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/*
** 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"
// List of spawnable things for the Thing_Spawn and Thing_Projectile specials.
const PClass *SpawnableThings[MAX_SPAWNABLES];
static FRandom pr_leadtarget ("LeadTarget");
bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog, int newtid)
{
int rtn = 0;
const PClass *kind;
AActor *spot, *mobj;
FActorIterator iterator (tid);
if (type >= MAX_SPAWNABLES)
return false;
if ( (kind = SpawnableThings[type]) == NULL)
return false;
// Handle decorate replacements.
kind = kind->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<ATeleportFog> (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<ATeleportFog> (x, y, z + TELEFOGHEIGHT, ALLOW_REPLACE);
Spawn<ATeleportFog> (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)
{
if (type >= MAX_SPAWNABLES)
return false;
if ((kind = SpawnableThings[type]) == NULL)
return false;
}
else
{
if ((kind = PClass::FindClass(type_name)) == NULL || kind->ActorInfo == NULL)
return false;
}
// Handle decorate replacements.
kind = kind->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))
{
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)
{
// be friendly to the level statistics. ;)
actor->ClearCounters();
actor->Destroy ();
}
}
bool P_Thing_Raise(AActor *thing)
{
if (thing == NULL)
return false; // not valid
if (!(thing->flags & MF_CORPSE) )
return true; // not a corpse
if (thing->tics != -1)
return true; // not lying still yet
FState * RaiseState = thing->FindState(NAME_Raise);
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->SetState (RaiseState);
thing->flags = info->flags;
thing->flags2 = info->flags2;
thing->flags3 = info->flags3;
thing->flags4 = info->flags4;
thing->flags5 = info->flags5;
thing->flags6 = info->flags6;
thing->health = info->health;
thing->target = NULL;
thing->lastenemy = NULL;
// [RH] If it's a monster, it gets to count as another kill
if (thing->CountsAsKill())
{
level.total_monsters++;
}
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;
}
}
}
CCMD (dumpspawnables)
{
int i;
for (i = 0; i < MAX_SPAWNABLES; i++)
{
if (SpawnableThings[i] != NULL)
{
Printf ("%d %s\n", i, SpawnableThings[i]->TypeName.GetChars());
}
}
}
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