/* ** 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" // Set of spawnable things for the Thing_Spawn and Thing_Projectile specials. TMap 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; const PClass *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->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. 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); 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; if (source == players[consoleplayer].camera) { R_ResetViewInterpolation(); } 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) { kind = P_GetSpawnableType(type); } else { kind = PClass::FindClass(type_name); } if (kind == NULL || kind->ActorInfo == 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) { 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, 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) { FState * RaiseState = thing->GetRaiseState(); 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->Revive(); 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 int 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->x, thing->y); // 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->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; } } } const PClass *P_GetSpawnableType(int spawnnum) { if (spawnnum < 0) { // A named arg from a UDMF map FName spawnname = FName(ENamedName(-spawnnum)); if (spawnname.IsValidName()) { return PClass::FindClass(spawnname); } } else { // A numbered arg from a Hexen or UDMF map const PClass **type = SpawnableThings.CheckKey(spawnnum); if (type != NULL) { return *type; } } return NULL; } typedef TMap::Pair SpawnablePair; static int STACK_ARGS SpawnableSort(const void *a, const void *b) { return (*((SpawnablePair **)a))->Key - (*((SpawnablePair **)b))->Key; } CCMD (dumpspawnables) { TMapIterator it(SpawnableThings); SpawnablePair *pair, **allpairs; int i = 0; // Sort into numerical order, since their arrangement in the map can // be in an unspecified order. allpairs = new TMap::Pair *[SpawnableThings.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; }