mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-11 05:01:09 +00:00
805 lines
20 KiB
C++
805 lines
20 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"
|
|
#include "v_text.h"
|
|
#include "i_system.h"
|
|
#include "d_player.h"
|
|
#include "r_utility.h"
|
|
#include "p_spec.h"
|
|
#include "math/cmath.h"
|
|
|
|
// Set of spawnable things for the Thing_Spawn and Thing_Projectile specials.
|
|
FClassMap SpawnableThings;
|
|
|
|
static FRandom pr_leadtarget ("LeadTarget");
|
|
|
|
bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, int newtid)
|
|
{
|
|
int rtn = 0;
|
|
PClassActor *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->_f_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->_f_X(), spot->_f_Y(), spot->_f_Z() + TELEFOGHEIGHT, 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, fixed_t x, fixed_t y, fixed_t z, bool fog)
|
|
{
|
|
fixed_t oldx, oldy, oldz;
|
|
|
|
oldx = source->_f_X();
|
|
oldy = source->_f_Y();
|
|
oldz = source->_f_Z();
|
|
|
|
source->SetOrigin (x, y, z, true);
|
|
if (P_TestMobjLocation (source))
|
|
{
|
|
if (fog)
|
|
{
|
|
P_SpawnTeleportFog(source, x, y, z, false, true);
|
|
P_SpawnTeleportFog(source, oldx, oldy, oldz, true, true);
|
|
}
|
|
source->ClearInterpolation();
|
|
if (source == players[consoleplayer].camera)
|
|
{
|
|
R_ResetViewInterpolation();
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
source->SetOrigin (oldx, oldy, oldz, true);
|
|
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->_f_X(), target->_f_Y(), target->_f_Z(), fog);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, DAngle angle,
|
|
fixed_t _speed, fixed_t _vspeed, int dest, AActor *forcedest, int gravity, int newtid,
|
|
bool leadTarget)
|
|
{
|
|
int rtn = 0;
|
|
PClassActor *kind;
|
|
AActor *spot, *mobj, *targ = forcedest;
|
|
FActorIterator iterator (tid);
|
|
double speed = FIXED2DBL(_speed);
|
|
double vspeed = FIXED2DBL(_vspeed);
|
|
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) || (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->_f_Z();
|
|
if (defflags3 & MF3_FLOORHUGGER)
|
|
{
|
|
z = ONFLOORZ;
|
|
}
|
|
else if (defflags3 & MF3_CEILINGHUGGER)
|
|
{
|
|
z = ONCEILINGZ;
|
|
}
|
|
else if (z != ONFLOORZ)
|
|
{
|
|
z -= spot->_f_floorclip();
|
|
}
|
|
mobj = Spawn (kind, spot->_f_X(), spot->_f_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)
|
|
{
|
|
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)
|
|
{
|
|
goto nolead;
|
|
}
|
|
}
|
|
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);
|
|
|
|
// 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();
|
|
}
|
|
else
|
|
{
|
|
nolead:
|
|
mobj->Angles.Yaw = mobj->AngleTo(targ);
|
|
mobj->Vel = aim.Resized (speed);
|
|
}
|
|
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 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<AInventory*>(actor)->Owner != NULL) return;
|
|
|
|
// be friendly to the level statistics. ;)
|
|
actor->ClearCounters();
|
|
actor->Destroy ();
|
|
}
|
|
|
|
}
|
|
|
|
bool P_Thing_Raise(AActor *thing, AActor *raiser)
|
|
{
|
|
FState * RaiseState = thing->GetRaiseState();
|
|
if (RaiseState == NULL)
|
|
{
|
|
return true; // 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 (!P_CheckPosition (thing, thing->_f_Pos()))
|
|
{
|
|
thing->flags = oldflags;
|
|
thing->radius = oldradius;
|
|
thing->Height = oldheight;
|
|
return false;
|
|
}
|
|
|
|
|
|
S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
|
|
|
|
thing->Revive();
|
|
|
|
if (raiser != NULL)
|
|
{
|
|
// 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();
|
|
}
|
|
}
|
|
}
|
|
|
|
PClassActor *P_GetSpawnableType(int spawnnum)
|
|
{
|
|
if (spawnnum < 0)
|
|
{ // A named arg from a UDMF map
|
|
FName spawnname = FName(ENamedName(-spawnnum));
|
|
if (spawnname.IsValidName())
|
|
{
|
|
return PClass::FindActor(spawnname);
|
|
}
|
|
}
|
|
else
|
|
{ // A numbered arg from a Hexen or UDMF map
|
|
PClassActor **type = SpawnableThings.CheckKey(spawnnum);
|
|
if (type != NULL)
|
|
{
|
|
return *type;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
struct MapinfoSpawnItem
|
|
{
|
|
FName classname; // DECORATE is read after MAPINFO so we do not have the actual classes available here yet.
|
|
// These are for error reporting. We must store the file information because it's no longer available when these items get resolved.
|
|
FString filename;
|
|
int linenum;
|
|
};
|
|
|
|
typedef TMap<int, MapinfoSpawnItem> SpawnMap;
|
|
static SpawnMap SpawnablesFromMapinfo;
|
|
static SpawnMap ConversationIDsFromMapinfo;
|
|
|
|
static int STACK_ARGS SpawnableSort(const void *a, const void *b)
|
|
{
|
|
return (*((FClassMap::Pair **)a))->Key - (*((FClassMap::Pair **)b))->Key;
|
|
}
|
|
|
|
static void DumpClassMap(FClassMap &themap)
|
|
{
|
|
FClassMap::Iterator it(themap);
|
|
FClassMap::Pair *pair, **allpairs;
|
|
int i = 0;
|
|
|
|
// Sort into numerical order, since their arrangement in the map can
|
|
// be in an unspecified order.
|
|
allpairs = new FClassMap::Pair *[themap.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;
|
|
}
|
|
|
|
CCMD(dumpspawnables)
|
|
{
|
|
DumpClassMap(SpawnableThings);
|
|
}
|
|
|
|
CCMD (dumpconversationids)
|
|
{
|
|
DumpClassMap(StrifeTypes);
|
|
}
|
|
|
|
|
|
static void ParseSpawnMap(FScanner &sc, SpawnMap & themap, const char *descript)
|
|
{
|
|
TMap<int, bool> defined;
|
|
int error = 0;
|
|
|
|
MapinfoSpawnItem editem;
|
|
|
|
editem.filename = sc.ScriptName;
|
|
|
|
while (true)
|
|
{
|
|
if (sc.CheckString("}")) return;
|
|
else if (sc.CheckNumber())
|
|
{
|
|
int ednum = sc.Number;
|
|
sc.MustGetStringName("=");
|
|
sc.MustGetString();
|
|
|
|
bool *def = defined.CheckKey(ednum);
|
|
if (def != NULL)
|
|
{
|
|
sc.ScriptMessage("%s %d defined more than once", descript, ednum);
|
|
error++;
|
|
}
|
|
else if (ednum < 0)
|
|
{
|
|
sc.ScriptMessage("%s must be positive, got %d", descript, ednum);
|
|
error++;
|
|
}
|
|
defined[ednum] = true;
|
|
editem.classname = sc.String;
|
|
|
|
themap.Insert(ednum, editem);
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Number expected");
|
|
}
|
|
}
|
|
if (error > 0)
|
|
{
|
|
sc.ScriptError("%d errors encountered in %s definition", error, descript);
|
|
}
|
|
}
|
|
|
|
void FMapInfoParser::ParseSpawnNums()
|
|
{
|
|
ParseOpenBrace();
|
|
ParseSpawnMap(sc, SpawnablesFromMapinfo, "Spawn number");
|
|
}
|
|
|
|
void FMapInfoParser::ParseConversationIDs()
|
|
{
|
|
ParseOpenBrace();
|
|
ParseSpawnMap(sc, ConversationIDsFromMapinfo, "Conversation ID");
|
|
}
|
|
|
|
|
|
void InitClassMap(FClassMap &themap, SpawnMap &thedata)
|
|
{
|
|
themap.Clear();
|
|
SpawnMap::Iterator it(thedata);
|
|
SpawnMap::Pair *pair;
|
|
int error = 0;
|
|
|
|
while (it.NextPair(pair))
|
|
{
|
|
PClassActor *cls = NULL;
|
|
if (pair->Value.classname != NAME_None)
|
|
{
|
|
cls = PClass::FindActor(pair->Value.classname);
|
|
if (cls == NULL)
|
|
{
|
|
Printf(TEXTCOLOR_RED "Script error, \"%s\" line %d:\nUnknown actor class %s\n",
|
|
pair->Value.filename.GetChars(), pair->Value.linenum, pair->Value.classname.GetChars());
|
|
error++;
|
|
}
|
|
themap.Insert(pair->Key, cls);
|
|
}
|
|
else
|
|
{
|
|
themap.Remove(pair->Key);
|
|
}
|
|
}
|
|
if (error > 0)
|
|
{
|
|
I_Error("%d unknown actor classes found", error);
|
|
}
|
|
thedata.Clear(); // we do not need this any longer
|
|
}
|
|
|
|
void InitSpawnablesFromMapinfo()
|
|
{
|
|
InitClassMap(SpawnableThings, SpawnablesFromMapinfo);
|
|
InitClassMap(StrifeTypes, ConversationIDsFromMapinfo);
|
|
}
|
|
|
|
|
|
int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs, fixed_t zofs, angle_t angle, int flags, fixed_t heightoffset, fixed_t radiusoffset, angle_t pitch)
|
|
{
|
|
if (flags & WARPF_MOVEPTR)
|
|
{
|
|
AActor *temp = reference;
|
|
reference = caller;
|
|
caller = temp;
|
|
}
|
|
|
|
fixedvec3 old = caller->_f_Pos();
|
|
int oldpgroup = caller->Sector->PortalGroup;
|
|
|
|
zofs += FixedMul(reference->_f_height(), heightoffset);
|
|
|
|
|
|
if (!(flags & WARPF_ABSOLUTEANGLE))
|
|
{
|
|
angle += (flags & WARPF_USECALLERANGLE) ? caller->_f_angle() : reference->_f_angle();
|
|
}
|
|
|
|
const fixed_t rad = FixedMul(radiusoffset, reference->_f_radius());
|
|
const angle_t fineangle = angle >> ANGLETOFINESHIFT;
|
|
|
|
if (!(flags & WARPF_ABSOLUTEPOSITION))
|
|
{
|
|
if (!(flags & WARPF_ABSOLUTEOFFSET))
|
|
{
|
|
fixed_t 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 = FixedMul(xofs1, finecosine[fineangle]) + FixedMul(yofs, finesine[fineangle]);
|
|
yofs = FixedMul(xofs1, finesine[fineangle]) - FixedMul(yofs, finecosine[fineangle]);
|
|
}
|
|
|
|
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 + FixedMul(rad, finecosine[fineangle]),
|
|
yofs + FixedMul(rad, finesine[fineangle]),
|
|
0), true);
|
|
caller->_f_SetZ(caller->_f_floorz() + zofs);
|
|
}
|
|
else
|
|
{
|
|
caller->SetOrigin(reference->Vec3Offset(
|
|
xofs + FixedMul(rad, finecosine[fineangle]),
|
|
yofs + FixedMul(rad, finesine[fineangle]),
|
|
zofs), true);
|
|
}
|
|
}
|
|
else // [MC] The idea behind "absolute" is meant to be "absolute". Override everything, just like A_SpawnItemEx's.
|
|
{
|
|
if (flags & WARPF_TOFLOOR)
|
|
{
|
|
caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs, true);
|
|
caller->_f_SetZ(caller->_f_floorz() + zofs);
|
|
}
|
|
else
|
|
{
|
|
caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs, true);
|
|
}
|
|
}
|
|
|
|
if ((flags & WARPF_NOCHECKPOSITION) || P_TestMobjLocation(caller))
|
|
{
|
|
if (flags & WARPF_TESTONLY)
|
|
{
|
|
caller->SetOrigin(old, true);
|
|
}
|
|
else
|
|
{
|
|
caller->Angles.Yaw = ANGLE2DBL(angle);
|
|
|
|
if (flags & WARPF_COPYPITCH)
|
|
caller->SetPitch(reference->Angles.Pitch, false);
|
|
|
|
if (pitch)
|
|
caller->SetPitch(caller->Angles.Pitch + ANGLE2DBL(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
|
|
fixedvec3 displacedold = old + Displacements.getOffset(oldpgroup, caller->Sector->PortalGroup);
|
|
caller->PrevX += caller->_f_X() - displacedold.x;
|
|
caller->PrevY += caller->_f_Y() - displacedold.y;
|
|
caller->PrevZ += caller->_f_Z() - displacedold.z;
|
|
caller->PrevPortalGroup = caller->Sector->PortalGroup;
|
|
}
|
|
else if (flags & WARPF_COPYINTERPOLATION)
|
|
{
|
|
// Map both positions of the reference actor to the current portal group
|
|
fixedvec3 displacedold = old + Displacements.getOffset(reference->PrevPortalGroup, caller->Sector->PortalGroup);
|
|
fixedvec3 displacedref = old + Displacements.getOffset(reference->Sector->PortalGroup, caller->Sector->PortalGroup);
|
|
caller->PrevX = caller->_f_X() + displacedold.x - displacedref.x;
|
|
caller->PrevY = caller->_f_Y() + displacedold.y - displacedref.y;
|
|
caller->PrevZ = caller->_f_Z() + displacedold.z - displacedref.z;
|
|
caller->PrevPortalGroup = caller->Sector->PortalGroup;
|
|
}
|
|
else if (!(flags & WARPF_INTERPOLATE))
|
|
{
|
|
caller->ClearInterpolation();
|
|
}
|
|
if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB))
|
|
{
|
|
caller->_f_AddZ(reference->GetBobOffset());
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
caller->SetOrigin(old, true);
|
|
return false;
|
|
}
|