mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 21:00:53 +00:00
30acb72006
- New properties include TeleFogSourceType and TeleFogDestType. - TeleFogSourceType is the fog left behind where the actor teleported away from. - TeleFogDestType is the fog the actor sees when it arrives at its destination. - Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
561 lines
14 KiB
C++
561 lines
14 KiB
C++
/*
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** p_things.cpp
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** ACS-accessible thing utilities
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "doomtype.h"
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#include "p_local.h"
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#include "info.h"
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#include "s_sound.h"
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#include "tables.h"
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#include "doomstat.h"
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#include "m_random.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "a_sharedglobal.h"
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#include "gi.h"
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#include "templates.h"
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#include "g_level.h"
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// Set of spawnable things for the Thing_Spawn and Thing_Projectile specials.
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TMap<int, const PClass *> SpawnableThings;
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static FRandom pr_leadtarget ("LeadTarget");
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bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog, int newtid)
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{
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int rtn = 0;
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const PClass *kind;
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AActor *spot, *mobj;
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FActorIterator iterator (tid);
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kind = P_GetSpawnableType(type);
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if (kind == NULL)
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return false;
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// Handle decorate replacements.
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kind = kind->GetReplacement();
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if ((GetDefaultByType (kind)->flags3 & MF3_ISMONSTER) &&
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((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS)))
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return false;
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if (tid == 0)
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{
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spot = source;
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}
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else
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{
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spot = iterator.Next();
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}
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while (spot != NULL)
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{
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mobj = Spawn (kind, spot->x, spot->y, spot->z, ALLOW_REPLACE);
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if (mobj != NULL)
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{
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DWORD oldFlags2 = mobj->flags2;
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mobj->flags2 |= MF2_PASSMOBJ;
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if (P_TestMobjLocation (mobj))
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{
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rtn++;
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mobj->angle = (angle != ANGLE_MAX ? angle : spot->angle);
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if (fog)
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{
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P_SpawnTeleportFog(mobj, spot->x, spot->y, spot->z + TELEFOGHEIGHT, false);
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}
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if (mobj->flags & MF_SPECIAL)
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mobj->flags |= MF_DROPPED; // Don't respawn
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mobj->tid = newtid;
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mobj->AddToHash ();
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mobj->flags2 = oldFlags2;
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}
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else
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{
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// If this is a monster, subtract it from the total monster
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// count, because it already added to it during spawning.
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mobj->ClearCounters();
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mobj->Destroy ();
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}
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}
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spot = iterator.Next();
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}
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return rtn != 0;
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}
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// [BC] Added
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// [RH] Fixed
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bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog)
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{
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fixed_t oldx, oldy, oldz;
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oldx = source->x;
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oldy = source->y;
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oldz = source->z;
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source->SetOrigin (x, y, z);
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if (P_TestMobjLocation (source))
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{
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if (fog)
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{
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P_SpawnTeleportFog(source, x, y, z);
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P_SpawnTeleportFog(source, oldx, oldy, oldz, false);
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}
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source->PrevX = x;
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source->PrevY = y;
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source->PrevZ = z;
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if (source == players[consoleplayer].camera)
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{
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R_ResetViewInterpolation();
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}
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return true;
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}
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else
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{
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source->SetOrigin (oldx, oldy, oldz);
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return false;
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}
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}
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bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
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{
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AActor *target;
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if (tid != 0)
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{
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FActorIterator iterator1(tid);
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source = iterator1.Next();
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}
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FActorIterator iterator2 (mapspot);
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target = iterator2.Next ();
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if (source != NULL && target != NULL)
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{
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return P_MoveThing(source, target->x, target->y, target->z, fog);
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}
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return false;
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}
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bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, angle_t angle,
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fixed_t speed, fixed_t vspeed, int dest, AActor *forcedest, int gravity, int newtid,
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bool leadTarget)
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{
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int rtn = 0;
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const PClass *kind;
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AActor *spot, *mobj, *targ = forcedest;
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FActorIterator iterator (tid);
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double fspeed = speed;
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int defflags3;
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if (type_name == NULL)
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{
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kind = P_GetSpawnableType(type);
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}
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else
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{
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kind = PClass::FindClass(type_name);
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}
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if (kind == NULL || kind->ActorInfo == NULL)
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{
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return false;
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}
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// Handle decorate replacements.
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kind = kind->GetReplacement();
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defflags3 = GetDefaultByType (kind)->flags3;
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if ((defflags3 & MF3_ISMONSTER) &&
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((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS)))
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return false;
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if (tid == 0)
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{
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spot = source;
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}
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else
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{
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spot = iterator.Next();
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}
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while (spot != NULL)
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{
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FActorIterator tit (dest);
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if (dest == 0 || (targ = tit.Next()))
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{
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do
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{
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fixed_t z = spot->z;
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if (defflags3 & MF3_FLOORHUGGER)
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{
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z = ONFLOORZ;
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}
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else if (defflags3 & MF3_CEILINGHUGGER)
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{
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z = ONCEILINGZ;
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}
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else if (z != ONFLOORZ)
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{
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z -= spot->floorclip;
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}
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mobj = Spawn (kind, spot->x, spot->y, z, ALLOW_REPLACE);
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if (mobj)
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{
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mobj->tid = newtid;
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mobj->AddToHash ();
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P_PlaySpawnSound(mobj, spot);
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if (gravity)
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{
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mobj->flags &= ~MF_NOGRAVITY;
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if (!(mobj->flags3 & MF3_ISMONSTER) && gravity == 1)
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{
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mobj->gravity = FRACUNIT/8;
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}
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}
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else
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{
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mobj->flags |= MF_NOGRAVITY;
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}
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mobj->target = spot;
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if (targ != NULL)
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{
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fixed_t spot[3] = { targ->x, targ->y, targ->z+targ->height/2 };
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FVector3 aim(float(spot[0] - mobj->x), float(spot[1] - mobj->y), float(spot[2] - mobj->z));
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if (leadTarget && speed > 0 && (targ->velx | targ->vely | targ->velz))
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{
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// Aiming at the target's position some time in the future
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// is basically just an application of the law of sines:
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// a/sin(A) = b/sin(B)
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// Thanks to all those on the notgod phorum for helping me
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// with the math. I don't think I would have thought of using
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// trig alone had I been left to solve it by myself.
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FVector3 tvel(targ->velx, targ->vely, targ->velz);
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if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3)
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{ // If the target is subject to gravity and not underwater,
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// assume that it isn't moving vertically. Thanks to gravity,
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// even if we did consider the vertical component of the target's
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// velocity, we would still miss more often than not.
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tvel.Z = 0.0;
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if ((targ->velx | targ->vely) == 0)
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{
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goto nolead;
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}
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}
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double dist = aim.Length();
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double targspeed = tvel.Length();
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double ydotx = -aim | tvel;
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double a = acos (clamp (ydotx / targspeed / dist, -1.0, 1.0));
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double multiplier = double(pr_leadtarget.Random2())*0.1/255+1.1;
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double sinb = -clamp (targspeed*multiplier * sin(a) / fspeed, -1.0, 1.0);
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// Use the cross product of two of the triangle's sides to get a
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// rotation vector.
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FVector3 rv(tvel ^ aim);
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// The vector must be normalized.
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rv.MakeUnit();
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// Now combine the rotation vector with angle b to get a rotation matrix.
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FMatrix3x3 rm(rv, cos(asin(sinb)), sinb);
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// And multiply the original aim vector with the matrix to get a
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// new aim vector that leads the target.
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FVector3 aimvec = rm * aim;
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// And make the projectile follow that vector at the desired speed.
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double aimscale = fspeed / dist;
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mobj->velx = fixed_t (aimvec[0] * aimscale);
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mobj->vely = fixed_t (aimvec[1] * aimscale);
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mobj->velz = fixed_t (aimvec[2] * aimscale);
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mobj->angle = R_PointToAngle2 (0, 0, mobj->velx, mobj->vely);
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}
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else
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{
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nolead: mobj->angle = R_PointToAngle2 (mobj->x, mobj->y, targ->x, targ->y);
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aim.Resize (fspeed);
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mobj->velx = fixed_t(aim[0]);
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mobj->vely = fixed_t(aim[1]);
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mobj->velz = fixed_t(aim[2]);
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}
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if (mobj->flags2 & MF2_SEEKERMISSILE)
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{
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mobj->tracer = targ;
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}
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}
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else
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{
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mobj->angle = angle;
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mobj->velx = FixedMul (speed, finecosine[angle>>ANGLETOFINESHIFT]);
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mobj->vely = FixedMul (speed, finesine[angle>>ANGLETOFINESHIFT]);
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mobj->velz = vspeed;
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}
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// Set the missile's speed to reflect the speed it was spawned at.
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if (mobj->flags & MF_MISSILE)
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{
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mobj->Speed = fixed_t (sqrt (double(mobj->velx)*mobj->velx + double(mobj->vely)*mobj->vely + double(mobj->velz)*mobj->velz));
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}
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// Hugger missiles don't have any vertical velocity
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if (mobj->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
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{
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mobj->velz = 0;
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}
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if (mobj->flags & MF_SPECIAL)
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{
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mobj->flags |= MF_DROPPED;
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}
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if (mobj->flags & MF_MISSILE)
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{
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if (P_CheckMissileSpawn (mobj, spot->radius))
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{
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rtn = true;
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}
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}
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else if (!P_TestMobjLocation (mobj))
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{
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// If this is a monster, subtract it from the total monster
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// count, because it already added to it during spawning.
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mobj->ClearCounters();
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mobj->Destroy ();
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}
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else
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{
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// It spawned fine.
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rtn = 1;
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}
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}
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} while (dest != 0 && (targ = tit.Next()));
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}
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spot = iterator.Next();
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}
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return rtn != 0;
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}
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int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type)
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{
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FActorIterator iterator (tid);
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int count = 0;
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AActor *actor;
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actor = (tid == 0 ? whofor0 : iterator.Next());
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while (actor)
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{
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AActor *next = tid == 0 ? NULL : iterator.Next ();
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if (actor->flags & MF_SHOOTABLE)
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{
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if (amount > 0)
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{
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P_DamageMobj (actor, NULL, whofor0, amount, type);
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}
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else if (actor->health < actor->SpawnHealth())
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{
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actor->health -= amount;
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if (actor->health > actor->SpawnHealth())
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{
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actor->health = actor->SpawnHealth();
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}
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if (actor->player != NULL)
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{
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actor->player->health = actor->health;
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}
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}
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count++;
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}
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actor = next;
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}
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return count;
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}
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void P_RemoveThing(AActor * actor)
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{
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// Don't remove live players.
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if (actor->player == NULL || actor != actor->player->mo)
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{
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// Don't also remove owned inventory items
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if (actor->IsKindOf(RUNTIME_CLASS(AInventory)) && static_cast<AInventory*>(actor)->Owner != NULL) return;
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// be friendly to the level statistics. ;)
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actor->ClearCounters();
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actor->Destroy ();
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}
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}
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bool P_Thing_Raise(AActor *thing, AActor *raiser)
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{
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FState * RaiseState = thing->GetRaiseState();
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if (RaiseState == NULL)
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{
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return true; // monster doesn't have a raise state
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}
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AActor *info = thing->GetDefault ();
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thing->velx = thing->vely = 0;
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// [RH] Check against real height and radius
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fixed_t oldheight = thing->height;
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fixed_t oldradius = thing->radius;
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int oldflags = thing->flags;
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thing->flags |= MF_SOLID;
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thing->height = info->height; // [RH] Use real height
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thing->radius = info->radius; // [RH] Use real radius
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if (!P_CheckPosition (thing, thing->x, thing->y))
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{
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thing->flags = oldflags;
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thing->radius = oldradius;
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thing->height = oldheight;
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return false;
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}
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S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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thing->Revive();
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if (raiser != NULL)
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{
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// Let's copy the friendliness of the one who raised it.
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thing->CopyFriendliness(raiser, false);
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}
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thing->SetState (RaiseState);
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return true;
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}
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bool P_Thing_CanRaise(AActor *thing)
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{
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FState * RaiseState = thing->GetRaiseState();
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if (RaiseState == NULL)
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{
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return false;
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}
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AActor *info = thing->GetDefault();
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// Check against real height and radius
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int oldflags = thing->flags;
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fixed_t oldheight = thing->height;
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fixed_t oldradius = thing->radius;
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thing->flags |= MF_SOLID;
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thing->height = info->height;
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thing->radius = info->radius;
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bool check = P_CheckPosition (thing, thing->x, thing->y);
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// Restore checked properties
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thing->flags = oldflags;
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thing->radius = oldradius;
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thing->height = oldheight;
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if (!check)
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{
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return false;
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}
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return true;
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}
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void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool add, bool setbob)
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{
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if (actor != NULL)
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{
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if (!add)
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{
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actor->velx = actor->vely = actor->velz = 0;
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if (actor->player != NULL) actor->player->velx = actor->player->vely = 0;
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}
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actor->velx += vx;
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actor->vely += vy;
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actor->velz += vz;
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if (setbob && actor->player != NULL)
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{
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actor->player->velx += vx;
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actor->player->vely += vy;
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}
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}
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}
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const PClass *P_GetSpawnableType(int spawnnum)
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{
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if (spawnnum < 0)
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{ // A named arg from a UDMF map
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FName spawnname = FName(ENamedName(-spawnnum));
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if (spawnname.IsValidName())
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{
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return PClass::FindClass(spawnname);
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}
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}
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else
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{ // A numbered arg from a Hexen or UDMF map
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const PClass **type = SpawnableThings.CheckKey(spawnnum);
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if (type != NULL)
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{
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return *type;
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}
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}
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return NULL;
|
|
}
|
|
|
|
typedef TMap<int, const PClass *>::Pair SpawnablePair;
|
|
|
|
static int STACK_ARGS SpawnableSort(const void *a, const void *b)
|
|
{
|
|
return (*((SpawnablePair **)a))->Key - (*((SpawnablePair **)b))->Key;
|
|
}
|
|
|
|
CCMD (dumpspawnables)
|
|
{
|
|
TMapIterator<int, const PClass *> 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<int, const PClass *>::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;
|
|
}
|
|
|