
return;
if (locvar2)
{
UINT8 i;
// Don't spawn trail unless a player is nearby.
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) < (actor->info->speed))
break; // Stop looking.
if (i < MAXPLAYERS)
{
fixed_t rad = actor->radius>>FRACBITS;
P_SpawnMobjFromMobj(actor, P_RandomRange(rad, -rad)<<FRACBITS, P_RandomRange(rad, -rad)<<FRACBITS, 0, (mobjtype_t)locvar2);
}
}
if ((actor->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;
if (LUA_CallAction(A_THROWNRING, actor))
return;
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 && 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 ((gametyperules & GTR_TEAMS)
&& 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)
{
if (LUA_CallAction(A_SETSOLIDSTEAM, actor))
return;
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)
{
if (LUA_CallAction(A_UNSETSOLIDSTEAM, actor))
return;
actor->flags &= ~MF_SOLID;
actor->flags |= MF_NOCLIP;
}
// Function: A_SignSpin
//
// Description: Spins a signpost until it hits the ground and reaches its mapthing's angle.
//
// var1 = degrees to rotate object (must be positive, because I'm lazy)
// var2 = unused
//
void A_SignSpin(mobj_t *actor)
{
INT32 locvar1 = var1;
INT16 i;
angle_t rotateangle = FixedAngle(locvar1 << FRACBITS);
if (LUA_CallAction(A_SIGNSPIN, actor))
return;
if (P_IsObjectOnGround(actor) && P_MobjFlip(actor) * actor->momz <= 0)
{
if (actor->flags2 & MF2_BOSSFLEE)
{
S_StartSound(actor, actor->info->deathsound);
actor->flags2 &= ~MF2_BOSSFLEE;
}
if (actor->spawnpoint)
{
angle_t mapangle = FixedAngle(actor->spawnpoint->angle << FRACBITS);
angle_t diff = mapangle - actor->angle;
if (diff < ANG2)
{
actor->angle = mapangle;
P_SetMobjState(actor, actor->info->deathstate);
return;
}
if ((statenum_t)(actor->state-states) != actor->info->painstate)
P_SetMobjState(actor, actor->info->painstate);
actor->movedir = min((mapangle - actor->angle) >> 2, actor->movedir);
}
else // no mapthing? just finish in your current angle
{
P_SetMobjState(actor, actor->info->deathstate);
return;
}
}
else
{
if (!(actor->flags2 & MF2_BOSSFLEE))
{
S_StartSound(actor, actor->info->painsound);
actor->flags2 |= MF2_BOSSFLEE;
}
actor->movedir = rotateangle;
}
actor->angle += actor->movedir;
if (actor->tracer == NULL || P_MobjWasRemoved(actor->tracer)) return;
for (i = -1; i < 2; i += 2)
{
P_SpawnMobjFromMobj(actor,
P_ReturnThrustX(actor, actor->tracer->angle, i * actor->radius),
P_ReturnThrustY(actor, actor->tracer->angle, i * actor->radius),
(actor->eflags & MFE_VERTICALFLIP) ? 0 : actor->height,
actor->info->painchance)->destscale >>= 1;
}
}
// Function: A_SignPlayer
//
// Description: Changes the state of a level end sign to reflect the player that hit it.
// Also used to display Eggman or the skin roulette whilst spinning.
//
// var1 = number of skin to display (e.g. 2 = Knuckles; special cases: -1 = target's skin, -2 = skin roulette, -3 = Eggman)
// var2 = custom sign color, if desired.
//
void A_SignPlayer(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
skin_t *skin = NULL;
mobj_t *ov;
UINT16 facecolor, signcolor = 0;
UINT32 signframe = states[actor->info->raisestate].frame;
facecolor = signcolor = (UINT16)locvar2;
if (LUA_CallAction(A_SIGNPLAYER, actor))
return;
if (actor->tracer == NULL || locvar1 < -3 || locvar1 >= numskins || signcolor >= numskincolors)
return;
// if no face overlay, spawn one
if (actor->tracer->tracer == NULL || P_MobjWasRemoved(actor->tracer->tracer))
{
ov = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY);
P_SetTarget(&ov->target, actor->tracer);
P_SetTarget(&actor->tracer->tracer, ov);
}
else
ov = actor->tracer->tracer;
if (locvar1 == -1) // set to target's skin
{
if (!actor->target)
return;
if (!actor->target->player)
return;
skin = &skins[actor->target->player->skin];
facecolor = actor->target->player->skincolor;
if (signcolor)
;
else if (!skin->sprites[SPR2_SIGN].numframes)
signcolor = facecolor;
else if ((facecolor == skin->prefcolor) && (skin->prefoppositecolor)) // Set it as the skin's preferred oppositecolor?
signcolor = skin->prefoppositecolor;
else if (facecolor) // Set the sign to be an appropriate background color for this player's skincolor.
signcolor = skincolors[facecolor].invcolor;
}
else if (locvar1 != -3) // set to a defined skin
{
// I turned this function into a fucking mess. I'm so sorry. -Lach
if (locvar1 == -2) // random skin
{
#define skincheck(num) (player ? !R_SkinUsable(player-players, num) : skins[num].availability > 0)
player_t *player = actor->target ? actor->target->player : NULL;
UINT8 skinnum;
UINT8 skincount = 0;
for (skinnum = 0; skinnum < numskins; skinnum++)
if (!skincheck(skinnum))
skincount++;
skinnum = P_RandomKey(skincount);
for (skincount = 0; skincount < numskins; skincount++)
{
if (skincount > skinnum)
break;
if (skincheck(skincount))
skinnum++;
}
skin = &skins[skinnum];
#undef skincheck
}
else // specific skin
skin = &skins[locvar1];
facecolor = skin->prefcolor;
if (signcolor)
;
else if (!skin->sprites[SPR2_SIGN].numframes)
signcolor = facecolor;
else if (skin->prefoppositecolor)
signcolor = skin->prefoppositecolor;
else if (facecolor)
signcolor = skincolors[facecolor].invcolor;
}
if (skin)
{
if (skin->sprites[SPR2_SIGN].numframes) // player face
{
ov->color = facecolor;
ov->skin = skin;
if ((statenum_t)(ov->state-states) != actor->info->seestate)
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
}
else // CLEAR! sign
{
ov->color = SKINCOLOR_NONE;
ov->skin = NULL; // needs to be NULL in the case of SF_HIRES characters
if ((statenum_t)(ov->state-states) != actor->info->missilestate)
P_SetMobjState(ov, actor->info->missilestate); // S_CLEARSIGN
}
}
else // Eggman face
{
ov->color = SKINCOLOR_NONE;
ov->skin = NULL;
if ((statenum_t)(ov->state-states) != actor->info->meleestate)
P_SetMobjState(ov, actor->info->meleestate); // S_EGGMANSIGN
if (!signcolor)
signcolor = SKINCOLOR_CARBON;
facecolor = signcolor;
}
actor->tracer->color = signcolor;
if (signcolor && signcolor < numskincolors)
signframe += (15 - skincolors[skincolors[signcolor].invcolor].invshade);
actor->tracer->frame = signframe;
}
// 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;
if (LUA_CallAction(A_OVERLAYTHINK, actor))
return;
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->movedir;
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;
if (LUA_CallAction(A_JETCHASE, actor))
return;
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<<FRACBITS), actor->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<<FRACBITS), actor->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<<FRACBITS), actor->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;
if (LUA_CallAction(A_JETBTHINK, actor))
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->target)
{
A_JetChase(actor);
// check for melee attack
if (actor->info->raisestate
&& (actor->z > (actor->floorz + FixedMul((32<<FRACBITS), actor->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<<FRACBITS), actor->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<<FRACBITS), actor->scale)) < thefloor) && !((thefloor + FixedMul((32<<FRACBITS), actor->scale) + actor->height) > actor->ceilingz))
actor->z = thefloor+FixedMul((32<<FRACBITS), actor->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;
if (LUA_CallAction(A_JETGSHOOT, actor))
return;
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;
if (LUA_CallAction(A_SHOOTBULLET, actor))
return;
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);
}
static mobj_t *minus;
static boolean PIT_MinusCarry(mobj_t *thing)
{
if (minus->tracer)
return true;
if (minus->type == thing->type)
return true;
if (!(thing->flags & (MF_PUSHABLE|MF_ENEMY)))
return true;
if (P_AproxDistance(minus->x - thing->x, minus->y - thing->y) >= minus->radius*3)
return true;
if (abs(thing->z - minus->z) > minus->height)
return true;
P_SetTarget(&minus->tracer, thing);
return true;
}
// Function: A_MinusDigging
//
// Description: Minus digging in the ground.
//
// var1 = If 1, play digging sound.
// var2 = unused
//
void A_MinusDigging(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 rad = 32;
angle_t fa = (actor->angle >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t dis = actor->info->speed*4;
fixed_t x = FINECOSINE(fa)*dis + actor->x + FRACUNIT*P_RandomRange(-rad, rad);
fixed_t y = FINESINE(fa)*dis + actor->y + FRACUNIT*P_RandomRange(-rad, rad);
fixed_t mz = (actor->eflags & MFE_VERTICALFLIP) ? actor->ceilingz : actor->floorz;
mobj_t *par;
if (LUA_CallAction(A_MINUSDIGGING, actor))
return;
if (!actor->target)
{
P_SetMobjState(actor, actor->info->spawnstate);
return;
}
par = P_SpawnMobj(actor->x, actor->y, mz, MT_MINUSDIRT);
if (actor->eflags & MFE_VERTICALFLIP)
par->eflags |= MFE_VERTICALFLIP;
P_TryMove(par, x, y, false);
// If close enough, prepare to attack
if (P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) < actor->radius*2)
{
P_SetMobjState(actor, actor->info->meleestate);
P_TryMove(actor, actor->target->x, actor->target->y, false);
S_StartSound(actor, actor->info->attacksound);
// Spawn growing dirt pile.
par = P_SpawnMobj(actor->x, actor->y, mz, MT_MINUSDIRT);
P_SetMobjState(par, actor->info->raisestate);
P_SetScale(par, actor->scale*2);
if (actor->eflags & MFE_VERTICALFLIP)
par->eflags |= MFE_VERTICALFLIP;
return;
}
// Play digging sound
if (locvar1 == 1)
A_PlayActiveSound(actor);
// Move
var1 = 3;
A_Chase(actor);
// Carry over shit, maybe
if (P_MobjWasRemoved(actor->tracer) || !actor->tracer->health)
P_SetTarget(&actor->tracer, NULL);
if (!actor->tracer)
{
fixed_t radius = 3*actor->radius;
fixed_t yh = (unsigned)(actor->y + radius - bmaporgy) >> MAPBLOCKSHIFT;
fixed_t yl = (unsigned)(actor->y - radius - bmaporgy) >> MAPBLOCKSHIFT;
fixed_t xh = (unsigned)(actor->x + radius - bmaporgx) >> MAPBLOCKSHIFT;
fixed_t xl = (unsigned)(actor->x - radius - bmaporgx) >> MAPBLOCKSHIFT;
fixed_t bx, by;
BMBOUNDFIX(xl, xh, yl, yh);
minus = actor;
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
P_BlockThingsIterator(bx, by, PIT_MinusCarry);
}
else
{
if (P_TryMove(actor->tracer, actor->x, actor->y, false))
actor->tracer->z = mz;
else
P_SetTarget(&actor->tracer, NULL);
}
}
// Function: A_MinusPopup
//
// Description: Minus popping out of the ground.
//
// var1 = unused
// var2 = unused
//
void A_MinusPopup(mobj_t *actor)
{
INT32 num = 6;
angle_t ani = FixedAngle(FRACUNIT*360/num);
INT32 i;
if (LUA_CallAction(A_MINUSPOPUP, actor))
return;
if (actor->eflags & MFE_VERTICALFLIP)
actor->momz = -10*FRACUNIT;
else
actor->momz = 10*FRACUNIT;
S_StartSound(actor, sfx_s3k82);
for (i = 1; i <= num; i++)
{
mobj_t *rock = P_SpawnMobjFromMobj(actor, 0, 0, actor->height/4, MT_ROCKCRUMBLE1);
P_Thrust(rock, ani*i, FRACUNIT);
P_SetObjectMomZ(rock, 3*FRACUNIT, false);
P_SetScale(rock, rock->scale/3);
}
P_RadiusAttack(actor, actor, 2*actor->radius, 0, true);
if (actor->tracer)
P_DamageMobj(actor->tracer, actor, actor, 1, 0);
actor->flags = (actor->flags & ~MF_NOCLIPTHING)|MF_SPECIAL|MF_SHOOTABLE;
}
// Function: A_MinusCheck
//
// Description: If the minus hits the floor, dig back into the ground.
//
// var1 = State to switch to (if 0, use seestate).
// var2 = If not 0, spawn debris when hitting the floor.
//
void A_MinusCheck(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_MINUSCHECK, actor))
return;
if (((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz) || (!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz))
{
P_SetMobjState(actor, locvar1 ? (statenum_t)locvar1 : actor->info->seestate);
actor->flags = actor->info->flags;
if (locvar2)
{
INT32 i, num = 6;
angle_t ani = FixedAngle(FRACUNIT*360/num);
for (i = 1; i <= num; i++)
{
mobj_t *rock = P_SpawnMobjFromMobj(actor, 0, 0, actor->height/4, MT_ROCKCRUMBLE1);
P_Thrust(rock, ani*i, FRACUNIT);
P_SetObjectMomZ(rock, 3*FRACUNIT, false);
P_SetScale(rock, rock->scale/3);
}
}
}
}
// Function: A_ChickenCheck
//
// Description: Resets the chicken once it hits the floor again.
//
// var1 = unused
// var2 = unused
//
void A_ChickenCheck(mobj_t *actor)
{
if (LUA_CallAction(A_CHICKENCHECK, actor))
return;
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;
if (LUA_CallAction(A_JETGTHINK, actor))
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->target)
{
if (P_RandomChance(FRACUNIT/8) && !actor->reactiontime)
P_SetMobjState(actor, actor->info->missilestate);
else
A_JetChase (actor);
}
else if (actor->z - FixedMul((32<<FRACBITS), actor->scale) < thefloor && !(thefloor + FixedMul((32<<FRACBITS), actor->scale)
+ actor->height > actor->ceilingz))
{
actor->z = thefloor + FixedMul((32<<FRACBITS), actor->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)
{
if (LUA_CallAction(A_MOUSETHINK, actor))
return;
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;
if (LUA_CallAction(A_DETONCHASE, actor))
return;
// 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, speed;
if (actor->target->player)
speed = actor->target->player->normalspeed;
else
speed = actor->target->info->speed;
actor->reactiontime = -42;
exact = actor->movedir>>ANGLETOFINESHIFT;
xyspeed = FixedMul(FixedMul(speed,3*FRACUNIT/4), FINECOSINE(exact));
actor->momz = FixedMul(FixedMul(speed,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;
if (LUA_CallAction(A_CAPECHASE, actor))
return;
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);
if (LUA_CallAction(A_ROTATESPIKEBALL, actor))
return;
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;
if (LUA_CallAction(A_UNIDUSBALL, actor))
return;
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 = Tag_FindLineSpecial(12, (INT16)actor->threshold);
line_t *line;
fixed_t dist;
fixed_t randomoomph;
if (LUA_CallAction(A_ROCKSPAWN, actor))
return;
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;
if (LUA_CallAction(A_SLINGAPPEAR, actor))
return;
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;
if (LUA_CallAction(A_SETFUSE, actor))
return;
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);
if (LUA_CallAction(A_CRAWLACOMMANDERTHINK, actor))
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->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;
if (LUA_CallAction(A_RINGEXPLODE, actor))
return;
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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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;
boolean changecolor = (actor->target && actor->target->player);
if (LUA_CallAction(A_OLDRINGEXPLODE, actor))
return;
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 (!(gametyperules & GTR_TEAMS))
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 (!(gametyperules & GTR_TEAMS))
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 (!(gametyperules & GTR_TEAMS))
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;
if (LUA_CallAction(A_MIXUP, actor))
return;
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, drawangle;
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;
fixed_t starpostscale;
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!
if (players[one].powers[pw_carry] == CR_MINECART && players[one].mo->tracer && !(P_MobjWasRemoved(players[one].mo->tracer)))
P_SetTarget(&players[one].mo->tracer->target, players[two].mo);
if (players[two].powers[pw_carry] == CR_MINECART && players[two].mo->tracer && !(P_MobjWasRemoved(players[two].mo->tracer)))
P_SetTarget(&players[two].mo->tracer->target, players[one].mo);
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;
drawangle = players[one].drawangle;
starpostx = players[one].starpostx;
starposty = players[one].starposty;
starpostz = players[one].starpostz;
starpostangle = players[one].starpostangle;
starpostscale = players[one].starpostscale;
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].starpostscale, players[two].drawangle, players[two].mo->flags2);
P_MixUp(players[two].mo, x, y, z, angle, starpostx, starposty, starpostz,
starpostnum, starposttime, starpostangle,
starpostscale, drawangle, 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][2];
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];
fixed_t starpostscale[MAXPLAYERS];
INT32 flags2[MAXPLAYERS];
for (i = 0; i < MAXPLAYERS; i++)
{
position[i][0] = position[i][1] = position[i][2] = anglepos[i][0] = anglepos[i][1] = 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][0] = players[i].mo->angle;
anglepos[counter][1] = players[i].drawangle;
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;
starpostscale[counter] = players[i].starpostscale;
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][0],
spposition[teleportfrom][0], spposition[teleportfrom][1], spposition[teleportfrom][2],
starpostnum[teleportfrom], starposttime[teleportfrom], starpostangle[teleportfrom],
starpostscale[teleportfrom], anglepos[teleportfrom][1], flags2[teleportfrom]);
//...carry after. same reasoning.
players[i].powers[pw_carry] = transcarry[teleportfrom];
if (transcarry[teleportfrom] == CR_MINECART && transtracer[teleportfrom] && !(P_MobjWasRemoved(transtracer[teleportfrom])))
P_SetTarget(&transtracer[teleportfrom]->target, players[i].mo);
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);
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);
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];
if (LUA_CallAction(A_RECYCLEPOWERS, actor))
return;
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
|| j == pw_pushing || j == pw_justsprung || j == pw_noautobrake || j == pw_justlaunched
|| j == pw_ignorelatch)
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];
if (((players[recv_pl].powers[pw_shield] & SH_NOSTACK) == SH_PINK) && (players[recv_pl].revitem == MT_LHRT || players[recv_pl].spinitem == MT_LHRT || players[recv_pl].thokitem == MT_LHRT)) // Healers can't keep their buff.
players[recv_pl].powers[pw_shield] &= SH_STACK;
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;
if (LUA_CallAction(A_BOSS1CHASE, actor))
return;
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
{
if (actor->spawnpoint && actor->spawnpoint->extrainfo)
P_LinedefExecute(LE_PINCHPHASE+(actor->spawnpoint->extrainfo*LE_PARAMWIDTH), actor, NULL);
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;
if (LUA_CallAction(A_BOSS2CHASE, actor))
return;
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<<FRACBITS, actor->extravalue2<<FRACBITS), actor->extravalue1<<FRACBITS));
}
else
{
// Only speed up if you have the 'Deaf' flag.
if (actor->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)
{
if (LUA_CallAction(A_BOSS2POGO, actor))
return;
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;
if (LUA_CallAction(A_BOSS2TAKEDAMAGE, actor))
return;
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;
if (LUA_CallAction(A_BOSS7CHASE, actor))
return;
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)
{
if (LUA_CallAction(A_GOOPSPLAT, actor))
return;
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;
if (LUA_CallAction(A_BOSS2POGOSFX, actor))
return;
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;
if (LUA_CallAction(A_BOSS2POGOTARGET, actor))
return;
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 && 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, height;
// 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<<FRACBITS;
*/
// Remember, kids!
// Reduced down Calculus lets you avoid bad 'logic math' loops!
//airtime = FixedDiv(-actor->momz<<1, gravityadd)<<1; // going from 0 to 0 is much simpler
if (actor->target->player)
height = P_GetPlayerHeight(actor->target->player) >> 1;
else
height = actor->target->height >> 1;
zoffs = height + (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);
P_SetTarget(&pogo->target, actor);
}
actor->reactiontime = 1;
}
// Function: A_EggmanBox
//
// Description: Harms the player
//
// var1 = unused
// var2 = unused
//
void A_EggmanBox(mobj_t *actor)
{
if (LUA_CallAction(A_EGGMANBOX, actor))
return;
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;
if (LUA_CallAction(A_TURRETFIRE, actor))
return;
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;
if (LUA_CallAction(A_SUPERTURRETFIRE, actor))
return;
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;
if (LUA_CallAction(A_TURRETSTOP, actor))
return;
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)
{
if (LUA_CallAction(A_SPARKFOLLOW, actor))
return;
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;
if (LUA_CallAction(A_BUZZFLY, actor))
return;
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;
if (LUA_CallAction(A_GUARDCHASE, actor))
return;
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;
if (LUA_CallAction(A_EGGSHIELD, actor))
return;
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)
{
if (LUA_CallAction(A_SETREACTIONTIME, actor))
return;
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;
if (LUA_CallAction(A_BOSS1SPIKEBALLS, actor))
return;
ball = P_SpawnMobj(actor->x, actor->y, actor->z, MT_EGGMOBILE_BALL);
P_SetTarget(&ball->target, actor);
ball->movedir = FixedAngle(FixedMul(FixedDiv(locvar1<<FRACBITS, locvar2<<FRACBITS), 360<<FRACBITS));
ball->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)
{
if (LUA_CallAction(A_BOSS3TAKEDAMAGE, actor))
return;
actor->movecount = var1;
actor->movefactor = -512*FRACUNIT;
/*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)
{
if (LUA_CallAction(A_BOSS3PATH, actor))
return;
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
{
fixed_t dist = 0;
fixed_t speed;
if (!(actor->flags2 & MF2_STRONGBOX))
{
thinker_t *th;
mobj_t *mo2;
P_SetTarget(&actor->target, NULL);
// scan the thinkers
// to find a point that matches
// the number
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_BOSS3WAYPOINT)
continue;
if (!mo2->spawnpoint)
continue;
if (mo2->spawnpoint->angle != actor->threshold)
continue;
if (mo2->spawnpoint->extrainfo != actor->cusval)
continue;
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, %d\n", actor->threshold, actor->cusval);
return;
}
if (actor->tracer && ((actor->tracer->movedir)
|| (actor->tracer->health <= actor->tracer->info->damage)))
speed = actor->info->speed * 2;
else
speed = actor->info->speed;
if (actor->target->x == actor->x && actor->target->y == actor->y)
{
dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z + actor->movefactor - actor->z);
if (dist < 1)
dist = 1;
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->movefactor - actor->z, dist), speed);
if (actor->momx != 0 || actor->momy != 0)
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
}
if (dist <= speed)
{
// 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->movefactor;
actor->momx = actor->momy = actor->momz = 0;
P_SetThingPosition(actor);
if (!actor->movefactor) // firing mode
{
actor->movecount |= 2;
actor->movefactor = -512*FRACUNIT;
actor->flags2 &= ~MF2_STRONGBOX;
}
else if (!(actor->flags2 & MF2_STRONGBOX)) // just spawned or going down
{
actor->flags2 |= MF2_STRONGBOX;
actor->movefactor = -512*FRACUNIT;
}
else if (!(actor->flags2 & MF2_AMBUSH)) // just shifted tube
{
actor->flags2 |= MF2_AMBUSH;
actor->movefactor = 0;
}
else // just hit the bottom of your tube
{
P_RemoveMobj(actor); // Cycle completed. Dummy removed.
return;
}
}
}
}
// Function: A_Boss3ShockThink
//
// Description: Inserts new interstitial shockwave objects when the space between others spreads too much.
//
// var1 = unused
// var2 = unused
//
void A_Boss3ShockThink(mobj_t *actor)
{
if (LUA_CallAction(A_BOSS3SHOCKTHINK, actor))
return;
if (actor->momx || actor->momy)
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy) + ANGLE_90;
if (actor->hnext && !P_MobjWasRemoved(actor->hnext))
{
mobj_t *snext = actor->hnext;
mobj_t *snew;
fixed_t x0, y0, x1, y1;
// Break the link if movements are too different
if (FixedHypot(snext->momx - actor->momx, snext->momy - actor->momy) > 12*actor->scale)
{
P_SetTarget(&actor->hnext, NULL);
return;
}
// Check distance between shockwave objects to determine whether interstitial ones should be spawned
x0 = actor->x;
y0 = actor->y;
x1 = snext->x;
y1 = snext->y;
if (FixedHypot(x1 - x0, y1 - y0) > 2*actor->radius)
{
snew = P_SpawnMobj((x0 + x1) >> 1, (y0 + y1) >> 1, (actor->z + snext->z) >> 1, actor->type);
snew->momx = (actor->momx + snext->momx) >> 1;
snew->momy = (actor->momy + snext->momy) >> 1;
snew->momz = (actor->momz + snext->momz) >> 1; // is this really needed?
snew->angle = (actor->angle + snext->angle) >> 1;
P_SetTarget(&snew->target, actor->target);
snew->fuse = actor->fuse;
P_SetTarget(&actor->hnext, snew);
P_SetTarget(&snew->hnext, snext);
}
}
}
// 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;
if (LUA_CallAction(A_LINEDEFEXECUTE, actor))
return;
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);
else if (actor->spawnpoint && actor->spawnpoint->extrainfo)
tagnum += (actor->spawnpoint->extrainfo*LE_PARAMWIDTH);
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)
{
if (LUA_CallAction(A_PLAYSEESOUND, actor))
return;
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)
{
if (LUA_CallAction(A_PLAYATTACKSOUND, actor))
return;
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)
{
if (LUA_CallAction(A_PLAYACTIVESOUND, actor))
return;
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;
if (LUA_CallAction(A_SMOKETRAILER, actor))
return;
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;
if (LUA_CallAction(A_SPAWNOBJECTABSOLUTE, actor))
return;
x = (INT16)(locvar1>>16);
y = (INT16)(locvar1&65535);
z = (INT16)(locvar2>>16);
type = (mobjtype_t)(locvar2&65535);
mo = P_SpawnMobj(x<<FRACBITS, y<<FRACBITS, z<<FRACBITS, 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_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;
if (LUA_CallAction(A_SPAWNOBJECTRELATIVE, actor))
return;
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<<FRACBITS, actor->scale),
actor->y + FixedMul(y<<FRACBITS, actor->scale),
(actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[type].height) - FixedMul(z<<FRACBITS, actor->scale)) : (actor->z + FixedMul(z<<FRACBITS, actor->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);
if (LUA_CallAction(A_CHANGEANGLERELATIVE, actor))
return;
#ifdef PARANOIA
if (amin > amax)
I_Error("A_ChangeAngleRelative: var1 is greater than 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);
if (LUA_CallAction(A_CHANGEANGLEABSOLUTE, actor))
return;
#ifdef PARANOIA
if (amin > amax)
I_Error("A_ChangeAngleAbsolute: var1 is greater than var2");
#endif
/*
if (angle < amin)
angle = amin;
if (angle > amax)
angle = amax;*/
actor->angle = FixedAngle(P_RandomRange(amin, amax));
}
// Function: A_RollAngle
//
// Description: Changes the roll angle.
//
// var1 = angle
// var2 = relative? (default)
//
void A_RollAngle(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
const angle_t angle = FixedAngle(locvar1*FRACUNIT);
if (LUA_CallAction(A_ROLLANGLE, actor))
return;
// relative (default)
if (!locvar2)
actor->rollangle += angle;
// absolute
else
actor->rollangle = angle;
}
// Function: A_ChangeRollAngleRelative
//
// Description: Changes the roll 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_ChangeRollAngleRelative(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
const fixed_t amin = locvar1*FRACUNIT;
const fixed_t amax = locvar2*FRACUNIT;
if (LUA_CallAction(A_CHANGEROLLANGLERELATIVE, actor))
return;
#ifdef PARANOIA
if (amin > amax)
I_Error("A_ChangeRollAngleRelative: var1 is greater than var2");
#endif
actor->rollangle += FixedAngle(P_RandomRange(amin, amax));
}
// Function: A_ChangeRollAngleAbsolute
//
// Description: Changes the roll 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_ChangeRollAngleAbsolute(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
const fixed_t amin = locvar1*FRACUNIT;
const fixed_t amax = locvar2*FRACUNIT;
if (LUA_CallAction(A_CHANGEROLLANGLEABSOLUTE, actor))
return;
#ifdef PARANOIA
if (amin > amax)
I_Error("A_ChangeRollAngleAbsolute: var1 is greater than var2");
#endif
actor->rollangle = FixedAngle(P_RandomRange(amin, amax));
}
// Function: A_PlaySound
//
// Description: Plays a sound
//
// var1 = sound # to play
// var2:
// lower 16 bits = If 1, play sound using calling object as origin. If 0, play sound without an origin
// upper 16 bits = If 1, do not play sound during preticker.
//
void A_PlaySound(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_PLAYSOUND, actor))
return;
if (leveltime < 2 && (locvar2 >> 16))
return;
S_StartSound((locvar2 & 65535) ? 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;
if (LUA_CallAction(A_FINDTARGET, actor))
return;
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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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;
if (LUA_CallAction(A_FINDTRACER, actor))
return;
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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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;
if (LUA_CallAction(A_SETTICS, actor))
return;
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;
if (LUA_CallAction(A_SETRANDOMTICS, actor))
return;
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;
if (LUA_CallAction(A_CHANGECOLORRELATIVE, actor))
return;
if (locvar1)
{
// Have you ever seen anything so hideous?
if (actor->target)
actor->color = (UINT16)(actor->color + actor->target->color);
}
else
actor->color = (UINT16)(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;
if (LUA_CallAction(A_CHANGECOLORABSOLUTE, actor))
return;
if (locvar1)
{
if (actor->target)
actor->color = actor->target->color;
}
else
actor->color = (UINT16)locvar2;
}
// Function: A_Dye
//
// Description: Colorizes an object.
//
// var1 = if (var1 != 0), dye your target instead of yourself
// var2 = color value to dye
//
void A_Dye(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
mobj_t *target = ((locvar1 && actor->target) ? actor->target : actor);
UINT16 color = (UINT16)locvar2;
if (LUA_CallAction(A_DYE, actor))
return;
if (color >= numskincolors)
return;
// What if it's a player?
if (target->player)
target->player->powers[pw_dye] = color;
if (!color)
{
target->colorized = false;
target->color = target->player ? target->player->skincolor : SKINCOLOR_NONE;
}
else if (!(target->player))
{
target->colorized = true;
target->color = color;
}
}
// 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;
if (LUA_CallAction(A_MOVERELATIVE, actor))
return;
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;
if (LUA_CallAction(A_MOVEABSOLUTE, actor))
return;
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;
if (LUA_CallAction(A_THRUST, actor))
return;
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;
if (LUA_CallAction(A_ZTHRUST, actor))
return;
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;
if (LUA_CallAction(A_SETTARGETSTARGET, actor))
return;
// 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;
if (LUA_CallAction(A_SETOBJECTFLAGS, actor))
return;
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;
if (LUA_CallAction(A_SETOBJECTFLAGS2, actor))
return;
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 - Unused (formerly 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;
if (LUA_CallAction(A_BOSSJETFUME, actor))
return;
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, -60*actor->scale);
jety = actor->y + P_ReturnThrustY(actor, actor->angle, -60*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);
P_SetScale(filler, (filler->destscale = actor->scale/3));
if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP;
filler->color = SKINCOLOR_ICY;
filler->colorized = true;
}
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 - 50*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;
}
else if (locvar1 == 4) // Boss 4 Spectator Eggrobo jet flame
{
fixed_t jetx, jety, jetz, movefactor = 12;
jetz = actor->z;
if (actor->eflags & MFE_VERTICALFLIP)
jetz += (actor->height - FixedMul(mobjinfo[MT_EGGROBO1JET].height, actor->scale));
while (true)
{
jetx = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, movefactor*actor->scale) - P_ReturnThrustX(actor, actor->angle, 19*actor->scale);
jety = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, movefactor*actor->scale) - P_ReturnThrustY(actor, actor->angle, 19*actor->scale);
filler = P_SpawnMobj(jetx, jety, jetz, MT_EGGROBO1JET);
filler->movefactor = movefactor;
P_SetTarget(&filler->target, actor);
filler->destscale = actor->scale;
P_SetScale(filler, filler->destscale);
if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP;
if (movefactor <= 0)
break;
movefactor = -movefactor;
}
}
}
// 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;
if (LUA_CallAction(A_RANDOMSTATE, actor))
return;
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;
if (LUA_CallAction(A_RANDOMSTATERANGE, actor))
return;
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;
if (LUA_CallAction(A_DUALACTION, actor))
return;
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;
astate = &states[locvar1];
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;
astate = &states[locvar2];
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.
if (LUA_CallAction(A_REMOTEACTION, actor))
return;
// 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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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;
astate = &states[locvar2];
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)
{
if (LUA_CallAction(A_TOGGLEFLAMEJET, actor))
return;
// 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:
// Bits 1-10: height offset, max 1023
// Bits 11-16: X radius factor (max 63, default 20)
// Bit 17: set if object is Nightopian Helper
// Bit 18: set to define X/Y/Z rotation factor
// Bits 19-20: Unused
// Bits 21-26: Y radius factor (max 63, default 32)
// Bits 27-32: Z radius factor (max 63, default 32)
//
// If MF_GRENADEBOUNCE is flagged on mobj, use actor->threshold to define X/Y/Z radius factor, max 1023 each:
// Bits 1-10: X factor
// Bits 11-20: Y factor
// Bits 21-30: Z factor
void A_OrbitNights(mobj_t* actor)
{
INT32 ofs = (var2 & 0x3FF);
boolean ishelper = (var2 & 0x10000);
boolean donotrescale = (var2 & 0x40000);
INT32 xfactor = 32, yfactor = 32, zfactor = 20;
if (LUA_CallAction(A_ORBITNIGHTS, actor))
return;
if (actor->flags & MF_GRENADEBOUNCE)
{
xfactor = (actor->threshold & 0x3FF);
yfactor = (actor->threshold & 0xFFC00) >> 10;
zfactor = (actor->threshold & 0x3FF00000) >> 20;
}
else if (var2 & 0x20000)
{
xfactor = (var2 & 0xFC00) >> 10;
yfactor = (var2 & 0x3F00000) >> 20;
zfactor = (var2 & 0xFC000000) >> 26;
}
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(xfactor*FRACUNIT, actor->scale));
const fixed_t fh = FixedMul(FINECOSINE(ofa),FixedMul(zfactor*FRACUNIT, actor->scale));
const fixed_t fs = FixedMul(FINESINE(fa),FixedMul(yfactor*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;
}
if (!donotrescale && actor->destscale != actor->target->destscale)
actor->destscale = actor->target->destscale;
}
}
// 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;
if (LUA_CallAction(A_GHOSTME, actor))
return;
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;
if (LUA_CallAction(A_SETOBJECTSTATE, actor))
return;
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;
if (LUA_CallAction(A_SETOBJECTTYPESTATE, actor))
return;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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;
if (LUA_CallAction(A_KNOCKBACK, actor))
return;
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
if (LUA_CallAction(A_PUSHAWAY, actor))
return;
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;
if (LUA_CallAction(A_RINGDRAIN, actor))
return;
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);
if (LUA_CallAction(A_SPLITSHOT, actor))
return;
if (!actor->target)
return;
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;
if (LUA_CallAction(A_MISSILESPLIT, actor))
return;
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;
if (LUA_CallAction(A_MULTISHOT, actor))
return;
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)<<FRACBITS, actor->scale); // please note p_mobj.c's P_Rand() abuse
yr = FixedMul((P_SignedRandom()/3)<<FRACBITS, actor->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);
if (LUA_CallAction(A_INSTALOOP, actor))
return;
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);
if (LUA_CallAction(A_CUSTOM3DROTATE, actor))
return;
if (!actor->target) // Ensure we actually have a target first.
{
CONS_Printf("Error: A_Custom3DRotate: Object has no target.\n");
P_RemoveMobj(actor);
return;
}
if (actor->target->health == 0)
{
P_RemoveMobj(actor);
return;
}
if (hspeed==0 && vspeed==0)
{
if (cv_debug)
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;
if (LUA_CallAction(A_SEARCHFORPLAYERS, actor))
return;
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;
if (LUA_CallAction(A_CHECKRANDOM, actor))
return;
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;
if (LUA_CallAction(A_CHECKTARGETRINGS, actor))
return;
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;
if (LUA_CallAction(A_CHECKRINGS, actor))
return;
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;
if (LUA_CallAction(A_CHECKTOTALRINGS, actor))
return;
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;
if (LUA_CallAction(A_CHECKHEALTH, actor))
return;
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;
if (LUA_CallAction(A_CHECKRANGE, actor))
return;
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;
if (LUA_CallAction(A_CHECKHEIGHT, actor))
return;
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
if (LUA_CallAction(A_CHECKTRUERANGE, actor))
return;
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;
if (LUA_CallAction(A_CHECKTHINGCOUNT, actor))
return;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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
if (LUA_CallAction(A_CHECKAMBUSH, actor))
return;
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;
if (LUA_CallAction(A_CHECKCUSTOMVALUE, actor))
return;
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;
if (LUA_CallAction(A_CHECKCUSVALMEMO, actor))
return;
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;
if (LUA_CallAction(A_SETCUSTOMVALUE, actor))
return;
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
if (LUA_CallAction(A_USECUSVALMEMO, actor))
return;
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
if (LUA_CallAction(A_RELAYCUSTOMVALUE, actor))
return;
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;
if (LUA_CallAction(A_CUSVALACTION, actor))
return;
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;
}
astate = &states[locvar1];
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;
if (LUA_CallAction(A_FORCESTOP, actor))
return;
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;
if (LUA_CallAction(A_FORCEWIN, actor))
return;
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++)
{
if (!playeringame[i])
continue;
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;
if (LUA_CallAction(A_SPIKERETRACT, actor))
return;
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;
if (LUA_CallAction(A_REPEAT, actor))
return;
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;
if (LUA_CallAction(A_SETSCALE, actor))
return;
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
if (LUA_CallAction(A_REMOTEDAMAGE, actor))
return;
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;
if (LUA_CallAction(A_HOMINGCHASE, actor))
return;
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;
if (LUA_CallAction(A_TRAPSHOT, actor))
return;
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;
if (LUA_CallAction(A_VILETARGET, actor))
return;
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;
if (LUA_CallAction(A_VILEATTACK, actor))
return;
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, true);
}
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, true);
}
}
}
// 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;
if (LUA_CallAction(A_VILEFIRE, actor))
return;
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;
if (LUA_CallAction(A_BRAKCHASE, actor))
return;
// 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;
if (LUA_CallAction(A_BRAKFIRESHOT, actor))
return;
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;
if (LUA_CallAction(A_BRAKLOBSHOT, actor))
return;
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<<FRACBITS);
newTargetX = actor->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
if (LUA_CallAction(A_NAPALMSCATTER, actor))
return;
// 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<<FRACBITS;
if (airtime <= 0) // Same deal as distance I guess
airtime = 16<<FRACBITS;
// 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;
// vy = (g*(airtime-1))/2
vy = FixedMul(g,(airtime-(1<<FRACBITS)))>>1;
// vx = distance/airtime
vx = FixedDiv(distance, airtime);
for (i = 0; i<numToShoot; i++)
{
const angle_t fa = (i*FINEANGLES/numToShoot) & FINEMASK;
mo = P_SpawnMobj(actor->x, 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;
if (LUA_CallAction(A_SPAWNFRESHCOPY, actor))
return;
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, SINT8 moveforward)
{
mobj_t *flicky;
fixed_t offsx = 0, offsy = 0;
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];
}
}
if (moveforward)
{
fixed_t scal = mobjinfo[flickytype].radius*((fixed_t)moveforward);
offsx = P_ReturnThrustX(actor, actor->angle, scal);
offsy = P_ReturnThrustY(actor, actor->angle, scal);
}
flicky = P_SpawnMobjFromMobj(actor, offsx, offsy, 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.
// bit 17: if 0, no sound is played. Else, A_Scream is called.
// bit 18: if 1, spawn flicky slightly forward from spawn position, to avoid being stuck in wall. doesn't stack with 19. (snailers)
// bit 19: if 1, spawn flicky slightly backward from spawn position. doesn't stack with 18.
// var2 = upwards thrust for spawned flicky. If zero, default value is provided.
//
void A_FlickySpawn(mobj_t *actor)
{
INT32 locvar1 = var1 & 65535;
INT32 locvar2 = var2;
INT32 test = (var1 >> 16);
SINT8 moveforward = 0;
if (LUA_CallAction(A_FLICKYSPAWN, actor))
return;
if (test & 1)
A_Scream(actor); // A shortcut for the truly lazy.
if (test & 2)
moveforward = 1;
else if (test & 4)
moveforward = -1;
P_InternalFlickySpawn(actor, locvar1, ((locvar2) ? locvar2 : 8*FRACUNIT), true, moveforward);
}
// Internal Flicky color setting
void P_InternalFlickySetColor(mobj_t *actor, UINT8 extrainfo)
{
UINT8 flickycolors[] = {
SKINCOLOR_RED,
SKINCOLOR_CYAN,
SKINCOLOR_BLUE,
SKINCOLOR_VAPOR,
SKINCOLOR_PURPLE,
SKINCOLOR_BUBBLEGUM,
SKINCOLOR_NEON,
SKINCOLOR_BLACK,
SKINCOLOR_BEIGE,
SKINCOLOR_LAVENDER,
SKINCOLOR_RUBY,
SKINCOLOR_SALMON,
SKINCOLOR_SUNSET,
SKINCOLOR_ORANGE,
SKINCOLOR_YELLOW,
};
if (extrainfo == 0)
// until we can customize flicky colors by level header, just stick to SRB2's defaults
actor->color = flickycolors[P_RandomKey(2)]; //flickycolors[P_RandomKey(sizeof(flickycolors))];
else
actor->color = flickycolors[min(extrainfo-1, 14)]; // sizeof(flickycolors)-1
}
// Function: A_FlickyCenter
//
// Description: Place flickies in-level.
//
// var1:
// Lower 16 bits = if 0, spawns random flicky based on level header. Else, spawns the designated thing type.
// Bits 17-20 = Flicky color, up to 15. Applies to fish.
// Bit 21 = Flag MF_SLIDEME (see below)
// Bit 22 = Flag MF_GRENADEBOUNCE (see below)
// Bit 23 = Flag MF_NOCLIPTHING (see below)
//
// If actor is placed from a spawnpoint (map Thing), the Thing's properties take precedence.
//
// var2 = maximum default distance away from spawn the flickies are allowed to travel. If angle != 0, then that's the radius.
//
// If MTF_EXTRA (MF_SLIDEME): is flagged, Flickies move aimlessly. Else, orbit around the target.
// If MTF_OBJECTSPECIAL (MF_GRENADEBOUNCE): Flickies stand in-place without gravity (unless they hop, then gravity is applied.)
// If MTF_AMBUSH (MF_NOCLIPTHING): is flagged, Flickies hop.
//
void A_FlickyCenter(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
UINT16 flickytype = (locvar1 & 0xFFFF);
UINT8 flickycolor = ((locvar1 >> 16) & 0xFF);
UINT8 flickyflags = ((locvar1 >> 20) & 0xF);
if (LUA_CallAction(A_FLICKYCENTER, actor))
return;
if (!actor->tracer)
{
mobj_t *flicky = P_InternalFlickySpawn(actor, locvar1, 1, false, 0);
P_SetTarget(&flicky->target, actor);
P_SetTarget(&actor->tracer, flicky);
if (actor->spawnpoint)
{
actor->flags &= ~(MF_SLIDEME|MF_GRENADEBOUNCE|MF_NOCLIPTHING);
actor->flags |= (
((actor->spawnpoint->options & MTF_EXTRA) ? MF_SLIDEME : 0)
| ((actor->spawnpoint->options & MTF_OBJECTSPECIAL) ? MF_GRENADEBOUNCE : 0)
| ((actor->spawnpoint->options & MTF_AMBUSH) ? MF_NOCLIPTHING : 0)
);
actor->extravalue1 = actor->spawnpoint->angle ? abs(actor->spawnpoint->angle) * FRACUNIT
: locvar2 ? abs(locvar2) : 384 * FRACUNIT;
actor->extravalue2 = actor->spawnpoint->extrainfo;
actor->friction = actor->spawnpoint->x*FRACUNIT;
actor->movefactor = actor->spawnpoint->y*FRACUNIT;
actor->watertop = actor->spawnpoint->z*FRACUNIT;
}
else
{
actor->flags &= ~(MF_SLIDEME|MF_GRENADEBOUNCE|MF_NOCLIPTHING);
actor->flags |= (
((flickyflags & 1) ? MF_SLIDEME : 0)
| ((flickyflags & 2) ? MF_GRENADEBOUNCE : 0)
| ((flickyflags & 4) ? MF_NOCLIPTHING : 0)
);
actor->extravalue1 = abs(locvar2);
actor->extravalue2 = flickycolor;
actor->friction = actor->x;
actor->movefactor = actor->y;
actor->watertop = actor->z;
locvar1 = flickytype;
}
if (actor->flags & MF_GRENADEBOUNCE) // in-place
actor->tracer->fuse = 0;
else if (actor->flags & MF_SLIDEME) // aimless
{
actor->tracer->fuse = 0; // less than 2*TICRATE means move aimlessly.
actor->tracer->angle = P_RandomKey(180)*ANG2;
}
else //orbit
actor->tracer->fuse = FRACUNIT;
if (locvar1 == MT_FLICKY_08)
P_InternalFlickySetColor(actor->tracer, actor->extravalue2);
actor->extravalue2 = 0;
}
if (!(actor->flags & MF_SLIDEME) && !(actor->flags & MF_GRENADEBOUNCE))
{
fixed_t originx = actor->friction;
fixed_t originy = actor->movefactor;
fixed_t originz = actor->watertop;
actor->tracer->fuse = FRACUNIT;
// Impose default home radius if flicky orbits around player
if (!actor->extravalue1)
actor->extravalue1 = locvar2 ? abs(locvar2) : 384 * FRACUNIT;
P_LookForPlayers(actor, true, false, actor->extravalue1);
if (actor->target && P_AproxDistance(actor->target->x - originx, actor->target->y - originy) < actor->extravalue1)
{
actor->extravalue2 = 1;
P_TeleportMove(actor, actor->target->x, actor->target->y, actor->target->z);
}
else if(actor->extravalue2)
{
actor->extravalue2 = 0;
P_TeleportMove(actor, originx, originy, originz);
}
}
}
// 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;
if (LUA_CallAction(A_FLICKYAIM, actor))
return;
if ((actor->momx == actor->momy && actor->momy == 0)
|| (actor->target && P_IsFlickyCenter(actor->target->type)
&& actor->target->extravalue1 && (actor->target->flags & MF_SLIDEME)
&& P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) >= actor->target->extravalue1))
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)
{
if (actor->target && P_IsFlickyCenter(actor->target->type))
actor->angle = R_PointToAngle2(actor->target->x, actor->target->y, actor->x, actor->y) + P_RandomRange(112, 248) * ANG1;
else
actor->angle += P_RandomRange(112, 248)*ANG1;
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);
if (actor->target
&& P_IsFlickyCenter(actor->target->type)
&& (actor->target->flags & MF_SLIDEME))
vertangle = 0;
else
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;
if (LUA_CallAction(A_FLICKYFLY, actor))
return;
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;
if (LUA_CallAction(A_FLICKYSOAR, actor))
return;
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;
if (LUA_CallAction(A_FLICKYCOAST, actor))
return;
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;
if (LUA_CallAction(A_FLICKYHOP, actor))
return;
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;
if (LUA_CallAction(A_FLICKYFLOUNDER, actor))
return;
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;
if (LUA_CallAction(A_FLICKYCHECK, actor))
return;
if (actor->target
&& P_IsFlickyCenter(actor->target->type)
&& (actor->target->flags & MF_GRENADEBOUNCE))
{
if (!(actor->target->flags & MF_NOCLIPTHING)) // no hopping
{
actor->momz = 0;
actor->flags |= MF_NOGRAVITY;
}
actor->flags |= MF_NOCLIP | MF_NOBLOCKMAP | MF_SCENERY;
P_SetMobjState(actor, mobjinfo[actor->type].seestate);
}
else 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;
if (LUA_CallAction(A_FLICKYHEIGHTCHECK, actor))
return;
if (actor->target
&& P_IsFlickyCenter(actor->target->type)
&& (actor->target->flags & MF_GRENADEBOUNCE))
{
if (!(actor->target->flags & MF_NOCLIPTHING)) // no hopping
{
actor->momz = 0;
actor->flags |= MF_NOGRAVITY;
}
actor->flags |= MF_NOCLIP | MF_NOBLOCKMAP | MF_SCENERY;
P_SetMobjState(actor, mobjinfo[actor->type].seestate);
}
else 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;
if (LUA_CallAction(A_FLICKYFLUTTER, actor))
return;
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;
if (LUA_CallAction(A_FLAMEPARTICLE, actor))
return;
if (!type)
return;
rad = actor->radius>>FRACBITS;
hei = actor->height>>FRACBITS;
particle = P_SpawnMobjFromMobj(actor,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(hei/2, hei)<<FRACBITS,
type);
P_SetObjectMomZ(particle, 2<<FRACBITS, false);
}
// Function: A_FadeOverlay
//
// Description: Makes a pretty overlay (primarily for super/NiGHTS transformation).
//
// var1 = bit 1 = bit 1 = don't make fast, bit 2 = don't set tracer
// var2 = unused
//
void A_FadeOverlay(mobj_t *actor)
{
mobj_t *fade;
INT32 locvar1 = var1;
if (LUA_CallAction(A_FADEOVERLAY, actor))
return;
fade = P_SpawnGhostMobj(actor);
fade->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;
if (LUA_CallAction(A_BOSS5JUMP, actor))
return;
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;
if (LUA_CallAction(A_LIGHTBEAMRESET, actor))
return;
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;
if (LUA_CallAction(A_MINEEXPLODE, actor))
return;
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, true);
P_MobjCheckWater(actor);
{
#define dist 64
UINT8 i;
mobjtype_t type = ((actor->eflags & MFE_UNDERWATER) ? MT_UWEXPLODE : MT_SONIC3KBOSSEXPLODE);
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, (actor->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : 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;
if (LUA_CallAction(A_MINERANGE, actor))
return;
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;
angle_t ang;
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_CONNECTTOGROUND, actor))
return;
if (actor->subsector->sector->ffloors)
P_AdjustMobjFloorZ_FFloors(actor, actor->subsector->sector, 2);
if (actor->flags2 & MF2_OBJECTFLIP)
workz = (actor->z + actor->height) - actor->ceilingz;
else
workz = actor->floorz - actor->z;
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 += workh;
}
if (!locvar1)
return;
if (!(workh = FixedMul(mobjinfo[locvar1].height, actor->scale)))
return;
ang = actor->angle + ANGLE_45;
while (workz < 0)
{
work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1);
if (work)
work->angle = ang;
ang += ANGLE_90;
workz += workh;
}
if (workz != 0)
actor->z += P_MobjFlip(actor)*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;
if (LUA_CallAction(A_SPAWNPARTICLERELATIVE, actor))
return;
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<<FRACBITS, actor->scale),
actor->y + FixedMul(y<<FRACBITS, actor->scale),
(actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[MT_PARTICLE].height) - FixedMul(z<<FRACBITS, actor->scale)) : (actor->z + FixedMul(z<<FRACBITS, actor->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;
if (LUA_CallAction(A_MULTISHOTDIST, actor))
return;
{
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<<FRACBITS))
break; // Stop looking.
if (i == MAXPLAYERS)
return; // don't make bubble!
}
var1 = locvar1;
var2 = locvar2;
A_MultiShot(actor);
}
// Function: A_WhoCaresIfYourSonIsABee
//
// Description: Makes a child object, storing the number of created children in the parent's extravalue1.
//
// var1 = mobjtype of child
// var2 >> 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;
if (LUA_CallAction(A_WHOCARESIFYOURSONISABEE, actor))
return;
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)<<FRACBITS, true);
P_SetTarget(&son->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;
if (LUA_CallAction(A_PARENTTRIESTOSLEEP, actor))
return;
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)
{
if (LUA_CallAction(A_CRYINGTOMOMMA, actor))
return;
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;
if (LUA_CallAction(A_CHECKFLAGS2, actor))
return;
if (actor->flags2 & locvar1)
P_SetMobjState(actor, (statenum_t)locvar2);
}
// Function: A_Boss5FindWaypoint
//
// Description: Finds the next waypoint in sequence and sets it as its tracer.
//
// var1 = if 1, always go to ambush-marked waypoint. if 2, go to MT_BOSSFLYPOINT.
// var2 = unused
//
void A_Boss5FindWaypoint(mobj_t *actor)
{
INT32 locvar1 = var1;
boolean avoidcenter;
UINT32 i;
UINT8 extrainfo = (actor->spawnpoint ? actor->spawnpoint->extrainfo : 0);
if (LUA_CallAction(A_BOSS5FINDWAYPOINT, actor))
return;
avoidcenter = !actor->tracer || (actor->health == actor->info->damage+1);
if (locvar1 == 2) // look for the boss waypoint
{
thinker_t *th;
mobj_t *mo2;
P_SetTarget(&actor->tracer, NULL);
// Flee! Flee! Find a point to escape to! If none, just shoot upward!
// scan the thinkers to find the runaway point
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_BOSSFLYPOINT)
continue;
if (mo2->spawnpoint && mo2->spawnpoint->extrainfo != extrainfo)
continue;
// If this one's further then the last one, don't go for it.
if (actor->tracer &&
P_AproxDistance(P_AproxDistance(actor->x - mo2->x, actor->y - mo2->y), actor->z - mo2->z) >
P_AproxDistance(P_AproxDistance(actor->x - actor->tracer->x, actor->y - actor->tracer->y), actor->z - actor->tracer->z))
continue;
// Otherwise... Do!
P_SetTarget(&actor->tracer, mo2);
}
if (!actor->tracer)
return; // no boss flypoints found
}
else if (locvar1 == 1) // always go to ambush-marked waypoint
{
if (avoidcenter)
goto nowaypoints; // if we can't go the center, why on earth are we doing this?
for (i = 0; i < nummapthings; i++)
{
if (!mapthings[i].mobj)
continue;
if (mapthings[i].mobj->type != MT_FANGWAYPOINT)
continue;
if (mapthings[i].extrainfo != extrainfo)
continue;
if (!(mapthings[i].options & MTF_AMBUSH))
continue;
P_SetTarget(&actor->tracer, mapthings[i].mobj);
break;
}
if (i == nummapthings)
goto nowaypoints;
}
else // locvar1 == 0
{
fixed_t hackoffset = P_MobjFlip(actor)*56*FRACUNIT;
INT32 numfangwaypoints = 0;
mobj_t **fangwaypoints;
INT32 key;
actor->z += hackoffset;
// first, count how many waypoints we have
for (i = 0; i < nummapthings; i++)
{
if (!mapthings[i].mobj)
continue;
if (mapthings[i].mobj->type != MT_FANGWAYPOINT)
continue;
if (actor->tracer == mapthings[i].mobj) // this was your tracer last time
continue;
if (mapthings[i].extrainfo != extrainfo)
continue;
if (mapthings[i].options & MTF_AMBUSH)
{
if (avoidcenter)
continue;
}
else if (mapthings[i].mobj->reactiontime > 0)
continue;
if (!P_CheckSight(actor, mapthings[i].mobj))
continue;
numfangwaypoints++;
}
// players also count as waypoints apparently
if (actor->extravalue2 > 1)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (!players[i].mo)
continue;
if (players[i].spectator)
continue;
if (players[i].mo->health <= 0)
continue;
if (players[i].powers[pw_flashing])
continue;
if (actor->tracer == players[i].mo) // this was your tracer last time
continue;
if (!P_CheckSight(actor, players[i].mo))
continue;
numfangwaypoints++;
}
}
if (!numfangwaypoints)
{
// restore z position
actor->z -= hackoffset;
goto nowaypoints; // no waypoints :(
}
// allocate the table and reset count to zero
fangwaypoints = Z_Calloc(sizeof(*waypoints)*numfangwaypoints, PU_STATIC, NULL);
numfangwaypoints = 0;
// now find them again and add them to the table!
for (i = 0; i < nummapthings; i++)
{
if (!mapthings[i].mobj)
continue;
if (mapthings[i].mobj->type != MT_FANGWAYPOINT)
continue;
if (actor->tracer == mapthings[i].mobj) // this was your tracer last time
continue;
if (mapthings[i].extrainfo != extrainfo)
continue;
if (mapthings[i].options & MTF_AMBUSH)
{
if (avoidcenter)
continue;
}
else if (mapthings[i].mobj->reactiontime > 0)
{
mapthings[i].mobj->reactiontime--;
continue;
}
if (!P_CheckSight(actor, mapthings[i].mobj))
continue;
fangwaypoints[numfangwaypoints++] = mapthings[i].mobj;
}
if (actor->extravalue2 > 1)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (!players[i].mo)
continue;
if (players[i].spectator)
continue;
if (players[i].mo->health <= 0)
continue;
if (players[i].powers[pw_flashing])
continue;
if (actor->tracer == players[i].mo) // this was your tracer last time
continue;
if (!P_CheckSight(actor, players[i].mo))
continue;
fangwaypoints[numfangwaypoints++] = players[i].mo;
}
}
// restore z position
actor->z -= hackoffset;
if (!numfangwaypoints)
{
Z_Free(fangwaypoints); // free table
goto nowaypoints; // ???
}
key = P_RandomKey(numfangwaypoints);
P_SetTarget(&actor->tracer, fangwaypoints[key]);
if (actor->tracer->type == MT_FANGWAYPOINT)
actor->tracer->reactiontime = numfangwaypoints/4; // Monster Iestyn: is this how it should be? I count center waypoints as waypoints unlike the original Lua script
Z_Free(fangwaypoints); // free table
}
// now face the tracer you just set!
A_FaceTracer(actor);
return;
nowaypoints:
// no waypoints at all, guess the mobj has to disappear
if (actor->health)
P_KillMobj(actor, NULL, NULL, 0);
else
P_RemoveMobj(actor);
return;
}
// Function: A_DoNPCSkid
//
// Description: Something that looks like a player is skidding.
//
// var1 = state to change to upon being slow enough
// var2 = minimum speed
//
void A_DoNPCSkid(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
fixed_t x, y, z;
if (LUA_CallAction(A_DONPCSKID, actor))
return;
x = actor->x;
y = actor->y;
z = actor->z;
if (!locvar2)
locvar2 = FRACUNIT/2;
if ((FixedHypot(actor->momx, actor->momy) < locvar2)
|| !P_TryMove(actor, actor->x + actor->momx, actor->y + actor->momy, false))
{
actor->momx = actor->momy = 0;
P_SetMobjState(actor, locvar1);
return;
}
else
{
actor->momx = (2*actor->momx)/3;
actor->momy = (2*actor->momy)/3;
}
P_TeleportMove(actor, x, y, z);
// Spawn a particle every 3 tics.
if (!(leveltime % 3))
{
mobj_t *particle = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_SPINDUST);
particle->tics = 10;
P_SetScale(particle, 2*actor->scale/3);
particle->destscale = actor->scale;
P_SetObjectMomZ(particle, FRACUNIT, false);
}
}
// Function: A_DoNPCPain
//
// Description: Something that looks like a player was hit, put them in pain.
//
// var1 = If zero, always fling the same amount.
// Otherwise, slowly reduce the vertical
// and horizontal speed to the base value
// multiplied by this the more damage is done.
// var2 = If zero, use default fling values.
// Otherwise, vertical and horizontal speed
// will be multiplied by this.
//
void A_DoNPCPain(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
fixed_t vspeed = 0;
fixed_t hspeed = FixedMul(4*FRACUNIT, actor->scale);
if (LUA_CallAction(A_DONPCPAIN, actor))
return;
actor->flags &= ~(MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT);
var1 = var2 = 0;
A_Pain(actor);
actor->z += P_MobjFlip(actor);
if (actor->eflags & MFE_UNDERWATER)
vspeed = FixedDiv(10511*FRACUNIT,2600*FRACUNIT);
else
vspeed = FixedDiv(69*FRACUNIT,10*FRACUNIT);
if (actor->target)
actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x + actor->target->momx, actor->target->y + actor->target->momy);
if (locvar1)
{
if (!actor->info->spawnhealth)
return; // there's something very wrong here if you're using this action on something with no starting health
locvar1 += ((FRACUNIT - locvar1)/actor->info->spawnhealth)*actor->health;
hspeed = FixedMul(hspeed, locvar1);
vspeed = FixedMul(vspeed, locvar1);
}
if (locvar2)
{
hspeed = FixedMul(hspeed, locvar2);
vspeed = FixedMul(vspeed, locvar2);
}
P_SetObjectMomZ(actor, vspeed, false);
P_InstaThrust(actor, actor->angle, -hspeed);
}
// Function: A_PrepareRepeat
//
// Description: Simple way to prepare A_Repeat.
//
// var1 = value to set extravalue2 to
// var2 = unused
//
void A_PrepareRepeat(mobj_t *actor)
{
INT32 locvar1 = var1;
if (LUA_CallAction(A_PREPAREREPEAT, actor))
return;
actor->extravalue2 = locvar1;
}
// Function: A_Boss5ExtraRepeat
//
// Description: Simple way to prepare A_Repeat.
//
// var1 = maximum value to setextravalue2 to (normally)
// var2 = pinch annoyance
//
void A_Boss5ExtraRepeat(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
INT32 calc;
INT32 locspawn;
INT32 lochealth;
if (LUA_CallAction(A_BOSS5EXTRAREPEAT, actor))
return;
if (actor->extravalue2 > 0 && !(actor->flags2 & MF2_FRET))
return;
locspawn = actor->info->spawnhealth - actor->info->damage;
lochealth = actor->health - actor->info->damage;
if (locspawn <= 0 || lochealth <= 0)
calc = locvar1;
else
calc = (locvar1*(locspawn - lochealth))/locspawn;
if (calc > 2)
actor->extravalue2 = 1 + calc/2 + P_RandomKey(calc/2);
else
actor->extravalue2 = 1 + calc;
if (lochealth <= 0)
actor->extravalue2 += locvar2;
}
// Function: A_Boss5Calm
//
// Description: Simple way to disable MF2_FRET (and enable MF_SHOOTABLE the first time it's called)
//
// var1 = unused
// var2 = unused
//
void A_Boss5Calm(mobj_t *actor)
{
if (LUA_CallAction(A_BOSS5CALM, actor))
return;
actor->flags |= MF_SHOOTABLE;
actor->flags2 &= ~MF2_FRET;
}
// Function: A_Boss5CheckOnGround
//
// Description: Ground checker.
//
// var1 = state to change to upon hitting ground.
// var2 = state to change to upon hitting ground if health == pinchhealth, assuming it exists
//
void A_Boss5CheckOnGround(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_BOSS5CHECKONGROUND, actor))
return;
if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)
|| (actor->eflags & MFE_VERTICALFLIP && actor->z + actor->height >= actor->ceilingz))
{
if (locvar2 && (!actor->health || (actor->health == actor->info->damage && !(actor->flags2 & MF2_STRONGBOX))))
P_SetMobjState(actor, locvar2);
else
P_SetMobjState(actor, locvar1);
}
if (actor->tracer && P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y) < 2*actor->radius)
{
actor->momx = (4*actor->momx)/5;
actor->momy = (4*actor->momy)/5;
}
}
// Function: A_Boss5CheckFalling
//
// Description: Falling checker.
//
// var1 = state to change to when hitting ground.
// var2 = state to change to when falling.
//
void A_Boss5CheckFalling(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_BOSS5CHECKFALLING, actor))
return;
if (actor->health && actor->extravalue2 > 1)
{
var1 = locvar1;
var2 = 0;
A_Boss5CheckOnGround(actor);
return;
}
if (P_MobjFlip(actor)*actor->momz <= 0)
P_SetMobjState(actor, locvar2);
}
// Function: A_Boss5PinchShot
//
// Description: Fires a missile directly upwards if in pinch.
//
// var1 = object # to shoot
// var2 = height offset (from default of +48 FU)
//
void A_Boss5PinchShot(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
fixed_t zoffset;
mobj_t *missile;
if (LUA_CallAction(A_BOSS5PINCHSHOT, actor))
return;
if (actor->health > actor->info->damage)
return;
if (actor->eflags & MFE_VERTICALFLIP)
zoffset = actor->z + actor->height - FixedMul((48 + locvar2)*FRACUNIT, actor->scale);
else
zoffset = actor->z + FixedMul((48 + locvar2)*FRACUNIT, actor->scale);
missile = P_SpawnPointMissile(actor, actor->x, actor->y, zoffset, locvar1,
actor->x, actor->y, zoffset);
if (!missile)
return;
missile->momx = missile->momy = 0;
missile->momz = P_MobjFlip(actor)*missile->info->speed/2;
}
// Function: A_Boss5MakeItRain
//
// Description: Pinch crisis.
//
// var1 = object # to shoot
// var2 = height offset (from default of +48 FU)
//
void A_Boss5MakeItRain(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
INT32 offset = (48 + locvar2)<<16; // upper 16 bits, not fixed_t!
INT32 i;
if (LUA_CallAction(A_BOSS5MAKEITRAIN, actor))
return;
actor->flags2 |= MF2_STRONGBOX;
var1 = locvar1;
var2 = offset + 90;
A_TrapShot(actor);
for (i = 0; i < 8; i++)
{
actor->angle += ANGLE_45;
var1 = locvar1;
var2 = offset + (i & 1) ? 80 : 85;
A_TrapShot(actor);
}
actor->extravalue2 = 0;
}
// Function: A_Boss5MakeJunk
//
// Description: Make a mess.
//
// var1 = state # to set on MT_BROKENROBOT (if 0 do nothing, if -1 go to if colorized)
// var2 = mode (-1 = spin, 0 = make 1, & 1 make 8, & 2 alart mode)
//
void A_Boss5MakeJunk(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
mobj_t *broked = NULL;
angle_t ang;
INT32 i = ((locvar2 & 1) ? 8 : 1);
if (LUA_CallAction(A_BOSS5MAKEJUNK, actor))
return;
if (locvar1 < 0 && (actor->flags2 & MF2_SLIDEPUSH)) // this entire action is a hack, don't judge me
{
INT32 curextravalue2 = actor->extravalue2;
P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_PROJECTORLIGHT);
actor->z += P_MobjFlip(actor)*actor->height;
actor->flags |= MF_NOGRAVITY;
S_StartSound(actor, sfx_vwre);
actor->extravalue2 = 49;
P_SetMobjState(actor, -locvar1);
actor->extravalue2 = curextravalue2;
actor->angle -= FixedAngle((49*45)<<FRACBITS);
return;
}
if (locvar2 == -1)
{
INT32 trans = (10*actor->extravalue2)/50;
if (trans > 9)
trans = 9;
if (trans < 0)
trans = 0;
if (!(actor->extravalue2 & 1))
{
if (actor->extravalue2 > 10)
{
mobj_t *front = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_VWREF);
broked = P_SpawnMobjFromMobj(front, 0, 0, 0, MT_VWREB);
front->z = broked->z = front->z - broked->height;
P_SetObjectMomZ(front, (4<<FRACBITS), false);
broked->momz = front->momz;
broked->fuse = front->fuse = (actor->height+(2*front->height))/front->momz;
}
if (!(actor->colorized = !actor->colorized))
actor->frame |= FF_FULLBRIGHT;
}
actor->angle += ANGLE_45;
actor->frame = (actor->frame & ~FF_TRANSMASK)|(trans<<FF_TRANSSHIFT);
return;
}
ang = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
while (i--)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, FRACUNIT, MT_BROKENROBOT);
if (locvar2 & 2)
broked->fuse = TICRATE;
else
broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3;
broked->angle = ang;
P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale);
P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))<<FRACBITS, false);
if (locvar1 > 0)
P_SetMobjState(broked, locvar1);
if (!P_MobjWasRemoved(broked))
P_TeleportMove(broked, broked->x + broked->momx, broked->y + broked->momy, broked->z);
ang += ANGLE_45;
}
if (locvar2 & 2)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, 64<<FRACBITS, MT_GHOST);
S_StartSound(broked, sfx_alart);
broked->fuse = states[S_FANG_INTRO12].tics+10;
P_SetMobjState(broked, S_ALART1);
}
else if (locvar2 & 1)
{
broked->z += broked->momz;
S_StartSound(actor, sfx_s3kccs);
actor->flags &= ~MF_NOCLIPTHING;
}
else
S_StartSound(actor, sfx_s3kd3s);
}
// Function: A_LookForBetter
//
// Description: A_Look, except it finds a better target in multiplayer, and doesn't lose the target in singleplayer.
//
// var1 lower 16 bits = 0 - looks only in front, 1 - looks all around
// var1 upper 16 bits = distance limit
// var2 = unused
//
void A_LookForBetter(mobj_t *actor)
{
INT32 locvar1 = var1;
if (LUA_CallAction(A_LOOKFORBETTER, actor))
return;
P_LookForPlayers(actor, (locvar1 & 65535), false, FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale));
A_FaceTarget(actor);
}
/* * Spawns a dust ring.
* The dust ring behaves slightly randomly so it doesn't look too uniform.
*
* \param mobjtype Thing type to make a ring of.
* \param div Amount of things to spawn on the ring.
* \param x Center X coordinates.
* \param y Center Y coordinates.
* \param z Center Z coordinates.
* \param radius Radius.
* \param speed Additional thrust on particles.
* \param initscale Initial scale when spawning.
* \param scale "Default" scale.
*/
static void P_DustRing(mobjtype_t mobjtype, UINT32 div, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t speed, fixed_t initscale, fixed_t scale)
{
angle_t ang = FixedAngle(FixedDiv(360*FRACUNIT, div*FRACUNIT)); //(ANGLE_180/div)*2;
UINT32 i;
// it turned out the radius was effectively nullified thanks to errors in the original script
// BUT people preferred how it looked before I "fixed" it, so I got rid of the radius calculations altogether
// this was a bit of a mess to sort out, but at least it's probably somewhat fine now?
// -- Monster Iestyn (21/05/19)
(void)radius;
for (i = 0; i < div; i++)
{
mobj_t *dust = P_SpawnMobj(
x, //+ FixedMul(radius, FINECOSINE((ang*i) >> ANGLETOFINESHIFT)),
y, //+ FixedMul(radius, FINESINE((ang*i) >> ANGLETOFINESHIFT)),
z,
mobjtype
);
dust->angle = ang*i + ANGLE_90;
P_SetScale(dust, FixedMul(initscale, scale));
dust->destscale = FixedMul(4*FRACUNIT + P_RandomFixed(), scale);
dust->scalespeed = scale/24;
P_Thrust(dust, ang*i, speed + FixedMul(P_RandomFixed(), scale));
dust->momz = P_SignedRandom()*scale/64;
}
}
// Function: A_Boss5BombExplode
//
// Description: Boss 5's bomb exploding.
//
// var1 = Thing type to spawn as dust
// var2 = unused
//
void A_Boss5BombExplode(mobj_t *actor)
{
INT32 locvar1 = var1;
if (LUA_CallAction(A_BOSS5BOMBEXPLODE, actor))
return;
// The original Lua script did not use |= to add flags but just set these flags exactly apparently?
// (I may modify this later)
// -- Monster Iestyn (21/05/19)
actor->flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP;
actor->flags2 = MF2_EXPLOSION;
if (actor->target)
P_RadiusAttack(actor, actor->target, 7*actor->radius, 0, true);
P_DustRing(locvar1, 4, actor->x, actor->y, actor->z+actor->height, 2*actor->radius, 0, FRACUNIT, actor->scale);
P_DustRing(locvar1, 6, actor->x, actor->y, actor->z+actor->height/2, 3*actor->radius, FRACUNIT, FRACUNIT, actor->scale);
//P_StartQuake(9*actor->scale, TICRATE/6, {actor->x, actor->y, actor->z}, 20*actor->radius);
// the above does not exist, so we set the quake values directly instead
quake.intensity = 9*actor->scale;
quake.time = TICRATE/6;
// the following quake values have no effect atm? ah well, may as well set them anyway
{
mappoint_t q_epicenter = {actor->x, actor->y, actor->z};
quake.epicenter = &q_epicenter;
}
quake.radius = 20*actor->radius;
}
static mobj_t *dustdevil;
static boolean PIT_DustDevilLaunch(mobj_t *thing)
{
player_t *player = thing->player;
if (!player)
return true;
if (player->powers[pw_carry] != CR_DUSTDEVIL && (player->powers[pw_ignorelatch] & (1<<15)))
return true;
if (abs(thing->x - dustdevil->x) > dustdevil->radius || abs(thing->y - dustdevil->y) > dustdevil->radius)
return true;
if (thing->z + thing->height >= dustdevil->z && dustdevil->z + dustdevil->height >= thing->z) {
fixed_t pos = thing->z - dustdevil->z;
fixed_t thrust = max(FixedDiv(pos, dustdevil->height) * 20, 8 * FRACUNIT);
angle_t fa = R_PointToAngle2(thing->x, thing->y, dustdevil->x, dustdevil->y) >> ANGLETOFINESHIFT;
fixed_t c = FINECOSINE(fa);
fixed_t s = FINESINE(fa);
fixed_t thresh = dustdevil->scale * 20;
//Player in the swirl part.
if (dustdevil->height - pos > thresh)
{
fixed_t dist = FixedHypot(thing->x - dustdevil->x, thing->y - dustdevil->y);
fixed_t dragamount = player->speed;
fixed_t x, y;
if (player->powers[pw_nocontrol] == 0)
{
P_ResetPlayer(player);
A_PlayActiveSound(dustdevil);
}
player->powers[pw_carry] = CR_DUSTDEVIL;
player->powers[pw_nocontrol] = 2;
P_SetTarget(&thing->tracer, dustdevil);
P_SetPlayerMobjState(thing, S_PLAY_PAIN);
if (dist > dragamount)
{
x = thing->x + FixedMul(c, dragamount);
y = thing->y + FixedMul(s, dragamount);
}
else
{
x = dustdevil->x;
y = dustdevil->y;
}
P_TryMove(thing, x - thing->momx, y - thing->momy, true);
}
else
{ //Player on the top of the tornado.
P_ResetPlayer(player);
thing->z = dustdevil->z + dustdevil->height;
thrust = 20 * FRACUNIT;
player->powers[pw_carry] = CR_NONE;
player->powers[pw_nocontrol] = 0;
P_SetTarget(&thing->tracer, NULL);
S_StartSound(thing, sfx_wdjump);
P_SetPlayerMobjState(thing, S_PLAY_FALL);
}
thing->momz = thrust;
}
return true;
}
// Function: A_DustDevilThink
//
// Description: Thinker for the dust devil.
//
// var1 = unused
// var2 = unused
//
void A_DustDevilThink(mobj_t *actor)
{
fixed_t scale = actor->scale;
mobj_t *layer = actor->tracer;
INT32 bx, by, xl, xh, yl, yh;
fixed_t radius = actor->radius;
if (LUA_CallAction(A_DUSTDEVILTHINK, actor))
return;
//Chained thinker for the spiralling dust column.
while (layer && !P_MobjWasRemoved(layer)) {
angle_t fa = layer->angle >> ANGLETOFINESHIFT;
P_TeleportMove(layer, layer->x + 5 * FixedMul(scale, FINECOSINE(fa)), layer->y + 5 * FixedMul(scale, FINESINE(fa)), layer->z);
layer->scale = scale;
layer->angle += ANG10 / 2;
layer->momx = actor->momx;
layer->momy = actor->momy;
layer = layer->tracer;
}
//Spawn random dust around the column on the base.
if (P_IsObjectOnGround(actor)) {
angle_t dustang = ((P_RandomRange(0, 7)*ANGLE_45)>>ANGLETOFINESHIFT) & FINEMASK;
mobj_t *dust = P_SpawnMobj(actor->x + 96 * FixedMul(scale, FINECOSINE(dustang)), actor->y + 96 * FixedMul(scale, FINESINE(dustang)), actor->z, MT_ARIDDUST);
P_SetMobjState(dust, dust->info->spawnstate + P_RandomRange(0, 2));
dust->destscale = scale * 3;
P_SetScale(dust, dust->destscale);
}
actor->extravalue1++;
if (actor->extravalue1 == 12) {
size_t i = 0;
actor->extravalue1 = 0;
//Create a set of items for the rising dust column
for (; i <= 3; i++) {
fixed_t fa = (ANGLE_90*i) >> ANGLETOFINESHIFT;
fixed_t px = actor->x + 70 * FixedMul(scale, FINECOSINE(fa));
fixed_t py = actor->y + 70 * FixedMul(scale, FINESINE(fa));
fixed_t pz = actor->z;
layer = P_SpawnMobj(px, py, pz, MT_DUSTLAYER);
layer->momz = 5 * scale;
layer->angle = ANGLE_90 + ANGLE_90*i;
layer->extravalue1 = TICRATE * 3;
//Chain them
P_SetTarget(&layer->tracer, actor->tracer);
P_SetTarget(&actor->tracer, layer);
}
}
//The physics are handled here.
yh = (unsigned)(actor->y + radius - bmaporgy) >> MAPBLOCKSHIFT;
yl = (unsigned)(actor->y - radius - bmaporgy) >> MAPBLOCKSHIFT;
xh = (unsigned)(actor->x + radius - bmaporgx) >> MAPBLOCKSHIFT;
xl = (unsigned)(actor->x - radius - bmaporgx) >> MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
dustdevil = actor;
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
P_BlockThingsIterator(bx, by, PIT_DustDevilLaunch);
//Whirlwind sound effect.
if (leveltime % 70 == 0)
S_StartSound(actor, sfx_s3kcel);
}
// stuff used by A_TNTExplode
static mobj_t *barrel;
static fixed_t exploderadius;
static fixed_t explodethrust;
static boolean PIT_TNTExplode(mobj_t *nearby)
{
fixed_t dx, dy, dz;
fixed_t dm;
if (nearby == barrel)
return true;
dx = nearby->x - barrel->x;
dy = nearby->y - barrel->y;
dz = nearby->z - barrel->z + (nearby->height - barrel->height/2)/2;
dm = P_AproxDistance(P_AproxDistance(dx, dy), dz);
if (dm >= exploderadius || !P_CheckSight(barrel, nearby)) // out of range or not visible
return true;
if (barrel->type == nearby->type) // nearby is also a barrel
{
if (nearby->state == &states[nearby->info->spawnstate])
{
if (barrel->info->attacksound)
S_StartSound(nearby, barrel->info->attacksound);
nearby->momx = FixedMul(FixedDiv(dx, dm), explodethrust);
nearby->momy = FixedMul(FixedDiv(dy, dm), explodethrust);
nearby->momz = FixedMul(FixedDiv(dz, dm), explodethrust);
P_UnsetThingPosition(nearby);
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
nearby->flags = MF_NOBLOCKMAP|MF_MISSILE;
P_SetThingPosition(nearby);
P_SetMobjState(nearby, nearby->info->missilestate);
}
}
else
{
if (barrel->target == nearby)
{
mobj_t *tar = barrel->target; // temporarily store barrel's target
P_SetTarget(&barrel->target, NULL);
P_DamageMobj(nearby, barrel, NULL, 1, 0);
if (!P_MobjWasRemoved(barrel))
P_SetTarget(&barrel->target, tar);
}
else
{
P_DamageMobj(nearby,
(barrel->target) ? barrel->target : barrel,
(barrel->target) ? barrel->target : barrel,
1, 0);
}
}
return true;
}
// Function: A_TNTExplode
//
// Description: Creates a TNT explosion. Used by TNT barrels and the like.
//
// var1 = Thing type to spawn as dust.
// var2 = unused
//
void A_TNTExplode(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 x, y;
INT32 xl, xh, yl, yh;
static mappoint_t epicenter = {0,0,0};
if (LUA_CallAction(A_TNTEXPLODE, actor))
return;
if (actor->tracer)
{
P_SetTarget(&actor->tracer->tracer, NULL);
P_SetTarget(&actor->tracer, NULL);
}
P_UnsetThingPosition(actor);
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
actor->flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP;
P_SetThingPosition(actor);
actor->flags2 = MF2_EXPLOSION;
if (actor->info->deathsound)
S_StartSound(actor, actor->info->deathsound);
explodethrust = 32*FRACUNIT;
exploderadius = 256*FRACUNIT;
xl = (unsigned)(actor->x - exploderadius - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(actor->x + exploderadius - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(actor->y - exploderadius - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(actor->y + exploderadius - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
barrel = actor;
for (x = xl; x <= xh; x++)
for (y = yl; y <= yh; y++)
P_BlockThingsIterator(x, y, PIT_TNTExplode);
// cause a quake -- P_StartQuake does not exist yet
epicenter.x = actor->x;
epicenter.y = actor->y;
epicenter.z = actor->z;
quake.intensity = 9*FRACUNIT;
quake.time = TICRATE/6;
quake.epicenter = &epicenter;
quake.radius = 512*FRACUNIT;
if (locvar1)
{
P_DustRing(locvar1, 4, actor->x, actor->y, actor->z+actor->height, 64, 0, FRACUNIT, actor->scale);
P_DustRing(locvar1, 6, actor->x, actor->y, actor->z+actor->height/2, 96, FRACUNIT, FRACUNIT, actor->scale);
}
actor->destscale *= 4;
}
// Function: A_DebrisRandom
//
// Description: Randomizes debris frame and movement.
//
// var1 = Frame range.
// var2 = unused
//
void A_DebrisRandom(mobj_t *actor)
{
INT32 locvar1 = var1;
if (LUA_CallAction(A_DEBRISRANDOM, actor))
return;
actor->frame |= P_RandomRange(0, locvar1);
var1 = 0;
var2 = 359;
A_ChangeAngleAbsolute(actor);
P_Thrust(actor, actor->angle, FRACUNIT * 2);
}
static mobj_t *P_TrainSeg(mobj_t *src, fixed_t x, fixed_t y, fixed_t z, angle_t ang, spritenum_t spr, UINT32 frame)
{
mobj_t *s = P_SpawnMobj(x, y, z, MT_TRAINSEG);
s->fuse = 16*TICRATE;
s->sprite = spr;
s->frame = frame|FF_PAPERSPRITE;
s->angle = ang;
P_Thrust(s, src->angle, 7*FRACUNIT);
return s;
}
// Function: A_TrainCameo
//
// Description: Sets up train cameo locomotive.
//
// var1 = Train width.
// var2 = Train length.
//
void A_TrainCameo(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
fixed_t x = actor->x;
fixed_t y = actor->y;
fixed_t z = actor->z;
angle_t ang = actor->angle;
mobj_t *m;
spritenum_t spr = SPR_TRAE;
fixed_t span = locvar1*FRACUNIT;
fixed_t len = locvar2*FRACUNIT;
if (LUA_CallAction(A_TRAINCAMEO, actor))
return;
//Spawn sides.
P_TrainSeg(actor, x, y + span, z, ang, spr, 0);
P_TrainSeg(actor, x, y - span, z, ang, spr, 0);
//Center.
P_TrainSeg(actor, x, y, z, ang, spr, 1);
//Front and back.
P_TrainSeg(actor, x + len, y, z, ang + ANGLE_90, spr, 2);
P_TrainSeg(actor, x - len, y, z, ang + ANGLE_90, spr, 2);
//Smoke spawner.
m = P_TrainSeg(actor, x - (20 * FRACUNIT), y, z + (30 * FRACUNIT), ang + ANGLE_90, spr, 0);
P_SetMobjState(m, S_TRAINPUFFMAKER);
}
// Function: A_TrainCameo2
//
// Description: Sets up train cameo wagon.
//
// var1 = Train width.
// var2 = Train length.
//
void A_TrainCameo2(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
fixed_t x = actor->x;
fixed_t y = actor->y;
fixed_t z = actor->z;
angle_t ang = actor->angle;
spritenum_t spr = SPR_TRAI;
fixed_t span = locvar1*FRACUNIT;
fixed_t len = locvar2*FRACUNIT;
if (LUA_CallAction(A_TRAINCAMEO2, actor))
return;
//Spawn sides.
P_TrainSeg(actor, x, y + span, z, ang, spr, 0);
P_TrainSeg(actor, x, y - span, z, ang, spr, 0);
//Center.
P_TrainSeg(actor, x, y, z, ang, spr, 1);
//Front and back.
P_TrainSeg(actor, x + len, y, z, ang + ANGLE_90, spr, 2);
P_TrainSeg(actor, x - len, y, z, ang + ANGLE_90, spr, 2);
}
// Function: A_CanarivoreGas
//
// Description: Releases gas clouds. Used by the Canarivore.
//
// var1 = Mobj type.
// var2 = Unused
//
void A_CanarivoreGas(mobj_t *actor)
{
INT32 locvar1 = var1;
if (LUA_CallAction(A_CANARIVOREGAS, actor))
return;
P_DustRing(locvar1, 4, actor->x, actor->y, actor->z + actor->height / 5, 18, 0, FRACUNIT/10, actor->scale);
P_DustRing(locvar1, 6, actor->x, actor->y, actor->z + actor->height / 5, 28, FRACUNIT, FRACUNIT/10, actor->scale);
}
//
// Function: A_KillSegments
//
// Description: Causes segments attached via tracer chain to be killed.
//
// var1 = Fuse (if 0, default to TICRATE/2).
// var2 = Unused
//
void A_KillSegments(mobj_t *actor)
{
INT32 locvar1 = var1;
mobj_t *seg = actor->tracer;
INT32 fuse = locvar1 ? locvar1 : TICRATE/2;
if (LUA_CallAction(A_KILLSEGMENTS, actor))
return;
while (seg)
{
mobj_t *kseg = seg;
seg = seg->tracer;
kseg->flags = MF_NOBLOCKMAP|MF_BOUNCE;
kseg->flags2 = 0;
kseg->fuse = fuse;
P_Thrust(kseg, R_PointToAngle2(actor->x, actor->y, kseg->x, kseg->y), 3*actor->scale);
kseg->momz = 3*actor->scale;
}
}
static void P_SnapperLegPlace(mobj_t *mo)
{
mobj_t *seg = mo->tracer;
angle_t a = mo->angle;
angle_t fa = (a >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t c = FINECOSINE(fa);
fixed_t s = FINESINE(fa);
fixed_t x, y;
INT32 o1, o2;
INT32 woffset = mo->extravalue1;
INT32 side = mo->extravalue2;
INT32 alt;
// Move head first.
fixed_t rad = mo->radius;
INT32 necklen = (32*(mo->info->reactiontime - mo->reactiontime))/mo->info->reactiontime; // Not in FU
seg->z = mo->z + ((mo->eflags & MFE_VERTICALFLIP) ? (((mo->height<<1)/3) - seg->height) : mo->height/3);
P_TryMove(seg, mo->x + FixedMul(c, rad) + necklen*c, mo->y + FixedMul(s, rad) + necklen*s, true);
seg->angle = a;
// Move as many legs as available.
seg = seg->tracer;
do
{
o1 = seg->extravalue1;
o2 = seg->extravalue2;
alt = seg->cusval;
if (alt == 1)
o2 += woffset;
else
o2 -= woffset;
if (alt != side)
{
x = c*o2 + s*o1;
y = s*o2 - c*o1;
seg->z = mo->z + (((mo->eflags & MFE_VERTICALFLIP) ? (mo->height - seg->height) : 0));
P_TryMove(seg, mo->x + x, mo->y + y, true);
P_SetMobjState(seg, seg->info->raisestate);
}
else
P_SetMobjState(seg, seg->info->spawnstate);
seg->angle = R_PointToAngle2(mo->x, mo->y, seg->x, seg->y);
seg = seg->tracer;
} while (seg);
}
//
// Function: A_SnapperSpawn
//
// Description: Sets up Green Snapper legs and head.
//
// var1 = Leg mobj type.
// var2 = Head mobj type.
//
void A_SnapperSpawn(mobj_t *actor)
{
mobjtype_t legtype = (mobjtype_t)var1;
mobjtype_t headtype = (mobjtype_t)var2;
mobj_t *ptr = actor;
INT32 i;
mobj_t *seg;
if (LUA_CallAction(A_SNAPPERSPAWN, actor))
return;
// It spawns 1 head.
seg = P_SpawnMobjFromMobj(actor, 0, 0, 0, headtype);
P_SetTarget(&ptr->tracer, seg);
ptr = seg;
// It spawns 4 legs which will be handled in the thinker function.
for (i = 1; i <= 4; i++)
{
seg = P_SpawnMobjFromMobj(actor, 0, 0, 0, legtype);
P_SetTarget(&ptr->tracer, seg);
ptr = seg;
// The legs' base offsets are stored as extravalues, as relative coordinates in xy space.
seg->extravalue1 = 28;
seg->extravalue2 = 28;
if (i % 2)
seg->extravalue1 = -seg->extravalue1;
if ((i/2) % 2)
seg->extravalue2 = -seg->extravalue2;
// Alternating motion stuff.
seg->cusval = ((i + 1)/2) % 2;
}
actor->extravalue1 = 0;
actor->extravalue2 = 0;
P_SnapperLegPlace(actor);
}
//
// Function: A_SnapperThinker
//
// Description: Thinker for Green Snapper.
//
// var1 = Unused
// var2 = Unused
//
void A_SnapperThinker(mobj_t *actor)
{
fixed_t x0 = actor->x;
fixed_t y0 = actor->y;
fixed_t xs, ys;
fixed_t x1, y1;
fixed_t dist;
boolean chasing;
if (LUA_CallAction(A_SNAPPERTHINKER, actor))
return;
// We make a check just in case there's no spawnpoint.
if (actor->spawnpoint)
{
xs = actor->spawnpoint->x*FRACUNIT;
ys = actor->spawnpoint->y*FRACUNIT;
}
else
{
xs = x0;
ys = y0;
}
// Look for nearby, valid players to chase angrily at.
if ((actor->target || P_LookForPlayers(actor, true, false, 1024*FRACUNIT))
&& P_AproxDistance(actor->target->x - xs, actor->target->y - ys) < 2048*FRACUNIT
&& abs(actor->target->z - actor->z) < 80*FRACUNIT
&& P_CheckSight(actor, actor->target))
{
chasing = true;
x1 = actor->target->x;
y1 = actor->target->y;
}
else
{
chasing = false;
x1 = xs;
y1 = ys;
}
dist = P_AproxDistance(x1 - x0, y1 - y0);
// The snapper either chases what it considers to be a nearby player, or instead decides to go back to its spawnpoint.
if (chasing || dist > 32*FRACUNIT)
{
INT32 speed = actor->info->speed + actor->info->reactiontime - actor->reactiontime;
angle_t maxang = FixedAngle(speed*FRACUNIT/2);
angle_t ang = actor->angle;
angle_t realang = R_PointToAngle2(x0, y0, x1, y1);
angle_t dif = realang - ang;
angle_t fa;
fixed_t c, s;
if (dif < ANGLE_180 && dif > maxang)
actor->angle += maxang;
else if (dif >= ANGLE_180 && dif < InvAngle(maxang))
actor->angle -= maxang;
else
actor->angle = realang;
fa = (actor->angle >> ANGLETOFINESHIFT) & FINEMASK;
c = FINECOSINE(fa);
s = FINESINE(fa);
P_TryMove(actor, actor->x + c*speed, actor->y + s*speed, false);
// The snapper spawns dust if going fast!
if (actor->reactiontime < 4)
{
mobj_t *dust = P_SpawnMobj(x0, y0, actor->z, MT_SPINDUST);
P_Thrust(dust, ang + ANGLE_180 + FixedAngle(P_RandomRange(-20, 20)*FRACUNIT), speed*FRACUNIT);
}
if (actor->extravalue2 == 0)
{
if (actor->extravalue1 > 16)
{
A_PlayActiveSound(actor);
actor->extravalue2 = 1;
// If the snapper is chasing, accelerate; otherwise, decelerate.
if (chasing)
actor->reactiontime = max(0, actor->reactiontime - 1);
else
actor->reactiontime = min(actor->info->reactiontime, actor->reactiontime + 1);
}
else
actor->extravalue1 += speed;
}
else
{
if (actor->extravalue1 < -16)
{
A_PlayActiveSound(actor);
actor->extravalue2 = 0;
// If the snapper is chasing, accelerate; otherwise, decelerate.
if (chasing)
actor->reactiontime = max(0, actor->reactiontime - 1);
else
actor->reactiontime = min(actor->info->reactiontime, actor->reactiontime + 1);
}
else
actor->extravalue1 -= speed;
}
}
P_SnapperLegPlace(actor);
}
// Function: A_SaloonDoorSpawn
//
// Description: Spawns a saloon door.
//
// var1 = mobjtype for sides
// var2 = distance sides should be placed apart
//
void A_SaloonDoorSpawn(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
angle_t ang = actor->angle;
angle_t fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t c = FINECOSINE(fa)*locvar2;
fixed_t s = FINESINE(fa)*locvar2;
mobj_t *door;
mobjflag2_t ambush = (actor->flags2 & MF2_AMBUSH);
if (LUA_CallAction(A_SALOONDOORSPAWN, actor))
return;
if (!locvar1)
return;
// One door...
if (!(door = P_SpawnMobjFromMobj(actor, c, s, 0, locvar1))) return;
door->angle = ang + ANGLE_180;
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
door->flags2 |= ambush; // Can be opened by normal players?
// ...two door!
if (!(door = P_SpawnMobjFromMobj(actor, -c, -s, 0, locvar1))) return;
door->angle = ang;
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
door->flags2 |= ambush; // Can be opened by normal players?
}
// Function: A_MinecartSparkThink
//
// Description: Thinker for the minecart spark.
//
// var1 = unused
// var2 = unused
//
void A_MinecartSparkThink(mobj_t *actor)
{
fixed_t dx = actor->momx;
fixed_t dy = actor->momy;
fixed_t dz, dm;
UINT8 i;
if (LUA_CallAction(A_MINECARTSPARKTHINK, actor))
return;
if (actor->momz == 0 && P_IsObjectOnGround(actor))
actor->momz = P_RandomRange(2, 4)*FRACUNIT;
dz = actor->momz;
dm = FixedHypot(FixedHypot(dx, dy), dz);
dx = FixedDiv(dx, dm);
dy = FixedDiv(dy, dm);
dz = FixedDiv(dz, dm);
for (i = 1; i <= 8; i++)
{
mobj_t *trail = P_SpawnMobj(actor->x - dx*i, actor->y - dy*i, actor->z - dz*i, MT_PARTICLE);
trail->tics = 2;
trail->sprite = actor->sprite;
P_SetScale(trail, trail->scale/4);
trail->destscale = trail->scale;
}
}
// Function: A_ModuloToState
//
// Description: Modulo operation to state
//
// var1 = Modulo
// var2 = State
//
void A_ModuloToState(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_MODULOTOSTATE, actor))
return;
if ((modulothing % locvar1 == 0))
P_SetMobjState(actor, (locvar2));
modulothing++;
}
// Function: A_LavafallRocks
//
// Description: Spawn random rock particles.
//
// var1 = unused
// var2 = unused
//
void A_LavafallRocks(mobj_t *actor)
{
UINT8 i;
if (LUA_CallAction(A_LAVAFALLROCKS, actor))
return;
// Don't spawn rocks unless a player is relatively close by.
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) < (actor->info->speed >> 1))
break; // Stop looking.
if (i < MAXPLAYERS)
{
angle_t fa = (FixedAngle(P_RandomKey(360) << FRACBITS) >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t offset = P_RandomRange(4, 12) << FRACBITS;
fixed_t xoffs = FixedMul(FINECOSINE(fa), actor->radius + offset);
fixed_t yoffs = FixedMul(FINESINE(fa), actor->radius + offset);
P_SpawnMobjFromMobj(actor, xoffs, yoffs, 0, MT_LAVAFALLROCK);
}
}
// Function: A_LavafallLava
//
// Description: Spawn lava from lavafall.
//
// var1 = unused
// var2 = unused
//
void A_LavafallLava(mobj_t *actor)
{
mobj_t *lavafall;
UINT8 i;
if (LUA_CallAction(A_LAVAFALLLAVA, actor))
return;
if ((40 - actor->fuse) % (2*(actor->scale >> FRACBITS)))
return;
// Don't spawn lava unless a player is nearby.
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) < (actor->info->speed))
break; // Stop looking.
if (i >= MAXPLAYERS)
return;
lavafall = P_SpawnMobjFromMobj(actor, 0, 0, -8*FRACUNIT, MT_LAVAFALL_LAVA);
lavafall->momz = -P_MobjFlip(actor)*25*FRACUNIT;
}
// Function: A_FallingLavaCheck
//
// Description: If actor hits the ground or a water surface, enter the death animation.
//
// var1 = unused
// var2 = unused
//
void A_FallingLavaCheck(mobj_t *actor)
{
if (LUA_CallAction(A_FALLINGLAVACHECK, actor))
return;
if (actor->eflags & MFE_TOUCHWATER || P_IsObjectOnGround(actor))
{
actor->flags = MF_NOGRAVITY|MF_NOCLIPTHING;
actor->momz = 0;
if (actor->eflags & MFE_TOUCHWATER)
actor->z = (actor->eflags & MFE_VERTICALFLIP) ? actor->waterbottom : actor->watertop;
P_SetMobjState(actor, actor->info->deathstate);
}
}
// Function: A_FireShrink
//
// Description: Shrink the actor down to the specified scale at the specified speed.
//
// var1 = Scale to shrink to
// var2 = Shrinking speed
//
void A_FireShrink(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_FIRESHRINK, actor))
return;
actor->destscale = locvar1;
actor->scalespeed = FRACUNIT/locvar2;
}
// Function: A_SpawnPterabytes
//
// Description: Spawn Pterabytes around the actor in a circle.
//
// var1 = unused
// var2 = unused
//
void A_SpawnPterabytes(mobj_t *actor)
{
mobj_t *waypoint, *ptera;
fixed_t c, s;
fixed_t rad = 280*FRACUNIT;
angle_t ang = 0;
angle_t interval, fa;
UINT8 amount = 1;
UINT8 i;
if (LUA_CallAction(A_SPAWNPTERABYTES, actor))
return;
if (actor->spawnpoint)
amount = actor->spawnpoint->extrainfo + 1;
interval = FixedAngle(FRACUNIT*360/amount);
for (i = 0; i < amount; i++)
{
fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
c = FINECOSINE(fa);
s = FINESINE(fa);
waypoint = P_SpawnMobjFromMobj(actor, FixedMul(c, rad), FixedMul(s, rad), 0, MT_PTERABYTEWAYPOINT);
waypoint->angle = ang + ANGLE_90;
P_SetTarget(&waypoint->tracer, actor);
ptera = P_SpawnMobjFromMobj(waypoint, 0, 0, 0, MT_PTERABYTE);
ptera->angle = waypoint->angle;
P_SetTarget(&ptera->tracer, waypoint);
ptera->extravalue1 = 0;
ang += interval;
}
}
// Function: A_PterabyteHover
//
// Description: Hover in a circular fashion, bobbing up and down slightly.
//
// var1 = unused
// var2 = unused
//
void A_PterabyteHover(mobj_t *actor)
{
angle_t ang, fa;
if (LUA_CallAction(A_PTERABYTEHOVER, actor))
return;
P_InstaThrust(actor, actor->angle, actor->info->speed);
actor->angle += ANG1;
actor->extravalue1 = (actor->extravalue1 + 3) % 360;
ang = actor->extravalue1*ANG1;
fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
actor->z += FINESINE(fa);
}
// Function: A_RolloutSpawn
//
// Description: Spawns a new Rollout Rock when the currently spawned rock is destroyed or moves far enough away.
//
// var1 = Distance currently spawned rock should travel before spawning a new one
// var2 = Object type to spawn
//
void A_RolloutSpawn(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_ROLLOUTSPAWN, actor))
return;
if (!(actor->target)
|| P_MobjWasRemoved(actor->target)
|| P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) > locvar1)
{
actor->target = P_SpawnMobj(actor->x, actor->y, actor->z, locvar2);
actor->target->flags2 |= (actor->flags2 & (MF2_AMBUSH | MF2_OBJECTFLIP)) | MF2_SLIDEPUSH;
actor->target->eflags |= (actor->eflags & MFE_VERTICALFLIP);
if (actor->target->flags2 & MF2_AMBUSH)
{
actor->target->color = SKINCOLOR_SUPERRUST3;
actor->target->colorized = true;
}
}
}
// Function: A_RolloutRock
//
// Description: Thinker for Rollout Rock.
//
// var1 = Drag
// var2 = Vertical bobbing speed factor
//
void A_RolloutRock(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
UINT8 maxframes = actor->info->reactiontime; // number of frames the mobj cycles through
fixed_t pi = (22*FRACUNIT/7);
fixed_t circumference = FixedMul(2 * pi, actor->radius); // used to calculate when to change frame
fixed_t speed = P_AproxDistance(actor->momx, actor->momy), topspeed = FixedMul(actor->info->speed, actor->scale);
boolean inwater = actor->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER);
if (LUA_CallAction(A_ROLLOUTROCK, actor))
return;
actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
if (actor->eflags & MFE_JUSTHITFLOOR)
S_StartSound(actor, actor->info->painsound);
if (actor->threshold)
actor->threshold--;
if (inwater && !(actor->flags2 & MF2_AMBUSH)) // buoyancy in water (or lava)
{
UINT8 flip = P_MobjFlip(actor);
fixed_t prevmomz = actor->momz;
actor->momz = FixedMul(actor->momz, locvar2);
actor->momz += flip * FixedMul(locvar2, actor->scale);
if (flip*prevmomz < 0 && flip*actor->momz >= 0 && !actor->threshold)
{
if (actor->eflags & MFE_UNDERWATER)
S_StartSound(actor, sfx_splash);
else if (!actor->threshold)
S_StartSound(actor, sfx_splish);
actor->threshold = max((topspeed - speed) >> FRACBITS, 8);
}
}
if (speed > topspeed) // cap speed
{
actor->momx = FixedMul(FixedDiv(actor->momx, speed), topspeed);
actor->momy = FixedMul(FixedDiv(actor->momy, speed), topspeed);
}
if (P_IsObjectOnGround(actor) || inwater) // apply drag to speed (compensates for lack of friction but also works in liquids)
{
actor->momx = FixedMul(actor->momx, locvar1);
actor->momy = FixedMul(actor->momy, locvar1);
}
speed = P_AproxDistance(actor->momx, actor->momy); // recalculate speed for visual rolling
if (speed < actor->scale >> 1) // stop moving if speed is insignificant
{
actor->momx = 0;
actor->momy = 0;
}
else if (speed > actor->scale)
{
actor->movecount = 1; // rock has moved; fuse should be set so we don't have a trillion rocks lying around
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); // set rock's angle to movement direction
actor->movefactor += speed;
if (actor->movefactor > circumference / maxframes) // if distance moved is enough to change frame, change it!
{
actor->reactiontime++;
actor->reactiontime %= maxframes;
actor->movefactor = 0;
}
}
actor->frame = actor->reactiontime % maxframes; // set frame
if (!actor->tracer || P_MobjWasRemoved(actor->tracer) || !actor->tracer->health)
actor->flags |= MF_PUSHABLE;
if (!(actor->flags & MF_PUSHABLE) || (actor->movecount != 1)) // if being ridden or haven't moved, don't disappear
actor->fuse = actor->info->painchance;
else if (actor->fuse < 2*TICRATE)
actor->flags2 ^= MF2_DONTDRAW;
}
// Function: A_DragonbomberSpawn
//
// Description: Spawns the body parts for Dragonbomber
//
// var1 = Tail segments to spawn
// var2 = unused
//
void A_DragonbomberSpawn(mobj_t *actor)
{
UINT8 i;
mobj_t *mo = actor;
if (LUA_CallAction(A_DRAGONBOMBERSPAWN, actor))
return;
for (i = 0; i < var1; i++) // spawn tail segments
{
mobj_t *segment;
fixed_t x, y;
x = P_ReturnThrustX(mo, mo->angle, -mo->radius << 1);
y = P_ReturnThrustY(mo, mo->angle, -mo->radius << 1);
segment = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRAGONTAIL);
P_SetTarget(&segment->target, mo);
P_SetTarget(&mo->tracer, segment);
segment->angle = mo->angle;
mo = segment;
}
for (i = 0; i < 2; i++) // spawn wings
{
mo = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_DRAGONWING);
P_SetTarget(&mo->target, actor);
mo->movedir = ANGLE_90 + i * ANGLE_180;
}
}
// Function: A_DragonWing
//
// Description: Moves actor such that it is placed away from its target at a distance equal to the target's radius in the direction of its target's angle.
// The actor's movedir can be used to offset the angle.
//
// var1 = unused
// var2 = unused
//
void A_DragonWing(mobj_t *actor)
{
mobj_t *target = actor->target;
fixed_t x, y;
if (LUA_CallAction(A_DRAGONWING, actor))
return;
if (target == NULL || !target->health)
{
P_RemoveMobj(actor);
return;
}
actor->angle = target->angle + actor->movedir;
x = target->x + P_ReturnThrustX(actor, actor->angle, -target->radius);
y = target->y + P_ReturnThrustY(actor, actor->angle, -target->radius);
P_TeleportMove(actor, x, y, target->z);
}
// Function: A_DragonSegment
//
// Description: Moves actor such that it is placed away from its target at an absolute distance equal to the sum of the two mobjs' radii.
//
// var1 = unused
// var2 = unused
//
void A_DragonSegment(mobj_t *actor)
{
mobj_t *target = actor->target;
fixed_t dist;
fixed_t radius;
angle_t hangle;
angle_t zangle;
fixed_t hdist;
fixed_t xdist;
fixed_t ydist;
fixed_t zdist;
if (LUA_CallAction(A_DRAGONSEGMENT, actor))
return;
if (target == NULL || !target->health)
{
P_RemoveMobj(actor);
return;
}
dist = P_AproxDistance(P_AproxDistance(actor->x - target->x, actor->y - target->y), actor->z - target->z);
radius = actor->radius + target->radius;
hangle = R_PointToAngle2(target->x, target->y, actor->x, actor->y);
zangle = R_PointToAngle2(0, target->z, dist, actor->z);
hdist = P_ReturnThrustX(target, zangle, radius);
xdist = P_ReturnThrustX(target, hangle, hdist);
ydist = P_ReturnThrustY(target, hangle, hdist);
zdist = P_ReturnThrustY(target, zangle, radius);
actor->angle = hangle;
P_TeleportMove(actor, target->x + xdist, target->y + ydist, target->z + zdist);
}
// Function: A_ChangeHeight
//
// Description: Changes the actor's height by var1
//
// var1 = height
// var2 =
// &1: height is absolute
// &2: scale with actor's scale
//
void A_ChangeHeight(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
fixed_t height = locvar1;
boolean reverse;
if (LUA_CallAction(A_CHANGEHEIGHT, actor))
return;
reverse = (actor->eflags & MFE_VERTICALFLIP) || (actor->flags2 & MF2_OBJECTFLIP);
if (locvar2 & 2)
height = FixedMul(height, actor->scale);
P_UnsetThingPosition(actor);
if (locvar2 & 1)
{
if (reverse)
actor->z += actor->height - locvar1;
actor->height = locvar1;
}
else
{
if (reverse)
actor->z -= locvar1;
actor->height += locvar1;
}
P_SetThingPosition(actor);
}