/* ** p_things.cpp ** ACS-accessible thing utilities ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 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 "p_effect.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" // 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)) 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 (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 (); rtn = false; } } 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 (x, y, z + TELEFOGHEIGHT, ALLOW_REPLACE); Spawn (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); float fspeed = float(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)) 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->flags2 |= MF2_LOGRAV; } } else { mobj->flags |= MF_NOGRAVITY; } mobj->target = spot; if (targ != NULL) { fixed_t spot[3] = { targ->x, targ->y, targ->z+targ->height/2 }; vec3_t aim = { float(spot[0] - mobj->x), float(spot[1] - mobj->y), float(spot[2] - mobj->z) }; if (leadTarget && speed > 0 && (targ->momx | targ->momy | targ->momz)) { // 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. double tvel[3] = { double(targ->momx), double(targ->momy), double(targ->momz) }; 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[2] = 0.0; if ((targ->momx | targ->momy) == 0) { goto nolead; } } double dist = sqrt (aim[0]*aim[0] + aim[1]*aim[1] + aim[2]*aim[2]); double targspeed = sqrt (tvel[0]*tvel[0] + tvel[1]*tvel[1] + tvel[2]*tvel[2]); double ydotx = -aim[0]*tvel[0] - aim[1]*tvel[1] - aim[2]*tvel[2]; 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); double cosb = cos (asin (sinb)); // Use the cross product of two of the triangle's sides to get a // rotation vector. double rv[3] = { tvel[1]*aim[2] - tvel[2]*aim[1], tvel[2]*aim[0] - tvel[0]*aim[2], tvel[0]*aim[1] - tvel[1]*aim[0] }; // The vector must be normalized. double irvlen = 1.0 / sqrt(rv[0]*rv[0] + rv[1]*rv[1] + rv[2]*rv[2]); rv[0] *= irvlen; rv[1] *= irvlen; rv[2] *= irvlen; // Now combine the rotation vector with angle b to get a rotation matrix. double t = 1.0 - cosb; double rm[3][3] = { {t*rv[0]*rv[0]+cosb, t*rv[0]*rv[1]-sinb*rv[2], t*rv[0]*rv[2]+sinb*rv[1]}, {t*rv[0]*rv[1]+sinb*rv[2], t*rv[1]*rv[1]+cosb, t*rv[1]*rv[2]-sinb*rv[0]}, {t*rv[0]*rv[2]-sinb*rv[1], t*rv[1]*rv[2]+sinb*rv[0], t*rv[2]*rv[2]+cosb} }; // And multiply the original aim vector with the matrix to get a // new aim vector that leads the target. double aimvec[3] = { rm[0][0]*aim[0] + rm[1][0]*aim[1] + rm[2][0]*aim[2], rm[0][1]*aim[0] + rm[1][1]*aim[1] + rm[2][1]*aim[2], rm[0][2]*aim[0] + rm[1][2]*aim[1] + rm[2][2]*aim[2] }; // And make the projectile follow that vector at the desired speed. double aimscale = fspeed / dist; mobj->momx = fixed_t (aimvec[0] * aimscale); mobj->momy = fixed_t (aimvec[1] * aimscale); mobj->momz = fixed_t (aimvec[2] * aimscale); mobj->angle = R_PointToAngle2 (0, 0, mobj->momx, mobj->momy); } else { nolead: mobj->angle = R_PointToAngle2 (mobj->x, mobj->y, targ->x, targ->y); VectorNormalize (aim); mobj->momx = fixed_t(aim[0] * fspeed); mobj->momy = fixed_t(aim[1] * fspeed); mobj->momz = fixed_t(aim[2] * fspeed); } if (mobj->flags2 & MF2_SEEKERMISSILE) { mobj->tracer = targ; } } else { mobj->angle = angle; mobj->momx = FixedMul (speed, finecosine[angle>>ANGLETOFINESHIFT]); mobj->momy = FixedMul (speed, finesine[angle>>ANGLETOFINESHIFT]); mobj->momz = vspeed; } // Set the missile's speed to reflect the speed it was spawned at. if (mobj->flags & MF_MISSILE) { mobj->Speed = fixed_t (sqrtf (float(speed*speed + vspeed*vspeed))); } // Hugger missiles don't have any vertical velocity if (mobj->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)) { mobj->momz = 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; } CCMD (dumpspawnables) { int i; for (i = 0; i < MAX_SPAWNABLES; i++) { if (SpawnableThings[i] != NULL) { Printf ("%d %s\n", i, SpawnableThings[i]->TypeName.GetChars()); } } }