2442 lines
54 KiB
C
2442 lines
54 KiB
C
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//**************************************************************************
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//**
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//** p_mobj.c : Heretic 2 : Raven Software, Corp.
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//**
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//** $RCSfile: p_mobj.c,v $
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//** $Revision: 1.133 $
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//** $Date: 96/01/12 12:31:43 $
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//** $Author: bgokey $
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//**
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//**************************************************************************
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// HEADER FILES ------------------------------------------------------------
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#include "h2def.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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// MACROS ------------------------------------------------------------------
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#define MAX_TID_COUNT 200
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void G_PlayerReborn(int player);
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void P_MarkAsLeaving(mobj_t *corpse);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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void P_SpawnMapThing(mapthing_t *mthing);
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void PlayerLandedOnThing(mobj_t *mo, mobj_t *onmobj);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern mobj_t LavaInflictor;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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mobjtype_t PuffType;
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mobj_t *MissileMobj;
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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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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static int TIDList[MAX_TID_COUNT+1]; // +1 for termination marker
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static mobj_t *TIDMobj[MAX_TID_COUNT];
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// 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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// 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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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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switch(mo->type)
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{
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case MT_SORCBALL1:
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case MT_SORCBALL2:
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case MT_SORCBALL3:
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S_StartSound(NULL, SFX_SORCERER_BIGBALLEXPLODE);
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break;
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case MT_SORCFX1:
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S_StartSound(NULL, SFX_SORCERER_HEADSCREAM);
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break;
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default:
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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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break;
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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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if(P_HitFloor(mo) >= FLOOR_LIQUID)
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{
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switch(mo->type)
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{
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case MT_SORCFX1:
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case MT_SORCBALL1:
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case MT_SORCBALL2:
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case MT_SORCBALL3:
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break;
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default:
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P_RemoveMobj(mo);
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return;
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}
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}
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switch(mo->type)
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{
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case MT_SORCFX1:
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mo->momz = -mo->momz; // no energy absorbed
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break;
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case MT_SGSHARD1:
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case MT_SGSHARD2:
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case MT_SGSHARD3:
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case MT_SGSHARD4:
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case MT_SGSHARD5:
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case MT_SGSHARD6:
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case MT_SGSHARD7:
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case MT_SGSHARD8:
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case MT_SGSHARD9:
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case MT_SGSHARD0:
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mo->momz = FixedMul(mo->momz, -0.3*FRACUNIT);
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if(abs(mo->momz) < (FRACUNIT/2))
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{
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P_SetMobjState(mo, S_NULL);
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return;
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}
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break;
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default:
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mo->momz = FixedMul(mo->momz, -0.7*FRACUNIT);
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break;
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}
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mo->momx = 2*mo->momx/3;
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mo->momy = 2*mo->momy/3;
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if(mo->info->seesound)
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{
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switch(mo->type)
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{
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case MT_SORCBALL1:
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case MT_SORCBALL2:
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case MT_SORCBALL3:
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if (!mo->args[0]) S_StartSound(mo, mo->info->seesound);
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break;
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default:
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S_StartSound(mo, mo->info->seesound);
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break;
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}
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S_StartSound(mo, mo->info->seesound);
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}
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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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//
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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+(target->height>>1)
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-(actor->z+(actor->height>>1)))/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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angle_t angle;
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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;
|
||
|
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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|
}
|
||
|
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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else if(mo->momy < -MAXMOVE)
|
||
|
{
|
||
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mo->momy = -MAXMOVE;
|
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|
}
|
||
|
xmove = mo->momx;
|
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ymove = mo->momy;
|
||
|
do
|
||
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{
|
||
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if(xmove > MAXMOVE/2 || ymove > MAXMOVE/2)
|
||
|
{
|
||
|
ptryx = mo->x+xmove/2;
|
||
|
ptryy = mo->y+ymove/2;
|
||
|
xmove >>= 1;
|
||
|
ymove >>= 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ptryx = mo->x + xmove;
|
||
|
ptryy = mo->y + ymove;
|
||
|
xmove = ymove = 0;
|
||
|
}
|
||
|
if(!P_TryMove(mo, ptryx, ptryy))
|
||
|
{ // Blocked move
|
||
|
if(mo->flags2&MF2_SLIDE)
|
||
|
{ // Try to slide along it
|
||
|
if(BlockingMobj == NULL)
|
||
|
{ // Slide against wall
|
||
|
P_SlideMove(mo);
|
||
|
}
|
||
|
else
|
||
|
{ // Slide against mobj
|
||
|
//if(P_TryMove(mo, mo->x, mo->y+mo->momy))
|
||
|
if(P_TryMove(mo, mo->x, ptryy))
|
||
|
{
|
||
|
mo->momx = 0;
|
||
|
}
|
||
|
//else if(P_TryMove(mo, mo->x+mo->momx, mo->y))
|
||
|
else if(P_TryMove(mo, ptryx, mo->y))
|
||
|
{
|
||
|
mo->momy = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mo->momx = mo->momy = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if(mo->flags&MF_MISSILE)
|
||
|
{
|
||
|
if(mo->flags2&MF2_FLOORBOUNCE)
|
||
|
{
|
||
|
if(BlockingMobj)
|
||
|
{
|
||
|
if ((BlockingMobj->flags2&MF2_REFLECTIVE) ||
|
||
|
((!BlockingMobj->player) &&
|
||
|
(!(BlockingMobj->flags&MF_COUNTKILL))))
|
||
|
{
|
||
|
fixed_t speed;
|
||
|
|
||
|
angle = R_PointToAngle2(BlockingMobj->x,
|
||
|
BlockingMobj->y, mo->x, mo->y)
|
||
|
+ANGLE_1*((P_Random()%16)-8);
|
||
|
speed = P_AproxDistance(mo->momx, mo->momy);
|
||
|
speed = FixedMul(speed, 0.75*FRACUNIT);
|
||
|
mo->angle = angle;
|
||
|
angle >>= ANGLETOFINESHIFT;
|
||
|
mo->momx = FixedMul(speed, finecosine[angle]);
|
||
|
mo->momy = FixedMul(speed, finesine[angle]);
|
||
|
if(mo->info->seesound)
|
||
|
{
|
||
|
S_StartSound(mo, mo->info->seesound);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{ // Struck a player/creature
|
||
|
P_ExplodeMissile(mo);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{ // Struck a wall
|
||
|
P_BounceWall(mo);
|
||
|
switch(mo->type)
|
||
|
{
|
||
|
case MT_SORCBALL1:
|
||
|
case MT_SORCBALL2:
|
||
|
case MT_SORCBALL3:
|
||
|
case MT_SORCFX1:
|
||
|
break;
|
||
|
default:
|
||
|
if(mo->info->seesound)
|
||
|
{
|
||
|
S_StartSound(mo, mo->info->seesound);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
if(BlockingMobj &&
|
||
|
(BlockingMobj->flags2 & MF2_REFLECTIVE))
|
||
|
{
|
||
|
angle = R_PointToAngle2(BlockingMobj->x,
|
||
|
BlockingMobj->y,
|
||
|
mo->x, mo->y);
|
||
|
|
||
|
// Change angle for delflection/reflection
|
||
|
switch(BlockingMobj->type)
|
||
|
{
|
||
|
case MT_CENTAUR:
|
||
|
case MT_CENTAURLEADER:
|
||
|
if ( abs(angle-BlockingMobj->angle)>>24 > 45)
|
||
|
goto explode;
|
||
|
if (mo->type == MT_HOLY_FX)
|
||
|
goto explode;
|
||
|
// Drop through to sorcerer full reflection
|
||
|
case MT_SORCBOSS:
|
||
|
// Deflection
|
||
|
if (P_Random()<128)
|
||
|
angle += ANGLE_45;
|
||
|
else
|
||
|
angle -= ANGLE_45;
|
||
|
break;
|
||
|
default:
|
||
|
// Reflection
|
||
|
angle += ANGLE_1 * ((P_Random()%16)-8);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Reflect the missile along angle
|
||
|
mo->angle = angle;
|
||
|
angle >>= ANGLETOFINESHIFT;
|
||
|
mo->momx = FixedMul(mo->info->speed>>1, finecosine[angle]);
|
||
|
mo->momy = FixedMul(mo->info->speed>>1, finesine[angle]);
|
||
|
// mo->momz = -mo->momz;
|
||
|
if (mo->flags2 & MF2_SEEKERMISSILE)
|
||
|
{
|
||
|
mo->special1 = (int)(mo->target);
|
||
|
}
|
||
|
mo->target = BlockingMobj;
|
||
|
return;
|
||
|
}
|
||
|
explode:
|
||
|
// Explode a missile
|
||
|
if(ceilingline && ceilingline->backsector
|
||
|
&& ceilingline->backsector->ceilingpic == skyflatnum)
|
||
|
{ // Hack to prevent missiles exploding against the sky
|
||
|
if(mo->type == MT_BLOODYSKULL)
|
||
|
{
|
||
|
mo->momx = mo->momy = 0;
|
||
|
mo->momz = -FRACUNIT;
|
||
|
}
|
||
|
else if(mo->type == MT_HOLY_FX)
|
||
|
{
|
||
|
P_ExplodeMissile(mo);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
P_RemoveMobj(mo);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
P_ExplodeMissile(mo);
|
||
|
}
|
||
|
//else if(mo->info->crashstate)
|
||
|
//{
|
||
|
// mo->momx = mo->momy = 0;
|
||
|
// P_SetMobjState(mo, mo->info->crashstate);
|
||
|
// return;
|
||
|
//}
|
||
|
else
|
||
|
{
|
||
|
mo->momx = mo->momy = 0;
|
||
|
}
|
||
|
}
|
||
|
} while(xmove || ymove);
|
||
|
|
||
|
// Friction
|
||
|
|
||
|
if(player && player->cheats&CF_NOMOMENTUM)
|
||
|
{ // Debug option for no sliding at all
|
||
|
mo->momx = mo->momy = 0;
|
||
|
return;
|
||
|
}
|
||
|
if(mo->flags&(MF_MISSILE|MF_SKULLFLY))
|
||
|
{ // No friction for missiles
|
||
|
return;
|
||
|
}
|
||
|
if(mo->z > mo->floorz && !(mo->flags2&MF2_FLY) && !(mo->flags2&MF2_ONMOBJ))
|
||
|
{ // No friction when falling
|
||
|
if (mo->type != MT_BLASTEFFECT)
|
||
|
return;
|
||
|
}
|
||
|
if(mo->flags&MF_CORPSE)
|
||
|
{ // Don't stop sliding if halfway off a step with some momentum
|
||
|
if(mo->momx > FRACUNIT/4 || mo->momx < -FRACUNIT/4
|
||
|
|| mo->momy > FRACUNIT/4 || mo->momy < -FRACUNIT/4)
|
||
|
{
|
||
|
if(mo->floorz != mo->subsector->sector->floorheight)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if(mo->momx > -STOPSPEED && mo->momx < STOPSPEED
|
||
|
&& mo->momy > -STOPSPEED && mo->momy < STOPSPEED
|
||
|
&& (!player || (player->cmd.forwardmove == 0
|
||
|
&& player->cmd.sidemove == 0)))
|
||
|
{ // If in a walking frame, stop moving
|
||
|
if(player)
|
||
|
{
|
||
|
if((unsigned)((player->mo->state-states)
|
||
|
-PStateRun[player->class]) < 4)
|
||
|
{
|
||
|
P_SetMobjState(player->mo, PStateNormal[player->class]);
|
||
|
}
|
||
|
}
|
||
|
mo->momx = 0;
|
||
|
mo->momy = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(mo->flags2&MF2_FLY && !(mo->z <= mo->floorz)
|
||
|
&&!(mo->flags2&MF2_ONMOBJ))
|
||
|
{
|
||
|
mo->momx = FixedMul(mo->momx, FRICTION_FLY);
|
||
|
mo->momy = FixedMul(mo->momy, FRICTION_FLY);
|
||
|
}
|
||
|
else if(P_GetThingFloorType(mo) == FLOOR_ICE)
|
||
|
{
|
||
|
mo->momx = FixedMul(mo->momx, FRICTION_LOW);
|
||
|
mo->momy = FixedMul(mo->momy, FRICTION_LOW);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mo->momx = FixedMul(mo->momx, FRICTION_NORMAL);
|
||
|
mo->momy = FixedMul(mo->momy, FRICTION_NORMAL);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// Move this to p_inter ***
|
||
|
void P_MonsterFallingDamage(mobj_t *mo)
|
||
|
{
|
||
|
int damage;
|
||
|
int mom;
|
||
|
|
||
|
mom = abs(mo->momz);
|
||
|
if(mom > 35*FRACUNIT)
|
||
|
{ // automatic death
|
||
|
damage=10000;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
damage = ((mom - (23*FRACUNIT) )*6)>>FRACBITS;
|
||
|
}
|
||
|
damage=10000; // always kill 'em
|
||
|
P_DamageMobj(mo, NULL, NULL, damage);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
=
|
||
|
= P_ZMovement
|
||
|
=
|
||
|
===============
|
||
|
*/
|
||
|
|
||
|
void P_ZMovement(mobj_t *mo)
|
||
|
{
|
||
|
int dist;
|
||
|
int delta;
|
||
|
//
|
||
|
// check for smooth step up
|
||
|
//
|
||
|
if (mo->player && mo->z < mo->floorz)
|
||
|
{
|
||
|
mo->player->viewheight -= mo->floorz-mo->z;
|
||
|
mo->player->deltaviewheight = (VIEWHEIGHT - mo->player->viewheight)>>3;
|
||
|
}
|
||
|
//
|
||
|
// 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_HOLY_FX)
|
||
|
{ // The spirit struck the ground
|
||
|
mo->momz = 0;
|
||
|
P_HitFloor(mo);
|
||
|
return;
|
||
|
}
|
||
|
else if(mo->type == MT_MNTRFX2 || mo->type == MT_LIGHTNING_FLOOR)
|
||
|
{ // Minotaur floor fire can go up steps
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
P_HitFloor(mo);
|
||
|
P_ExplodeMissile(mo);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
if(mo->flags&MF_COUNTKILL) // Blasted mobj falling
|
||
|
{
|
||
|
if(mo->momz < -(23*FRACUNIT))
|
||
|
{
|
||
|
P_MonsterFallingDamage(mo);
|
||
|
}
|
||
|
}
|
||
|
if(mo->z-mo->momz > mo->floorz)
|
||
|
{ // Spawn splashes, etc.
|
||
|
P_HitFloor(mo);
|
||
|
}
|
||
|
mo->z = mo->floorz;
|
||
|
if(mo->momz < 0)
|
||
|
{
|
||
|
if(mo->flags2&MF2_ICEDAMAGE && mo->momz < -GRAVITY*8)
|
||
|
{
|
||
|
mo->tics = 1;
|
||
|
mo->momx = 0;
|
||
|
mo->momy = 0;
|
||
|
mo->momz = 0;
|
||
|
return;
|
||
|
}
|
||
|
if(mo->player)
|
||
|
{
|
||
|
mo->player->jumpTics = 7;// delay any jumping for a short time
|
||
|
if(mo->momz < -GRAVITY*8 && !(mo->flags2&MF2_FLY))
|
||
|
{ // squat down
|
||
|
mo->player->deltaviewheight = mo->momz>>3;
|
||
|
if(mo->momz < -23*FRACUNIT)
|
||
|
{
|
||
|
P_FallingDamage(mo->player);
|
||
|
P_NoiseAlert(mo, mo);
|
||
|
}
|
||
|
else if(mo->momz < -GRAVITY*12 && !mo->player->morphTics)
|
||
|
{
|
||
|
S_StartSound(mo, SFX_PLAYER_LAND);
|
||
|
switch(mo->player->class)
|
||
|
{
|
||
|
case PCLASS_FIGHTER:
|
||
|
S_StartSound(mo, SFX_PLAYER_FIGHTER_GRUNT);
|
||
|
break;
|
||
|
case PCLASS_CLERIC:
|
||
|
S_StartSound(mo, SFX_PLAYER_CLERIC_GRUNT);
|
||
|
break;
|
||
|
case PCLASS_MAGE:
|
||
|
S_StartSound(mo, SFX_PLAYER_MAGE_GRUNT);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else if ((P_GetThingFloorType(mo) < FLOOR_LIQUID) &&
|
||
|
(!mo->player->morphTics))
|
||
|
{
|
||
|
S_StartSound(mo, SFX_PLAYER_LAND);
|
||
|
}
|
||
|
#ifdef __WATCOMC__
|
||
|
if(!useexterndriver)
|
||
|
{
|
||
|
mo->player->centering = true;
|
||
|
}
|
||
|
#else
|
||
|
mo->player->centering = true;
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
else if(mo->type >= MT_POTTERY1
|
||
|
&& mo->type <= MT_POTTERY3)
|
||
|
{
|
||
|
P_DamageMobj(mo, NULL, NULL, 25);
|
||
|
}
|
||
|
else if(mo->flags&MF_COUNTKILL)
|
||
|
{
|
||
|
if(mo->momz < -23*FRACUNIT)
|
||
|
{
|
||
|
// Doesn't get here
|
||
|
}
|
||
|
}
|
||
|
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) &&
|
||
|
!(mo->flags2&MF2_ICEDAMAGE))
|
||
|
{
|
||
|
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->flags2&MF2_FLOORBOUNCE)
|
||
|
{
|
||
|
// Maybe reverse momentum here for ceiling bounce
|
||
|
// Currently won't happen
|
||
|
|
||
|
if(mo->info->seesound)
|
||
|
{
|
||
|
S_StartSound(mo, mo->info->seesound);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
if (mo->flags & MF_SKULLFLY)
|
||
|
{ // the skull slammed into something
|
||
|
mo->momz = -mo->momz;
|
||
|
}
|
||
|
if(mo->flags&MF_MISSILE)
|
||
|
{
|
||
|
if(mo->type == MT_LIGHTNING_CEILING)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if(mo->subsector->sector->ceilingpic == skyflatnum)
|
||
|
{
|
||
|
if(mo->type == MT_BLOODYSKULL)
|
||
|
{
|
||
|
mo->momx = mo->momy = 0;
|
||
|
mo->momz = -FRACUNIT;
|
||
|
}
|
||
|
else if(mo->type == MT_HOLY_FX)
|
||
|
{
|
||
|
P_ExplodeMissile(mo);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
P_RemoveMobj(mo);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
P_ExplodeMissile(mo);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC P_BlasterMobjThinker
|
||
|
//
|
||
|
//
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
void P_BlasterMobjThinker(mobj_t *mobj)
|
||
|
{
|
||
|
int i;
|
||
|
fixed_t xfrac;
|
||
|
fixed_t yfrac;
|
||
|
fixed_t zfrac;
|
||
|
fixed_t z;
|
||
|
boolean changexy;
|
||
|
mobj_t *mo;
|
||
|
|
||
|
// 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)
|
||
|
{
|
||
|
if(mobj->type == MT_MWAND_MISSILE && (P_Random() < 128))
|
||
|
{
|
||
|
z = mobj->z-8*FRACUNIT;
|
||
|
if(z < mobj->floorz)
|
||
|
{
|
||
|
z = mobj->floorz;
|
||
|
}
|
||
|
P_SpawnMobj(mobj->x, mobj->y, z, MT_MWANDSMOKE);
|
||
|
}
|
||
|
else if(!--mobj->special1)
|
||
|
{
|
||
|
mobj->special1 = 4;
|
||
|
z = mobj->z-12*FRACUNIT;
|
||
|
if(z < mobj->floorz)
|
||
|
{
|
||
|
z = mobj->floorz;
|
||
|
}
|
||
|
mo = P_SpawnMobj(mobj->x, mobj->y, z, MT_CFLAMEFLOOR);
|
||
|
if(mo)
|
||
|
{
|
||
|
mo->angle = mobj->angle;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// Advance the state
|
||
|
if(mobj->tics != -1)
|
||
|
{
|
||
|
mobj->tics--;
|
||
|
while(!mobj->tics)
|
||
|
{
|
||
|
if(!P_SetMobjState(mobj, mobj->state->nextstate))
|
||
|
{ // mobj was removed
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// PlayerLandedOnThing
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
static void PlayerLandedOnThing(mobj_t *mo, mobj_t *onmobj)
|
||
|
{
|
||
|
mo->player->deltaviewheight = mo->momz>>3;
|
||
|
if(mo->momz < -23*FRACUNIT)
|
||
|
{
|
||
|
P_FallingDamage(mo->player);
|
||
|
P_NoiseAlert(mo, mo);
|
||
|
}
|
||
|
else if(mo->momz < -GRAVITY*12
|
||
|
&& !mo->player->morphTics)
|
||
|
{
|
||
|
S_StartSound(mo, SFX_PLAYER_LAND);
|
||
|
switch(mo->player->class)
|
||
|
{
|
||
|
case PCLASS_FIGHTER:
|
||
|
S_StartSound(mo, SFX_PLAYER_FIGHTER_GRUNT);
|
||
|
break;
|
||
|
case PCLASS_CLERIC:
|
||
|
S_StartSound(mo, SFX_PLAYER_CLERIC_GRUNT);
|
||
|
break;
|
||
|
case PCLASS_MAGE:
|
||
|
S_StartSound(mo, SFX_PLAYER_MAGE_GRUNT);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else if(!mo->player->morphTics)
|
||
|
{
|
||
|
S_StartSound(mo, SFX_PLAYER_LAND);
|
||
|
}
|
||
|
#ifdef __WATCOMC__
|
||
|
if(!useexterndriver)
|
||
|
{
|
||
|
mo->player->centering = true;
|
||
|
}
|
||
|
#else
|
||
|
mo->player->centering = true;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
//
|
||
|
// PROC P_MobjThinker
|
||
|
//
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
void P_MobjThinker(mobj_t *mobj)
|
||
|
{
|
||
|
mobj_t *onmo;
|
||
|
/*
|
||
|
// Reset to not blasted when momentums are gone
|
||
|
if((mobj->flags2&MF2_BLASTED) && (!(mobj->momx)) && (!(mobj->momy)))
|
||
|
ResetBlasted(mobj);
|
||
|
*/
|
||
|
// Handle X and Y momentums
|
||
|
BlockingMobj = NULL;
|
||
|
if(mobj->momx || mobj->momy || (mobj->flags&MF_SKULLFLY))
|
||
|
{
|
||
|
P_XYMovement(mobj);
|
||
|
if(mobj->thinker.function == (think_t)-1)
|
||
|
{ // mobj was removed
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else if(mobj->flags2&MF2_BLASTED)
|
||
|
{ // Reset to not blasted when momentums are gone
|
||
|
ResetBlasted(mobj);
|
||
|
}
|
||
|
if(mobj->flags2&MF2_FLOATBOB)
|
||
|
{ // Floating item bobbing motion (special1 is height)
|
||
|
mobj->z = mobj->floorz +
|
||
|
mobj->special1 +
|
||
|
FloatBobOffsets[(mobj->health++)&63];
|
||
|
}
|
||
|
else if((mobj->z != mobj->floorz) || mobj->momz || BlockingMobj)
|
||
|
{ // Handle Z momentum and gravity
|
||
|
if(mobj->flags2&MF2_PASSMOBJ)
|
||
|
{
|
||
|
if(!(onmo = P_CheckOnmobj(mobj)))
|
||
|
{
|
||
|
P_ZMovement(mobj);
|
||
|
if(mobj->player && mobj->flags&MF2_ONMOBJ)
|
||
|
{
|
||
|
mobj->flags2 &= ~MF2_ONMOBJ;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(mobj->player)
|
||
|
{
|
||
|
if(mobj->momz < -GRAVITY*8 && !(mobj->flags2&MF2_FLY))
|
||
|
{
|
||
|
PlayerLandedOnThing(mobj, onmo);
|
||
|
}
|
||
|
if(onmo->z+onmo->height-mobj->z <= 24*FRACUNIT)
|
||
|
{
|
||
|
mobj->player->viewheight -= onmo->z+onmo->height
|
||
|
-mobj->z;
|
||
|
mobj->player->deltaviewheight =
|
||
|
(VIEWHEIGHT-mobj->player->viewheight)>>3;
|
||
|
mobj->z = onmo->z+onmo->height;
|
||
|
mobj->flags2 |= MF2_ONMOBJ;
|
||
|
mobj->momz = 0;
|
||
|
}
|
||
|
else
|
||
|
{ // hit the bottom of the blocking mobj
|
||
|
mobj->momz = 0;
|
||
|
}
|
||
|
}
|
||
|
/* Landing on another player, and mimicking his movements
|
||
|
if(mobj->player && onmo->player)
|
||
|
{
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// 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 if (mobj->flags2&MF2_FLOATBOB)
|
||
|
{
|
||
|
mobj->z = mobj->floorz + z; // artifact z passed in as height
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mobj->z = z;
|
||
|
}
|
||
|
if(mobj->flags2&MF2_FLOORCLIP && P_GetThingFloorType(mobj) >= FLOOR_LIQUID
|
||
|
&& mobj->z == mobj->subsector->sector->floorheight)
|
||
|
{
|
||
|
mobj->floorclip = 10*FRACUNIT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mobj->floorclip = 0;
|
||
|
}
|
||
|
|
||
|
mobj->thinker.function = P_MobjThinker;
|
||
|
P_AddThinker(&mobj->thinker);
|
||
|
return(mobj);
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// P_RemoveMobj
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void P_RemoveMobj(mobj_t *mobj)
|
||
|
{
|
||
|
// Remove from creature queue
|
||
|
if(mobj->flags&MF_COUNTKILL &&
|
||
|
mobj->flags&MF_CORPSE)
|
||
|
{
|
||
|
A_DeQueueCorpse(mobj);
|
||
|
}
|
||
|
|
||
|
if(mobj->tid)
|
||
|
{ // Remove from TID list
|
||
|
P_RemoveMobjFromTIDList(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;
|
||
|
|
||
|
if(!playeringame[mthing->type-1])
|
||
|
{ // Not playing
|
||
|
return;
|
||
|
}
|
||
|
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;
|
||
|
if(randomclass && deathmatch)
|
||
|
{
|
||
|
p->class = P_Random()%3;
|
||
|
if(p->class == PlayerClass[mthing->type-1])
|
||
|
{
|
||
|
p->class = (p->class+1)%3;
|
||
|
}
|
||
|
PlayerClass[mthing->type-1] = p->class;
|
||
|
SB_SetClassData();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
p->class = PlayerClass[mthing->type-1];
|
||
|
}
|
||
|
switch(p->class)
|
||
|
{
|
||
|
case PCLASS_FIGHTER:
|
||
|
mobj = P_SpawnMobj(x, y, z, MT_PLAYER_FIGHTER);
|
||
|
break;
|
||
|
case PCLASS_CLERIC:
|
||
|
mobj = P_SpawnMobj(x, y, z, MT_PLAYER_CLERIC);
|
||
|
break;
|
||
|
case PCLASS_MAGE:
|
||
|
mobj = P_SpawnMobj(x, y, z, MT_PLAYER_MAGE);
|
||
|
break;
|
||
|
default:
|
||
|
I_Error("P_SpawnPlayer: Unknown class type");
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Set translation table data
|
||
|
if(p->class == PCLASS_FIGHTER && (mthing->type == 1 || mthing->type == 3))
|
||
|
{
|
||
|
// The first type should be blue, and the third should be the
|
||
|
// Fighter's original gold color
|
||
|
if(mthing->type == 1)
|
||
|
{
|
||
|
mobj->flags |= 2<<MF_TRANSSHIFT;
|
||
|
}
|
||
|
}
|
||
|
else if(mthing->type > 1)
|
||
|
{ // Set color translation bits 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_ClearMessage(p);
|
||
|
p->damagecount = 0;
|
||
|
p->bonuscount = 0;
|
||
|
p->poisoncount = 0;
|
||
|
p->morphTics = 0;
|
||
|
p->extralight = 0;
|
||
|
p->fixedcolormap = 0;
|
||
|
p->viewheight = VIEWHEIGHT;
|
||
|
P_SetupPsprites(p);
|
||
|
if(deathmatch)
|
||
|
{ // Give all keys in death match mode
|
||
|
p->keys = 2047;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// P_SpawnMapThing
|
||
|
//
|
||
|
// The fields of the mapthing should already be in host byte order.
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void P_SpawnMapThing(mapthing_t *mthing)
|
||
|
{
|
||
|
int i;
|
||
|
unsigned int spawnMask;
|
||
|
mobj_t *mobj;
|
||
|
fixed_t x, y, z;
|
||
|
static unsigned int classFlags[] =
|
||
|
{
|
||
|
MTF_FIGHTER,
|
||
|
MTF_CLERIC,
|
||
|
MTF_MAGE
|
||
|
};
|
||
|
|
||
|
// Count deathmatch start positions
|
||
|
if(mthing->type == 11)
|
||
|
{
|
||
|
if(deathmatch_p < &deathmatchstarts[MAXDEATHMATCHSTARTS])
|
||
|
{
|
||
|
memcpy(deathmatch_p, mthing, sizeof(*mthing));
|
||
|
deathmatch_p++;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
if(mthing->type == PO_ANCHOR_TYPE)
|
||
|
{ // Polyobj Anchor Pt.
|
||
|
return;
|
||
|
}
|
||
|
else if(mthing->type == PO_SPAWN_TYPE
|
||
|
|| mthing->type == PO_SPAWNCRUSH_TYPE)
|
||
|
{ // Polyobj Anchor Pt.
|
||
|
po_NumPolyobjs++;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Check for player starts 1 to 4
|
||
|
if(mthing->type <= 4)
|
||
|
{
|
||
|
playerstarts[mthing->arg1][mthing->type-1] = *mthing;
|
||
|
if(!deathmatch && !mthing->arg1)
|
||
|
{
|
||
|
P_SpawnPlayer(mthing);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
// Check for player starts 5 to 8
|
||
|
if(mthing->type >= 9100 && mthing->type <= 9103)
|
||
|
{
|
||
|
mthing->type = 5+mthing->type-9100; // Translate to 5 - 8
|
||
|
playerstarts[mthing->arg1][mthing->type-1] = *mthing;
|
||
|
if(!deathmatch && !mthing->arg1)
|
||
|
{
|
||
|
P_SpawnPlayer(mthing);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(mthing->type >= 1400 && mthing->type < 1410)
|
||
|
{
|
||
|
R_PointInSubsector(mthing->x<<FRACBITS,
|
||
|
mthing->y<<FRACBITS)->sector->seqType = mthing->type-1400;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Check current game type with spawn flags
|
||
|
if(netgame == false)
|
||
|
{
|
||
|
spawnMask = MTF_GSINGLE;
|
||
|
}
|
||
|
else if(deathmatch)
|
||
|
{
|
||
|
spawnMask = MTF_GDEATHMATCH;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
spawnMask = MTF_GCOOP;
|
||
|
}
|
||
|
if(!(mthing->options&spawnMask))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Check current skill with spawn flags
|
||
|
if(gameskill == sk_baby || gameskill == sk_easy)
|
||
|
{
|
||
|
spawnMask = MTF_EASY;
|
||
|
}
|
||
|
else if(gameskill == sk_hard || gameskill == sk_nightmare)
|
||
|
{
|
||
|
spawnMask = MTF_HARD;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
spawnMask = MTF_NORMAL;
|
||
|
}
|
||
|
if(!(mthing->options&spawnMask))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Check current character classes with spawn flags
|
||
|
if(netgame == false)
|
||
|
{ // Single player
|
||
|
if((mthing->options&classFlags[PlayerClass[0]]) == 0)
|
||
|
{ // Not for current class
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else if(deathmatch == false)
|
||
|
{ // Cooperative
|
||
|
spawnMask = 0;
|
||
|
for(i = 0; i < MAXPLAYERS; i++)
|
||
|
{
|
||
|
if(playeringame[i])
|
||
|
{
|
||
|
spawnMask |= classFlags[PlayerClass[i]];
|
||
|
}
|
||
|
}
|
||
|
if((mthing->options&spawnMask) == 0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Find which type to spawn
|
||
|
for(i = 0; i < NUMMOBJTYPES; i++)
|
||
|
{
|
||
|
if(mthing->type == mobjinfo[i].doomednum)
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(i == NUMMOBJTYPES)
|
||
|
{ // Can't find thing type
|
||
|
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 monsters if -nomonsters
|
||
|
if(nomonsters && (mobjinfo[i].flags&MF_COUNTKILL))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
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 if(mobjinfo[i].flags2&MF2_FLOATBOB)
|
||
|
{
|
||
|
z = mthing->height<<FRACBITS;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
z = ONFLOORZ;
|
||
|
}
|
||
|
switch(i)
|
||
|
{ // Special stuff
|
||
|
case MT_ZLYNCHED_NOHEART:
|
||
|
P_SpawnMobj(x, y, ONFLOORZ, MT_BLOODPOOL);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
mobj = P_SpawnMobj(x, y, z, i);
|
||
|
if(z == ONFLOORZ)
|
||
|
{
|
||
|
mobj->z += mthing->height<<FRACBITS;
|
||
|
}
|
||
|
else if(z == ONCEILINGZ)
|
||
|
{
|
||
|
mobj->z -= mthing->height<<FRACBITS;
|
||
|
}
|
||
|
mobj->tid = mthing->tid;
|
||
|
mobj->special = mthing->special;
|
||
|
mobj->args[0] = mthing->arg1;
|
||
|
mobj->args[1] = mthing->arg2;
|
||
|
mobj->args[2] = mthing->arg3;
|
||
|
mobj->args[3] = mthing->arg4;
|
||
|
mobj->args[4] = mthing->arg5;
|
||
|
if(mobj->flags2&MF2_FLOATBOB)
|
||
|
{ // Seed random starting index for bobbing motion
|
||
|
mobj->health = P_Random();
|
||
|
mobj->special1 = mthing->height<<FRACBITS;
|
||
|
}
|
||
|
if(mobj->tics > 0)
|
||
|
{
|
||
|
mobj->tics = 1+(P_Random()%mobj->tics);
|
||
|
}
|
||
|
// if(mobj->flags&MF_COUNTITEM)
|
||
|
// {
|
||
|
// totalitems++;
|
||
|
// }
|
||
|
if (mobj->flags&MF_COUNTKILL)
|
||
|
{
|
||
|
// Quantize angle to 45 degree increments
|
||
|
mobj->angle = ANG45*(mthing->angle/45);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Scale angle correctly (source is 0..359)
|
||
|
mobj->angle = ((mthing->angle<<8)/360)<<24;
|
||
|
}
|
||
|
if(mthing->options&MTF_AMBUSH)
|
||
|
{
|
||
|
mobj->flags |= MF_AMBUSH;
|
||
|
}
|
||
|
if(mthing->options&MTF_DORMANT)
|
||
|
{
|
||
|
mobj->flags2 |= MF2_DORMANT;
|
||
|
if(mobj->type == MT_ICEGUY)
|
||
|
{
|
||
|
P_SetMobjState(mobj, S_ICEGUY_DORMANT);
|
||
|
}
|
||
|
mobj->tics = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// P_CreateTIDList
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void P_CreateTIDList(void)
|
||
|
{
|
||
|
int i;
|
||
|
mobj_t *mobj;
|
||
|
thinker_t *t;
|
||
|
|
||
|
i = 0;
|
||
|
for(t = thinkercap.next; t != &thinkercap; t = t->next)
|
||
|
{ // Search all current thinkers
|
||
|
if(t->function != P_MobjThinker)
|
||
|
{ // Not a mobj thinker
|
||
|
continue;
|
||
|
}
|
||
|
mobj = (mobj_t *)t;
|
||
|
if(mobj->tid != 0)
|
||
|
{ // Add to list
|
||
|
if(i == MAX_TID_COUNT)
|
||
|
{
|
||
|
I_Error("P_CreateTIDList: MAX_TID_COUNT (%d) exceeded.",
|
||
|
MAX_TID_COUNT);
|
||
|
}
|
||
|
TIDList[i] = mobj->tid;
|
||
|
TIDMobj[i++] = mobj;
|
||
|
}
|
||
|
}
|
||
|
// Add termination marker
|
||
|
TIDList[i] = 0;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// P_InsertMobjIntoTIDList
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void P_InsertMobjIntoTIDList(mobj_t *mobj, int tid)
|
||
|
{
|
||
|
int i;
|
||
|
int index;
|
||
|
|
||
|
index = -1;
|
||
|
for(i = 0; TIDList[i] != 0; i++)
|
||
|
{
|
||
|
if(TIDList[i] == -1)
|
||
|
{ // Found empty slot
|
||
|
index = i;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if(index == -1)
|
||
|
{ // Append required
|
||
|
if(i == MAX_TID_COUNT)
|
||
|
{
|
||
|
I_Error("P_InsertMobjIntoTIDList: MAX_TID_COUNT (%d)"
|
||
|
"exceeded.", MAX_TID_COUNT);
|
||
|
}
|
||
|
index = i;
|
||
|
TIDList[index+1] = 0;
|
||
|
}
|
||
|
mobj->tid = tid;
|
||
|
TIDList[index] = tid;
|
||
|
TIDMobj[index] = mobj;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// P_RemoveMobjFromTIDList
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
void P_RemoveMobjFromTIDList(mobj_t *mobj)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for(i = 0; TIDList[i] != 0; i++)
|
||
|
{
|
||
|
if(TIDMobj[i] == mobj)
|
||
|
{
|
||
|
TIDList[i] = -1;
|
||
|
TIDMobj[i] = NULL;
|
||
|
mobj->tid = 0;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
mobj->tid = 0;
|
||
|
}
|
||
|
|
||
|
//==========================================================================
|
||
|
//
|
||
|
// P_FindMobjFromTID
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
mobj_t *P_FindMobjFromTID(int tid, int *searchPosition)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for(i = *searchPosition+1; TIDList[i] != 0; i++)
|
||
|
{
|
||
|
if(TIDList[i] == tid)
|
||
|
{
|
||
|
*searchPosition = i;
|
||
|
return TIDMobj[i];
|
||
|
}
|
||
|
}
|
||
|
*searchPosition = -1;
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
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(linetarget && puff->info->seesound)
|
||
|
{ // Hit thing sound
|
||
|
S_StartSound(puff, puff->info->seesound);
|
||
|
}
|
||
|
else if(puff->info->attacksound)
|
||
|
{
|
||
|
S_StartSound(puff, puff->info->attacksound);
|
||
|
}
|
||
|
switch(PuffType)
|
||
|
{
|
||
|
case MT_PUNCHPUFF:
|
||
|
puff->momz = FRACUNIT;
|
||
|
break;
|
||
|
case MT_HAMMERPUFF:
|
||
|
puff->momz = .8*FRACUNIT;
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
PuffSpawned = puff;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
=
|
||
|
= 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())<<10;
|
||
|
mo->momy = (P_Random()-P_Random())<<10;
|
||
|
mo->momz = 3*FRACUNIT;
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// P_BloodSplatter2
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
void P_BloodSplatter2(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
|
||
|
mo = P_SpawnMobj(x+((P_Random()-128)<<11), y+((P_Random()-128)<<11), z,
|
||
|
MT_AXEBLOOD);
|
||
|
mo->target = originator;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// 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)
|
||
|
{
|
||
|
if(thing->floorpic)
|
||
|
{
|
||
|
return(TerrainTypes[thing->floorpic]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
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
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
#define SMALLSPLASHCLIP 12<<FRACBITS;
|
||
|
|
||
|
int P_HitFloor(mobj_t *thing)
|
||
|
{
|
||
|
mobj_t *mo;
|
||
|
int smallsplash=false;
|
||
|
|
||
|
if(thing->floorz != thing->subsector->sector->floorheight)
|
||
|
{ // don't splash if landing on the edge above water/lava/etc....
|
||
|
return(FLOOR_SOLID);
|
||
|
}
|
||
|
|
||
|
// Things that don't splash go here
|
||
|
switch(thing->type)
|
||
|
{
|
||
|
case MT_LEAF1:
|
||
|
case MT_LEAF2:
|
||
|
// case MT_BLOOD: // I set these to low mass -- pm
|
||
|
// case MT_BLOODSPLATTER:
|
||
|
case MT_SPLASH:
|
||
|
case MT_SLUDGECHUNK:
|
||
|
return(FLOOR_SOLID);
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Small splash for small masses
|
||
|
if (thing->info->mass < 10) smallsplash = true;
|
||
|
|
||
|
switch(P_GetThingFloorType(thing))
|
||
|
{
|
||
|
case FLOOR_WATER:
|
||
|
if (smallsplash)
|
||
|
{
|
||
|
mo=P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
|
||
|
if (mo) mo->floorclip += SMALLSPLASHCLIP;
|
||
|
S_StartSound(mo, SFX_AMBIENT10); // small drip
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
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);
|
||
|
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
|
||
|
if (thing->player) P_NoiseAlert(thing, thing);
|
||
|
S_StartSound(mo, SFX_WATER_SPLASH);
|
||
|
}
|
||
|
return(FLOOR_WATER);
|
||
|
case FLOOR_LAVA:
|
||
|
if (smallsplash)
|
||
|
{
|
||
|
mo=P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
|
||
|
if (mo) mo->floorclip += SMALLSPLASHCLIP;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE);
|
||
|
mo->momz = FRACUNIT+(P_Random()<<7);
|
||
|
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
|
||
|
if (thing->player) P_NoiseAlert(thing, thing);
|
||
|
}
|
||
|
S_StartSound(mo, SFX_LAVA_SIZZLE);
|
||
|
if(thing->player && leveltime&31)
|
||
|
{
|
||
|
P_DamageMobj(thing, &LavaInflictor, NULL, 5);
|
||
|
}
|
||
|
return(FLOOR_LAVA);
|
||
|
case FLOOR_SLUDGE:
|
||
|
if (smallsplash)
|
||
|
{
|
||
|
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ,
|
||
|
MT_SLUDGESPLASH);
|
||
|
if (mo) mo->floorclip += SMALLSPLASHCLIP;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
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);
|
||
|
mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ,
|
||
|
MT_SLUDGESPLASH);
|
||
|
if (thing->player) P_NoiseAlert(thing, thing);
|
||
|
}
|
||
|
S_StartSound(mo, SFX_SLUDGE_GLOOP);
|
||
|
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+source->floorclip;
|
||
|
break;
|
||
|
case MT_CENTAUR_FX:
|
||
|
z = source->z+45*FRACUNIT;
|
||
|
break;
|
||
|
case MT_ICEGUY_FX:
|
||
|
z = source->z+40*FRACUNIT;
|
||
|
break;
|
||
|
case MT_HOLY_MISSILE:
|
||
|
z = source->z+40*FRACUNIT;
|
||
|
break;
|
||
|
default:
|
||
|
z = source->z+32*FRACUNIT;
|
||
|
break;
|
||
|
}
|
||
|
z -= source->floorclip;
|
||
|
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_SpawnMissileXYZ
|
||
|
//
|
||
|
// Returns NULL if the missile exploded immediately, otherwise returns
|
||
|
// a mobj_t pointer to the missile.
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
mobj_t *P_SpawnMissileXYZ(fixed_t x, fixed_t y, fixed_t z,
|
||
|
mobj_t *source, mobj_t *dest, mobjtype_t type)
|
||
|
{
|
||
|
mobj_t *th;
|
||
|
angle_t an;
|
||
|
int dist;
|
||
|
|
||
|
z -= source->floorclip;
|
||
|
th = P_SpawnMobj(x, 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+source->floorclip;
|
||
|
break;
|
||
|
case MT_ICEGUY_FX2: // Secondary Projectiles of the Ice Guy
|
||
|
z = source->z+3*FRACUNIT;
|
||
|
break;
|
||
|
case MT_MSTAFF_FX2:
|
||
|
z = source->z+40*FRACUNIT;
|
||
|
break;
|
||
|
default:
|
||
|
z = source->z+32*FRACUNIT;
|
||
|
break;
|
||
|
}
|
||
|
z -= source->floorclip;
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// FUNC P_SpawnMissileAngleSpeed
|
||
|
//
|
||
|
// Returns NULL if the missile exploded immediately, otherwise returns
|
||
|
// a mobj_t pointer to the missile.
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
mobj_t *P_SpawnMissileAngleSpeed(mobj_t *source, mobjtype_t type,
|
||
|
angle_t angle, fixed_t momz, fixed_t speed)
|
||
|
{
|
||
|
fixed_t z;
|
||
|
mobj_t *mo;
|
||
|
|
||
|
z = source->z;
|
||
|
z -= source->floorclip;
|
||
|
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(speed, finecosine[angle]);
|
||
|
mo->momy = FixedMul(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;
|
||
|
if(type == MT_LIGHTNING_FLOOR)
|
||
|
{
|
||
|
z = ONFLOORZ;
|
||
|
slope = 0;
|
||
|
}
|
||
|
else if(type == MT_LIGHTNING_CEILING)
|
||
|
{
|
||
|
z = ONCEILINGZ;
|
||
|
slope = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;
|
||
|
z -= source->floorclip;
|
||
|
}
|
||
|
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_MWAND_MISSILE
|
||
|
|| MissileMobj->type == MT_CFLAME_MISSILE)
|
||
|
{ // 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);
|
||
|
}
|
||
|
|
||
|
|
||
|
//----------------------------------------------------------------------------
|
||
|
//
|
||
|
// P_SpawnPlayerMinotaur -
|
||
|
//
|
||
|
// Special missile that has larger blocking than player
|
||
|
//----------------------------------------------------------------------------
|
||
|
|
||
|
/*
|
||
|
mobj_t *P_SpawnPlayerMinotaur(mobj_t *source, mobjtype_t type)
|
||
|
{
|
||
|
angle_t an;
|
||
|
fixed_t x, y, z;
|
||
|
fixed_t dist=0 *FRACUNIT;
|
||
|
|
||
|
an = source->angle;
|
||
|
x = source->x + FixedMul(dist, finecosine[an>>ANGLETOFINESHIFT]);
|
||
|
y = source->y + FixedMul(dist, finesine[an>>ANGLETOFINESHIFT]);
|
||
|
z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;
|
||
|
z -= source->floorclip;
|
||
|
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 = 0;
|
||
|
|
||
|
// MissileMobj->x += (MissileMobj->momx>>3);
|
||
|
// MissileMobj->y += (MissileMobj->momy>>3);
|
||
|
// MissileMobj->z += (MissileMobj->momz>>3);
|
||
|
|
||
|
if(!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))
|
||
|
{ // Wouln't fit
|
||
|
|
||
|
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;
|
||
|
z -= source->floorclip;
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
//===========================================================================
|
||
|
//
|
||
|
// P_SPMAngleXYZ
|
||
|
//
|
||
|
//===========================================================================
|
||
|
|
||
|
mobj_t *P_SPMAngleXYZ(mobj_t *source, fixed_t x, fixed_t y,
|
||
|
fixed_t z, mobjtype_t type, angle_t angle)
|
||
|
{
|
||
|
mobj_t *th;
|
||
|
angle_t an;
|
||
|
fixed_t 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;
|
||
|
}
|
||
|
}
|
||
|
z += 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;
|
||
|
z -= source->floorclip;
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
mobj_t *P_SpawnKoraxMissile(fixed_t x, fixed_t y, fixed_t z,
|
||
|
mobj_t *source, mobj_t *dest, mobjtype_t type)
|
||
|
{
|
||
|
mobj_t *th;
|
||
|
angle_t an;
|
||
|
int dist;
|
||
|
|
||
|
z -= source->floorclip;
|
||
|
th = P_SpawnMobj(x, y, z, type);
|
||
|
if(th->info->seesound)
|
||
|
{
|
||
|
S_StartSound(th, th->info->seesound);
|
||
|
}
|
||
|
th->target = source; // Originator
|
||
|
an = R_PointToAngle2(x, 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 - x, dest->y - y);
|
||
|
dist = dist/th->info->speed;
|
||
|
if(dist < 1)
|
||
|
{
|
||
|
dist = 1;
|
||
|
}
|
||
|
th->momz = (dest->z-z+(30*FRACUNIT))/dist;
|
||
|
return(P_CheckMissileSpawn(th) ? th : NULL);
|
||
|
}
|