/* ** 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 "doomstat.h" #include "c_dispatch.h" #include "a_sharedglobal.h" #include "v_text.h" #include "d_player.h" #include "r_utility.h" #include "p_spec.h" #include "actorptrselect.h" #include "g_levellocals.h" #include "actorinlines.h" #include "vm.h" static FRandom pr_leadtarget ("LeadTarget"); bool FLevelLocals::EV_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, int newtid) { int rtn = 0; PClassActor *kind; AActor *spot, *mobj; auto iterator = GetActorIterator(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) || (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->Angles.Yaw = (angle != 1000000. ? angle : spot->Angles.Yaw); if (fog) { P_SpawnTeleportFog(mobj, spot->Pos(), 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, const DVector3 &pos, bool fog) { DVector3 old = source->Pos(); source->SetOrigin (pos, true); if (P_TestMobjLocation (source)) { if (fog) { P_SpawnTeleportFog(source, pos, false, true); P_SpawnTeleportFog(source, old, true, true); } source->ClearInterpolation(); source->renderflags |= RF_NOINTERPOLATEVIEW; return true; } else { source->SetOrigin (old, true); return false; } } bool FLevelLocals::EV_Thing_Move (int tid, AActor *source, int mapspot, bool fog) { AActor *target; if (tid != 0) { auto iterator1 = GetActorIterator(tid); source = iterator1.Next(); } auto iterator2 = GetActorIterator(mapspot); target = iterator2.Next (); if (source != NULL && target != NULL) { return P_MoveThing(source, target->Pos(), fog); } return false; } //========================================================================== // // VelIntercept // //========================================================================== void InterceptDefaultAim(AActor *mobj, AActor *targ, DVector3 aim, double speed) { if (mobj == nullptr || targ == nullptr) return; mobj->Angles.Yaw = mobj->AngleTo(targ); mobj->Vel = aim.Resized(speed); } // [MC] Was part of P_Thing_Projectile, now its own function for use in ZScript. // Aims mobj at targ based on speed and targ's velocity. static void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = false, bool oldvel = false, bool leadtarget = true) { if (targ == nullptr || mobj == nullptr) return; DVector3 aim = mobj->Vec3To(targ); aim.Z += targ->Height / 2; if (leadtarget && speed > 0 && !targ->Vel.isZero()) { // 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; 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 == 0 && targ->Vel.Y == 0) { InterceptDefaultAim(mobj, targ, aim, speed); return; } } 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) / speed, -1.0, 1.0); DVector3 prevel = mobj->Vel; // 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. mobj->Vel = aimvec * (speed / dist); mobj->AngleFromVel(); if (oldvel) { mobj->Vel = prevel; } if (aimpitch) // [MC] Ripped right out of A_FaceMovementDirection { const DVector2 velocity = mobj->Vel.XY(); mobj->Angles.Pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z); } } else { InterceptDefaultAim(mobj, targ, aim, speed); } } DEFINE_ACTION_FUNCTION(AActor, VelIntercept) { PARAM_SELF_PROLOGUE(AActor); PARAM_OBJECT_NOT_NULL(targ, AActor); PARAM_FLOAT(speed); PARAM_BOOL(aimpitch); PARAM_BOOL(oldvel); if (speed < 0) speed = self->Speed; VelIntercept(targ, self, speed, aimpitch, oldvel); return 0; } bool FLevelLocals::EV_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, DAngle angle, double speed, double vspeed, int dest, AActor *forcedest, int gravity, int newtid, bool leadTarget) { int rtn = 0; PClassActor *kind; AActor *spot, *mobj, *targ = forcedest; auto iterator = GetActorIterator(tid); 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) || (flags2 & LEVEL2_NOMONSTERS))) return false; if (tid == 0) { spot = source; } else { spot = iterator.Next(); } while (spot != NULL) { auto tit = GetActorIterator(dest); if (dest == 0 || (targ = tit.Next())) { do { double 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->PosAtZ(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 = 1./8; } } else { mobj->flags |= MF_NOGRAVITY; } mobj->target = spot; if (targ != nullptr) { VelIntercept(targ, mobj, speed, false, false, leadTarget); if (mobj->flags2 & MF2_SEEKERMISSILE) { mobj->tracer = targ; } } else { mobj->Angles.Yaw = angle; mobj->VelFromAngle(speed); mobj->Vel.Z = vspeed; } // Set the missile's speed to reflect the speed it was spawned at. if (mobj->flags & MF_MISSILE) { mobj->Speed = mobj->VelToSpeed(); } // 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 FLevelLocals::EV_Thing_Damage (int tid, AActor *whofor0, int amount, FName type) { auto iterator = GetActorIterator(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->IsMapActor()) return; // be friendly to the level statistics. ;) actor->ClearCounters(); actor->Destroy (); } } bool P_Thing_Raise(AActor *thing, AActor *raiser, int flags) { if (!thing) return false; FState * RaiseState = thing->GetRaiseState(); if (RaiseState == NULL) { return false; // 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 double oldheight = thing->Height; double 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 (!(flags & RF_NOCHECKPOSITION) && !P_CheckPosition (thing, thing->Pos())) { thing->flags = oldflags; thing->radius = oldradius; thing->Height = oldheight; return false; } if (!P_CanResurrect(raiser, thing)) return false; S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE); thing->Revive(); if ((flags & RF_TRANSFERFRIENDLINESS) && raiser != nullptr) { // 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; double oldheight = thing->Height; double 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, const DVector3 &vec, bool add, bool setbob) { if (actor != NULL) { if (!add) { actor->Vel.Zero(); if (actor->player != NULL) actor->player->Vel.Zero(); } actor->Vel += vec; if (setbob && actor->player != NULL) { actor->player->Vel += vec.XY(); } } } int P_Thing_CheckInputNum(player_t *p, int inputnum) { int renum = 0; if (p) { switch (inputnum) { case INPUT_OLDBUTTONS: renum = p->original_oldbuttons; break; case INPUT_BUTTONS: renum = p->original_cmd.buttons; break; case INPUT_PITCH: renum = p->original_cmd.pitch; break; case INPUT_YAW: renum = p->original_cmd.yaw; break; case INPUT_ROLL: renum = p->original_cmd.roll; break; case INPUT_FORWARDMOVE: renum = p->original_cmd.forwardmove; break; case INPUT_SIDEMOVE: renum = p->original_cmd.sidemove; break; case INPUT_UPMOVE: renum = p->original_cmd.upmove; break; case MODINPUT_OLDBUTTONS: renum = p->oldbuttons; break; case MODINPUT_BUTTONS: renum = p->cmd.ucmd.buttons; break; case MODINPUT_PITCH: renum = p->cmd.ucmd.pitch; break; case MODINPUT_YAW: renum = p->cmd.ucmd.yaw; break; case MODINPUT_ROLL: renum = p->cmd.ucmd.roll; break; case MODINPUT_FORWARDMOVE: renum = p->cmd.ucmd.forwardmove; break; case MODINPUT_SIDEMOVE: renum = p->cmd.ucmd.sidemove; break; case MODINPUT_UPMOVE: renum = p->cmd.ucmd.upmove; break; default: renum = 0; break; } } return renum; } int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting) { AActor *ref = COPY_AAPTR(self, ptr); // We need these to check out. if (!ref || !classname || distance <= 0) return 0; int counter = 0; int result = 0; double closer = distance, farther = 0, current = distance; const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER)); const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST)); auto it = self->Level->GetThinkerIterator(); AActor *mo, *dist = nullptr; // [MC] Process of elimination, I think, will get through this as quickly and // efficiently as possible. while ((mo = it.Next())) { if (mo == ref) //Don't count self. continue; // no unmorphed versions of currently morphed players. if (mo->flags & MF_UNMORPHED) continue; // Check inheritance for the classname. Taken partly from CheckClass DECORATE function. if (flags & CPXF_ANCESTOR) { if (!(mo->IsKindOf(classname))) continue; } // Otherwise, just check for the regular class name. else if (classname != mo->GetClass()) continue; if (!mo->IsMapActor()) { // Skip owned item because its position could remain unchanged since attachment to owner // Most likely it is the last location of this item in the world before pick up continue; } // [MC]Make sure it's in range and respect the desire for Z or not. The function forces it to use // Z later for ensuring CLOSEST and FARTHEST flags are respected perfectly. // Ripped from sphere checking in A_RadiusGive (along with a number of things). if ((ref->Distance2D(mo) < distance && ((flags & CPXF_NOZ) || ((ref->Z() > mo->Z() && ref->Z() - mo->Top() < distance) || (ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance))))) { if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))) continue; if (mo->flags6 & MF6_KILLED) { if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY))) continue; } else { if (flags & CPXF_DEADONLY) continue; } if (ptrWillChange) { current = ref->Distance2D(mo); if ((flags & CPXF_CLOSEST) && (current < closer)) { dist = mo; closer = current; // This actor's closer. Set the new standard. } else if ((flags & CPXF_FARTHEST) && (current > farther)) { dist = mo; farther = current; } else if (!dist) dist = mo; // Just get the first one and call it quits if there's nothing selected. } counter++; // Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal. // Don't abort if calling the counting version CheckProximity non-action function. if (!counting && counter > count) { result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? 0 : 1; // However, if we have one SET* flag and either the closest or farthest flags, keep the function going. if (ptrWillChange && ptrDistPref) continue; else break; } } } if (ptrWillChange && dist != 0) { if (flags & CPXF_SETONPTR) { if (flags & CPXF_SETTARGET) ref->target = dist; if (flags & CPXF_SETMASTER) ref->master = dist; if (flags & CPXF_SETTRACER) ref->tracer = dist; } else { if (flags & CPXF_SETTARGET) self->target = dist; if (flags & CPXF_SETMASTER) self->master = dist; if (flags & CPXF_SETTRACER) self->tracer = dist; } } if (!counting) { if (counter == count) result = 1; else if (counter < count) result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT)) ? 1 : 0; } return counting ? counter : result; } int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch) { if (flags & WARPF_MOVEPTR) { AActor *temp = reference; reference = caller; caller = temp; } DVector3 old = caller->Pos(); auto Level = caller->Level; int oldpgroup = caller->Sector->PortalGroup; zofs += reference->Height * heightoffset; if (!(flags & WARPF_ABSOLUTEANGLE)) { angle += (flags & WARPF_USECALLERANGLE) ? caller->Angles.Yaw: reference->Angles.Yaw; } const double rad = radiusoffset * reference->radius; const double s = angle.Sin(); const double c = angle.Cos(); if (!(flags & WARPF_ABSOLUTEPOSITION)) { if (!(flags & WARPF_ABSOLUTEOFFSET)) { double 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 = xofs1 * c + yofs * s; yofs = xofs1 * s - yofs * c; } 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 + rad * c, yofs + rad * s, 0.), true); // The two-step process is important. caller->SetZ(caller->floorz + zofs); } else { caller->SetOrigin(reference->Vec3Offset(xofs + rad * c, yofs + rad * s, zofs), true); } } else // [MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's. { caller->SetOrigin(xofs + rad * c, yofs + rad * s, zofs, true); if (flags & WARPF_TOFLOOR) { caller->SetZ(caller->floorz + zofs); } } if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(caller)) { if (flags & WARPF_TESTONLY) { caller->SetOrigin(old, true); } else { caller->Angles.Yaw = angle; if (flags & WARPF_COPYPITCH) caller->SetPitch(reference->Angles.Pitch, false); if (pitch != 0) caller->SetPitch(caller->Angles.Pitch + pitch, false); if (flags & WARPF_COPYVELOCITY) { caller->Vel = reference->Vel; } if (flags & WARPF_STOP) { caller->Vel.Zero(); } // this is no fun with line portals if (flags & WARPF_WARPINTERPOLATION) { // This just translates the movement but doesn't change the vector DVector3 displacedold = old + Level->Displacements.getOffset(oldpgroup, caller->Sector->PortalGroup); caller->Prev += caller->Pos() - displacedold; caller->PrevPortalGroup = caller->Sector->PortalGroup; } else if (flags & WARPF_COPYINTERPOLATION) { // Map both positions of the reference actor to the current portal group DVector3 displacedold = old + Level->Displacements.getOffset(reference->PrevPortalGroup, caller->Sector->PortalGroup); DVector3 displacedref = old + Level->Displacements.getOffset(reference->Sector->PortalGroup, caller->Sector->PortalGroup); caller->Prev = caller->Pos() + displacedold - displacedref; caller->PrevPortalGroup = caller->Sector->PortalGroup; } else if (!(flags & WARPF_INTERPOLATE)) { caller->ClearInterpolation(); } if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB)) { caller->AddZ(reference->GetBobOffset()); } P_TryMove(caller, caller->Pos(), false); } return true; } caller->SetOrigin(old, true); return false; } //========================================================================== // // A_Warp // //========================================================================== DEFINE_ACTION_FUNCTION(AActor, Warp) { PARAM_SELF_PROLOGUE(AActor) PARAM_OBJECT(destination, AActor) PARAM_FLOAT(xofs) PARAM_FLOAT(yofs) PARAM_FLOAT(zofs) PARAM_ANGLE(angle) PARAM_INT(flags) PARAM_FLOAT(heightoffset) PARAM_FLOAT(radiusoffset) PARAM_ANGLE(pitch) const int result = destination == nullptr ? 0 : P_Thing_Warp(self, destination, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch); ACTION_RETURN_INT(result); }