hexen/Hexen Source/A_ACTION.C

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2008-09-04 00:00:00 +00:00
//**************************************************************************
//**
//** a_action.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: a_action.c,v $
//** $Revision: 1.86 $
//** $Date: 96/03/22 13:15:33 $
//** $Author: bgokey $
//**
//**************************************************************************
// HEADER FILES ------------------------------------------------------------
#include "h2def.h"
#include "p_local.h"
#include "soundst.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern fixed_t FloatBobOffsets[64];
// PUBLIC DATA DEFINITIONS -------------------------------------------------
int orbitTableX[256]=
{
983025, 982725, 981825, 980340, 978255, 975600, 972330, 968490,
964065, 959070, 953475, 947325, 940590, 933300, 925440, 917025,
908055, 898545, 888495, 877905, 866775, 855135, 842985, 830310,
817155, 803490, 789360, 774735, 759660, 744120, 728130, 711690,
694845, 677565, 659880, 641805, 623340, 604500, 585285, 565725,
545820, 525600, 505050, 484200, 463065, 441645, 419955, 398010,
375840, 353430, 330810, 307995, 285000, 261825, 238485, 215010,
191400, 167685, 143865, 119955, 95970, 71940, 47850, 23745,
-375, -24495, -48600, -72690, -96720, -120705, -144600, -168420,
-192150, -215745, -239220, -262545, -285720, -308715, -331530, -354135,
-376530, -398700, -420630, -442320, -463725, -484860, -505695, -526230,
-546450, -566340, -585885, -605085, -623925, -642375, -660435, -678105,
-695370, -712215, -728625, -744600, -760125, -775200, -789795, -803925,
-817575, -830715, -843375, -855510, -867135, -878235, -888810, -898845,
-908340, -917295, -925695, -933540, -940815, -947520, -953670, -959235,
-964215, -968625, -972450, -975690, -978330, -980400, -981870, -982740,
-983025, -982725, -981825, -980340, -978255, -975600, -972330, -968490,
-964065, -959070, -953475, -947325, -940590, -933300, -925440, -917025,
-908055, -898545, -888495, -877905, -866775, -855135, -842985, -830310,
-817155, -803490, -789360, -774735, -759660, -744120, -728130, -711690,
-694845, -677565, -659880, -641805, -623340, -604485, -585285, -565725,
-545820, -525600, -505050, -484200, -463065, -441645, -419955, -398010,
-375840, -353430, -330810, -307995, -285000, -261825, -238485, -215010,
-191400, -167685, -143865, -119955, -95970, -71940, -47850, -23745,
375, 24495, 48600, 72690, 96720, 120705, 144600, 168420,
192150, 215745, 239220, 262545, 285720, 308715, 331530, 354135,
376530, 398700, 420630, 442320, 463725, 484860, 505695, 526230,
546450, 566340, 585885, 605085, 623925, 642375, 660435, 678105,
695370, 712215, 728625, 744600, 760125, 775200, 789795, 803925,
817575, 830715, 843375, 855510, 867135, 878235, 888810, 898845,
908340, 917295, 925695, 933540, 940815, 947520, 953670, 959235,
964215, 968625, 972450, 975690, 978330, 980400, 981870, 982740
};
int orbitTableY[256]=
{
375, 24495, 48600, 72690, 96720, 120705, 144600, 168420,
192150, 215745, 239220, 262545, 285720, 308715, 331530, 354135,
376530, 398700, 420630, 442320, 463725, 484860, 505695, 526230,
546450, 566340, 585885, 605085, 623925, 642375, 660435, 678105,
695370, 712215, 728625, 744600, 760125, 775200, 789795, 803925,
817575, 830715, 843375, 855510, 867135, 878235, 888810, 898845,
908340, 917295, 925695, 933540, 940815, 947520, 953670, 959235,
964215, 968625, 972450, 975690, 978330, 980400, 981870, 982740,
983025, 982725, 981825, 980340, 978255, 975600, 972330, 968490,
964065, 959070, 953475, 947325, 940590, 933300, 925440, 917025,
908055, 898545, 888495, 877905, 866775, 855135, 842985, 830310,
817155, 803490, 789360, 774735, 759660, 744120, 728130, 711690,
694845, 677565, 659880, 641805, 623340, 604500, 585285, 565725,
545820, 525600, 505050, 484200, 463065, 441645, 419955, 398010,
375840, 353430, 330810, 307995, 285000, 261825, 238485, 215010,
191400, 167685, 143865, 119955, 95970, 71940, 47850, 23745,
-375, -24495, -48600, -72690, -96720, -120705, -144600, -168420,
-192150, -215745, -239220, -262545, -285720, -308715, -331530, -354135,
-376530, -398700, -420630, -442320, -463725, -484860, -505695, -526230,
-546450, -566340, -585885, -605085, -623925, -642375, -660435, -678105,
-695370, -712215, -728625, -744600, -760125, -775200, -789795, -803925,
-817575, -830715, -843375, -855510, -867135, -878235, -888810, -898845,
-908340, -917295, -925695, -933540, -940815, -947520, -953670, -959235,
-964215, -968625, -972450, -975690, -978330, -980400, -981870, -982740,
-983025, -982725, -981825, -980340, -978255, -975600, -972330, -968490,
-964065, -959070, -953475, -947325, -940590, -933300, -925440, -917025,
-908055, -898545, -888495, -877905, -866775, -855135, -842985, -830310,
-817155, -803490, -789360, -774735, -759660, -744120, -728130, -711690,
-694845, -677565, -659880, -641805, -623340, -604485, -585285, -565725,
-545820, -525600, -505050, -484200, -463065, -441645, -419955, -398010,
-375840, -353430, -330810, -307995, -285000, -261825, -238485, -215010,
-191400, -167685, -143865, -119955, -95970, -71940, -47850, -23745
};
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
//--------------------------------------------------------------------------
//
// Environmental Action routines
//
//--------------------------------------------------------------------------
//==========================================================================
//
// A_DripBlood
//
//==========================================================================
/*
void A_DripBlood(mobj_t *actor)
{
mobj_t *mo;
mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<11),
actor->y+((P_Random()-P_Random())<<11), actor->z, MT_BLOOD);
mo->momx = (P_Random()-P_Random())<<10;
mo->momy = (P_Random()-P_Random())<<10;
mo->flags2 |= MF2_LOGRAV;
}
*/
//============================================================================
//
// A_PotteryExplode
//
//============================================================================
void A_PotteryExplode(mobj_t *actor)
{
mobj_t *mo=NULL;
int i;
for(i = (P_Random()&3)+3; i; i--)
{
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_POTTERYBIT1);
P_SetMobjState(mo, mo->info->spawnstate+(P_Random()%5));
if(mo)
{
mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4);
mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
}
}
S_StartSound(mo, SFX_POTTERY_EXPLODE);
if(actor->args[0])
{ // Spawn an item
if(!nomonsters
|| !(mobjinfo[TranslateThingType[actor->args[0]]].flags&MF_COUNTKILL))
{ // Only spawn monsters if not -nomonsters
P_SpawnMobj(actor->x, actor->y, actor->z,
TranslateThingType[actor->args[0]]);
}
}
P_RemoveMobj(actor);
}
//============================================================================
//
// A_PotteryChooseBit
//
//============================================================================
void A_PotteryChooseBit(mobj_t *actor)
{
P_SetMobjState(actor, actor->info->deathstate+(P_Random()%5)+1);
actor->tics = 256+(P_Random()<<1);
}
//============================================================================
//
// A_PotteryCheck
//
//============================================================================
void A_PotteryCheck(mobj_t *actor)
{
int i;
mobj_t *pmo;
if(!netgame)
{
pmo = players[consoleplayer].mo;
if(P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x,
pmo->y, actor->x, actor->y)-pmo->angle) <= ANGLE_45))
{ // Previous state (pottery bit waiting state)
P_SetMobjState(actor, actor->state-&states[0]-1);
}
else
{
return;
}
}
else
{
for(i = 0; i < MAXPLAYERS; i++)
{
if(!playeringame[i])
{
continue;
}
pmo = players[i].mo;
if(P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x,
pmo->y, actor->x, actor->y)-pmo->angle) <= ANGLE_45))
{ // Previous state (pottery bit waiting state)
P_SetMobjState(actor, actor->state-&states[0]-1);
return;
}
}
}
}
//============================================================================
//
// A_CorpseBloodDrip
//
//============================================================================
void A_CorpseBloodDrip(mobj_t *actor)
{
if(P_Random() > 128)
{
return;
}
P_SpawnMobj(actor->x, actor->y, actor->z+actor->height/2,
MT_CORPSEBLOODDRIP);
}
//============================================================================
//
// A_CorpseExplode
//
//============================================================================
void A_CorpseExplode(mobj_t *actor)
{
mobj_t *mo;
int i;
for(i = (P_Random()&3)+3; i; i--)
{
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
P_SetMobjState(mo, mo->info->spawnstate+(P_Random()%3));
if(mo)
{
mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4);
mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
}
}
// Spawn a skull
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
P_SetMobjState(mo, S_CORPSEBIT_4);
if(mo)
{
mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4);
mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
S_StartSound(mo, SFX_FIRED_DEATH);
}
P_RemoveMobj(actor);
}
//============================================================================
//
// A_LeafSpawn
//
//============================================================================
void A_LeafSpawn(mobj_t *actor)
{
mobj_t *mo;
int i;
for(i = (P_Random()&3)+1; i; i--)
{
mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<14), actor->y+
((P_Random()-P_Random())<<14), actor->z+(P_Random()<<14),
MT_LEAF1+(P_Random()&1));
if(mo)
{
P_ThrustMobj(mo, actor->angle, (P_Random()<<9)+3*FRACUNIT);
mo->target = actor;
mo->special1 = 0;
}
}
}
//============================================================================
//
// A_LeafThrust
//
//============================================================================
void A_LeafThrust(mobj_t *actor)
{
if(P_Random() > 96)
{
return;
}
actor->momz += (P_Random()<<9)+FRACUNIT;
}
//============================================================================
//
// A_LeafCheck
//
//============================================================================
void A_LeafCheck(mobj_t *actor)
{
actor->special1++;
if(actor->special1 >= 20)
{
P_SetMobjState(actor, S_NULL);
return;
}
if(P_Random() > 64)
{
if(!actor->momx && !actor->momy)
{
P_ThrustMobj(actor, actor->target->angle,
(P_Random()<<9)+FRACUNIT);
}
return;
}
P_SetMobjState(actor, S_LEAF1_8);
actor->momz = (P_Random()<<9)+FRACUNIT;
P_ThrustMobj(actor, actor->target->angle, (P_Random()<<9)+2*FRACUNIT);
actor->flags |= MF_MISSILE;
}
/*
#define ORBIT_RADIUS (15*FRACUNIT)
void GenerateOrbitTable(void)
{
int angle;
for (angle=0; angle<256; angle++)
{
orbitTableX[angle] = FixedMul(ORBIT_RADIUS, finecosine[angle<<5]);
orbitTableY[angle] = FixedMul(ORBIT_RADIUS, finesine[angle<<5]);
}
printf("int orbitTableX[256]=\n{\n");
for (angle=0; angle<256; angle+=8)
{
printf("%d, %d, %d, %d, %d, %d, %d, %d,\n",
orbitTableX[angle],
orbitTableX[angle+1],
orbitTableX[angle+2],
orbitTableX[angle+3],
orbitTableX[angle+4],
orbitTableX[angle+5],
orbitTableX[angle+6],
orbitTableX[angle+7]);
}
printf("};\n\n");
printf("int orbitTableY[256]=\n{\n");
for (angle=0; angle<256; angle+=8)
{
printf("%d, %d, %d, %d, %d, %d, %d, %d,\n",
orbitTableY[angle],
orbitTableY[angle+1],
orbitTableY[angle+2],
orbitTableY[angle+3],
orbitTableY[angle+4],
orbitTableY[angle+5],
orbitTableY[angle+6],
orbitTableY[angle+7]);
}
printf("};\n");
}
*/
// New bridge stuff
// Parent
// special1 true == removing from world
//
// Child
// target pointer to center mobj
// args[0] angle of ball
void A_BridgeOrbit(mobj_t *actor)
{
if (actor->target->special1)
{
P_SetMobjState(actor, S_NULL);
}
actor->args[0]+=3;
actor->x = actor->target->x + orbitTableX[actor->args[0]];
actor->y = actor->target->y + orbitTableY[actor->args[0]];
actor->z = actor->target->z;
}
void A_BridgeInit(mobj_t *actor)
{
byte startangle;
mobj_t *ball1, *ball2, *ball3;
fixed_t cx,cy,cz;
// GenerateOrbitTable();
cx = actor->x;
cy = actor->y;
cz = actor->z;
startangle = P_Random();
actor->special1 = 0;
// Spawn triad into world
ball1 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
ball1->args[0] = startangle;
ball1->target = actor;
ball2 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
ball2->args[0] = (startangle+85)&255;
ball2->target = actor;
ball3 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
ball3->args[0] = (startangle+170)&255;
ball3->target = actor;
A_BridgeOrbit(ball1);
A_BridgeOrbit(ball2);
A_BridgeOrbit(ball3);
}
void A_BridgeRemove(mobj_t *actor)
{
actor->special1 = true; // Removing the bridge
actor->flags &= ~MF_SOLID;
P_SetMobjState(actor, S_FREE_BRIDGE1);
}
//==========================================================================
//
// A_GhostOn
//
//==========================================================================
/*
void A_GhostOn(mobj_t *actor)
{
actor->flags |= MF_SHADOW;
}
*/
//==========================================================================
//
// A_GhostOff
//
//==========================================================================
/*
void A_GhostOff(mobj_t *actor)
{
actor->flags &= ~MF_SHADOW;
}
*/
//==========================================================================
//
// A_HideThing
//
//==========================================================================
void A_HideThing(mobj_t *actor)
{
actor->flags2 |= MF2_DONTDRAW;
}
//==========================================================================
//
// A_UnHideThing
//
//==========================================================================
void A_UnHideThing(mobj_t *actor)
{
actor->flags2 &= ~MF2_DONTDRAW;
}
//==========================================================================
//
// A_SetShootable
//
//==========================================================================
void A_SetShootable(mobj_t *actor)
{
actor->flags2 &= ~MF2_NONSHOOTABLE;
actor->flags |= MF_SHOOTABLE;
}
//==========================================================================
//
// A_UnSetShootable
//
//==========================================================================
void A_UnSetShootable(mobj_t *actor)
{
actor->flags2 |= MF2_NONSHOOTABLE;
actor->flags &= ~MF_SHOOTABLE;
}
//==========================================================================
//
// A_SetAltShadow
//
//==========================================================================
void A_SetAltShadow(mobj_t *actor)
{
actor->flags &= ~MF_SHADOW;
actor->flags |= MF_ALTSHADOW;
}
//==========================================================================
//
// A_UnSetAltShadow
//
//==========================================================================
/*
void A_UnSetAltShadow(mobj_t *actor)
{
actor->flags &= ~MF_ALTSHADOW;
}
*/
//--------------------------------------------------------------------------
//
// Sound Action Routines
//
//--------------------------------------------------------------------------
//==========================================================================
//
// A_ContMobjSound
//
//==========================================================================
void A_ContMobjSound(mobj_t *actor)
{
switch(actor->type)
{
case MT_SERPENTFX:
S_StartSound(actor, SFX_SERPENTFX_CONTINUOUS);
break;
case MT_HAMMER_MISSILE:
S_StartSound(actor, SFX_FIGHTER_HAMMER_CONTINUOUS);
break;
case MT_QUAKE_FOCUS:
S_StartSound(actor, SFX_EARTHQUAKE);
break;
default:
break;
}
}
//==========================================================================
//
// PROC A_ESound
//
//==========================================================================
void A_ESound(mobj_t *mo)
{
int sound;
switch(mo->type)
{
case MT_SOUNDWIND:
sound = SFX_WIND;
break;
default:
sound = SFX_NONE;
break;
}
S_StartSound(mo, sound);
}
//==========================================================================
// Summon Minotaur -- see p_enemy for variable descriptions
//==========================================================================
void A_Summon(mobj_t *actor)
{
mobj_t *mo;
mobj_t *master;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_MINOTAUR);
if (mo)
{
if(P_TestMobjLocation(mo) == false || !actor->special1)
{ // Didn't fit - change back to artifact
P_SetMobjState(mo, S_NULL);
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SUMMONMAULATOR);
if (mo) mo->flags2 |= MF2_DROPPED;
return;
}
memcpy((void *)mo->args, &leveltime, sizeof(leveltime));
master = (mobj_t *)actor->special1;
if (master->flags&MF_CORPSE)
{ // Master dead
mo->special1 = 0; // No master
}
else
{
mo->special1 = actor->special1; // Pointer to master (mobj_t *)
P_GivePower(master->player, pw_minotaur);
}
// Make smoke puff
P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKE);
S_StartSound(actor, SFX_MAULATOR_ACTIVE);
}
}
//==========================================================================
// Fog Variables:
//
// args[0] Speed (0..10) of fog
// args[1] Angle of spread (0..128)
// args[2] Frequency of spawn (1..10)
// args[3] Lifetime countdown
// args[4] Boolean: fog moving?
// special1 Internal: Counter for spawn frequency
// special2 Internal: Index into floatbob table
//
//==========================================================================
void A_FogSpawn(mobj_t *actor)
{
mobj_t *mo=NULL;
angle_t delta;
if (actor->special1-- > 0) return;
actor->special1 = actor->args[2]; // Reset frequency count
switch(P_Random()%3)
{
case 0:
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHS);
break;
case 1:
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHM);
break;
case 2:
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHL);
break;
}
if (mo)
{
delta = actor->args[1];
if (delta==0) delta=1;
mo->angle = actor->angle + (((P_Random()%delta)-(delta>>1))<<24);
mo->target = actor;
if (actor->args[0] < 1) actor->args[0] = 1;
mo->args[0] = (P_Random() % (actor->args[0]))+1; // Random speed
mo->args[3] = actor->args[3]; // Set lifetime
mo->args[4] = 1; // Set to moving
mo->special2 = P_Random()&63;
}
}
void A_FogMove(mobj_t *actor)
{
int speed = actor->args[0]<<FRACBITS;
angle_t angle;
int weaveindex;
if (!(actor->args[4])) return;
if (actor->args[3]-- <= 0)
{
P_SetMobjStateNF(actor, actor->info->deathstate);
return;
}
if ((actor->args[3] % 4) == 0)
{
weaveindex = actor->special2;
actor->z += FloatBobOffsets[weaveindex]>>1;
actor->special2 = (weaveindex+1)&63;
}
angle = actor->angle>>ANGLETOFINESHIFT;
actor->momx = FixedMul(speed, finecosine[angle]);
actor->momy = FixedMul(speed, finesine[angle]);
}
//===========================================================================
//
// A_PoisonBagInit
//
//===========================================================================
void A_PoisonBagInit(mobj_t *actor)
{
mobj_t *mo;
mo = P_SpawnMobj(actor->x, actor->y, actor->z+28*FRACUNIT,
MT_POISONCLOUD);
if(!mo)
{
return;
}
mo->momx = 1; // missile objects must move to impact other objects
mo->special1 = 24+(P_Random()&7);
mo->special2 = 0;
mo->target = actor->target;
mo->radius = 20*FRACUNIT;
mo->height = 30*FRACUNIT;
mo->flags &= ~MF_NOCLIP;
}
//===========================================================================
//
// A_PoisonBagCheck
//
//===========================================================================
void A_PoisonBagCheck(mobj_t *actor)
{
if(!--actor->special1)
{
P_SetMobjState(actor, S_POISONCLOUD_X1);
}
else
{
return;
}
}
//===========================================================================
//
// A_PoisonBagDamage
//
//===========================================================================
void A_PoisonBagDamage(mobj_t *actor)
{
int bobIndex;
extern void A_Explode(mobj_t *actor);
A_Explode(actor);
bobIndex = actor->special2;
actor->z += FloatBobOffsets[bobIndex]>>4;
actor->special2 = (bobIndex+1)&63;
}
//===========================================================================
//
// A_PoisonShroom
//
//===========================================================================
void A_PoisonShroom(mobj_t *actor)
{
actor->tics = 128+(P_Random()<<1);
}
//===========================================================================
//
// A_CheckThrowBomb
//
//===========================================================================
void A_CheckThrowBomb(mobj_t *actor)
{
if(abs(actor->momx) < 1.5*FRACUNIT && abs(actor->momy) < 1.5*FRACUNIT
&& actor->momz < 2*FRACUNIT
&& actor->state == &states[S_THROWINGBOMB6])
{
P_SetMobjState(actor, S_THROWINGBOMB7);
actor->z = actor->floorz;
actor->momz = 0;
actor->flags2 &= ~MF2_FLOORBOUNCE;
actor->flags &= ~MF_MISSILE;
}
if(!--actor->health)
{
P_SetMobjState(actor, actor->info->deathstate);
}
}
//===========================================================================
// Quake variables
//
// args[0] Intensity on richter scale (2..9)
// args[1] Duration in tics
// args[2] Radius for damage
// args[3] Radius for tremor
// args[4] TID of map thing for focus of quake
//
//===========================================================================
//===========================================================================
//
// A_LocalQuake
//
//===========================================================================
boolean A_LocalQuake(byte *args, mobj_t *actor)
{
mobj_t *focus, *target;
int lastfound=0;
int success=false;
actor=actor; // suppress warning
// Find all quake foci
do
{
target = P_FindMobjFromTID(args[4], &lastfound);
if (target)
{
focus = P_SpawnMobj(target->x,
target->y,
target->z, MT_QUAKE_FOCUS);
if (focus)
{
focus->args[0] = args[0];
focus->args[1] = args[1]>>1; // decremented every 2 tics
focus->args[2] = args[2];
focus->args[3] = args[3];
focus->args[4] = args[4];
success = true;
}
}
}while(target != NULL);
return(success);
}
//===========================================================================
//
// A_Quake
//
//===========================================================================
int localQuakeHappening[MAXPLAYERS];
void A_Quake(mobj_t *actor)
{
angle_t an;
player_t *player;
mobj_t *victim;
int richters = actor->args[0];
int playnum;
fixed_t dist;
if (actor->args[1]-- > 0)
{
for (playnum=0; playnum < MAXPLAYERS; playnum++)
{
player = &players[playnum];
if (!playeringame[playnum]) continue;
victim = player->mo;
dist = P_AproxDistance(actor->x - victim->x,
actor->y - victim->y) >> (FRACBITS+6);
// Tested in tile units (64 pixels)
if (dist < actor->args[3]) // In tremor radius
{
localQuakeHappening[playnum] = richters;
}
// Check if in damage radius
if ((dist < actor->args[2]) &&
(victim->z <= victim->floorz))
{
if (P_Random() < 50)
{
P_DamageMobj(victim, NULL, NULL, HITDICE(1));
}
// Thrust player around
an = victim->angle + ANGLE_1*P_Random();
P_ThrustMobj(victim,an,richters<<(FRACBITS-1));
}
}
}
else
{
for (playnum=0; playnum < MAXPLAYERS; playnum++)
{
localQuakeHappening[playnum] = false;
}
P_SetMobjState(actor, S_NULL);
}
}
//===========================================================================
//
// Teleport other stuff
//
//===========================================================================
#define TELEPORT_LIFE 1
void A_TeloSpawnA(mobj_t *actor)
{
mobj_t *mo;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX2);
if (mo)
{
mo->special1 = TELEPORT_LIFE; // Lifetime countdown
mo->angle = actor->angle;
mo->target = actor->target;
mo->momx = actor->momx>>1;
mo->momy = actor->momy>>1;
mo->momz = actor->momz>>1;
}
}
void A_TeloSpawnB(mobj_t *actor)
{
mobj_t *mo;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX3);
if (mo)
{
mo->special1 = TELEPORT_LIFE; // Lifetime countdown
mo->angle = actor->angle;
mo->target = actor->target;
mo->momx = actor->momx>>1;
mo->momy = actor->momy>>1;
mo->momz = actor->momz>>1;
}
}
void A_TeloSpawnC(mobj_t *actor)
{
mobj_t *mo;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX4);
if (mo)
{
mo->special1 = TELEPORT_LIFE; // Lifetime countdown
mo->angle = actor->angle;
mo->target = actor->target;
mo->momx = actor->momx>>1;
mo->momy = actor->momy>>1;
mo->momz = actor->momz>>1;
}
}
void A_TeloSpawnD(mobj_t *actor)
{
mobj_t *mo;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX5);
if (mo)
{
mo->special1 = TELEPORT_LIFE; // Lifetime countdown
mo->angle = actor->angle;
mo->target = actor->target;
mo->momx = actor->momx>>1;
mo->momy = actor->momy>>1;
mo->momz = actor->momz>>1;
}
}
void A_CheckTeleRing(mobj_t *actor)
{
if (actor->special1-- <= 0)
{
P_SetMobjState(actor, actor->info->deathstate);
}
}
// Dirt stuff
void P_SpawnDirt(mobj_t *actor, fixed_t radius)
{
fixed_t x,y,z;
int dtype=0;
mobj_t *mo;
angle_t angle;
angle = P_Random()<<5; // <<24 >>19
x = actor->x + FixedMul(radius,finecosine[angle]);
y = actor->y + FixedMul(radius,finesine[angle]);
// x = actor->x + ((P_Random()-P_Random())%radius)<<FRACBITS;
// y = actor->y + ((P_Random()-P_Random()<<FRACBITS)%radius);
z = actor->z + (P_Random()<<9) + FRACUNIT;
switch(P_Random()%6)
{
case 0:
dtype = MT_DIRT1;
break;
case 1:
dtype = MT_DIRT2;
break;
case 2:
dtype = MT_DIRT3;
break;
case 3:
dtype = MT_DIRT4;
break;
case 4:
dtype = MT_DIRT5;
break;
case 5:
dtype = MT_DIRT6;
break;
}
mo = P_SpawnMobj(x,y,z,dtype);
if (mo)
{
mo->momz = P_Random()<<10;
}
}
//===========================================================================
//
// Thrust floor stuff
//
// Thrust Spike Variables
// special1 pointer to dirt clump mobj
// special2 speed of raise
// args[0] 0 = lowered, 1 = raised
// args[1] 0 = normal, 1 = bloody
//===========================================================================
void A_ThrustInitUp(mobj_t *actor)
{
actor->special2 = 5; // Raise speed
actor->args[0] = 1; // Mark as up
actor->floorclip = 0;
actor->flags = MF_SOLID;
actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
actor->special1 = 0L;
}
void A_ThrustInitDn(mobj_t *actor)
{
mobj_t *mo;
actor->special2 = 5; // Raise speed
actor->args[0] = 0; // Mark as down
actor->floorclip = actor->info->height;
actor->flags = 0;
actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP|MF2_DONTDRAW;
mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_DIRTCLUMP);
actor->special1 = (int)mo;
}
void A_ThrustRaise(mobj_t *actor)
{
if (A_RaiseMobj(actor))
{ // Reached it's target height
actor->args[0] = 1;
if (actor->args[1])
P_SetMobjStateNF(actor, S_BTHRUSTINIT2_1);
else
P_SetMobjStateNF(actor, S_THRUSTINIT2_1);
}
// Lose the dirt clump
if ((actor->floorclip < actor->height) && actor->special1)
{
P_RemoveMobj( (mobj_t *)actor->special1 );
actor->special1 = 0;
}
// Spawn some dirt
if (P_Random()<40)
P_SpawnDirt(actor, actor->radius);
actor->special2++; // Increase raise speed
}
void A_ThrustLower(mobj_t *actor)
{
if (A_SinkMobj(actor))
{
actor->args[0] = 0;
if (actor->args[1])
P_SetMobjStateNF(actor, S_BTHRUSTINIT1_1);
else
P_SetMobjStateNF(actor, S_THRUSTINIT1_1);
}
}
void A_ThrustBlock(mobj_t *actor)
{
actor->flags |= MF_SOLID;
}
void A_ThrustImpale(mobj_t *actor)
{
// Impale all shootables in radius
PIT_ThrustSpike(actor);
}
//===========================================================================
//
// A_SoAExplode - Suit of Armor Explode
//
//===========================================================================
void A_SoAExplode(mobj_t *actor)
{
mobj_t *mo;
int i;
for(i = 0; i < 10; i++)
{
mo = P_SpawnMobj(actor->x+((P_Random()-128)<<12),
actor->y+((P_Random()-128)<<12),
actor->z+(P_Random()*actor->height/256), MT_ZARMORCHUNK);
P_SetMobjState(mo, mo->info->spawnstate+i);
if(mo)
{
mo->momz = ((P_Random()&7)+5)*FRACUNIT;
mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
}
}
if(actor->args[0])
{ // Spawn an item
if(!nomonsters
|| !(mobjinfo[TranslateThingType[actor->args[0]]].flags&MF_COUNTKILL))
{ // Only spawn monsters if not -nomonsters
P_SpawnMobj(actor->x, actor->y, actor->z,
TranslateThingType[actor->args[0]]);
}
}
S_StartSound(mo, SFX_SUITOFARMOR_BREAK);
P_RemoveMobj(actor);
}
//===========================================================================
//
// A_BellReset1
//
//===========================================================================
void A_BellReset1(mobj_t *actor)
{
actor->flags |= MF_NOGRAVITY;
actor->height <<= 2;
}
//===========================================================================
//
// A_BellReset2
//
//===========================================================================
void A_BellReset2(mobj_t *actor)
{
actor->flags |= MF_SHOOTABLE;
actor->flags &= ~MF_CORPSE;
actor->health = 5;
}
//===========================================================================
//
// A_FlameCheck
//
//===========================================================================
void A_FlameCheck(mobj_t *actor)
{
if(!actor->args[0]--) // Called every 8 tics
{
P_SetMobjState(actor, S_NULL);
}
}
//===========================================================================
// Bat Spawner Variables
// special1 frequency counter
// special2
// args[0] frequency of spawn (1=fastest, 10=slowest)
// args[1] spread angle (0..255)
// args[2]
// args[3] duration of bats (in octics)
// args[4] turn amount per move (in degrees)
//
// Bat Variables
// special2 lifetime counter
// args[4] turn amount per move (in degrees)
//===========================================================================
void A_BatSpawnInit(mobj_t *actor)
{
actor->special1 = 0; // Frequency count
}
void A_BatSpawn(mobj_t *actor)
{
mobj_t *mo;
int delta;
angle_t angle;
// Countdown until next spawn
if (actor->special1-- > 0) return;
actor->special1 = actor->args[0]; // Reset frequency count
delta = actor->args[1];
if (delta==0) delta=1;
angle = actor->angle + (((P_Random()%delta)-(delta>>1))<<24);
mo = P_SpawnMissileAngle(actor, MT_BAT, angle, 0);
if (mo)
{
mo->args[0] = P_Random()&63; // floatbob index
mo->args[4] = actor->args[4]; // turn degrees
mo->special2 = actor->args[3]<<3; // Set lifetime
mo->target = actor;
}
}
void A_BatMove(mobj_t *actor)
{
angle_t newangle;
fixed_t speed;
if (actor->special2 < 0)
{
P_SetMobjState(actor, actor->info->deathstate);
}
actor->special2 -= 2; // Called every 2 tics
if (P_Random()<128)
{
newangle = actor->angle + ANGLE_1*actor->args[4];
}
else
{
newangle = actor->angle - ANGLE_1*actor->args[4];
}
// Adjust momentum vector to new direction
newangle >>= ANGLETOFINESHIFT;
speed = FixedMul(actor->info->speed, P_Random()<<10);
actor->momx = FixedMul(speed, finecosine[newangle]);
actor->momy = FixedMul(speed, finesine[newangle]);
if (P_Random()<15)
S_StartSound(actor, SFX_BAT_SCREAM);
// Handle Z movement
actor->z = actor->target->z + 2*FloatBobOffsets[actor->args[0]];
actor->args[0] = (actor->args[0]+3)&63;
}
//===========================================================================
//
// A_TreeDeath
//
//===========================================================================
void A_TreeDeath(mobj_t *actor)
{
if(!(actor->flags2&MF2_FIREDAMAGE))
{
actor->height <<= 2;
actor->flags |= MF_SHOOTABLE;
actor->flags &= ~(MF_CORPSE+MF_DROPOFF);
actor->health = 35;
return;
}
else
{
P_SetMobjState(actor, actor->info->meleestate);
}
}
//===========================================================================
//
// A_NoGravity
//
//===========================================================================
void A_NoGravity(mobj_t *actor)
{
actor->flags |= MF_NOGRAVITY;
}