1600 lines
34 KiB
C++
1600 lines
34 KiB
C++
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// P_mobj.c
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#include "DoomDef.h"
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#include "P_local.h"
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#include "sounds.h"
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#include "soundst.h"
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void G_PlayerReborn (int player);
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void P_SpawnMapThing (mapthing_t *mthing);
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mobjtype_t PuffType;
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mobj_t *MissileMobj;
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static fixed_t FloatBobOffsets[64] =
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{
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0, 51389, 102283, 152192,
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200636, 247147, 291278, 332604,
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370727, 405280, 435929, 462380,
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484378, 501712, 514213, 521763,
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524287, 521763, 514213, 501712,
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484378, 462380, 435929, 405280,
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370727, 332604, 291278, 247147,
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200636, 152192, 102283, 51389,
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-1, -51390, -102284, -152193,
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-200637, -247148, -291279, -332605,
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-370728, -405281, -435930, -462381,
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-484380, -501713, -514215, -521764,
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-524288, -521764, -514214, -501713,
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-484379, -462381, -435930, -405280,
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-370728, -332605, -291279, -247148,
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-200637, -152193, -102284, -51389
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};
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//----------------------------------------------------------------------------
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//
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// FUNC P_SetMobjState
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//
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// Returns true if the mobj is still present.
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//
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//----------------------------------------------------------------------------
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boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
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{
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state_t *st;
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if(state == S_NULL)
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{ // Remove mobj
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mobj->state = S_NULL;
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P_RemoveMobj(mobj);
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return(false);
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}
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st = &states[state];
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mobj->state = st;
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame;
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if(st->action)
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{ // Call action function
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st->action(mobj);
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}
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return(true);
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_SetMobjStateNF
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//
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// Same as P_SetMobjState, but does not call the state function.
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//
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//----------------------------------------------------------------------------
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boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state)
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{
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state_t *st;
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if(state == S_NULL)
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{ // Remove mobj
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mobj->state = S_NULL;
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P_RemoveMobj(mobj);
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return(false);
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}
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st = &states[state];
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mobj->state = st;
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame;
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return(true);
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_ExplodeMissile
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//
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//----------------------------------------------------------------------------
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void P_ExplodeMissile(mobj_t *mo)
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{
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if(mo->type == MT_WHIRLWIND)
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{
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if(++mo->special2 < 60)
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{
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return;
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}
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}
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mo->momx = mo->momy = mo->momz = 0;
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P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
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//mo->tics -= P_Random()&3;
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mo->flags &= ~MF_MISSILE;
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if(mo->info->deathsound)
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{
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S_StartSound(mo, mo->info->deathsound);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_FloorBounceMissile
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//
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//----------------------------------------------------------------------------
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void P_FloorBounceMissile(mobj_t *mo)
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{
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mo->momz = -mo->momz;
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P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_ThrustMobj
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//
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//----------------------------------------------------------------------------
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void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move)
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{
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angle >>= ANGLETOFINESHIFT;
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mo->momx += FixedMul(move, finecosine[angle]);
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mo->momy += FixedMul(move, finesine[angle]);
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_FaceMobj
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//
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// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs
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// to turn counter clockwise. 'delta' is set to the amount 'source'
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// needs to turn.
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//
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//----------------------------------------------------------------------------
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int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta)
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{
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angle_t diff;
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angle_t angle1;
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angle_t angle2;
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angle1 = source->angle;
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angle2 = R_PointToAngle2(source->x, source->y, target->x, target->y);
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if(angle2 > angle1)
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{
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diff = angle2-angle1;
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if(diff > ANGLE_180)
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{
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*delta = ANGLE_MAX-diff;
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return(0);
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}
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else
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{
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*delta = diff;
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return(1);
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}
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}
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else
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{
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diff = angle1-angle2;
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if(diff > ANGLE_180)
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{
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*delta = ANGLE_MAX-diff;
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return(1);
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}
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else
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{
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*delta = diff;
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return(0);
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_SeekerMissile
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//
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// The missile special1 field must be mobj_t *target. Returns true if
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// target was tracked, false if not.
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//
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//----------------------------------------------------------------------------
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boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax)
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{
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int dir;
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int dist;
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angle_t delta;
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angle_t angle;
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mobj_t *target;
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target = (mobj_t *)actor->special1;
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if(target == NULL)
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{
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return(false);
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}
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if(!(target->flags&MF_SHOOTABLE))
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{ // Target died
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actor->special1 = 0;
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return(false);
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}
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dir = P_FaceMobj(actor, target, &delta);
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if(delta > thresh)
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{
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delta >>= 1;
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if(delta > turnMax)
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{
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delta = turnMax;
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}
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}
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if(dir)
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{ // Turn clockwise
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actor->angle += delta;
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}
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else
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{ // Turn counter clockwise
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actor->angle -= delta;
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}
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angle = actor->angle>>ANGLETOFINESHIFT;
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actor->momx = FixedMul(actor->info->speed, finecosine[angle]);
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actor->momy = FixedMul(actor->info->speed, finesine[angle]);
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if(actor->z+actor->height < target->z ||
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target->z+target->height < actor->z)
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{ // Need to seek vertically
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dist = P_AproxDistance(target->x-actor->x, target->y-actor->y);
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dist = dist/actor->info->speed;
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if(dist < 1)
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{
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dist = 1;
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}
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actor->momz = (target->z-actor->z)/dist;
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}
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return(true);
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_XYMovement
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//
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//----------------------------------------------------------------------------
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#define STOPSPEED 0x1000
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#define FRICTION_NORMAL 0xe800
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#define FRICTION_LOW 0xf900
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#define FRICTION_FLY 0xeb00
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void P_XYMovement(mobj_t *mo)
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{
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fixed_t ptryx, ptryy;
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player_t *player;
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fixed_t xmove, ymove;
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int special;
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static int windTab[3] = {2048*5, 2048*10, 2048*25};
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if(!mo->momx && !mo->momy)
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{
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if(mo->flags&MF_SKULLFLY)
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{ // A flying mobj slammed into something
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mo->flags &= ~MF_SKULLFLY;
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mo->momx = mo->momy = mo->momz = 0;
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P_SetMobjState(mo, mo->info->seestate);
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}
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return;
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}
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special = mo->subsector->sector->special;
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if(mo->flags2&MF2_WINDTHRUST)
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{
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switch(special)
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{
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case 40: case 41: case 42: // Wind_East
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P_ThrustMobj(mo, 0, windTab[special-40]);
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break;
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case 43: case 44: case 45: // Wind_North
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P_ThrustMobj(mo, ANG90, windTab[special-43]);
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break;
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case 46: case 47: case 48: // Wind_South
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P_ThrustMobj(mo, ANG270, windTab[special-46]);
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break;
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case 49: case 50: case 51: // Wind_West
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P_ThrustMobj(mo, ANG180, windTab[special-49]);
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break;
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}
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}
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player = mo->player;
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if(mo->momx > MAXMOVE)
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{
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mo->momx = MAXMOVE;
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}
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else if(mo->momx < -MAXMOVE)
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{
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mo->momx = -MAXMOVE;
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}
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if(mo->momy > MAXMOVE)
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{
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mo->momy = MAXMOVE;
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}
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else if(mo->momy < -MAXMOVE)
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{
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mo->momy = -MAXMOVE;
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}
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xmove = mo->momx;
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ymove = mo->momy;
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do
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{
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if(xmove > MAXMOVE/2 || ymove > MAXMOVE/2)
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{
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ptryx = mo->x+xmove/2;
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ptryy = mo->y+ymove/2;
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xmove >>= 1;
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ymove >>= 1;
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}
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else
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{
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ptryx = mo->x + xmove;
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ptryy = mo->y + ymove;
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xmove = ymove = 0;
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}
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if(!P_TryMove(mo, ptryx, ptryy))
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{ // Blocked move
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if(mo->flags2&MF2_SLIDE)
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{ // Try to slide along it
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P_SlideMove(mo);
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}
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else if(mo->flags&MF_MISSILE)
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{ // Explode a missile
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if(ceilingline && ceilingline->backsector
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&& ceilingline->backsector->ceilingpic == skyflatnum)
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{ // Hack to prevent missiles exploding against the sky
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if(mo->type == MT_BLOODYSKULL)
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{
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mo->momx = mo->momy = 0;
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mo->momz = -FRACUNIT;
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}
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else
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{
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P_RemoveMobj(mo);
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}
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return;
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}
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P_ExplodeMissile(mo);
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}
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//else if(mo->info->crashstate)
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//{
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// mo->momx = mo->momy = 0;
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// P_SetMobjState(mo, mo->info->crashstate);
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// return;
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//}
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else
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{
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mo->momx = mo->momy = 0;
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}
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}
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} while(xmove || ymove);
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// Friction
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if(player && player->cheats&CF_NOMOMENTUM)
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{ // Debug option for no sliding at all
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mo->momx = mo->momy = 0;
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return;
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}
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if(mo->flags&(MF_MISSILE|MF_SKULLFLY))
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{ // No friction for missiles
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return;
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}
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if(mo->z > mo->floorz && !(mo->flags2&MF2_FLY) && !(mo->flags2&MF2_ONMOBJ))
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{ // No friction when falling
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return;
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}
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if(mo->flags&MF_CORPSE)
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{ // Don't stop sliding if halfway off a step with some momentum
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if(mo->momx > FRACUNIT/4 || mo->momx < -FRACUNIT/4
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|| mo->momy > FRACUNIT/4 || mo->momy < -FRACUNIT/4)
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{
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if(mo->floorz != mo->subsector->sector->floorheight)
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{
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return;
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}
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}
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}
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if(mo->momx > -STOPSPEED && mo->momx < STOPSPEED
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&& mo->momy > -STOPSPEED && mo->momy < STOPSPEED
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&& (!player || (player->cmd.forwardmove == 0
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&& player->cmd.sidemove == 0)))
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{ // If in a walking frame, stop moving
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if(player)
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{
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if(player->chickenTics)
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{
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if((unsigned)((player->mo->state-states)
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-S_CHICPLAY_RUN1) < 4)
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{
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P_SetMobjState(player->mo, S_CHICPLAY);
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}
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}
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else
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{
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if((unsigned)((player->mo->state-states)
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-S_PLAY_RUN1) < 4)
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{
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P_SetMobjState(player->mo, S_PLAY);
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}
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}
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}
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mo->momx = 0;
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mo->momy = 0;
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}
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else
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{
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if(mo->flags2&MF2_FLY && !(mo->z <= mo->floorz)
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&&!(mo->flags2&MF2_ONMOBJ))
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{
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mo->momx = FixedMul(mo->momx, FRICTION_FLY);
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mo->momy = FixedMul(mo->momy, FRICTION_FLY);
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}
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else if(special == 15) // Friction_Low
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{
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mo->momx = FixedMul(mo->momx, FRICTION_LOW);
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mo->momy = FixedMul(mo->momy, FRICTION_LOW);
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}
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else
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{
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mo->momx = FixedMul(mo->momx, FRICTION_NORMAL);
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mo->momy = FixedMul(mo->momy, FRICTION_NORMAL);
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}
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}
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}
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/*
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===============
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=
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= P_ZMovement
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=
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===============
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*/
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void P_ZMovement(mobj_t *mo)
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{
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int dist;
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int delta;
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//
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// check for smooth step up
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//
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if (mo->player && mo->z < mo->floorz)
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{
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mo->player->viewheight -= mo->floorz-mo->z;
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mo->player->deltaviewheight = (VIEWHEIGHT - mo->player->viewheight)>>3;
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}
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//
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||
|
// adjust height
|
||
|
//
|
||
|
mo->z += mo->momz;
|
||
|
if(mo->flags&MF_FLOAT && mo->target)
|
||
|
{ // float down towards target if too close
|
||
|
if(!(mo->flags&MF_SKULLFLY) && !(mo->flags&MF_INFLOAT))
|
||
|
{
|
||
|
dist = P_AproxDistance(mo->x-mo->target->x, mo->y-mo->target->y);
|
||
|
delta =( mo->target->z+(mo->height>>1))-mo->z;
|
||
|
if (delta < 0 && dist < -(delta*3))
|
||
|
mo->z -= FLOATSPEED;
|
||
|
else if (delta > 0 && dist < (delta*3))
|
||
|
mo->z += FLOATSPEED;
|
||
|
}
|
||
|
}
|
||
|
if(mo->player && mo->flags2&MF2_FLY && !(mo->z <= mo->floorz)
|
||
|
&& leveltime&2)
|
||
|
{
|
||
|
mo->z += finesine[(FINEANGLES/20*leveltime>>2)&FINEMASK];
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// clip movement
|
||
|
//
|
||
|
if(mo->z <= mo->floorz)
|
||
|
{ // Hit the floor
|
||
|
if(mo->flags&MF_MISSILE)
|
||
|
{
|
||
|
mo->z = mo->floorz;
|
||
|
if(mo->flags2&MF2_FLOORBOUNCE)
|
||
|
{
|
||
|
P_FloorBounceMissile(mo);
|
||
|
return;
|
||
|
}
|
||
|
else if(mo->type == MT_MNTRFX2)
|
||
|
{ // Minotaur floor fire can go up steps
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
P_ExplodeMissile(mo);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
if(mo->z-mo->momz > mo->floorz)
|
||
|
{ // Spawn splashes, etc.
|
||
|
P_HitFloor(mo);
|
||
|
}
|
||
|
mo->z = mo->floorz;
|
||
|
if(mo->momz < 0)
|
||
|
{
|
||
|
if(mo->player && mo->momz < -GRAVITY*8
|
||
|
&& !(mo->flags2&MF2_FLY)) // squat down
|
||
|
{
|
||
|
mo->player->deltaviewheight = mo->momz>>3;
|
||
|
S_StartSound(mo, sfx_plroof);
|
||
|
#ifdef __WATCOMC__
|
||
|
if(!useexterndriver)
|
||
|
{
|
||
|
mo->player->centering = true;
|
||
|
}
|
||
|
#else
|
||
|
mo->player->centering = true;
|
||
|
#endif
|
||
|
}
|
||
|
mo->momz = 0;
|
||
|
}
|
||
|
if(mo->flags&MF_SKULLFLY)
|
||
|
{ // The skull slammed into something
|
||
|
mo->momz = -mo->momz;
|
||
|
}
|
||
|
if(mo->info->crashstate && (mo->flags&MF_CORPSE))
|
||
|
{
|
||
|
P_SetMobjState(mo, mo->info->crashstate);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else if(mo->flags2&MF2_LOGRAV)
|
||
|
{
|
||
|
if(mo->momz == 0)
|
||
|
mo->momz = -(GRAVITY>>3)*2;
|
||
|
else
|
||
|
mo->momz -= GRAVITY>>3;
|
||
|
}
|
||
|
else if (! (mo->flags & MF_NOGRAVITY) )
|
||
|
{
|
||
|
if (mo->momz == 0)
|
||
|
mo->momz = -GRAVITY*2;
|
||
|
else
|
||
|
mo->momz -= GRAVITY;
|
||
|
}
|
||
|
|
||
|
if (mo->z + mo->height > mo->ceilingz)
|
||
|
{ // hit the ceiling
|
||
|
if (mo->momz > 0)
|
||
|
mo->momz = 0;
|
||
|
mo->z = mo->ceilingz - mo->height;
|
||
|
if (mo->flags & MF_SKULLFLY)
|
||
|
{ // the skull slammed into something
|
||
|
mo->momz = -mo->momz;
|
||
|
}
|
||
|
if (mo->flags & MF_MISSILE)
|
||
|
{
|
||
|
if(mo->subsector->sector->ceilingpic == skyflatnum)
|
||
|
{
|
||
|
if(mo->type == MT_BLOODYSKULL)
|
||
|
{
|
||
|
mo->momx = mo->momy = 0;
|
||
|
mo->momz = -FRACUNIT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
P_RemoveMobj(mo);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
P_ExplodeMissile(mo);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
=
|
||
|
= P_NightmareRespawn
|
||
|
=
|
||
|
================
|
||
|
*/
|
||
|
|
||
|
void P_NightmareRespawn (mobj_t *mobj)
|
||
|
{
|
||
|
fixed_t x,y,z;
|
||
|
subsector_t *ss;
|
||
|
mobj_t *mo;
|
||
|
mapthing_t *mthing;
|
||
|
|
||
|
x = mobj->spawnpoint.x << FRACBITS;
|
||
|
y = mobj->spawnpoint.y << FRACBITS;
|
||
|
|
||
|
if (!P_CheckPosition (mobj, x, y) )
|
||
|
return; // somthing is occupying it's position
|
||
|
|
||
|
|
||
|
// spawn a teleport fog at old spot
|
||
|
|
||
|
mo = P_SpawnMobj (mobj->x, mobj->y,
|
||
|
mobj->subsector->sector->floorheight+TELEFOGHEIGHT, MT_TFOG);
|
||
|
S_StartSound (mo, sfx_telept);
|
||
|
|
||
|
// spawn a teleport fog at the new spot
|
||
|
ss = R_PointInSubsector (x,y);
|
||
|
mo = P_SpawnMobj (x, y, ss->sector->floorheight+TELEFOGHEIGHT, MT_TFOG);
|
||
|
S_StartSound (mo, sfx_telept);
|
||
|
|
||
|
// spawn the new monster
|
||
|
mthing = &mobj->spawnpoint;
|
||
|
|
||
|
// spawn it
|
||
|
if (mobj->info->flags & MF_SPAWNCEILING)
|
||
|
z = ONCEILINGZ;
|
||
|
else
|
||
|
z = ONFLOORZ;
|
||
|
mo = P_SpawnMobj (x,y,z, mobj->type);
|
||
|
mo->spawnpoint = mobj->spawnpoint;
|
||
|
mo->angle = ANG45 * (mthing->angle/45);
|
||
|
if (mthing->options & MTF_AMBUSH)
|
||
|
mo->flags |= MF_AMBUSH;
|
||
|
|
||
|
mo->reactiontime = 18;
|
||
|
|
||
|
// remove the old monster
|
||
|
P_RemoveMobj (mobj);
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC P_BlasterMobjThinker
|
||
|
//
|
||
|
// Thinker for the ultra-fast blaster PL2 ripper-spawning missile.
|
||
|
//
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
void P_BlasterMobjThinker(mobj_t *mobj)
|
||
|
{
|
||
|
int i;
|
||
|
fixed_t xfrac;
|
||
|
fixed_t yfrac;
|
||
|
fixed_t zfrac;
|
||
|
fixed_t z;
|
||
|
boolean changexy;
|
||
|
|
||
|
// Handle movement
|
||
|
if(mobj->momx || mobj->momy ||
|
||
|
(mobj->z != mobj->floorz) || mobj->momz)
|
||
|
{
|
||
|
xfrac = mobj->momx>>3;
|
||
|
yfrac = mobj->momy>>3;
|
||
|
zfrac = mobj->momz>>3;
|
||
|
changexy = xfrac || yfrac;
|
||
|
for(i = 0; i < 8; i++)
|
||
|
{
|
||
|
if(changexy)
|
||
|
{
|
||
|
if(!P_TryMove(mobj, mobj->x+xfrac, mobj->y+yfrac))
|
||
|
{ // Blocked move
|
||
|
P_ExplodeMissile(mobj);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
mobj->z += zfrac;
|
||
|
if(mobj->z <= mobj->floorz)
|
||
|
{ // Hit the floor
|
||
|
mobj->z = mobj->floorz;
|
||
|
P_HitFloor(mobj);
|
||
|
P_ExplodeMissile(mobj);
|
||
|
return;
|
||
|
}
|
||
|
if(mobj->z+mobj->height > mobj->ceilingz)
|
||
|
{ // Hit the ceiling
|
||
|
mobj->z = mobj->ceilingz-mobj->height;
|
||
|
P_ExplodeMissile(mobj);
|
||
|
return;
|
||
|
}
|
||
|
if(changexy && (P_Random() < 64))
|
||
|
{
|
||
|
z = mobj->z-8*FRACUNIT;
|
||
|
if(z < mobj->floorz)
|
||
|
{
|
||
|
z = mobj->floorz;
|
||
|
}
|
||
|
P_SpawnMobj(mobj->x, mobj->y, z, MT_BLASTERSMOKE);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// Advance the state
|
||
|
if(mobj->tics != -1)
|
||
|
{
|
||
|
mobj->tics--;
|
||
|
while(!mobj->tics)
|
||
|
{
|
||
|
if(!P_SetMobjState(mobj, mobj->state->nextstate))
|
||
|
{ // mobj was removed
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC P_MobjThinker
|
||
|
//
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
void P_MobjThinker(mobj_t *mobj)
|
||
|
{
|
||
|
mobj_t *onmo;
|
||
|
|
||
|
// Handle X and Y momentums
|
||
|
if(mobj->momx || mobj->momy || (mobj->flags&MF_SKULLFLY))
|
||
|
{
|
||
|
P_XYMovement(mobj);
|
||
|
if(mobj->thinker.function == (think_t)-1)
|
||
|
{ // mobj was removed
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
if(mobj->flags2&MF2_FLOATBOB)
|
||
|
{ // Floating item bobbing motion
|
||
|
mobj->z = mobj->floorz+FloatBobOffsets[(mobj->health++)&63];
|
||
|
}
|
||
|
else if((mobj->z != mobj->floorz) || mobj->momz)
|
||
|
{ // Handle Z momentum and gravity
|
||
|
if(mobj->flags2&MF2_PASSMOBJ)
|
||
|
{
|
||
|
if(!(onmo = P_CheckOnmobj(mobj)))
|
||
|
{
|
||
|
P_ZMovement(mobj);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(mobj->player && mobj->momz < 0)
|
||
|
{
|
||
|
mobj->flags2 |= MF2_ONMOBJ;
|
||
|
mobj->momz = 0;
|
||
|
}
|
||
|
if(mobj->player && (onmo->player || onmo->type == MT_POD))
|
||
|
{
|
||
|
mobj->momx = onmo->momx;
|
||
|
mobj->momy = onmo->momy;
|
||
|
if(onmo->z < onmo->floorz)
|
||
|
{
|
||
|
mobj->z += onmo->floorz-onmo->z;
|
||
|
if(onmo->player)
|
||
|
{
|
||
|
onmo->player->viewheight -= onmo->floorz-onmo->z;
|
||
|
onmo->player->deltaviewheight = (VIEWHEIGHT-
|
||
|
onmo->player->viewheight)>>3;
|
||
|
}
|
||
|
onmo->z = onmo->floorz;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
P_ZMovement(mobj);
|
||
|
}
|
||
|
if(mobj->thinker.function == (think_t)-1)
|
||
|
{ // mobj was removed
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// cycle through states, calling action functions at transitions
|
||
|
//
|
||
|
if(mobj->tics != -1)
|
||
|
{
|
||
|
mobj->tics--;
|
||
|
// you can cycle through multiple states in a tic
|
||
|
while(!mobj->tics)
|
||
|
{
|
||
|
if(!P_SetMobjState(mobj, mobj->state->nextstate))
|
||
|
{ // mobj was removed
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{ // Check for monster respawn
|
||
|
if(!(mobj->flags&MF_COUNTKILL))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if(!respawnmonsters)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
mobj->movecount++;
|
||
|
if(mobj->movecount < 12*35)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if(leveltime&31)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if(P_Random() > 4)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
P_NightmareRespawn(mobj);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
=
|
||
|
= P_SpawnMobj
|
||
|
=
|
||
|
===============
|
||
|
*/
|
||
|
|
||
|
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
||
|
{
|
||
|
mobj_t *mobj;
|
||
|
state_t *st;
|
||
|
mobjinfo_t *info;
|
||
|
fixed_t space;
|
||
|
|
||
|
mobj = Z_Malloc(sizeof(*mobj), PU_LEVEL, NULL);
|
||
|
memset(mobj, 0, sizeof(*mobj));
|
||
|
info = &mobjinfo[type];
|
||
|
mobj->type = type;
|
||
|
mobj->info = info;
|
||
|
mobj->x = x;
|
||
|
mobj->y = y;
|
||
|
mobj->radius = info->radius;
|
||
|
mobj->height = info->height;
|
||
|
mobj->flags = info->flags;
|
||
|
mobj->flags2 = info->flags2;
|
||
|
mobj->damage = info->damage;
|
||
|
mobj->health = info->spawnhealth;
|
||
|
if(gameskill != sk_nightmare)
|
||
|
{
|
||
|
mobj->reactiontime = info->reactiontime;
|
||
|
}
|
||
|
mobj->lastlook = P_Random()%MAXPLAYERS;
|
||
|
|
||
|
// Set the state, but do not use P_SetMobjState, because action
|
||
|
// routines can't be called yet. If the spawnstate has an action
|
||
|
// routine, it will not be called.
|
||
|
st = &states[info->spawnstate];
|
||
|
mobj->state = st;
|
||
|
mobj->tics = st->tics;
|
||
|
mobj->sprite = st->sprite;
|
||
|
mobj->frame = st->frame;
|
||
|
|
||
|
// Set subsector and/or block links.
|
||
|
P_SetThingPosition(mobj);
|
||
|
mobj->floorz = mobj->subsector->sector->floorheight;
|
||
|
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
|
||
|
if(z == ONFLOORZ)
|
||
|
{
|
||
|
mobj->z = mobj->floorz;
|
||
|
}
|
||
|
else if(z == ONCEILINGZ)
|
||
|
{
|
||
|
mobj->z = mobj->ceilingz-mobj->info->height;
|
||
|
}
|
||
|
else if(z == FLOATRANDZ)
|
||
|
{
|
||
|
space = ((mobj->ceilingz)-(mobj->info->height))-mobj->floorz;
|
||
|
if(space > 48*FRACUNIT)
|
||
|
{
|
||
|
space -= 40*FRACUNIT;
|
||
|
mobj->z = ((space*P_Random())>>8)+mobj->floorz+40*FRACUNIT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mobj->z = mobj->floorz;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mobj->z = z;
|
||
|
}
|
||
|
if(mobj->flags2&MF2_FOOTCLIP && P_GetThingFloorType(mobj) != FLOOR_SOLID
|
||
|
&& mobj->floorz == mobj->subsector->sector->floorheight)
|
||
|
{
|
||
|
mobj->flags2 |= MF2_FEETARECLIPPED;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mobj->flags2 &= ~MF2_FEETARECLIPPED;
|
||
|
}
|
||
|
|
||
|
mobj->thinker.function = P_MobjThinker;
|
||
|
P_AddThinker(&mobj->thinker);
|
||
|
return(mobj);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
=
|
||
|
= P_RemoveMobj
|
||
|
=
|
||
|
===============
|
||
|
*/
|
||
|
|
||
|
void P_RemoveMobj(mobj_t *mobj)
|
||
|
{
|
||
|
// unlink from sector and block lists
|
||
|
P_UnsetThingPosition (mobj);
|
||
|
// stop any playing sound
|
||
|
S_StopSound(mobj);
|
||
|
// free block
|
||
|
P_RemoveThinker((thinker_t *)mobj);
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
=
|
||
|
= P_SpawnPlayer
|
||
|
=
|
||
|
= Called when a player is spawned on the level
|
||
|
= Most of the player structure stays unchanged between levels
|
||
|
============
|
||
|
*/
|
||
|
|
||
|
void P_SpawnPlayer(mapthing_t *mthing)
|
||
|
{
|
||
|
player_t *p;
|
||
|
fixed_t x,y,z;
|
||
|
mobj_t *mobj;
|
||
|
int i;
|
||
|
extern int playerkeys;
|
||
|
|
||
|
if (!playeringame[mthing->type-1])
|
||
|
return; // not playing
|
||
|
|
||
|
p = &players[mthing->type-1];
|
||
|
|
||
|
if (p->playerstate == PST_REBORN)
|
||
|
G_PlayerReborn (mthing->type-1);
|
||
|
|
||
|
x = mthing->x << FRACBITS;
|
||
|
y = mthing->y << FRACBITS;
|
||
|
|
||
|
z = ONFLOORZ;
|
||
|
mobj = P_SpawnMobj (x,y,z, MT_PLAYER);
|
||
|
if (mthing->type > 1) // set color translations for player sprites
|
||
|
mobj->flags |= (mthing->type-1)<<MF_TRANSSHIFT;
|
||
|
|
||
|
mobj->angle = ANG45 * (mthing->angle/45);
|
||
|
mobj->player = p;
|
||
|
mobj->health = p->health;
|
||
|
p->mo = mobj;
|
||
|
p->playerstate = PST_LIVE;
|
||
|
p->refire = 0;
|
||
|
p->message = NULL;
|
||
|
p->damagecount = 0;
|
||
|
p->bonuscount = 0;
|
||
|
p->chickenTics = 0;
|
||
|
p->rain1 = NULL;
|
||
|
p->rain2 = NULL;
|
||
|
p->extralight = 0;
|
||
|
p->fixedcolormap = 0;
|
||
|
p->viewheight = VIEWHEIGHT;
|
||
|
P_SetupPsprites(p); // setup gun psprite
|
||
|
if(deathmatch)
|
||
|
{ // Give all keys in death match mode
|
||
|
for(i = 0; i < NUMKEYS; i++)
|
||
|
{
|
||
|
p->keys[i] = true;
|
||
|
if(p == &players[consoleplayer])
|
||
|
{
|
||
|
playerkeys = 7;
|
||
|
UpdateState |= I_STATBAR;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if(p == &players[consoleplayer])
|
||
|
{
|
||
|
playerkeys = 0;
|
||
|
UpdateState |= I_STATBAR;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC P_SpawnMapThing
|
||
|
//
|
||
|
// The fields of the mapthing should already be in host byte order.
|
||
|
//
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
void P_SpawnMapThing(mapthing_t *mthing)
|
||
|
{
|
||
|
int i;
|
||
|
int bit;
|
||
|
mobj_t *mobj;
|
||
|
fixed_t x, y, z;
|
||
|
|
||
|
// count deathmatch start positions
|
||
|
if(mthing->type == 11)
|
||
|
{
|
||
|
if(deathmatch_p < &deathmatchstarts[10])
|
||
|
{
|
||
|
memcpy(deathmatch_p, mthing, sizeof(*mthing));
|
||
|
deathmatch_p++;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// check for players specially
|
||
|
if(mthing->type <= 4)
|
||
|
{
|
||
|
// save spots for respawning in network games
|
||
|
playerstarts[mthing->type-1] = *mthing;
|
||
|
if(!deathmatch)
|
||
|
{
|
||
|
P_SpawnPlayer(mthing);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Ambient sound sequences
|
||
|
if(mthing->type >= 1200 && mthing->type < 1300)
|
||
|
{
|
||
|
P_AddAmbientSfx(mthing->type-1200);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Check for boss spots
|
||
|
if(mthing->type == 56) // Monster_BossSpot
|
||
|
{
|
||
|
P_AddBossSpot(mthing->x<<FRACBITS, mthing->y<<FRACBITS,
|
||
|
ANG45*(mthing->angle/45));
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// check for apropriate skill level
|
||
|
if (!netgame && (mthing->options & 16) )
|
||
|
return;
|
||
|
|
||
|
if (gameskill == sk_baby)
|
||
|
bit = 1;
|
||
|
else if (gameskill == sk_nightmare)
|
||
|
bit = 4;
|
||
|
else
|
||
|
bit = 1<<(gameskill-1);
|
||
|
if (!(mthing->options & bit) )
|
||
|
return;
|
||
|
|
||
|
// find which type to spawn
|
||
|
for (i=0 ; i< NUMMOBJTYPES ; i++)
|
||
|
if (mthing->type == mobjinfo[i].doomednum)
|
||
|
break;
|
||
|
|
||
|
if (i==NUMMOBJTYPES)
|
||
|
I_Error ("P_SpawnMapThing: Unknown type %i at (%i, %i)",mthing->type
|
||
|
, mthing->x, mthing->y);
|
||
|
|
||
|
// don't spawn keys and players in deathmatch
|
||
|
if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
|
||
|
return;
|
||
|
|
||
|
// don't spawn any monsters if -nomonsters
|
||
|
if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL) )
|
||
|
return;
|
||
|
|
||
|
// spawn it
|
||
|
switch(i)
|
||
|
{ // Special stuff
|
||
|
case MT_WSKULLROD:
|
||
|
case MT_WPHOENIXROD:
|
||
|
case MT_AMSKRDWIMPY:
|
||
|
case MT_AMSKRDHEFTY:
|
||
|
case MT_AMPHRDWIMPY:
|
||
|
case MT_AMPHRDHEFTY:
|
||
|
case MT_AMMACEWIMPY:
|
||
|
case MT_AMMACEHEFTY:
|
||
|
case MT_ARTISUPERHEAL:
|
||
|
case MT_ARTITELEPORT:
|
||
|
case MT_ITEMSHIELD2:
|
||
|
if(shareware)
|
||
|
{ // Don't place on map in shareware version
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
case MT_WMACE:
|
||
|
if(!shareware)
|
||
|
{ // Put in the mace spot list
|
||
|
P_AddMaceSpot(mthing);
|
||
|
return;
|
||
|
}
|
||
|
return;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
x = mthing->x<<FRACBITS;
|
||
|
y = mthing->y<<FRACBITS;
|
||
|
if(mobjinfo[i].flags&MF_SPAWNCEILING)
|
||
|
{
|
||
|
z = ONCEILINGZ;
|
||
|
}
|
||
|
else if(mobjinfo[i].flags2&MF2_SPAWNFLOAT)
|
||
|
{
|
||
|
z = FLOATRANDZ;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
z = ONFLOORZ;
|
||
|
}
|
||
|
mobj = P_SpawnMobj(x, y, z, i);
|
||
|
if(mobj->flags2&MF2_FLOATBOB)
|
||
|
{ // Seed random starting index for bobbing motion
|
||
|
mobj->health = P_Random();
|
||
|
}
|
||
|
if(mobj->tics > 0)
|
||
|
{
|
||
|
mobj->tics = 1+(P_Random()%mobj->tics);
|
||
|
}
|
||
|
if(mobj->flags&MF_COUNTKILL)
|
||
|
{
|
||
|
totalkills++;
|
||
|
mobj->spawnpoint = *mthing;
|
||
|
}
|
||
|
if(mobj->flags&MF_COUNTITEM)
|
||
|
{
|
||
|
totalitems++;
|
||
|
}
|
||
|
mobj->angle = ANG45*(mthing->angle/45);
|
||
|
if(mthing->options&MTF_AMBUSH)
|
||
|
{
|
||
|
mobj->flags |= MF_AMBUSH;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
GAME SPAWN FUNCTIONS
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC P_SpawnPuff
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
extern fixed_t attackrange;
|
||
|
|
||
|
void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z)
|
||
|
{
|
||
|
mobj_t *puff;
|
||
|
|
||
|
z += ((P_Random()-P_Random())<<10);
|
||
|
puff = P_SpawnMobj(x, y, z, PuffType);
|
||
|
if(puff->info->attacksound)
|
||
|
{
|
||
|
S_StartSound(puff, puff->info->attacksound);
|
||
|
}
|
||
|
switch(PuffType)
|
||
|
{
|
||
|
case MT_BEAKPUFF:
|
||
|
case MT_STAFFPUFF:
|
||
|
puff->momz = FRACUNIT;
|
||
|
break;
|
||
|
case MT_GAUNTLETPUFF1:
|
||
|
case MT_GAUNTLETPUFF2:
|
||
|
puff->momz = .8*FRACUNIT;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
=
|
||
|
= P_SpawnBlood
|
||
|
=
|
||
|
================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage)
|
||
|
{
|
||
|
mobj_t *th;
|
||
|
|
||
|
z += ((P_Random()-P_Random())<<10);
|
||
|
th = P_SpawnMobj (x,y,z, MT_BLOOD);
|
||
|
th->momz = FRACUNIT*2;
|
||
|
th->tics -= P_Random()&3;
|
||
|
|
||
|
if (damage <= 12 && damage >= 9)
|
||
|
P_SetMobjState (th,S_BLOOD2);
|
||
|
else if (damage < 9)
|
||
|
P_SetMobjState (th,S_BLOOD3);
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC P_BloodSplatter
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
|
||
|
mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER);
|
||
|
mo->target = originator;
|
||
|
mo->momx = (P_Random()-P_Random())<<9;
|
||
|
mo->momy = (P_Random()-P_Random())<<9;
|
||
|
mo->momz = FRACUNIT*2;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC P_RipperBlood
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
void P_RipperBlood(mobj_t *mo)
|
||
|
{
|
||
|
mobj_t *th;
|
||
|
fixed_t x, y, z;
|
||
|
|
||
|
x = mo->x+((P_Random()-P_Random())<<12);
|
||
|
y = mo->y+((P_Random()-P_Random())<<12);
|
||
|
z = mo->z+((P_Random()-P_Random())<<12);
|
||
|
th = P_SpawnMobj(x, y, z, MT_BLOOD);
|
||
|
th->flags |= MF_NOGRAVITY;
|
||
|
th->momx = mo->momx>>1;
|
||
|
th->momy = mo->momy>>1;
|
||
|
th->tics += P_Random()&3;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// FUNC P_GetThingFloorType
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
int P_GetThingFloorType(mobj_t *thing)
|
||
|
{
|
||
|
return(TerrainTypes[thing->subsector->sector->floorpic]);
|
||
|
/*
|
||
|
if(thing->subsector->sector->floorpic
|
||
|
== W_GetNumForName("FLTWAWA1")-firstflat)
|
||
|
{
|
||
|
return(FLOOR_WATER);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return(FLOOR_SOLID);
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// FUNC P_HitFloor
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
int P_HitFloor(mobj_t *thing)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
|
||
|
if(thing->floorz != thing->subsector->sector->floorheight)
|
||
|
{ // don't splash if landing on the edge above water/lava/etc....
|
||
|
return(FLOOR_SOLID);
|
||
|
}
|
||
|
switch(P_GetThingFloorType(thing))
|
||
|
{
|
||
|
case FLOOR_WATER:
|
||
|
P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
|
||
|
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH);
|
||
|
mo->target = thing;
|
||
|
mo->momx = (P_Random()-P_Random())<<8;
|
||
|
mo->momy = (P_Random()-P_Random())<<8;
|
||
|
mo->momz = 2*FRACUNIT+(P_Random()<<8);
|
||
|
S_StartSound(mo, sfx_gloop);
|
||
|
return(FLOOR_WATER);
|
||
|
case FLOOR_LAVA:
|
||
|
P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
|
||
|
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE);
|
||
|
mo->momz = FRACUNIT+(P_Random()<<7);
|
||
|
S_StartSound(mo, sfx_burn);
|
||
|
return(FLOOR_LAVA);
|
||
|
case FLOOR_SLUDGE:
|
||
|
P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH);
|
||
|
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGECHUNK);
|
||
|
mo->target = thing;
|
||
|
mo->momx = (P_Random()-P_Random())<<8;
|
||
|
mo->momy = (P_Random()-P_Random())<<8;
|
||
|
mo->momz = FRACUNIT+(P_Random()<<8);
|
||
|
return(FLOOR_SLUDGE);
|
||
|
}
|
||
|
return(FLOOR_SOLID);
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// FUNC P_CheckMissileSpawn
|
||
|
//
|
||
|
// Returns true if the missile is at a valid spawn point, otherwise
|
||
|
// explodes it and returns false.
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
boolean P_CheckMissileSpawn(mobj_t *missile)
|
||
|
{
|
||
|
//missile->tics -= P_Random()&3;
|
||
|
|
||
|
// move a little forward so an angle can be computed if it
|
||
|
// immediately explodes
|
||
|
missile->x += (missile->momx>>1);
|
||
|
missile->y += (missile->momy>>1);
|
||
|
missile->z += (missile->momz>>1);
|
||
|
if(!P_TryMove(missile, missile->x, missile->y))
|
||
|
{
|
||
|
P_ExplodeMissile(missile);
|
||
|
return(false);
|
||
|
}
|
||
|
return(true);
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// FUNC P_SpawnMissile
|
||
|
//
|
||
|
// Returns NULL if the missile exploded immediately, otherwise returns
|
||
|
// a mobj_t pointer to the missile.
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
|
||
|
{
|
||
|
fixed_t z;
|
||
|
mobj_t *th;
|
||
|
angle_t an;
|
||
|
int dist;
|
||
|
|
||
|
switch(type)
|
||
|
{
|
||
|
case MT_MNTRFX1: // Minotaur swing attack missile
|
||
|
z = source->z+40*FRACUNIT;
|
||
|
break;
|
||
|
case MT_MNTRFX2: // Minotaur floor fire missile
|
||
|
z = ONFLOORZ;
|
||
|
break;
|
||
|
case MT_SRCRFX1: // Sorcerer Demon fireball
|
||
|
z = source->z+48*FRACUNIT;
|
||
|
break;
|
||
|
case MT_KNIGHTAXE: // Knight normal axe
|
||
|
case MT_REDAXE: // Knight red power axe
|
||
|
z = source->z+36*FRACUNIT;
|
||
|
break;
|
||
|
default:
|
||
|
z = source->z+32*FRACUNIT;
|
||
|
break;
|
||
|
}
|
||
|
if(source->flags2&MF2_FEETARECLIPPED)
|
||
|
{
|
||
|
z -= FOOTCLIPSIZE;
|
||
|
}
|
||
|
th = P_SpawnMobj(source->x, source->y, z, type);
|
||
|
if(th->info->seesound)
|
||
|
{
|
||
|
S_StartSound(th, th->info->seesound);
|
||
|
}
|
||
|
th->target = source; // Originator
|
||
|
an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
|
||
|
if(dest->flags&MF_SHADOW)
|
||
|
{ // Invisible target
|
||
|
an += (P_Random()-P_Random())<<21;
|
||
|
}
|
||
|
th->angle = an;
|
||
|
an >>= ANGLETOFINESHIFT;
|
||
|
th->momx = FixedMul(th->info->speed, finecosine[an]);
|
||
|
th->momy = FixedMul(th->info->speed, finesine[an]);
|
||
|
dist = P_AproxDistance(dest->x - source->x, dest->y - source->y);
|
||
|
dist = dist/th->info->speed;
|
||
|
if(dist < 1)
|
||
|
{
|
||
|
dist = 1;
|
||
|
}
|
||
|
th->momz = (dest->z-source->z)/dist;
|
||
|
return(P_CheckMissileSpawn(th) ? th : NULL);
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// FUNC P_SpawnMissileAngle
|
||
|
//
|
||
|
// Returns NULL if the missile exploded immediately, otherwise returns
|
||
|
// a mobj_t pointer to the missile.
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type,
|
||
|
angle_t angle, fixed_t momz)
|
||
|
{
|
||
|
fixed_t z;
|
||
|
mobj_t *mo;
|
||
|
|
||
|
switch(type)
|
||
|
{
|
||
|
case MT_MNTRFX1: // Minotaur swing attack missile
|
||
|
z = source->z+40*FRACUNIT;
|
||
|
break;
|
||
|
case MT_MNTRFX2: // Minotaur floor fire missile
|
||
|
z = ONFLOORZ;
|
||
|
break;
|
||
|
case MT_SRCRFX1: // Sorcerer Demon fireball
|
||
|
z = source->z+48*FRACUNIT;
|
||
|
break;
|
||
|
default:
|
||
|
z = source->z+32*FRACUNIT;
|
||
|
break;
|
||
|
}
|
||
|
if(source->flags2&MF2_FEETARECLIPPED)
|
||
|
{
|
||
|
z -= FOOTCLIPSIZE;
|
||
|
}
|
||
|
mo = P_SpawnMobj(source->x, source->y, z, type);
|
||
|
if(mo->info->seesound)
|
||
|
{
|
||
|
S_StartSound(mo, mo->info->seesound);
|
||
|
}
|
||
|
mo->target = source; // Originator
|
||
|
mo->angle = angle;
|
||
|
angle >>= ANGLETOFINESHIFT;
|
||
|
mo->momx = FixedMul(mo->info->speed, finecosine[angle]);
|
||
|
mo->momy = FixedMul(mo->info->speed, finesine[angle]);
|
||
|
mo->momz = momz;
|
||
|
return(P_CheckMissileSpawn(mo) ? mo : NULL);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
=
|
||
|
= P_SpawnPlayerMissile
|
||
|
=
|
||
|
= Tries to aim at a nearby monster
|
||
|
================
|
||
|
*/
|
||
|
|
||
|
mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type)
|
||
|
{
|
||
|
angle_t an;
|
||
|
fixed_t x, y, z, slope;
|
||
|
|
||
|
// Try to find a target
|
||
|
an = source->angle;
|
||
|
slope = P_AimLineAttack(source, an, 16*64*FRACUNIT);
|
||
|
if(!linetarget)
|
||
|
{
|
||
|
an += 1<<26;
|
||
|
slope = P_AimLineAttack(source, an, 16*64*FRACUNIT);
|
||
|
if(!linetarget)
|
||
|
{
|
||
|
an -= 2<<26;
|
||
|
slope = P_AimLineAttack(source, an, 16*64*FRACUNIT);
|
||
|
}
|
||
|
if(!linetarget)
|
||
|
{
|
||
|
an = source->angle;
|
||
|
slope = ((source->player->lookdir)<<FRACBITS)/173;
|
||
|
}
|
||
|
}
|
||
|
x = source->x;
|
||
|
y = source->y;
|
||
|
z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;
|
||
|
if(source->flags2&MF2_FEETARECLIPPED)
|
||
|
{
|
||
|
z -= FOOTCLIPSIZE;
|
||
|
}
|
||
|
MissileMobj = P_SpawnMobj(x, y, z, type);
|
||
|
if(MissileMobj->info->seesound)
|
||
|
{
|
||
|
S_StartSound(MissileMobj, MissileMobj->info->seesound);
|
||
|
}
|
||
|
MissileMobj->target = source;
|
||
|
MissileMobj->angle = an;
|
||
|
MissileMobj->momx = FixedMul(MissileMobj->info->speed,
|
||
|
finecosine[an>>ANGLETOFINESHIFT]);
|
||
|
MissileMobj->momy = FixedMul(MissileMobj->info->speed,
|
||
|
finesine[an>>ANGLETOFINESHIFT]);
|
||
|
MissileMobj->momz = FixedMul(MissileMobj->info->speed, slope);
|
||
|
if(MissileMobj->type == MT_BLASTERFX1)
|
||
|
{ // Ultra-fast ripper spawning missile
|
||
|
MissileMobj->x += (MissileMobj->momx>>3);
|
||
|
MissileMobj->y += (MissileMobj->momy>>3);
|
||
|
MissileMobj->z += (MissileMobj->momz>>3);
|
||
|
}
|
||
|
else
|
||
|
{ // Normal missile
|
||
|
MissileMobj->x += (MissileMobj->momx>>1);
|
||
|
MissileMobj->y += (MissileMobj->momy>>1);
|
||
|
MissileMobj->z += (MissileMobj->momz>>1);
|
||
|
}
|
||
|
if(!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))
|
||
|
{ // Exploded immediately
|
||
|
P_ExplodeMissile(MissileMobj);
|
||
|
return(NULL);
|
||
|
}
|
||
|
return(MissileMobj);
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC P_SPMAngle
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle)
|
||
|
{
|
||
|
mobj_t *th;
|
||
|
angle_t an;
|
||
|
fixed_t x, y, z, slope;
|
||
|
|
||
|
//
|
||
|
// see which target is to be aimed at
|
||
|
//
|
||
|
an = angle;
|
||
|
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
|
||
|
if (!linetarget)
|
||
|
{
|
||
|
an += 1<<26;
|
||
|
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
|
||
|
if (!linetarget)
|
||
|
{
|
||
|
an -= 2<<26;
|
||
|
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
|
||
|
}
|
||
|
if (!linetarget)
|
||
|
{
|
||
|
an = angle;
|
||
|
slope = ((source->player->lookdir)<<FRACBITS)/173;
|
||
|
}
|
||
|
}
|
||
|
x = source->x;
|
||
|
y = source->y;
|
||
|
z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;
|
||
|
if(source->flags2&MF2_FEETARECLIPPED)
|
||
|
{
|
||
|
z -= FOOTCLIPSIZE;
|
||
|
}
|
||
|
th = P_SpawnMobj(x, y, z, type);
|
||
|
if(th->info->seesound)
|
||
|
{
|
||
|
S_StartSound(th, th->info->seesound);
|
||
|
}
|
||
|
th->target = source;
|
||
|
th->angle = an;
|
||
|
th->momx = FixedMul(th->info->speed, finecosine[an>>ANGLETOFINESHIFT]);
|
||
|
th->momy = FixedMul(th->info->speed, finesine[an>>ANGLETOFINESHIFT]);
|
||
|
th->momz = FixedMul(th->info->speed, slope);
|
||
|
return(P_CheckMissileSpawn(th) ? th : NULL);
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC A_ContMobjSound
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
void A_ContMobjSound(mobj_t *actor)
|
||
|
{
|
||
|
switch(actor->type)
|
||
|
{
|
||
|
case MT_KNIGHTAXE:
|
||
|
S_StartSound(actor, sfx_kgtatk);
|
||
|
break;
|
||
|
case MT_MUMMYFX1:
|
||
|
S_StartSound(actor, sfx_mumhed);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|