mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 02:42:01 +00:00
173646971d
SVN r1810 (trunk)
514 lines
14 KiB
C++
514 lines
14 KiB
C++
/*
|
|
** 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"
|
|
|
|
// List of spawnable things for the Thing_Spawn and Thing_Projectile specials.
|
|
const PClass *SpawnableThings[MAX_SPAWNABLES];
|
|
|
|
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;
|
|
const PClass *kind;
|
|
AActor *spot, *mobj;
|
|
FActorIterator iterator (tid);
|
|
|
|
if (type >= MAX_SPAWNABLES)
|
|
return false;
|
|
|
|
if ( (kind = SpawnableThings[type]) == NULL)
|
|
return false;
|
|
|
|
// Handle decorate replacements.
|
|
kind = kind->ActorInfo->GetReplacement()->Class;
|
|
|
|
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->x, spot->y, spot->z, ALLOW_REPLACE);
|
|
|
|
if (mobj != NULL)
|
|
{
|
|
DWORD oldFlags2 = mobj->flags2;
|
|
mobj->flags2 |= MF2_PASSMOBJ;
|
|
if (P_TestMobjLocation (mobj))
|
|
{
|
|
rtn++;
|
|
mobj->angle = (angle != ANGLE_MAX ? angle : spot->angle);
|
|
if (fog)
|
|
{
|
|
Spawn<ATeleportFog> (spot->x, spot->y, spot->z + TELEFOGHEIGHT, ALLOW_REPLACE);
|
|
}
|
|
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.
|
|
if (mobj->CountsAsKill())
|
|
{
|
|
level.total_monsters--;
|
|
}
|
|
// Same, for items
|
|
if (mobj->flags & MF_COUNTITEM)
|
|
{
|
|
level.total_items--;
|
|
}
|
|
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);
|
|
if (P_TestMobjLocation (source))
|
|
{
|
|
if (fog)
|
|
{
|
|
Spawn<ATeleportFog> (x, y, z + TELEFOGHEIGHT, ALLOW_REPLACE);
|
|
Spawn<ATeleportFog> (oldx, oldy, oldz + TELEFOGHEIGHT, ALLOW_REPLACE);
|
|
}
|
|
source->PrevX=x;
|
|
source->PrevY=y;
|
|
source->PrevZ=z;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
source->SetOrigin (oldx, oldy, oldz);
|
|
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;
|
|
const PClass *kind;
|
|
AActor *spot, *mobj, *targ = forcedest;
|
|
FActorIterator iterator (tid);
|
|
double fspeed = speed;
|
|
int defflags3;
|
|
|
|
if (type_name == NULL)
|
|
{
|
|
if (type >= MAX_SPAWNABLES)
|
|
return false;
|
|
|
|
if ((kind = SpawnableThings[type]) == NULL)
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if ((kind = PClass::FindClass(type_name)) == NULL || kind->ActorInfo == NULL)
|
|
return false;
|
|
}
|
|
|
|
|
|
// Handle decorate replacements.
|
|
kind = kind->ActorInfo->GetReplacement()->Class;
|
|
|
|
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)
|
|
{
|
|
fixed_t spot[3] = { targ->x, targ->y, targ->z+targ->height/2 };
|
|
FVector3 aim(float(spot[0] - mobj->x), float(spot[1] - mobj->y), float(spot[2] - mobj->z));
|
|
|
|
if (leadTarget && speed > 0 && (targ->velx | targ->vely | targ->velz))
|
|
{
|
|
// 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.
|
|
|
|
FVector3 tvel(targ->velx, targ->vely, targ->velz);
|
|
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->velx | targ->vely) == 0)
|
|
{
|
|
goto nolead;
|
|
}
|
|
}
|
|
double dist = aim.Length();
|
|
double targspeed = tvel.Length();
|
|
double ydotx = -aim | tvel;
|
|
double a = 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 * sin(a) / fspeed, -1.0, 1.0);
|
|
|
|
// Use the cross product of two of the triangle's sides to get a
|
|
// rotation vector.
|
|
FVector3 rv(tvel ^ aim);
|
|
// The vector must be normalized.
|
|
rv.MakeUnit();
|
|
// Now combine the rotation vector with angle b to get a rotation matrix.
|
|
FMatrix3x3 rm(rv, cos(asin(sinb)), sinb);
|
|
// And multiply the original aim vector with the matrix to get a
|
|
// new aim vector that leads the target.
|
|
FVector3 aimvec = rm * aim;
|
|
// And make the projectile follow that vector at the desired speed.
|
|
double aimscale = fspeed / dist;
|
|
mobj->velx = fixed_t (aimvec[0] * aimscale);
|
|
mobj->vely = fixed_t (aimvec[1] * aimscale);
|
|
mobj->velz = fixed_t (aimvec[2] * aimscale);
|
|
mobj->angle = R_PointToAngle2 (0, 0, mobj->velx, mobj->vely);
|
|
}
|
|
else
|
|
{
|
|
nolead: mobj->angle = R_PointToAngle2 (mobj->x, mobj->y, targ->x, targ->y);
|
|
aim.Resize (fspeed);
|
|
mobj->velx = fixed_t(aim[0]);
|
|
mobj->vely = fixed_t(aim[1]);
|
|
mobj->velz = fixed_t(aim[2]);
|
|
}
|
|
if (mobj->flags2 & MF2_SEEKERMISSILE)
|
|
{
|
|
mobj->tracer = targ;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mobj->angle = angle;
|
|
mobj->velx = FixedMul (speed, finecosine[angle>>ANGLETOFINESHIFT]);
|
|
mobj->vely = FixedMul (speed, finesine[angle>>ANGLETOFINESHIFT]);
|
|
mobj->velz = vspeed;
|
|
}
|
|
// Set the missile's speed to reflect the speed it was spawned at.
|
|
if (mobj->flags & MF_MISSILE)
|
|
{
|
|
mobj->Speed = fixed_t (sqrt (double(mobj->velx)*mobj->velx + double(mobj->vely)*mobj->vely + double(mobj->velz)*mobj->velz));
|
|
}
|
|
// Hugger missiles don't have any vertical velocity
|
|
if (mobj->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
|
|
{
|
|
mobj->velz = 0;
|
|
}
|
|
if (mobj->flags & MF_SPECIAL)
|
|
{
|
|
mobj->flags |= MF_DROPPED;
|
|
}
|
|
if (mobj->flags & MF_MISSILE)
|
|
{
|
|
if (P_CheckMissileSpawn (mobj))
|
|
{
|
|
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.
|
|
if (mobj->CountsAsKill())
|
|
{
|
|
level.total_monsters--;
|
|
}
|
|
// Same, for items
|
|
if (mobj->flags & MF_COUNTITEM)
|
|
{
|
|
level.total_items--;
|
|
}
|
|
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)
|
|
{
|
|
// be friendly to the level statistics. ;)
|
|
if (actor->CountsAsKill() && actor->health > 0) level.total_monsters--;
|
|
if (actor->flags&MF_COUNTITEM) level.total_items--;
|
|
actor->Destroy ();
|
|
}
|
|
}
|
|
|
|
bool P_Thing_Raise(AActor *thing)
|
|
{
|
|
if (thing == NULL)
|
|
return false; // not valid
|
|
|
|
if (!(thing->flags & MF_CORPSE) )
|
|
return true; // not a corpse
|
|
|
|
if (thing->tics != -1)
|
|
return true; // not lying still yet
|
|
|
|
FState * RaiseState = thing->FindState(NAME_Raise);
|
|
if (RaiseState == NULL)
|
|
return true; // monster doesn't have a raise state
|
|
|
|
AActor *info = thing->GetDefault ();
|
|
|
|
thing->velx = thing->vely = 0;
|
|
|
|
// [RH] Check against real height and radius
|
|
fixed_t oldheight = thing->height;
|
|
fixed_t oldradius = thing->radius;
|
|
int 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->x, thing->y))
|
|
{
|
|
thing->flags = oldflags;
|
|
thing->radius = oldradius;
|
|
thing->height = oldheight;
|
|
return false;
|
|
}
|
|
|
|
S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
|
|
|
|
thing->SetState (RaiseState);
|
|
thing->flags = info->flags;
|
|
thing->flags2 = info->flags2;
|
|
thing->flags3 = info->flags3;
|
|
thing->flags4 = info->flags4;
|
|
thing->health = info->health;
|
|
thing->target = NULL;
|
|
thing->lastenemy = NULL;
|
|
|
|
// [RH] If it's a monster, it gets to count as another kill
|
|
if (thing->CountsAsKill())
|
|
{
|
|
level.total_monsters++;
|
|
}
|
|
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->velx = actor->vely = actor->velz = 0;
|
|
if (actor->player != NULL) actor->player->velx = actor->player->vely = 0;
|
|
}
|
|
actor->velx += vx;
|
|
actor->vely += vy;
|
|
actor->velz += vz;
|
|
if (setbob && actor->player != NULL)
|
|
{
|
|
actor->player->velx += vx;
|
|
actor->player->vely += vy;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
CCMD (dumpspawnables)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_SPAWNABLES; i++)
|
|
{
|
|
if (SpawnableThings[i] != NULL)
|
|
{
|
|
Printf ("%d %s\n", i, SpawnableThings[i]->TypeName.GetChars());
|
|
}
|
|
}
|
|
}
|
|
|