Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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cf11cbdb30
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372
src/p_things.cpp
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372
src/p_things.cpp
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/*
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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 1998-2005 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 "p_effect.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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// List of spawnable things for the Thing_Spawn and Thing_Projectile specials.
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const TypeInfo *SpawnableThings[MAX_SPAWNABLES];
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static FRandom pr_leadtarget ("LeadTarget");
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bool P_Thing_Spawn (int tid, 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 TypeInfo *kind;
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AActor *spot, *mobj;
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FActorIterator iterator (tid);
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if (type >= MAX_SPAWNABLES)
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return false;
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if ( (kind = SpawnableThings[type]) == NULL)
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return false;
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if ((GetDefaultByType (kind)->flags3 & MF3_ISMONSTER) && (dmflags & DF_NO_MONSTERS))
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return false;
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while ( (spot = iterator.Next ()) )
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{
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mobj = Spawn (kind, spot->x, spot->y, spot->z);
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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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Spawn<ATeleportFog> (spot->x, spot->y, spot->z + TELEFOGHEIGHT);
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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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if (mobj->flags & MF_COUNTKILL)
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{
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level.total_monsters--;
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}
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// Same, for items
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if (mobj->flags & MF_COUNTITEM)
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{
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level.total_items--;
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}
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mobj->Destroy ();
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rtn = false;
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}
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}
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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_Thing_Move (int tid, int mapspot)
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{
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FActorIterator iterator1 (tid);
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FActorIterator iterator2 (mapspot);
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AActor *source, *target;
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source = iterator1.Next ();
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target = iterator2.Next ();
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if (source != NULL && target != NULL)
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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 (target->x, target->y, target->z);
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if (P_TestMobjLocation (source))
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{
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Spawn<ATeleportFog> (target->x, target->y, target->z + TELEFOGHEIGHT);
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Spawn<ATeleportFog> (oldx, oldy, oldz + TELEFOGHEIGHT);
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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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return false;
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}
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bool P_Thing_Projectile (int tid, int type, 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 TypeInfo *kind;
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AActor *spot, *mobj, *targ = forcedest;
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FActorIterator iterator (tid);
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float fspeed = float(speed);
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int defflags3;
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if (type >= MAX_SPAWNABLES)
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return false;
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if ((kind = SpawnableThings[type]) == NULL)
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return false;
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defflags3 = GetDefaultByType (kind)->flags3;
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if ((defflags3 & MF3_ISMONSTER) && (dmflags & DF_NO_MONSTERS))
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return false;
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while ( (spot = iterator.Next ()) )
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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);
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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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if (mobj->SeeSound)
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{
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S_SoundID (mobj, CHAN_VOICE, mobj->SeeSound, 1, ATTN_NORM);
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}
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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->flags2 |= MF2_LOGRAV;
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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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vec3_t aim =
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{
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float(spot[0] - mobj->x),
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float(spot[1] - mobj->y),
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float(spot[2] - mobj->z)
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};
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if (leadTarget && speed > 0 && (targ->momx | targ->momy | targ->momz))
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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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double tvel[3] = { double(targ->momx), double(targ->momy), double(targ->momz) };
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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[2] = 0.0;
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if ((targ->momx | targ->momy) == 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 = sqrt (aim[0]*aim[0] + aim[1]*aim[1] + aim[2]*aim[2]);
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double targspeed = sqrt (tvel[0]*tvel[0] + tvel[1]*tvel[1] + tvel[2]*tvel[2]);
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double ydotx = -aim[0]*tvel[0] - aim[1]*tvel[1] - aim[2]*tvel[2];
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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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double cosb = cos (asin (sinb));
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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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double rv[3] =
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{
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tvel[1]*aim[2] - tvel[2]*aim[1],
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tvel[2]*aim[0] - tvel[0]*aim[2],
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tvel[0]*aim[1] - tvel[1]*aim[0]
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};
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// The vector must be normalized.
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double irvlen = 1.0 / sqrt(rv[0]*rv[0] + rv[1]*rv[1] + rv[2]*rv[2]);
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rv[0] *= irvlen;
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rv[1] *= irvlen;
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rv[2] *= irvlen;
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// Now combine the rotation vector with angle b to get a rotation matrix.
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double t = 1.0 - cosb;
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double rm[3][3] =
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{
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{t*rv[0]*rv[0]+cosb, t*rv[0]*rv[1]-sinb*rv[2], t*rv[0]*rv[2]+sinb*rv[1]},
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{t*rv[0]*rv[1]+sinb*rv[2], t*rv[1]*rv[1]+cosb, t*rv[1]*rv[2]-sinb*rv[0]},
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{t*rv[0]*rv[2]-sinb*rv[1], t*rv[1]*rv[2]+sinb*rv[0], t*rv[2]*rv[2]+cosb}
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};
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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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double aimvec[3] =
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{
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rm[0][0]*aim[0] + rm[1][0]*aim[1] + rm[2][0]*aim[2],
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rm[0][1]*aim[0] + rm[1][1]*aim[1] + rm[2][1]*aim[2],
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rm[0][2]*aim[0] + rm[1][2]*aim[1] + rm[2][2]*aim[2]
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};
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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->momx = fixed_t (aimvec[0] * aimscale);
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mobj->momy = fixed_t (aimvec[1] * aimscale);
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mobj->momz = fixed_t (aimvec[2] * aimscale);
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mobj->angle = R_PointToAngle2 (0, 0, mobj->momx, mobj->momy);
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}
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else
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{
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nolead:
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mobj->angle = R_PointToAngle2 (mobj->x, mobj->y, targ->x, targ->y);
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VectorNormalize (aim);
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mobj->momx = fixed_t(aim[0] * fspeed);
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mobj->momy = fixed_t(aim[1] * fspeed);
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mobj->momz = fixed_t(aim[2] * fspeed);
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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->momx = FixedMul (speed, finecosine[angle>>ANGLETOFINESHIFT]);
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mobj->momy = FixedMul (speed, finesine[angle>>ANGLETOFINESHIFT]);
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mobj->momz = 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 (sqrtf (float(speed*speed + vspeed*vspeed)));
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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->momz = 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))
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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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if (mobj->flags & MF_COUNTKILL)
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{
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level.total_monsters--;
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}
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// Same, for items
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if (mobj->flags & MF_COUNTITEM)
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{
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level.total_items--;
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}
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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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}
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return rtn != 0;
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}
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CCMD (dumpspawnables)
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{
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int i;
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for (i = 0; i < MAX_SPAWNABLES; i++)
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{
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if (SpawnableThings[i] != NULL)
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{
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Printf ("%d %s\n", i, SpawnableThings[i]->Name + 1);
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}
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}
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}
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