/* ** p_things.cpp ** ACS-accessible thing utilities ** **--------------------------------------------------------------------------- ** Copyright 1998-2007 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "doomtype.h" #include "p_local.h" #include "info.h" #include "s_sound.h" #include "tables.h" #include "doomstat.h" #include "m_random.h" #include "c_console.h" #include "c_dispatch.h" #include "a_sharedglobal.h" #include "gi.h" #include "templates.h" #include "g_level.h" #include "v_text.h" #include "i_system.h" #include "d_player.h" #include "r_utility.h" #include "p_spec.h" #include "math/cmath.h" // Set of spawnable things for the Thing_Spawn and Thing_Projectile specials. FClassMap SpawnableThings; static FRandom pr_leadtarget ("LeadTarget"); bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog, int newtid) { int rtn = 0; PClassActor *kind; AActor *spot, *mobj; FActorIterator iterator (tid); kind = P_GetSpawnableType(type); if (kind == NULL) return false; // Handle decorate replacements. kind = kind->GetReplacement(); if ((GetDefaultByType(kind)->flags3 & MF3_ISMONSTER) && ((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS))) return false; if (tid == 0) { spot = source; } else { spot = iterator.Next(); } while (spot != NULL) { mobj = Spawn (kind, spot->Pos(), ALLOW_REPLACE); if (mobj != NULL) { ActorFlags2 oldFlags2 = mobj->flags2; mobj->flags2 |= MF2_PASSMOBJ; if (P_TestMobjLocation (mobj)) { rtn++; mobj->angle = (angle != ANGLE_MAX ? angle : spot->angle); if (fog) { P_SpawnTeleportFog(mobj, spot->X(), spot->Y(), spot->Z() + TELEFOGHEIGHT, false, true); } if (mobj->flags & MF_SPECIAL) mobj->flags |= MF_DROPPED; // Don't respawn mobj->tid = newtid; mobj->AddToHash (); mobj->flags2 = oldFlags2; } else { // If this is a monster, subtract it from the total monster // count, because it already added to it during spawning. mobj->ClearCounters(); mobj->Destroy (); } } spot = iterator.Next(); } return rtn != 0; } // [BC] Added // [RH] Fixed bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog) { fixed_t oldx, oldy, oldz; oldx = source->X(); oldy = source->Y(); oldz = source->Z(); source->SetOrigin (x, y, z, true); if (P_TestMobjLocation (source)) { if (fog) { P_SpawnTeleportFog(source, x, y, z, false, true); P_SpawnTeleportFog(source, oldx, oldy, oldz, true, true); } source->ClearInterpolation(); if (source == players[consoleplayer].camera) { R_ResetViewInterpolation(); } return true; } else { source->SetOrigin (oldx, oldy, oldz, true); return false; } } bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog) { AActor *target; if (tid != 0) { FActorIterator iterator1(tid); source = iterator1.Next(); } FActorIterator iterator2 (mapspot); target = iterator2.Next (); if (source != NULL && target != NULL) { return P_MoveThing(source, target->X(), target->Y(), target->Z(), fog); } return false; } bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, angle_t angle, fixed_t speed, fixed_t vspeed, int dest, AActor *forcedest, int gravity, int newtid, bool leadTarget) { int rtn = 0; PClassActor *kind; AActor *spot, *mobj, *targ = forcedest; FActorIterator iterator (tid); double fspeed = speed; int defflags3; if (type_name == NULL) { kind = P_GetSpawnableType(type); } else { kind = PClass::FindActor(type_name); } if (kind == NULL) { return false; } // Handle decorate replacements. kind = kind->GetReplacement(); defflags3 = GetDefaultByType(kind)->flags3; if ((defflags3 & MF3_ISMONSTER) && ((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS))) return false; if (tid == 0) { spot = source; } else { spot = iterator.Next(); } while (spot != NULL) { FActorIterator tit (dest); if (dest == 0 || (targ = tit.Next())) { do { fixed_t z = spot->Z(); if (defflags3 & MF3_FLOORHUGGER) { z = ONFLOORZ; } else if (defflags3 & MF3_CEILINGHUGGER) { z = ONCEILINGZ; } else if (z != ONFLOORZ) { z -= spot->floorclip; } mobj = Spawn (kind, spot->X(), spot->Y(), z, ALLOW_REPLACE); if (mobj) { mobj->tid = newtid; mobj->AddToHash (); P_PlaySpawnSound(mobj, spot); if (gravity) { mobj->flags &= ~MF_NOGRAVITY; if (!(mobj->flags3 & MF3_ISMONSTER) && gravity == 1) { mobj->gravity = FRACUNIT/8; } } else { mobj->flags |= MF_NOGRAVITY; } mobj->target = spot; if (targ != NULL) { fixedvec3 vect = mobj->Vec3To(targ); vect.z += targ->height / 2; DVector3 aim(vect.x, vect.y, vect.z); if (leadTarget && speed > 0 && (targ->vel.x | targ->vel.y | targ->vel.z)) { // Aiming at the target's position some time in the future // is basically just an application of the law of sines: // a/sin(A) = b/sin(B) // Thanks to all those on the notgod phorum for helping me // with the math. I don't think I would have thought of using // trig alone had I been left to solve it by myself. DVector3 tvel(targ->vel.x, targ->vel.y, targ->vel.z); if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3) { // If the target is subject to gravity and not underwater, // assume that it isn't moving vertically. Thanks to gravity, // even if we did consider the vertical component of the target's // velocity, we would still miss more often than not. tvel.Z = 0.0; if ((targ->vel.x | targ->vel.y) == 0) { goto nolead; } } double dist = aim.Length(); double targspeed = tvel.Length(); double ydotx = -aim | tvel; double a = g_acos (clamp (ydotx / targspeed / dist, -1.0, 1.0)); double multiplier = double(pr_leadtarget.Random2())*0.1/255+1.1; double sinb = -clamp (targspeed*multiplier * g_sin(a) / fspeed, -1.0, 1.0); // Use the cross product of two of the triangle's sides to get a // rotation vector. DVector3 rv(tvel ^ aim); // The vector must be normalized. rv.MakeUnit(); // Now combine the rotation vector with angle b to get a rotation matrix. DMatrix3x3 rm(rv, g_cos(g_asin(sinb)), sinb); // And multiply the original aim vector with the matrix to get a // new aim vector that leads the target. DVector3 aimvec = rm * aim; // And make the projectile follow that vector at the desired speed. double aimscale = fspeed / dist; mobj->vel.x = fixed_t (aimvec[0] * aimscale); mobj->vel.y = fixed_t (aimvec[1] * aimscale); mobj->vel.z = fixed_t (aimvec[2] * aimscale); mobj->angle = R_PointToAngle2 (0, 0, mobj->vel.x, mobj->vel.y); } else { nolead: mobj->angle = mobj->AngleTo(targ); aim.Resize (fspeed); mobj->vel.x = fixed_t(aim[0]); mobj->vel.y = fixed_t(aim[1]); mobj->vel.z = fixed_t(aim[2]); } if (mobj->flags2 & MF2_SEEKERMISSILE) { mobj->tracer = targ; } } else { mobj->angle = angle; mobj->vel.x = FixedMul (speed, finecosine[angle>>ANGLETOFINESHIFT]); mobj->vel.y = FixedMul (speed, finesine[angle>>ANGLETOFINESHIFT]); mobj->vel.z = vspeed; } // Set the missile's speed to reflect the speed it was spawned at. if (mobj->flags & MF_MISSILE) { mobj->Speed = fixed_t (g_sqrt (double(mobj->vel.x)*mobj->vel.x + double(mobj->vel.y)*mobj->vel.y + double(mobj->vel.z)*mobj->vel.z)); } // Hugger missiles don't have any vertical velocity if (mobj->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)) { mobj->vel.z = 0; } if (mobj->flags & MF_SPECIAL) { mobj->flags |= MF_DROPPED; } if (mobj->flags & MF_MISSILE) { if (P_CheckMissileSpawn (mobj, spot->radius)) { rtn = true; } } else if (!P_TestMobjLocation (mobj)) { // If this is a monster, subtract it from the total monster // count, because it already added to it during spawning. mobj->ClearCounters(); mobj->Destroy (); } else { // It spawned fine. rtn = 1; } } } while (dest != 0 && (targ = tit.Next())); } spot = iterator.Next(); } return rtn != 0; } int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type) { FActorIterator iterator (tid); int count = 0; AActor *actor; actor = (tid == 0 ? whofor0 : iterator.Next()); while (actor) { AActor *next = tid == 0 ? NULL : iterator.Next (); if (actor->flags & MF_SHOOTABLE) { if (amount > 0) { P_DamageMobj (actor, NULL, whofor0, amount, type); } else if (actor->health < actor->SpawnHealth()) { actor->health -= amount; if (actor->health > actor->SpawnHealth()) { actor->health = actor->SpawnHealth(); } if (actor->player != NULL) { actor->player->health = actor->health; } } count++; } actor = next; } return count; } void P_RemoveThing(AActor * actor) { // Don't remove live players. if (actor->player == NULL || actor != actor->player->mo) { // Don't also remove owned inventory items if (actor->IsKindOf(RUNTIME_CLASS(AInventory)) && static_cast(actor)->Owner != NULL) return; // be friendly to the level statistics. ;) actor->ClearCounters(); actor->Destroy (); } } bool P_Thing_Raise(AActor *thing, AActor *raiser) { FState * RaiseState = thing->GetRaiseState(); if (RaiseState == NULL) { return true; // monster doesn't have a raise state } AActor *info = thing->GetDefault (); thing->vel.x = thing->vel.y = 0; // [RH] Check against real height and radius fixed_t oldheight = thing->height; fixed_t oldradius = thing->radius; ActorFlags oldflags = thing->flags; thing->flags |= MF_SOLID; thing->height = info->height; // [RH] Use real height thing->radius = info->radius; // [RH] Use real radius if (!P_CheckPosition (thing, thing->Pos())) { thing->flags = oldflags; thing->radius = oldradius; thing->height = oldheight; return false; } S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE); thing->Revive(); if (raiser != NULL) { // Let's copy the friendliness of the one who raised it. thing->CopyFriendliness(raiser, false); } thing->SetState (RaiseState); return true; } bool P_Thing_CanRaise(AActor *thing) { FState * RaiseState = thing->GetRaiseState(); if (RaiseState == NULL) { return false; } AActor *info = thing->GetDefault(); // Check against real height and radius ActorFlags oldflags = thing->flags; fixed_t oldheight = thing->height; fixed_t oldradius = thing->radius; thing->flags |= MF_SOLID; thing->height = info->height; thing->radius = info->radius; bool check = P_CheckPosition (thing, thing->Pos()); // Restore checked properties thing->flags = oldflags; thing->radius = oldradius; thing->height = oldheight; if (!check) { return false; } return true; } void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool add, bool setbob) { if (actor != NULL) { if (!add) { actor->vel.x = actor->vel.y = actor->vel.z = 0; if (actor->player != NULL) actor->player->vel.x = actor->player->vel.y = 0; } actor->vel.x += vx; actor->vel.y += vy; actor->vel.z += vz; if (setbob && actor->player != NULL) { actor->player->vel.x += vx; actor->player->vel.y += vy; } } } PClassActor *P_GetSpawnableType(int spawnnum) { if (spawnnum < 0) { // A named arg from a UDMF map FName spawnname = FName(ENamedName(-spawnnum)); if (spawnname.IsValidName()) { return PClass::FindActor(spawnname); } } else { // A numbered arg from a Hexen or UDMF map PClassActor **type = SpawnableThings.CheckKey(spawnnum); if (type != NULL) { return *type; } } return NULL; } struct MapinfoSpawnItem { FName classname; // DECORATE is read after MAPINFO so we do not have the actual classes available here yet. // These are for error reporting. We must store the file information because it's no longer available when these items get resolved. FString filename; int linenum; }; typedef TMap SpawnMap; static SpawnMap SpawnablesFromMapinfo; static SpawnMap ConversationIDsFromMapinfo; static int STACK_ARGS SpawnableSort(const void *a, const void *b) { return (*((FClassMap::Pair **)a))->Key - (*((FClassMap::Pair **)b))->Key; } static void DumpClassMap(FClassMap &themap) { FClassMap::Iterator it(themap); FClassMap::Pair *pair, **allpairs; int i = 0; // Sort into numerical order, since their arrangement in the map can // be in an unspecified order. allpairs = new FClassMap::Pair *[themap.CountUsed()]; while (it.NextPair(pair)) { allpairs[i++] = pair; } qsort(allpairs, i, sizeof(*allpairs), SpawnableSort); for (int j = 0; j < i; ++j) { pair = allpairs[j]; Printf ("%d %s\n", pair->Key, pair->Value->TypeName.GetChars()); } delete[] allpairs; } CCMD(dumpspawnables) { DumpClassMap(SpawnableThings); } CCMD (dumpconversationids) { DumpClassMap(StrifeTypes); } static void ParseSpawnMap(FScanner &sc, SpawnMap & themap, const char *descript) { TMap defined; int error = 0; MapinfoSpawnItem editem; editem.filename = sc.ScriptName; while (true) { if (sc.CheckString("}")) return; else if (sc.CheckNumber()) { int ednum = sc.Number; sc.MustGetStringName("="); sc.MustGetString(); bool *def = defined.CheckKey(ednum); if (def != NULL) { sc.ScriptMessage("%s %d defined more than once", descript, ednum); error++; } else if (ednum < 0) { sc.ScriptMessage("%s must be positive, got %d", descript, ednum); error++; } defined[ednum] = true; editem.classname = sc.String; themap.Insert(ednum, editem); } else { sc.ScriptError("Number expected"); } } if (error > 0) { sc.ScriptError("%d errors encountered in %s definition", error, descript); } } void FMapInfoParser::ParseSpawnNums() { ParseOpenBrace(); ParseSpawnMap(sc, SpawnablesFromMapinfo, "Spawn number"); } void FMapInfoParser::ParseConversationIDs() { ParseOpenBrace(); ParseSpawnMap(sc, ConversationIDsFromMapinfo, "Conversation ID"); } void InitClassMap(FClassMap &themap, SpawnMap &thedata) { themap.Clear(); SpawnMap::Iterator it(thedata); SpawnMap::Pair *pair; int error = 0; while (it.NextPair(pair)) { PClassActor *cls = NULL; if (pair->Value.classname != NAME_None) { cls = PClass::FindActor(pair->Value.classname); if (cls == NULL) { Printf(TEXTCOLOR_RED "Script error, \"%s\" line %d:\nUnknown actor class %s\n", pair->Value.filename.GetChars(), pair->Value.linenum, pair->Value.classname.GetChars()); error++; } themap.Insert(pair->Key, cls); } else { themap.Remove(pair->Key); } } if (error > 0) { I_Error("%d unknown actor classes found", error); } thedata.Clear(); // we do not need this any longer } void InitSpawnablesFromMapinfo() { InitClassMap(SpawnableThings, SpawnablesFromMapinfo); InitClassMap(StrifeTypes, ConversationIDsFromMapinfo); } int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset, fixed_t radiusoffset, angle_t pitch) { if (flags & WARPF_MOVEPTR) { AActor *temp = reference; reference = caller; caller = temp; } fixedvec3 old = caller->Pos(); int oldpgroup = caller->Sector->PortalGroup; zofs += FixedMul(reference->height, heightoffset); if (!(flags & WARPF_ABSOLUTEANGLE)) { angle += (flags & WARPF_USECALLERANGLE) ? caller->angle : reference->angle; } const fixed_t rad = FixedMul(radiusoffset, reference->radius); const angle_t fineangle = angle >> ANGLETOFINESHIFT; if (!(flags & WARPF_ABSOLUTEPOSITION)) { if (!(flags & WARPF_ABSOLUTEOFFSET)) { fixed_t xofs1 = xofs; // (borrowed from A_SpawnItemEx, assumed workable) // in relative mode negative y values mean 'left' and positive ones mean 'right' // This is the inverse orientation of the absolute mode! xofs = FixedMul(xofs1, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]); yofs = FixedMul(xofs1, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]); } if (flags & WARPF_TOFLOOR) { // set correct xy // now the caller's floorz should be appropriate for the assigned xy-position // assigning position again with. // extra unlink, link and environment calculation caller->SetOrigin(reference->Vec3Offset( xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), 0), true); caller->SetZ(caller->floorz + zofs); } else { caller->SetOrigin(reference->Vec3Offset( xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs), true); } } else // [MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's. { if (flags & WARPF_TOFLOOR) { caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs, true); caller->SetZ(caller->floorz + zofs); } else { caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs, true); } } if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(caller)) { if (flags & WARPF_TESTONLY) { caller->SetOrigin(old, true); } else { caller->angle = angle; if (flags & WARPF_COPYPITCH) caller->SetPitch(reference->pitch, false); if (pitch) caller->SetPitch(caller->pitch + pitch, false); if (flags & WARPF_COPYVELOCITY) { caller->vel.x = reference->vel.x; caller->vel.y = reference->vel.y; caller->vel.z = reference->vel.z; } if (flags & WARPF_STOP) { caller->vel.x = 0; caller->vel.y = 0; caller->vel.z = 0; } // this is no fun with line portals if (flags & WARPF_WARPINTERPOLATION) { // This just translates the movement but doesn't change the vector fixedvec3 displacedold = old + Displacements.getOffset(oldpgroup, caller->Sector->PortalGroup); caller->PrevX += caller->X() - displacedold.x; caller->PrevY += caller->Y() - displacedold.y; caller->PrevZ += caller->Z() - displacedold.z; caller->PrevPortalGroup = caller->Sector->PortalGroup; } else if (flags & WARPF_COPYINTERPOLATION) { // Map both positions of the reference actor to the current portal group fixedvec3 displacedold = old + Displacements.getOffset(reference->PrevPortalGroup, caller->Sector->PortalGroup); fixedvec3 displacedref = old + Displacements.getOffset(reference->Sector->PortalGroup, caller->Sector->PortalGroup); caller->PrevX = caller->X() + displacedold.x - displacedref.x; caller->PrevY = caller->Y() + displacedold.y - displacedref.y; caller->PrevZ = caller->Z() + displacedold.z - displacedref.z; caller->PrevPortalGroup = caller->Sector->PortalGroup; } else if (!(flags & WARPF_INTERPOLATE)) { caller->ClearInterpolation(); } if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB)) { caller->AddZ(reference->GetBobOffset()); } } return true; } caller->SetOrigin(old, true); return false; }