SRB2/src/p_mobj.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_mobj.c
/// \brief Moving object handling. Spawn functions
#include "doomdef.h"
#include "g_game.h"
#include "g_input.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "p_local.h"
#include "p_setup.h"
#include "r_main.h"
#include "r_things.h"
#include "r_sky.h"
#include "r_splats.h"
#include "s_sound.h"
#include "z_zone.h"
#include "m_random.h"
#include "m_cheat.h"
#include "m_misc.h"
#include "info.h"
#include "i_video.h"
#include "lua_hook.h"
#include "b_bot.h"
#ifdef ESLOPE
#include "p_slopes.h"
#endif
#include "f_finale.h"
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// protos.
static CV_PossibleValue_t viewheight_cons_t[] = {{16, "MIN"}, {56, "MAX"}, {0, NULL}};
consvar_t cv_viewheight = {"viewheight", VIEWHEIGHTS, 0, viewheight_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
#ifdef WALLSPLATS
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consvar_t cv_splats = {"splats", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
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actioncache_t actioncachehead;
static mobj_t *overlaycap = NULL;
void P_InitCachedActions(void)
{
actioncachehead.prev = actioncachehead.next = &actioncachehead;
}
void P_RunCachedActions(void)
{
actioncache_t *ac;
actioncache_t *next;
for (ac = actioncachehead.next; ac != &actioncachehead; ac = next)
{
var1 = states[ac->statenum].var1;
var2 = states[ac->statenum].var2;
#ifdef HAVE_BLUA
astate = &states[ac->statenum];
#endif
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if (ac->mobj && !P_MobjWasRemoved(ac->mobj)) // just in case...
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states[ac->statenum].action.acp1(ac->mobj);
next = ac->next;
Z_Free(ac);
}
}
void P_AddCachedAction(mobj_t *mobj, INT32 statenum)
{
actioncache_t *newaction = Z_Calloc(sizeof(actioncache_t), PU_LEVEL, NULL);
newaction->mobj = mobj;
newaction->statenum = statenum;
actioncachehead.prev->next = newaction;
newaction->next = &actioncachehead;
newaction->prev = actioncachehead.prev;
actioncachehead.prev = newaction;
}
//
// P_SetupStateAnimation
//
FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *st)
{
INT32 animlength = (mobj->sprite == SPR_PLAY && mobj->skin)
? (INT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes) - 1
: st->var1;
if (!(st->frame & FF_ANIMATE))
return;
if (animlength <= 0 || st->var2 == 0)
{
mobj->frame &= ~FF_ANIMATE;
return; // Crash/stupidity prevention
}
mobj->anim_duration = (UINT16)st->var2;
if (st->frame & FF_GLOBALANIM)
{
// Attempt to account for the pre-ticker for objects spawned on load
if (!leveltime) return;
mobj->anim_duration -= (leveltime + 2) % st->var2; // Duration synced to timer
mobj->frame += ((leveltime + 2) / st->var2) % (animlength + 1); // Frame synced to timer (duration taken into account)
}
else if (st->frame & FF_RANDOMANIM)
{
mobj->frame += P_RandomKey(animlength + 1); // Random starting frame
mobj->anim_duration -= P_RandomKey(st->var2); // Random duration for first frame
}
}
//
// P_CycleStateAnimation
//
FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj)
{
// var2 determines delay between animation frames
if (!(mobj->frame & FF_ANIMATE) || --mobj->anim_duration != 0)
return;
mobj->anim_duration = (UINT16)mobj->state->var2;
if (mobj->sprite != SPR_PLAY)
{
// compare the current sprite frame to the one we started from
// if more than var1 away from it, swap back to the original
// else just advance by one
if (((++mobj->frame) & FF_FRAMEMASK) - (mobj->state->frame & FF_FRAMEMASK) > (UINT32)mobj->state->var1)
mobj->frame = (mobj->state->frame & FF_FRAMEMASK) | (mobj->frame & ~FF_FRAMEMASK);
return;
}
// sprite2 version of above
if (mobj->skin && (((++mobj->frame) & FF_FRAMEMASK) >= (UINT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes)))
mobj->frame &= ~FF_FRAMEMASK;
}
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//
// P_CycleMobjState
//
static void P_CycleMobjState(mobj_t *mobj)
{
// state animations
P_CycleStateAnimation(mobj);
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// cycle through states,
// calling action functions at transitions
if (mobj->tics != -1)
{
mobj->tics--;
// you can cycle through multiple states in a tic
if (!mobj->tics && mobj->state)
if (!P_SetMobjState(mobj, mobj->state->nextstate))
return; // freed itself
}
}
//
// P_CycleMobjState for players.
//
static void P_CyclePlayerMobjState(mobj_t *mobj)
{
// state animations
P_CycleStateAnimation(mobj);
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// cycle through states,
// calling action functions at transitions
if (mobj->tics != -1)
{
mobj->tics--;
// you can cycle through multiple states in a tic
if (!mobj->tics && mobj->state)
if (!P_SetPlayerMobjState(mobj, mobj->state->nextstate))
return; // freed itself
}
}
//
// P_SetPlayerMobjState
// Returns true if the mobj is still present.
//
// Separate from P_SetMobjState because of the pw_flashing check and Super states
//
boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
{
state_t *st;
player_t *player = mobj->player;
// remember states seen, to detect cycles:
static statenum_t seenstate_tab[NUMSTATES]; // fast transition table
statenum_t *seenstate = seenstate_tab; // pointer to table
static INT32 recursion; // detects recursion
statenum_t i; // initial state
statenum_t tempstate[NUMSTATES]; // for use with recursion
#ifdef PARANOIA
if (player == NULL)
I_Error("P_SetPlayerMobjState used for non-player mobj. Use P_SetMobjState instead!\n(Mobj type: %d, State: %d)", mobj->type, state);
#endif
// Catch falling for nojumpspin
if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0))
return P_SetPlayerMobjState(mobj, S_PLAY_FALL);
// Catch swimming versus flying
if (state == S_PLAY_FLY && player->mo->eflags & MFE_UNDERWATER)
return P_SetPlayerMobjState(player->mo, S_PLAY_SWIM);
else if (state == S_PLAY_SWIM && !(player->mo->eflags & MFE_UNDERWATER))
return P_SetPlayerMobjState(player->mo, S_PLAY_FLY);
// Catch SF_NOSUPERSPIN jumps for Supers
if (player->powers[pw_super] && (player->charflags & SF_NOSUPERSPIN))
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{
if (state == S_PLAY_JUMP)
{
if (player->mo->state-states == S_PLAY_WALK)
return P_SetPlayerMobjState(mobj, S_PLAY_FLOAT);
return true;
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}
else if (player->mo->state-states == S_PLAY_FLOAT && state == S_PLAY_STND)
return true;
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}
// You were in pain state after taking a hit, and you're moving out of pain state now?
else if (mobj->state == &states[mobj->info->painstate] && player->powers[pw_flashing] == flashingtics && state != mobj->info->painstate)
{
// Start flashing, since you've landed.
player->powers[pw_flashing] = flashingtics-1;
P_DoPityCheck(player);
}
// Set animation state
// The pflags version of this was just as convoluted.
switch(state)
{
case S_PLAY_STND:
case S_PLAY_WAIT:
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player->panim = PA_IDLE;
break;
case S_PLAY_EDGE:
player->panim = PA_EDGE;
break;
case S_PLAY_WALK:
case S_PLAY_SKID:
case S_PLAY_FLOAT:
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player->panim = PA_WALK;
break;
case S_PLAY_RUN:
case S_PLAY_FLOAT_RUN:
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player->panim = PA_RUN;
break;
case S_PLAY_DASH:
player->panim = PA_DASH;
break;
case S_PLAY_PAIN:
case S_PLAY_STUN:
player->panim = PA_PAIN;
break;
case S_PLAY_ROLL:
//case S_PLAY_SPINDASH: -- everyone can ROLL thanks to zoom tubes...
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player->panim = PA_ROLL;
break;
case S_PLAY_JUMP:
player->panim = PA_JUMP;
break;
case S_PLAY_SPRING:
player->panim = PA_SPRING;
break;
case S_PLAY_FALL:
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player->panim = PA_FALL;
break;
case S_PLAY_FLY:
case S_PLAY_SWIM:
case S_PLAY_GLIDE:
case S_PLAY_BOUNCE:
case S_PLAY_BOUNCE_LANDING:
case S_PLAY_TWINSPIN:
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player->panim = PA_ABILITY;
break;
case S_PLAY_SPINDASH: // ...but the act of SPINDASHING is charability2 specific.
case S_PLAY_FIRE:
case S_PLAY_FIRE_FINISH:
case S_PLAY_MELEE:
case S_PLAY_MELEE_FINISH:
case S_PLAY_MELEE_LANDING:
player->panim = PA_ABILITY2;
break;
case S_PLAY_RIDE:
player->panim = PA_RIDE;
break;
default:
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player->panim = PA_ETC;
break;
}
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if (recursion++) // if recursion detected,
memset(seenstate = tempstate, 0, sizeof tempstate); // clear state table
i = state;
do
{
if (state == S_NULL)
{ // Bad SOC!
CONS_Alert(CONS_ERROR, "Cannot remove player mobj by setting its state to S_NULL.\n");
//P_RemoveMobj(mobj);
return false;
}
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
// Adjust the player's animation speed to match their velocity.
if (state == S_PLAY_STND && player->powers[pw_super] && skins[player->skin].sprites[SPR2_WAIT|FF_SPR2SUPER].numframes == 0) // if no super wait, don't wait at all
mobj->tics = -1;
else if (player->panim == PA_EDGE && (player->charflags & SF_FASTEDGE))
mobj->tics = 2;
else if (!(disableSpeedAdjust || player->charflags & SF_NOSPEEDADJUST))
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{
fixed_t speed;// = FixedDiv(player->speed, FixedMul(mobj->scale, player->mo->movefactor));
if (player->panim == PA_FALL)
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{
speed = FixedDiv(abs(mobj->momz), mobj->scale);
if (speed < 10<<FRACBITS)
mobj->tics = 4;
else if (speed < 20<<FRACBITS)
mobj->tics = 3;
else if (speed < 30<<FRACBITS)
mobj->tics = 2;
else
mobj->tics = 1;
}
else if (player->panim == PA_ABILITY2 && player->charability2 == CA2_SPINDASH)
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{
fixed_t step = (player->maxdash - player->mindash)/4;
speed = (player->dashspeed - player->mindash);
if (speed > 3*step)
mobj->tics = 1;
else if (speed > step)
mobj->tics = 2;
else
mobj->tics = 3;
}
else
{
speed = FixedDiv(player->speed, FixedMul(mobj->scale, player->mo->movefactor));
if (player->panim == PA_ROLL || player->panim == PA_JUMP)
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{
if (speed > 16<<FRACBITS)
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mobj->tics = 1;
else
mobj->tics = 2;
}
else if (P_IsObjectOnGround(mobj) || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) // Only if on the ground or superflying.
{
if (player->panim == PA_WALK)
{
if (speed > 12<<FRACBITS)
mobj->tics = 2;
else if (speed > 6<<FRACBITS)
mobj->tics = 3;
else
mobj->tics = 4;
}
else if ((player->panim == PA_RUN) || (player->panim == PA_DASH))
{
if (speed > 52<<FRACBITS)
mobj->tics = 1;
else
mobj->tics = 2;
}
}
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}
}
// Player animations
if (st->sprite == SPR_PLAY)
{
skin_t *skin = ((skin_t *)mobj->skin);
UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1;
UINT8 numframes, spr2;
if (skin)
{
spr2 = P_GetSkinSprite2(skin, (((player->powers[pw_super]) ? FF_SPR2SUPER : 0)|st->frame) & FF_FRAMEMASK, mobj->player);
numframes = skin->sprites[spr2].numframes;
}
else
{
spr2 = 0;
frame = 0;
numframes = 0;
}
if (mobj->sprite != SPR_PLAY)
{
mobj->sprite = SPR_PLAY;
frame = 0;
}
else if (mobj->sprite2 != spr2)
{
if ((st->frame & FF_SPR2MIDSTART) && numframes && P_RandomChance(FRACUNIT/2))
frame = numframes/2;
else
frame = 0;
}
if (frame >= numframes)
{
if (st->frame & FF_SPR2ENDSTATE) // no frame advancement
{
if (st->var1 == mobj->state-states)
frame--;
else
{
if (mobj->frame & FF_FRAMEMASK)
mobj->frame--;
return P_SetPlayerMobjState(mobj, st->var1);
}
}
else
frame = 0;
}
mobj->sprite2 = spr2;
mobj->frame = frame|(st->frame&~FF_FRAMEMASK);
if (mobj->color >= MAXSKINCOLORS && mobj->color < MAXTRANSLATIONS) // Super colours? Super bright!
mobj->frame |= FF_FULLBRIGHT;
}
// Regular sprites
else
{
mobj->sprite = st->sprite;
mobj->frame = st->frame;
}
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P_SetupStateAnimation(mobj, st);
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// Modified handling.
// Call action functions when the state is set
if (st->action.acp1)
{
var1 = st->var1;
var2 = st->var2;
#ifdef HAVE_BLUA
astate = st;
#endif
st->action.acp1(mobj);
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// woah. a player was removed by an action.
// this sounds like a VERY BAD THING, but there's nothing we can do now...
if (P_MobjWasRemoved(mobj))
return false;
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}
seenstate[state] = 1 + st->nextstate;
state = st->nextstate;
} while (!mobj->tics && !seenstate[state]);
if (!mobj->tics)
CONS_Alert(CONS_WARNING, M_GetText("State cycle detected, exiting.\n"));
if (!--recursion)
for (;(state = seenstate[i]) > S_NULL; i = state - 1)
seenstate[i] = S_NULL; // erase memory of states
return true;
}
boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
{
state_t *st;
// remember states seen, to detect cycles:
static statenum_t seenstate_tab[NUMSTATES]; // fast transition table
statenum_t *seenstate = seenstate_tab; // pointer to table
static INT32 recursion; // detects recursion
statenum_t i = state; // initial state
statenum_t tempstate[NUMSTATES]; // for use with recursion
#ifdef PARANOIA
if (mobj->player != NULL)
I_Error("P_SetMobjState used for player mobj. Use P_SetPlayerMobjState instead!\n(State called: %d)", state);
#endif
if (recursion++) // if recursion detected,
memset(seenstate = tempstate, 0, sizeof tempstate); // clear state table
do
{
if (state == S_NULL)
{
P_RemoveMobj(mobj);
return false;
}
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
// Player animations
if (st->sprite == SPR_PLAY)
{
skin_t *skin = ((skin_t *)mobj->skin);
UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1;
UINT8 numframes, spr2;
if (skin)
{
spr2 = P_GetSkinSprite2(skin, st->frame & FF_FRAMEMASK, mobj->player);
numframes = skin->sprites[spr2].numframes;
}
else
{
spr2 = 0;
frame = 0;
numframes = 0;
}
if (mobj->sprite != SPR_PLAY)
{
mobj->sprite = SPR_PLAY;
frame = 0;
}
else if (mobj->sprite2 != spr2)
{
if ((st->frame & FF_SPR2MIDSTART) && numframes && P_RandomChance(FRACUNIT/2))
frame = numframes/2;
else
frame = 0;
}
if (frame >= numframes)
{
if (st->frame & FF_SPR2ENDSTATE) // no frame advancement
{
if (st->var1 == mobj->state-states)
frame--;
else
{
if (mobj->frame & FF_FRAMEMASK)
mobj->frame--;
return P_SetMobjState(mobj, st->var1);
}
}
else
frame = 0;
}
mobj->sprite2 = spr2;
mobj->frame = frame|(st->frame&~FF_FRAMEMASK);
}
// Regular sprites
else
{
mobj->sprite = st->sprite;
mobj->frame = st->frame;
}
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P_SetupStateAnimation(mobj, st);
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// Modified handling.
// Call action functions when the state is set
if (st->action.acp1)
{
var1 = st->var1;
var2 = st->var2;
#ifdef HAVE_BLUA
astate = st;
#endif
st->action.acp1(mobj);
if (P_MobjWasRemoved(mobj))
return false;
}
seenstate[state] = 1 + st->nextstate;
state = st->nextstate;
} while (!mobj->tics && !seenstate[state]);
if (!mobj->tics)
CONS_Alert(CONS_WARNING, M_GetText("State cycle detected, exiting.\n"));
if (!--recursion)
for (;(state = seenstate[i]) > S_NULL; i = state - 1)
seenstate[i] = S_NULL; // erase memory of states
return true;
}
//----------------------------------------------------------------------------
//
// FUNC P_SetMobjStateNF
//
// Same as P_SetMobjState, but does not call the state function.
//
//----------------------------------------------------------------------------
boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state)
{
state_t *st;
if (state == S_NULL)
{ // Remove mobj
P_RemoveMobj(mobj);
return false;
}
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
P_SetupStateAnimation(mobj, st);
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return true;
}
static boolean P_SetPrecipMobjState(precipmobj_t *mobj, statenum_t state)
{
state_t *st;
if (state == S_NULL)
{ // Remove mobj
P_RemovePrecipMobj(mobj);
return false;
}
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
P_SetupStateAnimation((mobj_t*)mobj, st);
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return true;
}
//
// P_MobjFlip
//
// Special utility to return +1 or -1 depending on mobj's gravity
//
SINT8 P_MobjFlip(mobj_t *mobj)
{
if (mobj && mobj->eflags & MFE_VERTICALFLIP)
return -1;
return 1;
}
//
// P_WeaponOrPanel
//
// Returns true if weapon ring/panel; otherwise returns false
//
boolean P_WeaponOrPanel(mobjtype_t type)
{
if (type == MT_BOUNCERING
|| type == MT_AUTOMATICRING
|| type == MT_INFINITYRING
|| type == MT_RAILRING
|| type == MT_EXPLOSIONRING
|| type == MT_SCATTERRING
|| type == MT_GRENADERING
|| type == MT_BOUNCEPICKUP
|| type == MT_RAILPICKUP
|| type == MT_AUTOPICKUP
|| type == MT_EXPLODEPICKUP
|| type == MT_SCATTERPICKUP
|| type == MT_GRENADEPICKUP)
return true;
return false;
}
//
// P_EmeraldManager
//
// Power Stone emerald management
//
void P_EmeraldManager(void)
{
thinker_t *think;
mobj_t *mo;
INT32 i,j;
INT32 numtospawn;
INT32 emeraldsspawned = 0;
boolean hasemerald[MAXHUNTEMERALDS];
INT32 numwithemerald = 0;
// record empty spawn points
mobj_t *spawnpoints[MAXHUNTEMERALDS];
INT32 numspawnpoints = 0;
for (i = 0; i < MAXHUNTEMERALDS; i++)
{
hasemerald[i] = false;
spawnpoints[i] = NULL;
}
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
mo = (mobj_t *)think;
if (mo->type == MT_EMERALDSPAWN)
{
if (mo->threshold || mo->target) // Either has the emerald spawned or is spawning
{
numwithemerald++;
emeraldsspawned |= mobjinfo[mo->reactiontime].speed;
}
else if (numspawnpoints < MAXHUNTEMERALDS)
spawnpoints[numspawnpoints++] = mo; // empty spawn points
}
else if (mo->type == MT_FLINGEMERALD)
{
numwithemerald++;
emeraldsspawned |= mo->threshold;
}
}
if (numspawnpoints == 0)
return;
// But wait! We need to check all the players too, to see if anyone has some of the emeralds.
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo)
continue;
if (players[i].powers[pw_emeralds] & EMERALD1)
{
numwithemerald++;
emeraldsspawned |= EMERALD1;
}
if (players[i].powers[pw_emeralds] & EMERALD2)
{
numwithemerald++;
emeraldsspawned |= EMERALD2;
}
if (players[i].powers[pw_emeralds] & EMERALD3)
{
numwithemerald++;
emeraldsspawned |= EMERALD3;
}
if (players[i].powers[pw_emeralds] & EMERALD4)
{
numwithemerald++;
emeraldsspawned |= EMERALD4;
}
if (players[i].powers[pw_emeralds] & EMERALD5)
{
numwithemerald++;
emeraldsspawned |= EMERALD5;
}
if (players[i].powers[pw_emeralds] & EMERALD6)
{
numwithemerald++;
emeraldsspawned |= EMERALD6;
}
if (players[i].powers[pw_emeralds] & EMERALD7)
{
numwithemerald++;
emeraldsspawned |= EMERALD7;
}
}
// All emeralds spawned, no worries
if (numwithemerald >= 7)
return;
// Set up spawning for the emeralds
numtospawn = 7 - numwithemerald;
#ifdef PARANOIA
if (numtospawn <= 0) // ???
I_Error("P_EmeraldManager: numtospawn is %d!\n", numtospawn);
#endif
for (i = 0, j = 0; i < numtospawn; i++)
{
INT32 tries = 0;
while (true)
{
tries++;
if (tries > 50)
break;
j = P_RandomKey(numspawnpoints);
if (hasemerald[j])
continue;
hasemerald[j] = true;
if (!(emeraldsspawned & EMERALD1))
{
spawnpoints[j]->reactiontime = MT_EMERALD1;
emeraldsspawned |= EMERALD1;
}
else if (!(emeraldsspawned & EMERALD2))
{
spawnpoints[j]->reactiontime = MT_EMERALD2;
emeraldsspawned |= EMERALD2;
}
else if (!(emeraldsspawned & EMERALD3))
{
spawnpoints[j]->reactiontime = MT_EMERALD3;
emeraldsspawned |= EMERALD3;
}
else if (!(emeraldsspawned & EMERALD4))
{
spawnpoints[j]->reactiontime = MT_EMERALD4;
emeraldsspawned |= EMERALD4;
}
else if (!(emeraldsspawned & EMERALD5))
{
spawnpoints[j]->reactiontime = MT_EMERALD5;
emeraldsspawned |= EMERALD5;
}
else if (!(emeraldsspawned & EMERALD6))
{
spawnpoints[j]->reactiontime = MT_EMERALD6;
emeraldsspawned |= EMERALD6;
}
else if (!(emeraldsspawned & EMERALD7))
{
spawnpoints[j]->reactiontime = MT_EMERALD7;
emeraldsspawned |= EMERALD7;
}
else
break;
spawnpoints[j]->threshold = emeraldspawndelay + P_RandomByte() * (TICRATE/5);
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break;
}
}
emeraldspawndelay = 0;
2014-03-15 16:59:03 +00:00
}
//
// P_ExplodeMissile
//
void P_ExplodeMissile(mobj_t *mo)
{
mobj_t *explodemo;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
mo->momx = mo->momy = mo->momz = 0;
if (mo->flags & MF_NOCLIPTHING)
return;
if (mo->type == MT_DETON)
{
P_RadiusAttack(mo, mo, 96*FRACUNIT);
explodemo = P_SpawnMobj(mo->x, mo->y, mo->z, MT_EXPLODE);
P_SetScale(explodemo, mo->scale);
explodemo->destscale = mo->destscale;
explodemo->momx += (P_RandomByte() % 32) * FixedMul(FRACUNIT/8, explodemo->scale);
explodemo->momy += (P_RandomByte() % 32) * FixedMul(FRACUNIT/8, explodemo->scale);
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S_StartSound(explodemo, sfx_pop);
explodemo = P_SpawnMobj(mo->x, mo->y, mo->z, MT_EXPLODE);
P_SetScale(explodemo, mo->scale);
explodemo->destscale = mo->destscale;
explodemo->momx += (P_RandomByte() % 64) * FixedMul(FRACUNIT/8, explodemo->scale);
explodemo->momy -= (P_RandomByte() % 64) * FixedMul(FRACUNIT/8, explodemo->scale);
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S_StartSound(explodemo, sfx_dmpain);
explodemo = P_SpawnMobj(mo->x, mo->y, mo->z, MT_EXPLODE);
P_SetScale(explodemo, mo->scale);
explodemo->destscale = mo->destscale;
explodemo->momx -= (P_RandomByte() % 128) * FixedMul(FRACUNIT/8, explodemo->scale);
explodemo->momy += (P_RandomByte() % 128) * FixedMul(FRACUNIT/8, explodemo->scale);
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S_StartSound(explodemo, sfx_pop);
explodemo = P_SpawnMobj(mo->x, mo->y, mo->z, MT_EXPLODE);
P_SetScale(explodemo, mo->scale);
explodemo->destscale = mo->destscale;
explodemo->momx -= (P_RandomByte() % 96) * FixedMul(FRACUNIT/8, explodemo->scale);
explodemo->momy -= (P_RandomByte() % 96) * FixedMul(FRACUNIT/8, explodemo->scale);
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S_StartSound(explodemo, sfx_cybdth);
}
mo->flags &= ~MF_MISSILE;
mo->flags |= MF_NOGRAVITY; // Dead missiles don't need to sink anymore.
mo->flags |= MF_NOCLIPTHING; // Dummy flag to indicate that this was already called.
if (mo->info->deathsound && !(mo->flags2 & MF2_DEBRIS))
S_StartSound(mo, mo->info->deathsound);
P_SetMobjState(mo, mo->info->deathstate);
}
// P_InsideANonSolidFFloor
//
// Returns TRUE if mobj is inside a non-solid 3d floor.
boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover)
{
fixed_t topheight, bottomheight;
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if (!(rover->flags & FF_EXISTS))
return false;
if ((((rover->flags & FF_BLOCKPLAYER) && mobj->player)
|| ((rover->flags & FF_BLOCKOTHERS) && !mobj->player)))
return false;
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#ifdef ESLOPE
if (*rover->t_slope)
topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y);
if (*rover->b_slope)
bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y);
#endif
if (mobj->z > topheight)
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return false;
if (mobj->z + mobj->height < bottomheight)
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return false;
return true;
}
#ifdef ESLOPE
// P_GetFloorZ (and its ceiling counterpart)
// Gets the floor height (or ceiling height) of the mobj's contact point in sector, assuming object's center if moved to [x, y]
// If line is supplied, it's a divider line on the sector. Set it to NULL if you're not checking for collision with a line
// Supply boundsec ONLY when checking for specials! It should be the "in-level" sector, and sector the control sector (if separate).
// If set, then this function will iterate through boundsec's linedefs to find the highest contact point on the slope. Non-special-checking
// usage will handle that later.
static fixed_t HighestOnLine(fixed_t radius, fixed_t x, fixed_t y, line_t *line, pslope_t *slope, boolean actuallylowest)
{
// Alright, so we're sitting on a line that contains our slope sector, and need to figure out the highest point we're touching...
// The solution is simple! Get the line's vertices, and pull each one in along its line until it touches the object's bounding box
// (assuming it isn't already inside), then test each point's slope Z and return the higher of the two.
vertex_t v1, v2;
v1.x = line->v1->x;
v1.y = line->v1->y;
v2.x = line->v2->x;
v2.y = line->v2->y;
/*CONS_Printf("BEFORE: v1 = %f %f %f\n",
FIXED_TO_FLOAT(v1.x),
FIXED_TO_FLOAT(v1.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v1.x, v1.y))
);
CONS_Printf(" v2 = %f %f %f\n",
FIXED_TO_FLOAT(v2.x),
FIXED_TO_FLOAT(v2.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v2.x, v2.y))
);*/
if (abs(v1.x-x) > radius) {
// v1's x is out of range, so rein it in
fixed_t diff = abs(v1.x-x) - radius;
if (v1.x < x) { // Moving right
v1.x += diff;
v1.y += FixedMul(diff, FixedDiv(line->dy, line->dx));
} else { // Moving left
v1.x -= diff;
v1.y -= FixedMul(diff, FixedDiv(line->dy, line->dx));
}
}
if (abs(v1.y-y) > radius) {
// v1's y is out of range, so rein it in
fixed_t diff = abs(v1.y-y) - radius;
if (v1.y < y) { // Moving up
v1.y += diff;
v1.x += FixedMul(diff, FixedDiv(line->dx, line->dy));
} else { // Moving down
v1.y -= diff;
v1.x -= FixedMul(diff, FixedDiv(line->dx, line->dy));
}
}
if (abs(v2.x-x) > radius) {
// v1's x is out of range, so rein it in
fixed_t diff = abs(v2.x-x) - radius;
if (v2.x < x) { // Moving right
v2.x += diff;
v2.y += FixedMul(diff, FixedDiv(line->dy, line->dx));
} else { // Moving left
v2.x -= diff;
v2.y -= FixedMul(diff, FixedDiv(line->dy, line->dx));
}
}
if (abs(v2.y-y) > radius) {
// v2's y is out of range, so rein it in
fixed_t diff = abs(v2.y-y) - radius;
if (v2.y < y) { // Moving up
v2.y += diff;
v2.x += FixedMul(diff, FixedDiv(line->dx, line->dy));
} else { // Moving down
v2.y -= diff;
v2.x -= FixedMul(diff, FixedDiv(line->dx, line->dy));
}
}
/*CONS_Printf("AFTER: v1 = %f %f %f\n",
FIXED_TO_FLOAT(v1.x),
FIXED_TO_FLOAT(v1.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v1.x, v1.y))
);
CONS_Printf(" v2 = %f %f %f\n",
FIXED_TO_FLOAT(v2.x),
FIXED_TO_FLOAT(v2.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v2.x, v2.y))
);*/
// Return the higher of the two points
if (actuallylowest)
return min(
P_GetZAt(slope, v1.x, v1.y),
P_GetZAt(slope, v2.x, v2.y)
);
else
return max(
P_GetZAt(slope, v1.x, v1.y),
P_GetZAt(slope, v2.x, v2.y)
);
}
#endif
fixed_t P_MobjFloorZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect)
{
#ifdef ESLOPE
I_Assert(mobj != NULL);
#endif
I_Assert(sector != NULL);
#ifdef ESLOPE
if (sector->f_slope) {
fixed_t testx, testy;
pslope_t *slope = sector->f_slope;
// Get the corner of the object that should be the highest on the slope
if (slope->d.x < 0)
testx = mobj->radius;
else
testx = -mobj->radius;
if (slope->d.y < 0)
testy = mobj->radius;
else
testy = -mobj->radius;
if ((slope->zdelta > 0) ^ !!(lowest)) {
testx = -testx;
2015-04-29 05:29:51 +00:00
testy = -testy;
}
testx += x;
testy += y;
// If the highest point is in the sector, then we have it easy! Just get the Z at that point
2016-05-22 03:53:04 +00:00
if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector))
return P_GetZAt(slope, testx, testy);
// If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point
if (perfect) {
size_t i;
line_t *ld;
fixed_t bbox[4];
fixed_t finalheight;
if (lowest)
finalheight = INT32_MAX;
else
finalheight = INT32_MIN;
bbox[BOXLEFT] = x-mobj->radius;
bbox[BOXRIGHT] = x+mobj->radius;
bbox[BOXTOP] = y+mobj->radius;
bbox[BOXBOTTOM] = y-mobj->radius;
for (i = 0; i < boundsec->linecount; i++) {
ld = boundsec->lines[i];
if (bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || bbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || bbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
continue;
if (P_BoxOnLineSide(bbox, ld) != -1)
continue;
if (lowest)
finalheight = min(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, true));
else
finalheight = max(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, false));
}
return finalheight;
}
// If we're just testing for base sector location (no collision line), just go for the center's spot...
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
if (line == NULL)
return P_GetZAt(slope, x, y);
return HighestOnLine(mobj->radius, x, y, line, slope, lowest);
} else // Well, that makes it easy. Just get the floor height
#else
(void)mobj;
(void)boundsec;
(void)x;
(void)y;
(void)line;
(void)lowest;
(void)perfect;
#endif
return sector->floorheight;
}
fixed_t P_MobjCeilingZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect)
{
#ifdef ESLOPE
I_Assert(mobj != NULL);
#endif
I_Assert(sector != NULL);
#ifdef ESLOPE
if (sector->c_slope) {
fixed_t testx, testy;
pslope_t *slope = sector->c_slope;
// Get the corner of the object that should be the highest on the slope
if (slope->d.x < 0)
testx = mobj->radius;
else
testx = -mobj->radius;
if (slope->d.y < 0)
testy = mobj->radius;
else
testy = -mobj->radius;
if ((slope->zdelta > 0) ^ !!(lowest)) {
testx = -testx;
testy = -testy;
}
testx += x;
testy += y;
// If the highest point is in the sector, then we have it easy! Just get the Z at that point
2016-05-22 03:53:04 +00:00
if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector))
return P_GetZAt(slope, testx, testy);
// If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point
if (perfect) {
size_t i;
line_t *ld;
fixed_t bbox[4];
fixed_t finalheight;
if (lowest)
finalheight = INT32_MAX;
else
finalheight = INT32_MIN;
bbox[BOXLEFT] = x-mobj->radius;
bbox[BOXRIGHT] = x+mobj->radius;
bbox[BOXTOP] = y+mobj->radius;
bbox[BOXBOTTOM] = y-mobj->radius;
for (i = 0; i < boundsec->linecount; i++) {
ld = boundsec->lines[i];
if (bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || bbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || bbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
continue;
if (P_BoxOnLineSide(bbox, ld) != -1)
continue;
if (lowest)
finalheight = min(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, true));
else
finalheight = max(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, false));
}
return finalheight;
}
// If we're just testing for base sector location (no collision line), just go for the center's spot...
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
if (line == NULL)
return P_GetZAt(slope, x, y);
return HighestOnLine(mobj->radius, x, y, line, slope, lowest);
} else // Well, that makes it easy. Just get the ceiling height
#else
(void)mobj;
(void)boundsec;
(void)x;
(void)y;
(void)line;
(void)lowest;
(void)perfect;
#endif
return sector->ceilingheight;
}
// Now do the same as all above, but for cameras because apparently cameras are special?
fixed_t P_CameraFloorZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect)
{
#ifdef ESLOPE
I_Assert(mobj != NULL);
#endif
I_Assert(sector != NULL);
#ifdef ESLOPE
if (sector->f_slope) {
fixed_t testx, testy;
pslope_t *slope = sector->f_slope;
// Get the corner of the object that should be the highest on the slope
if (slope->d.x < 0)
testx = mobj->radius;
else
testx = -mobj->radius;
if (slope->d.y < 0)
testy = mobj->radius;
else
testy = -mobj->radius;
if ((slope->zdelta > 0) ^ !!(lowest)) {
testx = -testx;
testy = -testy;
}
testx += x;
testy += y;
// If the highest point is in the sector, then we have it easy! Just get the Z at that point
2016-05-22 03:53:04 +00:00
if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector))
return P_GetZAt(slope, testx, testy);
// If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point
if (perfect) {
size_t i;
line_t *ld;
fixed_t bbox[4];
fixed_t finalheight;
if (lowest)
finalheight = INT32_MAX;
else
finalheight = INT32_MIN;
bbox[BOXLEFT] = x-mobj->radius;
bbox[BOXRIGHT] = x+mobj->radius;
bbox[BOXTOP] = y+mobj->radius;
bbox[BOXBOTTOM] = y-mobj->radius;
for (i = 0; i < boundsec->linecount; i++) {
ld = boundsec->lines[i];
if (bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || bbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || bbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
continue;
if (P_BoxOnLineSide(bbox, ld) != -1)
continue;
if (lowest)
finalheight = min(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, true));
else
finalheight = max(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, false));
}
return finalheight;
}
// If we're just testing for base sector location (no collision line), just go for the center's spot...
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
if (line == NULL)
return P_GetZAt(slope, x, y);
return HighestOnLine(mobj->radius, x, y, line, slope, lowest);
} else // Well, that makes it easy. Just get the floor height
#else
(void)mobj;
(void)boundsec;
(void)x;
(void)y;
(void)line;
(void)lowest;
(void)perfect;
#endif
return sector->floorheight;
}
fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect)
{
#ifdef ESLOPE
I_Assert(mobj != NULL);
#endif
I_Assert(sector != NULL);
#ifdef ESLOPE
if (sector->c_slope) {
fixed_t testx, testy;
pslope_t *slope = sector->c_slope;
// Get the corner of the object that should be the highest on the slope
if (slope->d.x < 0)
testx = mobj->radius;
else
testx = -mobj->radius;
if (slope->d.y < 0)
testy = mobj->radius;
else
testy = -mobj->radius;
if ((slope->zdelta > 0) ^ !!(lowest)) {
testx = -testx;
testy = -testy;
}
testx += x;
testy += y;
// If the highest point is in the sector, then we have it easy! Just get the Z at that point
2016-05-22 03:53:04 +00:00
if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector))
return P_GetZAt(slope, testx, testy);
// If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point
if (perfect) {
size_t i;
line_t *ld;
fixed_t bbox[4];
fixed_t finalheight;
if (lowest)
finalheight = INT32_MAX;
else
finalheight = INT32_MIN;
bbox[BOXLEFT] = x-mobj->radius;
bbox[BOXRIGHT] = x+mobj->radius;
bbox[BOXTOP] = y+mobj->radius;
bbox[BOXBOTTOM] = y-mobj->radius;
for (i = 0; i < boundsec->linecount; i++) {
ld = boundsec->lines[i];
if (bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || bbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || bbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
continue;
if (P_BoxOnLineSide(bbox, ld) != -1)
continue;
if (lowest)
finalheight = min(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, true));
else
finalheight = max(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, false));
}
return finalheight;
}
// If we're just testing for base sector location (no collision line), just go for the center's spot...
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
if (line == NULL)
return P_GetZAt(slope, x, y);
return HighestOnLine(mobj->radius, x, y, line, slope, lowest);
} else // Well, that makes it easy. Just get the ceiling height
#else
(void)mobj;
(void)boundsec;
(void)x;
(void)y;
(void)line;
(void)lowest;
(void)perfect;
#endif
return sector->ceilingheight;
}
2014-08-04 03:49:33 +00:00
static void P_PlayerFlip(mobj_t *mo)
{
if (!mo->player)
return;
G_GhostAddFlip();
// Flip aiming to match!
if (mo->player->powers[pw_carry] == CR_NIGHTSMODE) // NiGHTS doesn't use flipcam
;
2014-08-04 03:49:33 +00:00
else if (mo->player->pflags & PF_FLIPCAM)
{
mo->player->aiming = InvAngle(mo->player->aiming);
if (mo->player-players == displayplayer)
{
localaiming = mo->player->aiming;
if (camera.chase) {
camera.aiming = InvAngle(camera.aiming);
camera.z = mo->z - camera.z + mo->z;
if (mo->eflags & MFE_VERTICALFLIP)
camera.z += FixedMul(20*FRACUNIT, mo->scale);
}
}
else if (mo->player-players == secondarydisplayplayer)
{
localaiming2 = mo->player->aiming;
if (camera2.chase) {
camera2.aiming = InvAngle(camera2.aiming);
camera2.z = mo->z - camera2.z + mo->z;
if (mo->eflags & MFE_VERTICALFLIP)
camera2.z += FixedMul(20*FRACUNIT, mo->scale);
}
}
}
}
2014-03-15 16:59:03 +00:00
//
// P_GetMobjGravity
2014-03-15 16:59:03 +00:00
//
// Returns the current gravity
// value of the object.
2014-03-15 16:59:03 +00:00
//
fixed_t P_GetMobjGravity(mobj_t *mo)
2014-03-15 16:59:03 +00:00
{
fixed_t gravityadd = 0;
boolean no3dfloorgrav = true; // Custom gravity
boolean goopgravity = false;
2014-08-04 03:49:33 +00:00
boolean wasflip;
2014-03-15 16:59:03 +00:00
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
2014-08-04 03:49:33 +00:00
wasflip = (mo->eflags & MFE_VERTICALFLIP) != 0;
2014-03-15 16:59:03 +00:00
if (mo->type != MT_SPINFIRE)
mo->eflags &= ~MFE_VERTICALFLIP;
if (mo->subsector->sector->ffloors) // Check for 3D floor gravity too.
{
ffloor_t *rover;
for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
{
2016-08-28 19:46:56 +00:00
if (!(rover->flags & FF_EXISTS) || !P_InsideANonSolidFFloor(mo, rover)) // P_InsideANonSolidFFloor checks for FF_EXISTS itself, but let's not always call this function
2014-03-15 16:59:03 +00:00
continue;
if ((rover->flags & (FF_SWIMMABLE|FF_GOOWATER)) == (FF_SWIMMABLE|FF_GOOWATER))
goopgravity = true;
2014-03-15 16:59:03 +00:00
if (!(rover->master->frontsector->gravity))
continue;
2014-03-15 16:59:03 +00:00
gravityadd = -FixedMul(gravity,
(FixedDiv(*rover->master->frontsector->gravity>>FRACBITS, 1000)));
if (rover->master->frontsector->verticalflip && gravityadd > 0)
mo->eflags |= MFE_VERTICALFLIP;
no3dfloorgrav = false;
break;
2014-03-15 16:59:03 +00:00
}
}
if (no3dfloorgrav)
{
if (mo->subsector->sector->gravity)
gravityadd = -FixedMul(gravity,
(FixedDiv(*mo->subsector->sector->gravity>>FRACBITS, 1000)));
else
gravityadd = -gravity;
if (mo->subsector->sector->verticalflip && gravityadd > 0)
mo->eflags |= MFE_VERTICALFLIP;
}
// Less gravity underwater.
if (mo->eflags & MFE_UNDERWATER && !goopgravity)
gravityadd = gravityadd/3;
if (mo->player)
{
if ((mo->player->pflags & PF_GLIDING)
|| (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly]
|| mo->state-states == S_PLAY_FLY_TIRED)))
gravityadd = gravityadd/3; // less gravity while flying/gliding
if (mo->player->climbing || (mo->player->powers[pw_carry] == CR_NIGHTSMODE))
2014-03-15 16:59:03 +00:00
gravityadd = 0;
if (!(mo->flags2 & MF2_OBJECTFLIP) != !(mo->player->powers[pw_gravityboots])) // negated to turn numeric into bool - would be double negated, but not needed if both would be
2014-03-15 16:59:03 +00:00
{
2016-08-28 13:09:15 +00:00
gravityadd = -gravityadd;
mo->eflags ^= MFE_VERTICALFLIP;
2014-03-15 16:59:03 +00:00
}
2016-09-03 21:05:45 +00:00
if (wasflip == !(mo->eflags & MFE_VERTICALFLIP)) // note!! == ! is not equivalent to != here - turns numeric into bool this way
P_PlayerFlip(mo);
2014-03-15 16:59:03 +00:00
}
else
{
// Objects with permanent reverse gravity (MF2_OBJECTFLIP)
if (mo->flags2 & MF2_OBJECTFLIP)
{
mo->eflags |= MFE_VERTICALFLIP;
if (mo->z + mo->height >= mo->ceilingz)
gravityadd = 0;
else if (gravityadd < 0) // Don't sink, only rise up
gravityadd *= -1;
2014-03-15 16:59:03 +00:00
}
else //Otherwise, sort through the other exceptions.
{
switch (mo->type)
{
case MT_FLINGRING:
case MT_FLINGCOIN:
case MT_FLINGEMERALD:
case MT_BOUNCERING:
case MT_RAILRING:
case MT_INFINITYRING:
case MT_AUTOMATICRING:
case MT_EXPLOSIONRING:
case MT_SCATTERRING:
case MT_GRENADERING:
case MT_BOUNCEPICKUP:
case MT_RAILPICKUP:
case MT_AUTOPICKUP:
case MT_EXPLODEPICKUP:
case MT_SCATTERPICKUP:
case MT_GRENADEPICKUP:
case MT_REDFLAG:
case MT_BLUEFLAG:
if (mo->target)
{
// Flung items copy the gravity of their tosser.
if ((mo->target->eflags & MFE_VERTICALFLIP) && !(mo->eflags & MFE_VERTICALFLIP))
{
gravityadd = -gravityadd;
mo->eflags |= MFE_VERTICALFLIP;
}
}
break;
case MT_WATERDROP:
gravityadd >>= 1;
default:
break;
}
}
}
// Goop has slower, reversed gravity
if (goopgravity)
gravityadd = -gravityadd/5;
gravityadd = FixedMul(gravityadd, mo->scale);
2014-03-15 16:59:03 +00:00
return gravityadd;
}
//
// P_CheckGravity
//
// Checks the current gravity state
// of the object. If affect is true,
// a gravity force will be applied.
//
void P_CheckGravity(mobj_t *mo, boolean affect)
{
fixed_t gravityadd = P_GetMobjGravity(mo);
if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity!
gravityadd <<= 1;
if (affect)
mo->momz += gravityadd;
2014-08-04 03:49:33 +00:00
2014-03-15 16:59:03 +00:00
if (mo->type == MT_SKIM && mo->z + mo->momz <= mo->watertop && mo->z >= mo->watertop)
{
mo->momz = 0;
mo->flags |= MF_NOGRAVITY;
}
}
#define STOPSPEED (FRACUNIT)
//
// P_SceneryXYFriction
//
static void P_SceneryXYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
{
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
if (abs(mo->momx) < FixedMul(STOPSPEED/32, mo->scale)
&& abs(mo->momy) < FixedMul(STOPSPEED/32, mo->scale))
{
mo->momx = 0;
mo->momy = 0;
}
else
{
if ((oldx == mo->x) && (oldy == mo->y)) // didn't go anywhere
{
mo->momx = FixedMul(mo->momx,ORIG_FRICTION);
mo->momy = FixedMul(mo->momy,ORIG_FRICTION);
}
else
{
mo->momx = FixedMul(mo->momx,mo->friction);
mo->momy = FixedMul(mo->momy,mo->friction);
}
if (mo->type == MT_CANNONBALLDECOR)
{
// Stolen from P_SpawnFriction
mo->friction = FRACUNIT - 0x100;
}
else
mo->friction = ORIG_FRICTION;
}
}
//
// P_XYFriction
//
// adds friction on the xy plane
//
static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
{
player_t *player;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
player = mo->player;
if (player) // valid only if player avatar
{
2014-08-04 03:49:33 +00:00
// spinning friction
if (player->pflags & PF_SPINNING && (player->rmomx || player->rmomy) && !(player->pflags & PF_STARTDASH))
{
if (twodlevel || player->mo->flags2 & MF2_TWOD) // Otherwise handled in P_3DMovement
{
const fixed_t ns = FixedDiv(549*ORIG_FRICTION,500*FRACUNIT);
mo->momx = FixedMul(mo->momx, ns);
mo->momy = FixedMul(mo->momy, ns);
}
2014-08-04 03:49:33 +00:00
}
else if (abs(player->rmomx) < FixedMul(STOPSPEED, mo->scale)
&& abs(player->rmomy) < FixedMul(STOPSPEED, mo->scale)
&& (!(player->cmd.forwardmove && !(twodlevel || mo->flags2 & MF2_TWOD)) && !player->cmd.sidemove && !(player->pflags & PF_SPINNING))
#ifdef ESLOPE
&& !(player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && (abs(player->mo->standingslope->zdelta) >= FRACUNIT/2))
#endif
)
2014-03-15 16:59:03 +00:00
{
// if in a walking frame, stop moving
2014-08-04 03:49:33 +00:00
if (player->panim == PA_WALK)
P_SetPlayerMobjState(mo, S_PLAY_STND);
2014-03-15 16:59:03 +00:00
mo->momx = player->cmomx;
mo->momy = player->cmomy;
}
else if (!(mo->eflags & MFE_SPRUNG))
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (oldx == mo->x && oldy == mo->y) // didn't go anywhere
2014-03-15 16:59:03 +00:00
{
mo->momx = FixedMul(mo->momx, ORIG_FRICTION);
mo->momy = FixedMul(mo->momy, ORIG_FRICTION);
}
else
{
mo->momx = FixedMul(mo->momx, mo->friction);
mo->momy = FixedMul(mo->momy, mo->friction);
}
mo->friction = ORIG_FRICTION;
}
}
else
P_SceneryXYFriction(mo, oldx, oldy);
}
static void P_PushableCheckBustables(mobj_t *mo)
{
msecnode_t *node;
fixed_t oldx;
fixed_t oldy;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
if (netgame && mo->player && mo->player->spectator)
return;
oldx = mo->x;
oldy = mo->y;
P_UnsetThingPosition(mo);
mo->x += mo->momx;
mo->y += mo->momy;
P_SetThingPosition(mo);
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
2014-03-15 16:59:03 +00:00
{
if (!node->m_sector)
break;
if (node->m_sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
2014-03-15 16:59:03 +00:00
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_BUSTUP)) continue;
// Needs ML_EFFECT4 flag for pushables to break it
if (!(rover->master->flags & ML_EFFECT4)) continue;
if (!rover->master->frontsector->crumblestate)
{
topheight = P_GetFOFTopZ(mo, node->m_sector, rover, mo->x, mo->y, NULL);
bottomheight = P_GetFOFBottomZ(mo, node->m_sector, rover, mo->x, mo->y, NULL);
2014-03-15 16:59:03 +00:00
// Height checks
if (rover->flags & FF_SHATTERBOTTOM)
{
if (mo->z+mo->momz + mo->height < bottomheight)
2014-03-15 16:59:03 +00:00
continue;
if (mo->z+mo->height > bottomheight)
2014-03-15 16:59:03 +00:00
continue;
}
else if (rover->flags & FF_SPINBUST)
{
if (mo->z+mo->momz > topheight)
2014-03-15 16:59:03 +00:00
continue;
if (mo->z+mo->height < bottomheight)
2014-03-15 16:59:03 +00:00
continue;
}
else if (rover->flags & FF_SHATTER)
{
if (mo->z+mo->momz > topheight)
2014-03-15 16:59:03 +00:00
continue;
if (mo->z+mo->momz + mo->height < bottomheight)
2014-03-15 16:59:03 +00:00
continue;
}
else
{
if (mo->z >= topheight)
2014-03-15 16:59:03 +00:00
continue;
if (mo->z+mo->height < bottomheight)
2014-03-15 16:59:03 +00:00
continue;
}
EV_CrumbleChain(node->m_sector, rover);
// Run a linedef executor??
if (rover->master->flags & ML_EFFECT5)
P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), mo, node->m_sector);
goto bustupdone;
}
}
}
}
bustupdone:
P_UnsetThingPosition(mo);
mo->x = oldx;
mo->y = oldy;
P_SetThingPosition(mo);
}
//
// P_CheckSkyHit
//
static boolean P_CheckSkyHit(mobj_t *mo)
{
if (ceilingline && ceilingline->backsector
&& ceilingline->backsector->ceilingpic == skyflatnum
&& ceilingline->frontsector
&& ceilingline->frontsector->ceilingpic == skyflatnum
&& (mo->z >= ceilingline->frontsector->ceilingheight
|| mo->z >= ceilingline->backsector->ceilingheight))
return true;
return false;
}
//
// P_XYMovement
//
void P_XYMovement(mobj_t *mo)
{
player_t *player;
fixed_t xmove, ymove;
fixed_t oldx, oldy; // reducing bobbing/momentum on ice when up against walls
boolean moved;
#ifdef ESLOPE
pslope_t *oldslope = NULL;
vector3_t slopemom;
fixed_t predictedz = 0;
#endif
2014-03-15 16:59:03 +00:00
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
// if it's stopped
if (!mo->momx && !mo->momy)
{
if (mo->flags2 & MF2_SKULLFLY)
{
// the skull slammed into something
mo->flags2 &= ~MF2_SKULLFLY;
mo->momx = mo->momy = mo->momz = 0;
// set in 'search new direction' state?
if (mo->type != MT_EGGMOBILE)
P_SetMobjState(mo, mo->info->spawnstate);
return;
}
}
player = mo->player; //valid only if player avatar
xmove = mo->momx;
ymove = mo->momy;
oldx = mo->x;
oldy = mo->y;
#ifdef ESLOPE
// adjust various things based on slope
2015-05-21 20:49:26 +00:00
if (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8) {
if (!P_IsObjectOnGround(mo)) { // We fell off at some point? Do the twisty thing!
P_SlopeLaunch(mo);
xmove = mo->momx;
ymove = mo->momy;
} else { // Still on the ground.
slopemom.x = xmove;
slopemom.y = ymove;
slopemom.z = 0;
P_QuantizeMomentumToSlope(&slopemom, mo->standingslope);
xmove = slopemom.x;
ymove = slopemom.y;
predictedz = mo->z + slopemom.z; // We'll use this later...
oldslope = mo->standingslope;
}
} else if (P_IsObjectOnGround(mo) && !mo->momz)
2015-05-15 15:23:53 +00:00
predictedz = mo->z;
#endif
2014-03-15 16:59:03 +00:00
// Pushables can break some blocks
2014-08-04 03:49:33 +00:00
if (CheckForBustableBlocks && mo->flags & MF_PUSHABLE)
2014-03-15 16:59:03 +00:00
P_PushableCheckBustables(mo);
if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true)
&& !(P_MobjWasRemoved(mo) || mo->eflags & MFE_SPRUNG))
2014-03-15 16:59:03 +00:00
{
// blocked move
moved = false;
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
if (player) {
if (player->bot)
B_MoveBlocked(player);
2014-03-15 16:59:03 +00:00
}
#ifdef HAVE_BLUA
if (LUAh_MobjMoveBlocked(mo))
{
if (P_MobjWasRemoved(mo))
return;
}
else
#endif
if (P_MobjWasRemoved(mo))
return;
else if (mo->flags & MF_BOUNCE)
2014-03-15 16:59:03 +00:00
{
P_BounceMove(mo);
xmove = ymove = 0;
S_StartSound(mo, mo->info->activesound);
// Bounce ring algorithm
if (mo->type == MT_THROWNBOUNCE)
{
mo->threshold++;
// Gain lower amounts of time on each bounce.
2016-05-12 20:52:41 +00:00
if (mo->fuse && mo->threshold < 5)
2014-03-15 16:59:03 +00:00
mo->fuse += ((5 - mo->threshold) * TICRATE);
// Check for hit against sky here
if (P_CheckSkyHit(mo))
{
// Hack to prevent missiles exploding
// against the sky.
// Does not handle sky floors.
// Check frontsector as well.
P_RemoveMobj(mo);
return;
}
}
}
else if (mo->flags & MF_STICKY)
{
S_StartSound(mo, mo->info->activesound);
mo->momx = mo->momy = mo->momz = 0; //Full stop!
mo->flags |= MF_NOGRAVITY; //Stay there!
mo->flags &= ~MF_STICKY; //Don't check again!
// Check for hit against sky here
if (P_CheckSkyHit(mo))
{
// Hack to prevent missiles exploding
// against the sky.
// Does not handle sky floors.
// Check frontsector as well.
P_RemoveMobj(mo);
return;
}
}
2014-08-04 03:49:33 +00:00
else if (player || mo->flags & (MF_SLIDEME|MF_PUSHABLE))
2014-03-15 16:59:03 +00:00
{ // try to slide along it
#ifdef ESLOPE
// Wall transfer part 1.
pslope_t *transferslope = NULL;
fixed_t transfermomz = 0;
if (oldslope && (P_MobjFlip(mo)*(predictedz - mo->z) > 0)) // Only for moving up (relative to gravity), otherwise there's a failed launch when going down slopes and hitting walls
{
transferslope = ((mo->standingslope) ? mo->standingslope : oldslope);
if (((transferslope->zangle < ANGLE_180) ? transferslope->zangle : InvAngle(transferslope->zangle)) >= ANGLE_45) // Prevent some weird stuff going on on shallow slopes.
transfermomz = P_GetWallTransferMomZ(mo, transferslope);
}
#endif
2014-03-15 16:59:03 +00:00
P_SlideMove(mo);
if (player)
player->powers[pw_pushing] = 3;
2014-03-15 16:59:03 +00:00
xmove = ymove = 0;
#ifdef ESLOPE
// Wall transfer part 2.
if (transfermomz && transferslope) // Are we "transferring onto the wall" (really just a disguised vertical launch)?
{
angle_t relation; // Scale transfer momentum based on how head-on it is to the slope.
if (mo->momx || mo->momy) // "Guess" the angle of the wall you hit using new momentum
relation = transferslope->xydirection - R_PointToAngle2(0, 0, mo->momx, mo->momy);
else // Give it for free, I guess.
relation = ANGLE_90;
transfermomz = FixedMul(transfermomz,
abs(FINESINE((relation >> ANGLETOFINESHIFT) & FINEMASK)));
if (P_MobjFlip(mo)*(transfermomz - mo->momz) > 2*FRACUNIT) // Do the actual launch!
{
mo->momz = transfermomz;
mo->standingslope = NULL;
}
}
#endif
2014-03-15 16:59:03 +00:00
}
2014-08-04 03:49:33 +00:00
else if (mo->type == MT_SPINFIRE)
{
P_RemoveMobj(mo);
return;
}
2014-03-15 16:59:03 +00:00
else if (mo->flags & MF_MISSILE)
{
// explode a missile
if (P_CheckSkyHit(mo))
{
// Hack to prevent missiles exploding
// against the sky.
// Does not handle sky floors.
// Check frontsector as well.
P_RemoveMobj(mo);
return;
}
// draw damage on wall
//SPLAT TEST ----------------------------------------------------------
#ifdef WALLSPLATS
if (blockingline && mo->type != MT_REDRING && mo->type != MT_FIREBALL
2014-08-04 03:49:33 +00:00
&& !(mo->flags2 & (MF2_AUTOMATIC|MF2_RAILRING|MF2_BOUNCERING|MF2_EXPLOSION|MF2_SCATTER)))
2014-03-15 16:59:03 +00:00
// set by last P_TryMove() that failed
{
divline_t divl;
divline_t misl;
fixed_t frac;
P_MakeDivline(blockingline, &divl);
misl.x = mo->x;
misl.y = mo->y;
misl.dx = mo->momx;
misl.dy = mo->momy;
frac = P_InterceptVector(&divl, &misl);
R_AddWallSplat(blockingline, P_PointOnLineSide(mo->x,mo->y,blockingline),
"A_DMG3", mo->z, frac, SPLATDRAWMODE_SHADE);
}
#endif
// --------------------------------------------------------- SPLAT TEST
P_ExplodeMissile(mo);
return;
}
else
mo->momx = mo->momy = 0;
}
else
2014-03-15 16:59:03 +00:00
moved = true;
2014-03-15 22:55:07 +00:00
if (P_MobjWasRemoved(mo)) // MF_SPECIAL touched a player! O_o;;
return;
#ifdef ESLOPE
if (moved && oldslope) { // Check to see if we ran off
2015-05-15 15:23:53 +00:00
if (oldslope != mo->standingslope) { // First, compare different slopes
angle_t oldangle, newangle;
angle_t moveangle = R_PointToAngle2(0, 0, mo->momx, mo->momy);
oldangle = FixedMul((signed)oldslope->zangle, FINECOSINE((moveangle - oldslope->xydirection) >> ANGLETOFINESHIFT));
if (mo->standingslope)
newangle = FixedMul((signed)mo->standingslope->zangle, FINECOSINE((moveangle - mo->standingslope->xydirection) >> ANGLETOFINESHIFT));
else
newangle = 0;
// Now compare the Zs of the different quantizations
if (oldangle-newangle > ANG30 && oldangle-newangle < ANGLE_180) { // Allow for a bit of sticking - this value can be adjusted later
mo->standingslope = oldslope;
P_SlopeLaunch(mo);
//CONS_Printf("launched off of slope - ");
}
/*CONS_Printf("old angle %f - new angle %f = %f\n",
FIXED_TO_FLOAT(AngleFixed(oldangle)),
FIXED_TO_FLOAT(AngleFixed(newangle)),
FIXED_TO_FLOAT(AngleFixed(oldangle-newangle))
);*/
} else if (predictedz-mo->z > abs(slopemom.z/2)) { // Now check if we were supposed to stick to this slope
//CONS_Printf("%d-%d > %d\n", (predictedz), (mo->z), (slopemom.z/2));
P_SlopeLaunch(mo);
}
2015-05-15 15:23:53 +00:00
} else if (moved && mo->standingslope && predictedz) {
angle_t moveangle = R_PointToAngle2(0, 0, mo->momx, mo->momy);
angle_t newangle = FixedMul((signed)mo->standingslope->zangle, FINECOSINE((moveangle - mo->standingslope->xydirection) >> ANGLETOFINESHIFT));
2015-05-15 15:23:53 +00:00
/*CONS_Printf("flat to angle %f - predicted z of %f\n",
FIXED_TO_FLOAT(AngleFixed(ANGLE_MAX-newangle)),
FIXED_TO_FLOAT(predictedz)
);*/
if (ANGLE_MAX-newangle > ANG30 && newangle > ANGLE_180) {
2015-05-15 15:23:53 +00:00
mo->momz = P_MobjFlip(mo)*FRACUNIT/2;
mo->z = predictedz + P_MobjFlip(mo);
mo->standingslope = NULL;
//CONS_Printf("Launched off of flat surface running into downward slope\n");
2015-05-15 15:23:53 +00:00
}
}
#endif
2014-03-15 16:59:03 +00:00
// Check the gravity status.
P_CheckGravity(mo, false);
if (player && !moved && player->powers[pw_carry] == CR_NIGHTSMODE && mo->target)
2014-03-15 16:59:03 +00:00
{
angle_t fa;
P_UnsetThingPosition(mo);
2014-08-04 03:49:33 +00:00
player->angle_pos = player->old_angle_pos;
player->speed = FixedMul(player->speed, 4*FRACUNIT/5);
2014-03-15 16:59:03 +00:00
if (player->flyangle >= 0 && player->flyangle < 90)
player->flyangle = 135;
else if (player->flyangle >= 90 && player->flyangle < 180)
player->flyangle = 45;
else if (player->flyangle >= 180 && player->flyangle < 270)
player->flyangle = 315;
else
player->flyangle = 225;
player->flyangle %= 360;
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
mo->x -= mo->momx;
mo->y -= mo->momy;
}
else
{
fa = player->old_angle_pos>>ANGLETOFINESHIFT;
mo->x = mo->target->x + FixedMul(FINECOSINE(fa),mo->target->radius);
mo->y = mo->target->y + FixedMul(FINESINE(fa),mo->target->radius);
}
mo->momx = mo->momy = 0;
P_SetThingPosition(mo);
}
2014-08-04 03:49:33 +00:00
if (mo->flags & MF_NOCLIPHEIGHT)
return; // no frictions for objects that can pass through floors
if (mo->flags & MF_MISSILE || mo->flags2 & MF2_SKULLFLY || mo->type == MT_SHELL || mo->type == MT_VULTURE)
2014-03-15 16:59:03 +00:00
return; // no friction for missiles ever
2014-08-04 03:49:33 +00:00
if (player && player->homing) // no friction for homing
2014-03-15 16:59:03 +00:00
return;
if (player && player->powers[pw_carry] == CR_NIGHTSMODE)
return; // no friction for NiGHTS players
#ifdef ESLOPE
if ((mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED)
&& (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8)) // Special exception for tumbleweeds on slopes
return;
#endif
2014-03-15 16:59:03 +00:00
if (((!(mo->eflags & MFE_VERTICALFLIP) && mo->z > mo->floorz) || (mo->eflags & MFE_VERTICALFLIP && mo->z+mo->height < mo->ceilingz))
2014-08-04 03:49:33 +00:00
&& !(player && player->pflags & PF_SLIDING))
2014-03-15 16:59:03 +00:00
return; // no friction when airborne
P_XYFriction(mo, oldx, oldy);
}
static void P_RingXYMovement(mobj_t *mo)
{
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
if (!P_SceneryTryMove(mo, mo->x + mo->momx, mo->y + mo->momy))
P_SlideMove(mo);
}
static void P_SceneryXYMovement(mobj_t *mo)
{
fixed_t oldx, oldy; // reducing bobbing/momentum on ice when up against walls
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
oldx = mo->x;
oldy = mo->y;
if (!P_SceneryTryMove(mo, mo->x + mo->momx, mo->y + mo->momy))
P_SlideMove(mo);
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if ((!(mo->eflags & MFE_VERTICALFLIP) && mo->z > mo->floorz) || (mo->eflags & MFE_VERTICALFLIP && mo->z+mo->height < mo->ceilingz))
2014-03-15 16:59:03 +00:00
return; // no friction when airborne
2014-08-04 03:49:33 +00:00
if (mo->flags & MF_NOCLIPHEIGHT)
return; // no frictions for objects that can pass through floors
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P_SceneryXYFriction(mo, oldx, oldy);
}
2015-01-01 19:50:31 +00:00
//
// P_AdjustMobjFloorZ_FFloors
//
// Utility function for P_ZMovement and related
// Adjusts mo->floorz/mo->ceiling accordingly for FFloors
//
// "motype" determines what behaviour to use exactly
// This is to keep things consistent in case these various object types NEED to be different
//
// motype options:
// 0 - normal
// 1 - forces false check for water (rings)
// 2 - forces false check for water + different quicksand behaviour (scenery)
//
static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motype)
2014-03-15 16:59:03 +00:00
{
2015-01-01 19:50:31 +00:00
ffloor_t *rover;
fixed_t delta1, delta2, thingtop;
fixed_t topheight, bottomheight;
2015-01-01 19:50:31 +00:00
2014-03-15 16:59:03 +00:00
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
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thingtop = mo->z + mo->height;
for (rover = sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS))
continue;
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topheight = P_GetFOFTopZ(mo, sector, rover, mo->x, mo->y, NULL);
bottomheight = P_GetFOFBottomZ(mo, sector, rover, mo->x, mo->y, NULL);
if (mo->player && (P_CheckSolidLava(mo, rover) || P_CanRunOnWater(mo->player, rover))) // only the player should stand on lava or run on water
2015-01-01 19:50:31 +00:00
;
else if (motype != 0 && rover->flags & FF_SWIMMABLE) // "scenery" only
continue;
else if (rover->flags & FF_QUICKSAND) // quicksand
;
else if (!( // if it's not either of the following...
(rover->flags & (FF_BLOCKPLAYER|FF_MARIO) && mo->player) // ...solid to players? (mario blocks are always solid from beneath to players)
|| (rover->flags & FF_BLOCKOTHERS && !mo->player) // ...solid to others?
)) // ...don't take it into account.
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continue;
if (rover->flags & FF_QUICKSAND)
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{
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switch (motype)
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{
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case 2: // scenery does things differently for some reason
if (mo->z < topheight && bottomheight < thingtop)
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{
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mo->floorz = mo->z;
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continue;
}
break;
default:
if (mo->z < topheight && bottomheight < thingtop)
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{
if (mo->floorz < mo->z)
mo->floorz = mo->z;
}
continue; // This is so you can jump/spring up through quicksand from below.
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}
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}
2014-03-15 16:59:03 +00:00
delta1 = mo->z - (bottomheight + ((topheight - bottomheight)/2));
delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
if (topheight > mo->floorz && abs(delta1) < abs(delta2)
&& (rover->flags & FF_SOLID) // Non-FF_SOLID Mario blocks are only solid from bottom
&& !(rover->flags & FF_REVERSEPLATFORM)
&& ((P_MobjFlip(mo)*mo->momz >= 0) || (!(rover->flags & FF_PLATFORM)))) // In reverse gravity, only clip for FOFs that are intangible from their bottom (the "top" you're falling through) if you're coming from above ("below" in your frame of reference)
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{
mo->floorz = topheight;
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}
if (bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2)
&& !(rover->flags & FF_PLATFORM)
&& ((P_MobjFlip(mo)*mo->momz >= 0) || ((rover->flags & FF_SOLID) && !(rover->flags & FF_REVERSEPLATFORM)))) // In normal gravity, only clip for FOFs that are intangible from the top if you're coming from below
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{
mo->ceilingz = bottomheight;
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}
}
}
//
// P_AdjustMobjFloorZ_PolyObjs
//
// Utility function for P_ZMovement and related
// Adjusts mo->floorz/mo->ceiling accordingly for PolyObjs
//
static void P_AdjustMobjFloorZ_PolyObjs(mobj_t *mo, subsector_t *subsec)
{
polyobj_t *po = subsec->polyList;
sector_t *polysec;
fixed_t delta1, delta2, thingtop;
fixed_t polytop, polybottom;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
thingtop = mo->z + mo->height;
while(po)
{
if (!P_MobjInsidePolyobj(po, mo) || !(po->flags & POF_SOLID))
{
po = (polyobj_t *)(po->link.next);
continue;
}
// We're inside it! Yess...
polysec = po->lines[0]->backsector;
if (po->flags & POF_CLIPPLANES)
{
polytop = polysec->ceilingheight;
polybottom = polysec->floorheight;
}
else
{
polytop = INT32_MAX;
polybottom = INT32_MIN;
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}
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delta1 = mo->z - (polybottom + ((polytop - polybottom)/2));
delta2 = thingtop - (polybottom + ((polytop - polybottom)/2));
if (polytop > mo->floorz && abs(delta1) < abs(delta2))
mo->floorz = polytop;
if (polybottom < mo->ceilingz && abs(delta1) >= abs(delta2))
mo->ceilingz = polybottom;
po = (polyobj_t *)(po->link.next);
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}
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}
static void P_RingZMovement(mobj_t *mo)
{
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
// Intercept the stupid 'fall through 3dfloors' bug
if (mo->subsector->sector->ffloors)
P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 1);
if (mo->subsector->polyList)
P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector);
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// adjust height
if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
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{
mo->momz += mo->pmomz;
mo->eflags &= ~MFE_APPLYPMOMZ;
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}
mo->z += mo->momz;
// clip movement
if (mo->z <= mo->floorz && !(mo->flags & MF_NOCLIPHEIGHT))
{
mo->z = mo->floorz;
mo->momz = 0;
}
else if (mo->z + mo->height > mo->ceilingz && !(mo->flags & MF_NOCLIPHEIGHT))
{
mo->z = mo->ceilingz - mo->height;
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mo->momz = 0;
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}
}
boolean P_CheckDeathPitCollide(mobj_t *mo)
{
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
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if (mo->player && mo->player->pflags & PF_GODMODE)
return false;
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if (((mo->z <= mo->subsector->sector->floorheight
&& !(mo->eflags & MFE_VERTICALFLIP) && (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR))
|| (mo->z + mo->height >= mo->subsector->sector->ceilingheight
&& (mo->eflags & MFE_VERTICALFLIP) && (mo->subsector->sector->flags & SF_FLIPSPECIAL_CEILING)))
&& (GETSECSPECIAL(mo->subsector->sector->special, 1) == 6
|| GETSECSPECIAL(mo->subsector->sector->special, 1) == 7))
return true;
return false;
}
boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover)
{
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
{
fixed_t topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
#endif
*rover->topheight;
if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
&& !(rover->master->flags & ML_BLOCKMONSTERS)
&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > topheight - FixedMul(16*FRACUNIT, mo->scale)))
return true;
}
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return false;
}
//
// P_ZMovement
// Returns false if the mobj was killed/exploded/removed, true otherwise.
//
static boolean P_ZMovement(mobj_t *mo)
{
fixed_t dist, delta;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
// Intercept the stupid 'fall through 3dfloors' bug
if (mo->subsector->sector->ffloors)
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P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0);
if (mo->subsector->polyList)
P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector);
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// adjust height
if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
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{
mo->momz += mo->pmomz;
mo->eflags &= ~MFE_APPLYPMOMZ;
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}
mo->z += mo->momz;
#ifdef ESLOPE
if (mo->standingslope)
{
if (mo->flags & MF_NOCLIPHEIGHT)
mo->standingslope = NULL;
else if (!P_IsObjectOnGround(mo))
P_SlopeLaunch(mo);
}
#endif
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switch (mo->type)
{
case MT_THROWNBOUNCE:
if ((mo->flags & MF_BOUNCE) && (mo->z <= mo->floorz || mo->z+mo->height >= mo->ceilingz))
{
mo->momz = -mo->momz;
mo->z += mo->momz;
S_StartSound(mo, mo->info->activesound);
mo->threshold++;
// Be sure to change the XY one too if you change this.
// Gain lower amounts of time on each bounce.
2016-05-12 20:52:41 +00:00
if (mo->fuse && mo->threshold < 5)
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mo->fuse += ((5 - mo->threshold) * TICRATE);
}
break;
case MT_SKIM:
// skims don't bounce
if (mo->z > mo->watertop && mo->z - mo->momz <= mo->watertop)
{
mo->z = mo->watertop;
mo->momz = 0;
mo->flags |= MF_NOGRAVITY;
}
break;
case MT_SPINFIRE:
if (P_CheckDeathPitCollide(mo))
{
P_RemoveMobj(mo);
return false;
}
if (mo->momz
&& !(mo->flags & MF_NOGRAVITY)
&& ((!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= mo->floorz)
|| ((mo->eflags & MFE_VERTICALFLIP) && mo->z+mo->height >= mo->ceilingz)))
{
mo->flags |= MF_NOGRAVITY;
mo->momx = 8; // this is a hack which is used to ensure it still behaves as a missile and can damage others
mo->momy = mo->momz = 0;
mo->z = ((mo->eflags & MFE_VERTICALFLIP) ? mo->ceilingz-mo->height : mo->floorz);
}
break;
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case MT_GOOP:
if (P_CheckDeathPitCollide(mo))
{
P_RemoveMobj(mo);
return false;
}
if (mo->z <= mo->floorz && mo->momz)
{
P_SetMobjState(mo, mo->info->meleestate);
mo->momx = mo->momy = mo->momz = 0;
mo->z = mo->floorz;
if (mo->info->painsound)
S_StartSound(mo, mo->info->painsound);
}
break;
case MT_FALLINGROCK:
case MT_BIGTUMBLEWEED:
case MT_LITTLETUMBLEWEED:
case MT_SHELL:
// Remove stuff from death pits.
if (P_CheckDeathPitCollide(mo))
{
P_RemoveMobj(mo);
return false;
}
break;
case MT_REDFLAG:
case MT_BLUEFLAG:
// Remove from death pits. DON'T FUCKING DESPAWN IT DAMMIT
if (P_CheckDeathPitCollide(mo))
{
mo->fuse = 1;
return false;
}
break;
case MT_RING: // Ignore still rings
case MT_COIN:
case MT_BLUEBALL:
case MT_REDTEAMRING:
case MT_BLUETEAMRING:
case MT_FLINGRING:
case MT_FLINGCOIN:
case MT_FLINGEMERALD:
2014-03-15 16:59:03 +00:00
// Remove flinged stuff from death pits.
if (P_CheckDeathPitCollide(mo))
{
P_RemoveMobj(mo);
return false;
}
if (!(mo->momx || mo->momy || mo->momz))
return true;
break;
case MT_BOUNCERING:
case MT_INFINITYRING:
case MT_AUTOMATICRING:
case MT_RAILRING:
case MT_EXPLOSIONRING:
case MT_SCATTERRING:
case MT_GRENADERING:
case MT_BOUNCEPICKUP:
case MT_RAILPICKUP:
case MT_AUTOPICKUP:
case MT_EXPLODEPICKUP:
case MT_SCATTERPICKUP:
case MT_GRENADEPICKUP:
// Remove flinged stuff from death pits.
if (P_CheckDeathPitCollide(mo) && (mo->flags2 & MF2_DONTRESPAWN))
{
P_RemoveMobj(mo);
return false;
}
if (!(mo->momx || mo->momy || mo->momz))
return true;
break;
case MT_NIGHTSWING:
if (!(mo->momx || mo->momy || mo->momz))
return true;
break;
case MT_FLAMEJET:
case MT_VERTICALFLAMEJET:
if (!(mo->flags & MF_BOUNCE))
return true;
break;
case MT_SPIKE:
case MT_WALLSPIKE:
2014-03-15 16:59:03 +00:00
// Dead spike particles disappear upon ground contact
if (!mo->health && (mo->z <= mo->floorz || mo->z + mo->height >= mo->ceilingz))
2014-03-15 16:59:03 +00:00
{
P_RemoveMobj(mo);
return false;
}
break;
default:
break;
}
if (P_CheckDeathPitCollide(mo))
{
if (mo->flags & MF_PUSHABLE)
{
// Remove other pushable items from death pits.
P_RemoveMobj(mo);
return false;
}
else if (mo->flags & MF_ENEMY || mo->flags & MF_BOSS)
{
// Kill enemies and bosses that fall into death pits.
if (mo->health)
{
P_KillMobj(mo, NULL, NULL, 0);
2014-03-15 16:59:03 +00:00
return false;
}
}
}
if (P_MobjFlip(mo)*mo->momz < 0
&& (mo->flags2 & MF2_CLASSICPUSH))
mo->momx = mo->momy = 0;
if (mo->flags & MF_FLOAT && mo->target && mo->health
&& !(mo->type == MT_EGGMOBILE) && mo->target->health > 0)
{
// float down towards target if too close
if (!(mo->flags2 & MF2_SKULLFLY) && !(mo->flags2 & MF2_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 -= FixedMul(FLOATSPEED, mo->scale);
else if (delta > 0 && dist < (delta*3))
mo->z += FixedMul(FLOATSPEED, mo->scale);
if (mo->type == MT_JETJAW && mo->z + mo->height > mo->watertop)
mo->z = mo->watertop - mo->height;
}
}
// clip movement
2014-08-04 03:49:33 +00:00
if (((mo->z <= mo->floorz && !(mo->eflags & MFE_VERTICALFLIP))
|| (mo->z + mo->height >= mo->ceilingz && mo->eflags & MFE_VERTICALFLIP))
&& !(mo->flags & MF_NOCLIPHEIGHT))
2014-03-15 16:59:03 +00:00
{
vector3_t mom;
mom.x = mo->momx;
mom.y = mo->momy;
mom.z = mo->momz;
2014-08-04 03:49:33 +00:00
if (mo->eflags & MFE_VERTICALFLIP)
mo->z = mo->ceilingz - mo->height;
else
mo->z = mo->floorz;
#ifdef ESLOPE
if (!(mo->flags & MF_MISSILE) && mo->standingslope) // You're still on the ground; why are we here?
2016-08-14 05:03:00 +00:00
{
mo->momz = 0;
return true;
2016-08-14 05:03:00 +00:00
}
P_CheckPosition(mo, mo->x, mo->y); // Sets mo->standingslope correctly
if (((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) && (mo->type != MT_STEAM))
{
mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope;
P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope);
}
#endif
2014-03-15 16:59:03 +00:00
// hit the floor
if (mo->type == MT_FIREBALL) // special case for the fireball
mom.z = P_MobjFlip(mo)*FixedMul(5*FRACUNIT, mo->scale);
2014-08-04 03:49:33 +00:00
else if (mo->type == MT_SPINFIRE) // elemental shield fire is another exception here
;
2014-03-15 16:59:03 +00:00
else if (mo->flags & MF_MISSILE)
{
if (!(mo->flags & MF_NOCLIP))
{
// This is a really ugly hard-coded hack to prevent grenades
// from exploding the instant they hit the ground, and then
// another to prevent them from turning into hockey pucks.
// I'm sorry in advance. -SH
// PS: Oh, and Brak's napalm bombs too, now.
2014-03-23 16:00:29 +00:00
if (mo->flags & MF_GRENADEBOUNCE)
2014-03-15 16:59:03 +00:00
{
2014-03-23 16:00:29 +00:00
// Going down? (Or up in reverse gravity?)
if (P_MobjFlip(mo)*mom.z < 0)
2014-03-15 16:59:03 +00:00
{
2014-03-23 16:00:29 +00:00
// If going slower than a fracunit, just stop.
if (abs(mom.z) < FixedMul(FRACUNIT, mo->scale))
2014-03-15 16:59:03 +00:00
{
mom.x = mom.y = mom.z = 0;
2014-03-23 16:00:29 +00:00
// Napalm hack
if (mo->type == MT_CYBRAKDEMON_NAPALM_BOMB_LARGE && mo->fuse)
mo->fuse = 1;
2014-03-15 16:59:03 +00:00
}
2014-03-23 16:00:29 +00:00
// Otherwise bounce up at half speed.
2014-03-15 16:59:03 +00:00
else
mom.z = -mom.z/2;
2014-03-15 16:59:03 +00:00
S_StartSound(mo, mo->info->activesound);
}
}
// Hack over. Back to your regularly scheduled detonation. -SH
else
{
// Don't explode on the sky!
2014-08-04 03:49:33 +00:00
if (!(mo->eflags & MFE_VERTICALFLIP)
&& mo->subsector->sector->floorpic == skyflatnum
2014-03-15 16:59:03 +00:00
&& mo->subsector->sector->floorheight == mo->floorz)
P_RemoveMobj(mo);
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else if (mo->eflags & MFE_VERTICALFLIP
&& mo->subsector->sector->ceilingpic == skyflatnum
&& mo->subsector->sector->ceilingheight == mo->ceilingz)
P_RemoveMobj(mo);
2014-03-15 16:59:03 +00:00
else
P_ExplodeMissile(mo);
return false;
}
}
}
if (P_MobjFlip(mo)*mom.z < 0) // falling
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER)
mo->eflags |= MFE_JUSTHITFLOOR;
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
if (mo->flags2 & MF2_SKULLFLY) // the skull slammed into something
mom.z = -mom.z;
2014-08-04 03:49:33 +00:00
else
2014-03-15 16:59:03 +00:00
// Flingrings bounce
if (mo->type == MT_FLINGRING
|| mo->type == MT_FLINGCOIN
|| P_WeaponOrPanel(mo->type)
|| mo->type == MT_FLINGEMERALD
|| mo->type == MT_BIGTUMBLEWEED
|| mo->type == MT_LITTLETUMBLEWEED
|| mo->type == MT_CANNONBALLDECOR
2014-08-04 03:49:33 +00:00
|| mo->type == MT_FALLINGROCK)
2014-03-15 16:59:03 +00:00
{
if (maptol & TOL_NIGHTS)
mom.z = -FixedDiv(mom.z, 10*FRACUNIT);
2014-03-15 16:59:03 +00:00
else
mom.z = -FixedMul(mom.z, FixedDiv(17*FRACUNIT,20*FRACUNIT));
2014-03-15 16:59:03 +00:00
if (mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED)
{
if (abs(mom.x) < FixedMul(STOPSPEED, mo->scale)
&& abs(mom.y) < FixedMul(STOPSPEED, mo->scale)
&& abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
2014-03-15 16:59:03 +00:00
{
if (mo->flags2 & MF2_AMBUSH)
2014-03-15 16:59:03 +00:00
{
// If deafed, give the tumbleweed another random kick if it runs out of steam.
mom.z += P_MobjFlip(mo)*FixedMul(6*FRACUNIT, mo->scale);
2014-03-15 16:59:03 +00:00
if (P_RandomChance(FRACUNIT/2))
mom.x += FixedMul(6*FRACUNIT, mo->scale);
2014-03-15 16:59:03 +00:00
else
mom.x -= FixedMul(6*FRACUNIT, mo->scale);
2014-03-15 16:59:03 +00:00
if (P_RandomChance(FRACUNIT/2))
mom.y += FixedMul(6*FRACUNIT, mo->scale);
2014-03-15 16:59:03 +00:00
else
mom.y -= FixedMul(6*FRACUNIT, mo->scale);
}
#ifdef ESLOPE
else if (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8)
{
// Pop the object up a bit to encourage bounciness
//mom.z = P_MobjFlip(mo)*mo->scale;
}
#endif
else
{
mom.x = mom.y = mom.z = 0;
P_SetMobjState(mo, mo->info->spawnstate);
2014-03-15 16:59:03 +00:00
}
}
// Stolen from P_SpawnFriction
mo->friction = FRACUNIT - 0x100;
}
else if (mo->type == MT_FALLINGROCK)
{
if (P_MobjFlip(mo)*mom.z > FixedMul(2*FRACUNIT, mo->scale))
2014-03-15 16:59:03 +00:00
S_StartSound(mo, mo->info->activesound + P_RandomKey(mo->info->mass));
mom.z /= 2; // Rocks not so bouncy
2014-03-15 16:59:03 +00:00
if (abs(mom.x) < FixedMul(STOPSPEED, mo->scale)
&& abs(mom.y) < FixedMul(STOPSPEED, mo->scale)
&& abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
2014-03-15 16:59:03 +00:00
{
P_RemoveMobj(mo);
return false;
}
}
else if (mo->type == MT_CANNONBALLDECOR)
{
mom.z /= 2;
if (abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
mom.z = 0;
2014-03-15 16:59:03 +00:00
}
}
2014-08-04 03:49:33 +00:00
else if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
2014-03-15 16:59:03 +00:00
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER))
mom.z = tmfloorthing->momz;
2014-03-15 16:59:03 +00:00
else if (!tmfloorthing)
mom.z = 0;
2014-03-15 16:59:03 +00:00
}
2014-08-04 03:49:33 +00:00
else if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER))
mom.z = tmfloorthing->momz;
#ifdef ESLOPE
if (mo->standingslope) { // MT_STEAM will never have a standingslope, see above.
P_QuantizeMomentumToSlope(&mom, mo->standingslope);
}
#endif
mo->momx = mom.x;
mo->momy = mom.y;
mo->momz = mom.z;
2014-03-15 16:59:03 +00:00
if (mo->type == MT_STEAM)
return true;
}
else if (!(mo->flags & MF_NOGRAVITY)) // Gravity here!
{
/// \todo may not be needed (done in P_MobjThinker normally)
mo->eflags &= ~MFE_JUSTHITFLOOR;
P_CheckGravity(mo, true);
}
2014-08-04 03:49:33 +00:00
if (((mo->z + mo->height > mo->ceilingz && !(mo->eflags & MFE_VERTICALFLIP))
|| (mo->z < mo->floorz && mo->eflags & MFE_VERTICALFLIP))
&& !(mo->flags & MF_NOCLIPHEIGHT))
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (mo->eflags & MFE_VERTICALFLIP)
mo->z = mo->floorz;
else
mo->z = mo->ceilingz - mo->height;
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
if (mo->type == MT_SPINFIRE)
;
else if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
2014-03-15 16:59:03 +00:00
{
// Hack 2: Electric Boogaloo -SH
2014-08-04 03:49:33 +00:00
if (mo->flags & MF_GRENADEBOUNCE)
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (P_MobjFlip(mo)*mo->momz >= 0)
2014-03-15 16:59:03 +00:00
{
mo->momz = -mo->momz;
S_StartSound(mo, mo->info->activesound);
}
}
else
{
// Don't explode on the sky!
2014-08-04 03:49:33 +00:00
if (!(mo->eflags & MFE_VERTICALFLIP)
&& mo->subsector->sector->ceilingpic == skyflatnum
2014-03-15 16:59:03 +00:00
&& mo->subsector->sector->ceilingheight == mo->ceilingz)
P_RemoveMobj(mo);
2014-08-04 03:49:33 +00:00
else if (mo->eflags & MFE_VERTICALFLIP
&& mo->subsector->sector->floorpic == skyflatnum
&& mo->subsector->sector->floorheight == mo->floorz)
P_RemoveMobj(mo);
2014-03-15 16:59:03 +00:00
else
P_ExplodeMissile(mo);
return false;
}
}
2014-08-04 03:49:33 +00:00
if (P_MobjFlip(mo)*mo->momz > 0) // hit the ceiling
{
if (mo->flags2 & MF2_SKULLFLY) // the skull slammed into something
mo->momz = -mo->momz;
else
// Flags bounce
if (mo->type == MT_REDFLAG || mo->type == MT_BLUEFLAG)
{
if (maptol & TOL_NIGHTS)
mo->momz = -FixedDiv(mo->momz, 10*FRACUNIT);
else
mo->momz = -FixedMul(mo->momz, FixedDiv(17*FRACUNIT,20*FRACUNIT));
}
else
mo->momz = 0;
}
2014-03-15 16:59:03 +00:00
}
2014-08-04 03:49:33 +00:00
2014-03-15 16:59:03 +00:00
return true;
}
static void P_PlayerZMovement(mobj_t *mo)
{
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
if (!mo->player)
return;
// Intercept the stupid 'fall through 3dfloors' bug
if (mo->subsector->sector->ffloors)
2015-01-01 19:50:31 +00:00
P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0);
if (mo->subsector->polyList)
P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector);
2014-03-15 16:59:03 +00:00
// check for smooth step up
if ((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height > mo->ceilingz)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z < mo->floorz))
{
if (mo->eflags & MFE_VERTICALFLIP)
mo->player->viewheight -= (mo->z+mo->height) - mo->ceilingz;
else
mo->player->viewheight -= mo->floorz - mo->z;
mo->player->deltaviewheight =
(FixedMul(cv_viewheight.value<<FRACBITS, mo->scale) - mo->player->viewheight)>>3;
}
// adjust height
if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
2014-03-15 16:59:03 +00:00
{
mo->momz += mo->pmomz;
mo->eflags &= ~MFE_APPLYPMOMZ;
}
2014-03-15 16:59:03 +00:00
mo->z += mo->momz;
// Have player fall through floor?
if (mo->player->playerstate == PST_DEAD
|| mo->player->playerstate == PST_REBORN)
return;
#ifdef ESLOPE
if (mo->standingslope)
{
if (mo->flags & MF_NOCLIPHEIGHT)
mo->standingslope = NULL;
else if (!P_IsObjectOnGround(mo))
P_SlopeLaunch(mo);
}
#endif
2014-03-15 16:59:03 +00:00
// clip movement
2014-08-04 03:49:33 +00:00
if (P_IsObjectOnGround(mo) && !(mo->flags & MF_NOCLIPHEIGHT))
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (mo->eflags & MFE_VERTICALFLIP)
mo->z = mo->ceilingz - mo->height;
else
mo->z = mo->floorz;
if (mo->player->powers[pw_carry] == CR_NIGHTSMODE)
2014-03-15 16:59:03 +00:00
{
// bounce off floor if you were flying towards it
if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 0 && mo->player->flyangle < 180)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->player->flyangle > 180 && mo->player->flyangle <= 359))
{
if (mo->player->flyangle < 90 || mo->player->flyangle >= 270)
mo->player->flyangle += P_MobjFlip(mo)*90;
else
mo->player->flyangle -= P_MobjFlip(mo)*90;
mo->player->speed = FixedMul(mo->player->speed, 4*FRACUNIT/5);
}
2014-03-15 16:59:03 +00:00
goto nightsdone;
}
// Get up if you fell.
if (mo->player->panim == PA_PAIN)
2014-03-15 16:59:03 +00:00
P_SetPlayerMobjState(mo, S_PLAY_STND);
#ifdef ESLOPE
if (!mo->standingslope && (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)) {
// Handle landing on slope during Z movement
P_HandleSlopeLanding(mo, (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope));
}
#endif
2014-03-15 16:59:03 +00:00
if (P_MobjFlip(mo)*mo->momz < 0) // falling
{
boolean clipmomz = !(P_CheckDeathPitCollide(mo));
mo->pmomz = 0; // We're on a new floor, don't keep doing platform movement.
2014-03-15 16:59:03 +00:00
// Squat down. Decrease viewheight for a moment after hitting the ground (hard),
if (P_MobjFlip(mo)*mo->momz < -FixedMul(8*FRACUNIT, mo->scale))
mo->player->deltaviewheight = (P_MobjFlip(mo)*mo->momz)>>3; // make sure momz is negative
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER) // Spin Attack
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
mo->eflags |= MFE_JUSTHITFLOOR; // Spin Attack
2014-03-15 16:59:03 +00:00
if (mo->eflags & MFE_JUSTHITFLOOR)
{
#ifdef POLYOBJECTS
// Check if we're on a polyobject
// that triggers a linedef executor.
msecnode_t *node;
2014-11-12 00:55:07 +00:00
boolean stopmovecut = false;
2014-03-15 16:59:03 +00:00
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
2014-03-15 16:59:03 +00:00
{
sector_t *sec = node->m_sector;
subsector_t *newsubsec;
size_t i;
for (i = 0; i < numsubsectors; i++)
{
newsubsec = &subsectors[i];
if (newsubsec->sector != sec)
continue;
if (newsubsec->polyList)
{
polyobj_t *po = newsubsec->polyList;
sector_t *polysec;
while(po)
{
2015-01-01 19:50:31 +00:00
if (!P_MobjInsidePolyobj(po, mo) || !(po->flags & POF_SOLID))
2014-03-15 16:59:03 +00:00
{
po = (polyobj_t *)(po->link.next);
continue;
}
2015-01-01 19:50:31 +00:00
// We're inside it! Yess...
2014-11-12 00:55:07 +00:00
polysec = po->lines[0]->backsector;
// Moving polyobjects should act like conveyors if the player lands on one. (I.E. none of the momentum cut thing below) -Red
2015-01-01 19:50:31 +00:00
if ((mo->z == polysec->ceilingheight || mo->z+mo->height == polysec->floorheight) && po->thinker)
2014-11-12 00:55:07 +00:00
stopmovecut = true;
2015-01-01 19:50:31 +00:00
if (!(po->flags & POF_LDEXEC))
2014-03-15 16:59:03 +00:00
{
po = (polyobj_t *)(po->link.next);
continue;
}
if (mo->z == polysec->ceilingheight)
{
// We're landing on a PO, so check for
// a linedef executor.
// Trigger tags are 32000 + the PO's ID number.
P_LinedefExecute((INT16)(32000 + po->id), mo, NULL);
}
po = (polyobj_t *)(po->link.next);
}
}
}
}
2014-11-12 00:55:07 +00:00
if (!stopmovecut)
2014-03-15 16:59:03 +00:00
#endif
// Cut momentum in half when you hit the ground and
// aren't pressing any controls.
if (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING))
2014-03-15 16:59:03 +00:00
{
mo->momx >>= 1;
mo->momy >>= 1;
2014-03-15 16:59:03 +00:00
}
}
clipmomz = P_PlayerHitFloor(mo->player);
2014-03-15 16:59:03 +00:00
}
if (!(mo->player->pflags & PF_SPINNING) && mo->player->powers[pw_carry] != CR_NIGHTSMODE)
2014-03-15 16:59:03 +00:00
mo->player->pflags &= ~PF_STARTDASH;
if (clipmomz)
{
if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER))
mo->momz = tmfloorthing->momz;
else if (!tmfloorthing)
mo->momz = 0;
}
2014-03-15 16:59:03 +00:00
}
2014-08-04 03:49:33 +00:00
else if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER))
mo->momz = tmfloorthing->momz;
2014-03-15 16:59:03 +00:00
}
else if (!(mo->flags & MF_NOGRAVITY)) // Gravity here!
{
2014-08-04 03:49:33 +00:00
if (P_IsObjectInGoop(mo) && !(mo->flags & MF_NOCLIPHEIGHT))
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (mo->z < mo->floorz)
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
mo->z = mo->floorz;
mo->momz = 0;
}
else if (mo->z + mo->height > mo->ceilingz)
{
mo->z = mo->ceilingz - mo->height;
mo->momz = 0;
2014-03-15 16:59:03 +00:00
}
}
2014-08-04 03:49:33 +00:00
/// \todo may not be needed (done in P_MobjThinker normally)
mo->eflags &= ~MFE_JUSTHITFLOOR;
P_CheckGravity(mo, true);
2014-03-15 16:59:03 +00:00
}
nightsdone:
2014-08-04 03:49:33 +00:00
if (((mo->eflags & MFE_VERTICALFLIP && mo->z < mo->floorz) || (!(mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height > mo->ceilingz))
&& !(mo->flags & MF_NOCLIPHEIGHT))
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (mo->eflags & MFE_VERTICALFLIP)
mo->z = mo->floorz;
else
mo->z = mo->ceilingz - mo->height;
if (mo->player->powers[pw_carry] == CR_NIGHTSMODE)
2014-03-15 16:59:03 +00:00
{
// bounce off ceiling if you were flying towards it
if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 180 && mo->player->flyangle <= 359)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->player->flyangle > 0 && mo->player->flyangle < 180))
{
if (mo->player->flyangle < 90 || mo->player->flyangle >= 270)
mo->player->flyangle -= P_MobjFlip(mo)*90;
else
mo->player->flyangle += P_MobjFlip(mo)*90;
mo->player->flyangle %= 360;
mo->player->speed = FixedMul(mo->player->speed, 4*FRACUNIT/5);
}
2014-03-15 16:59:03 +00:00
}
// Check for "Mario" blocks to hit and bounce them
if (P_MobjFlip(mo)*mo->momz > 0)
{
msecnode_t *node;
if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch
2014-03-15 16:59:03 +00:00
{
// Search the touching sectors, from side-to-side...
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
2014-03-15 16:59:03 +00:00
{
ffloor_t *rover;
if (!node->m_sector->ffloors)
continue;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
// Come on, it's time to go...
if (rover->flags & FF_MARIO
&& !(mo->eflags & MFE_VERTICALFLIP) // if you were flipped, your head isn't actually hitting your ceilingz is it?
&& *rover->bottomheight == mo->ceilingz) // The player's head hit the bottom!
{
2014-03-15 16:59:03 +00:00
// DO THE MARIO!
if (rover->flags & FF_SHATTERBOTTOM) // Brick block!
EV_CrumbleChain(node->m_sector, rover);
else // Question block!
EV_MarioBlock(rover, node->m_sector, mo);
}
2014-03-15 16:59:03 +00:00
}
} // Ugly ugly billions of braces! Argh!
}
// hit the ceiling
if (mariomode)
S_StartSound(mo, sfx_mario1);
if (!mo->player->climbing)
2014-03-15 16:59:03 +00:00
mo->momz = 0;
}
}
}
static boolean P_SceneryZMovement(mobj_t *mo)
{
// Intercept the stupid 'fall through 3dfloors' bug
if (mo->subsector->sector->ffloors)
2015-01-01 19:50:31 +00:00
P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 2);
if (mo->subsector->polyList)
P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector);
2014-03-15 16:59:03 +00:00
// adjust height
if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
2014-03-15 16:59:03 +00:00
{
mo->momz += mo->pmomz;
mo->eflags &= ~MFE_APPLYPMOMZ;
2014-03-15 16:59:03 +00:00
}
mo->z += mo->momz;
switch (mo->type)
{
case MT_SMALLBUBBLE:
if (mo->z <= mo->floorz || mo->z+mo->height >= mo->ceilingz) // Hit the floor, so POP!
{
// don't sounds stop when you kill the mobj..?
// yes, they do, making this entirely redundant
P_RemoveMobj(mo);
return false;
}
break;
case MT_MEDIUMBUBBLE:
if (P_CheckDeathPitCollide(mo)) // Don't split if you fell in a pit
{
P_RemoveMobj(mo);
return false;
}
if ((!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= mo->floorz)
|| (mo->eflags & MFE_VERTICALFLIP && mo->z+mo->height >= mo->ceilingz)) // Hit the floor, so split!
{
// split
2016-05-22 03:53:04 +00:00
mobj_t *explodemo = NULL;
2014-03-15 16:59:03 +00:00
UINT8 prandom, i;
for (i = 0; i < 4; ++i) // split into four
{
prandom = P_RandomByte();
2014-03-15 16:59:03 +00:00
explodemo = P_SpawnMobj(mo->x, mo->y, mo->z, MT_SMALLBUBBLE);
explodemo->momx += ((prandom & 0x0F) << (FRACBITS-2)) * (i & 2 ? -1 : 1);
explodemo->momy += ((prandom & 0xF0) << (FRACBITS-6)) * (i & 1 ? -1 : 1);
explodemo->destscale = mo->scale;
P_SetScale(explodemo, mo->scale);
}
if (mo->threshold != 42) // Don't make pop sound if threshold is 42.
S_StartSound(explodemo, sfx_bubbl1 + P_RandomKey(5));
//note that we assign the bubble sound to one of the new bubbles.
// in other words, IT ACTUALLY GETS USED YAAAAAAAY
P_RemoveMobj(mo);
return false;
}
else if (mo->z <= mo->floorz || mo->z+mo->height >= mo->ceilingz) // Hit the ceiling instead? Just disappear anyway
{
P_RemoveMobj(mo);
return false;
}
break;
case MT_SEED: // now scenery
if (P_CheckDeathPitCollide(mo)) // No flowers for death pits
{
P_RemoveMobj(mo);
return false;
}
// Soniccd seed turns into a flower!
if ((!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= mo->floorz)
|| (mo->eflags & MFE_VERTICALFLIP && mo->z+mo->height >= mo->ceilingz))
{
mobjtype_t flowertype = ((P_RandomChance(FRACUNIT/2)) ? MT_GFZFLOWER1 : MT_GFZFLOWER3);
mobj_t *flower = P_SpawnMobjFromMobj(mo, 0, 0, 0, flowertype);
if (flower)
{
P_SetScale(flower, mo->scale/16);
flower->destscale = mo->scale;
flower->scalespeed = mo->scale/8;
}
2014-03-15 16:59:03 +00:00
P_RemoveMobj(mo);
return false;
}
default:
break;
}
// Fix for any silly pushables like the egg statues that are also scenery for some reason -- Monster Iestyn
if (P_CheckDeathPitCollide(mo))
{
if (mo->flags & MF_PUSHABLE)
{
P_RemoveMobj(mo);
return false;
}
}
// clip movement
2014-08-04 03:49:33 +00:00
if (((mo->z <= mo->floorz && !(mo->eflags & MFE_VERTICALFLIP))
|| (mo->z + mo->height >= mo->ceilingz && mo->eflags & MFE_VERTICALFLIP))
&& !(mo->flags & MF_NOCLIPHEIGHT))
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (mo->eflags & MFE_VERTICALFLIP)
mo->z = mo->ceilingz - mo->height;
else
mo->z = mo->floorz;
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
if (P_MobjFlip(mo)*mo->momz < 0) // falling
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
2014-03-15 16:59:03 +00:00
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER)
mo->eflags |= MFE_JUSTHITFLOOR; // Spin Attack
2014-08-04 03:49:33 +00:00
if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER))
mo->momz = tmfloorthing->momz;
else if (!tmfloorthing)
2014-03-15 16:59:03 +00:00
mo->momz = 0;
}
}
else if (!(mo->flags & MF_NOGRAVITY)) // Gravity here!
{
/// \todo may not be needed (done in P_MobjThinker normally)
mo->eflags &= ~MFE_JUSTHITFLOOR;
P_CheckGravity(mo, true);
}
2014-08-04 03:49:33 +00:00
if (((mo->z + mo->height > mo->ceilingz && !(mo->eflags & MFE_VERTICALFLIP))
|| (mo->z < mo->floorz && mo->eflags & MFE_VERTICALFLIP))
&& !(mo->flags & MF_NOCLIPHEIGHT))
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (mo->eflags & MFE_VERTICALFLIP)
mo->z = mo->floorz;
else
mo->z = mo->ceilingz - mo->height;
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
if (P_MobjFlip(mo)*mo->momz > 0) // hit the ceiling
mo->momz = 0;
2014-03-15 16:59:03 +00:00
}
return true;
}
// P_CanRunOnWater
//
// Returns true if player can waterrun on the 3D floor
//
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover)
{
fixed_t topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) :
#endif
*rover->topheight;
if (!player->powers[pw_carry] && !player->homing
&& ((player->powers[pw_super] || player->charflags & SF_RUNONWATER || player->dashmode >= 3*TICRATE) && player->mo->ceilingz-topheight >= player->mo->height)
2014-03-15 16:59:03 +00:00
&& (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale)
&& !(player->pflags & PF_SLIDING)
&& abs(player->mo->z - topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
2014-03-15 16:59:03 +00:00
return true;
return false;
}
//
// P_MobjCheckWater
//
// Check for water, set stuff in mobj_t struct for movement code later.
// This is called either by P_MobjThinker() or P_PlayerThink()
void P_MobjCheckWater(mobj_t *mobj)
{
boolean waterwasnotset = (mobj->watertop == INT32_MAX);
boolean wasinwater = (mobj->eflags & MFE_UNDERWATER) == MFE_UNDERWATER;
boolean wasingoo = (mobj->eflags & MFE_GOOWATER) == MFE_GOOWATER;
fixed_t thingtop = mobj->z + mobj->height;
2014-03-15 16:59:03 +00:00
sector_t *sector = mobj->subsector->sector;
ffloor_t *rover;
player_t *p = mobj->player; // Will just be null if not a player.
fixed_t height = (p ? P_GetPlayerHeight(p) : mobj->height); // for players, calculation height does not necessarily match actual height for gameplay reasons (spin, etc)
boolean wasgroundpounding = (p && (mobj->eflags & MFE_GOOWATER) && ((p->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (p->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (p->pflags & PF_SHIELDABILITY));
2014-03-15 16:59:03 +00:00
// Default if no water exists.
mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT;
2014-03-15 16:59:03 +00:00
// Reset water state.
mobj->eflags &= ~(MFE_UNDERWATER|MFE_TOUCHWATER|MFE_GOOWATER);
for (rover = sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
2014-03-15 16:59:03 +00:00
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE)
|| (((rover->flags & FF_BLOCKPLAYER) && mobj->player)
|| ((rover->flags & FF_BLOCKOTHERS) && !mobj->player)))
continue;
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#ifdef ESLOPE
if (*rover->t_slope)
topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y);
if (*rover->b_slope)
bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y);
#endif
2014-03-15 16:59:03 +00:00
if (mobj->eflags & MFE_VERTICALFLIP)
{
if (topheight < (thingtop - (height>>1))
|| bottomheight > thingtop)
2014-03-15 16:59:03 +00:00
continue;
}
else
{
if (topheight < mobj->z
|| bottomheight > (mobj->z + (height>>1)))
2014-03-15 16:59:03 +00:00
continue;
}
// Set the watertop and waterbottom
mobj->watertop = topheight;
mobj->waterbottom = bottomheight;
2014-03-15 16:59:03 +00:00
// Just touching the water?
if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - height < bottomheight)
|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + height > topheight))
2014-03-15 16:59:03 +00:00
{
mobj->eflags |= MFE_TOUCHWATER;
if (rover->flags & FF_GOOWATER && !(mobj->flags & MF_NOGRAVITY))
mobj->eflags |= MFE_GOOWATER;
}
// Actually in the water?
if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - (height>>1) > bottomheight)
|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + (height>>1) < topheight))
2014-03-15 16:59:03 +00:00
{
mobj->eflags |= MFE_UNDERWATER;
if (rover->flags & FF_GOOWATER && !(mobj->flags & MF_NOGRAVITY))
mobj->eflags |= MFE_GOOWATER;
}
}
// Spectators and dead players don't get to do any of the things after this.
if (p && (p->spectator || p->playerstate != PST_LIVE))
return;
2014-03-15 16:59:03 +00:00
// Specific things for underwater players
if (p && (mobj->eflags & MFE_UNDERWATER) == MFE_UNDERWATER)
{
if (!((p->powers[pw_super]) || (p->powers[pw_invulnerability])))
{
boolean electric = !!(p->powers[pw_shield] & SH_PROTECTELECTRIC);
#define SH_OP (SH_PROTECTFIRE|SH_PROTECTWATER|SH_PROTECTELECTRIC)
if ((p->powers[pw_shield] & SH_OP) == SH_OP) // No.
P_KillMobj(mobj, NULL, NULL, DMG_INSTAKILL);
#undef SH_OP
else if (electric || ((p->powers[pw_shield] & SH_PROTECTFIRE) && !(p->powers[pw_shield] & SH_PROTECTWATER)))
{ // Water removes electric and non-water fire shields...
P_FlashPal(p,
electric
? PAL_WHITE
: PAL_NUKE,
1);
2014-03-15 16:59:03 +00:00
p->powers[pw_shield] = p->powers[pw_shield] & SH_STACK;
}
2014-03-15 16:59:03 +00:00
}
// Drown timer setting
if ((p->powers[pw_shield] & SH_PROTECTWATER) // Has water protection
2014-03-15 16:59:03 +00:00
|| (p->exiting) // Or exiting
|| (maptol & TOL_NIGHTS) // Or in NiGHTS mode
|| (mariomode)) // Or in Mario mode...
{
// Can't drown.
p->powers[pw_underwater] = 0;
}
else if (p->powers[pw_underwater] <= 0) // No underwater timer set
{
// Then we'll set it!
p->powers[pw_underwater] = underwatertics + 1;
}
if (wasgroundpounding)
{
p->pflags &= ~PF_SHIELDABILITY;
mobj->momz >>= 1;
}
2014-03-15 16:59:03 +00:00
}
// The rest of this code only executes on a water state change.
if (waterwasnotset || !!(mobj->eflags & MFE_UNDERWATER) == wasinwater)
return;
if ((p) // Players
|| (mobj->flags & MF_PUSHABLE) // Pushables
|| ((mobj->info->flags & MF_PUSHABLE) && mobj->fuse) // Previously pushable, might be moving still
)
{
// Check to make sure you didn't just cross into a sector to jump out of
// that has shallower water than the block you were originally in.
if ((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->watertop-mobj->floorz <= height>>1)
|| ((mobj->eflags & MFE_VERTICALFLIP) && mobj->ceilingz-mobj->waterbottom <= height>>1))
2014-03-15 16:59:03 +00:00
return;
if (!wasgroundpounding && (mobj->eflags & MFE_GOOWATER || wasingoo)) { // Decide what happens to your momentum when you enter/leave goopy water.
if (P_MobjFlip(mobj)*mobj->momz < 0) // You are entering the goo?
mobj->momz = FixedMul(mobj->momz, FixedDiv(2*FRACUNIT, 5*FRACUNIT)); // kill momentum significantly, to make the goo feel thick.
2014-03-15 16:59:03 +00:00
}
else if (wasinwater && P_MobjFlip(mobj)*mobj->momz > 0)
mobj->momz = FixedMul(mobj->momz, FixedDiv(780*FRACUNIT, 457*FRACUNIT)); // Give the mobj a little out-of-water boost.
if (P_MobjFlip(mobj)*mobj->momz < 0)
{
if ((mobj->eflags & MFE_VERTICALFLIP && thingtop-(height>>1)-mobj->momz <= mobj->waterbottom)
|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z+(height>>1)-mobj->momz >= mobj->watertop))
2014-03-15 16:59:03 +00:00
{
// Spawn a splash
mobj_t *splish;
if (mobj->eflags & MFE_VERTICALFLIP)
{
splish = P_SpawnMobj(mobj->x, mobj->y, mobj->waterbottom-FixedMul(mobjinfo[MT_SPLISH].height, mobj->scale), MT_SPLISH);
splish->flags2 |= MF2_OBJECTFLIP;
splish->eflags |= MFE_VERTICALFLIP;
}
else
splish = P_SpawnMobj(mobj->x, mobj->y, mobj->watertop, MT_SPLISH);
splish->destscale = mobj->scale;
P_SetScale(splish, mobj->scale);
}
// skipping stone!
if (p && (p->charability2 == CA2_SPINDASH) && p->speed/2 > abs(mobj->momz)
&& ((p->pflags & (PF_SPINNING|PF_JUMPED)) == PF_SPINNING)
&& ((!(mobj->eflags & MFE_VERTICALFLIP) && thingtop - mobj->momz > mobj->watertop)
|| ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z - mobj->momz < mobj->waterbottom)))
{
mobj->momz = -mobj->momz/2;
if (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->momz > FixedMul(6*FRACUNIT, mobj->scale))
mobj->momz = FixedMul(6*FRACUNIT, mobj->scale);
else if (mobj->eflags & MFE_VERTICALFLIP && mobj->momz < FixedMul(-6*FRACUNIT, mobj->scale))
mobj->momz = FixedMul(-6*FRACUNIT, mobj->scale);
}
}
else if (P_MobjFlip(mobj)*mobj->momz > 0)
{
if (((mobj->eflags & MFE_VERTICALFLIP && thingtop-(height>>1)-mobj->momz > mobj->waterbottom)
|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z+(height>>1)-mobj->momz < mobj->watertop))
2014-03-15 16:59:03 +00:00
&& !(mobj->eflags & MFE_UNDERWATER)) // underwater check to prevent splashes on opposite side
{
// Spawn a splash
mobj_t *splish;
if (mobj->eflags & MFE_VERTICALFLIP)
{
splish = P_SpawnMobj(mobj->x, mobj->y, mobj->waterbottom-FixedMul(mobjinfo[MT_SPLISH].height, mobj->scale), MT_SPLISH);
splish->flags2 |= MF2_OBJECTFLIP;
splish->eflags |= MFE_VERTICALFLIP;
}
else
splish = P_SpawnMobj(mobj->x, mobj->y, mobj->watertop, MT_SPLISH);
splish->destscale = mobj->scale;
P_SetScale(splish, mobj->scale);
}
}
// Time to spawn the bubbles!
{
INT32 i;
INT32 bubblecount;
UINT8 prandom[4];
mobj_t *bubble;
mobjtype_t bubbletype;
if (mobj->eflags & MFE_GOOWATER || wasingoo)
S_StartSound(mobj, sfx_ghit);
else
S_StartSound(mobj, sfx_splish); // And make a sound!
bubblecount = FixedDiv(abs(mobj->momz), mobj->scale)>>(FRACBITS-1);
// Max bubble count
if (bubblecount > 128)
bubblecount = 128;
// Create tons of bubbles
for (i = 0; i < bubblecount; i++)
{
// P_RandomByte()s are called individually to allow consistency
2014-03-15 16:59:03 +00:00
// across various compilers, since the order of function calls
// in C is not part of the ANSI specification.
prandom[0] = P_RandomByte();
prandom[1] = P_RandomByte();
prandom[2] = P_RandomByte();
prandom[3] = P_RandomByte();
2014-03-15 16:59:03 +00:00
bubbletype = MT_SMALLBUBBLE;
if (!(prandom[0] & 0x3)) // medium bubble chance up to 64 from 32
bubbletype = MT_MEDIUMBUBBLE;
bubble = P_SpawnMobj(
mobj->x + FixedMul((prandom[1]<<(FRACBITS-3)) * (prandom[0]&0x80 ? 1 : -1), mobj->scale),
mobj->y + FixedMul((prandom[2]<<(FRACBITS-3)) * (prandom[0]&0x40 ? 1 : -1), mobj->scale),
mobj->z + FixedMul((prandom[3]<<(FRACBITS-2)), mobj->scale), bubbletype);
if (bubble)
{
if (P_MobjFlip(mobj)*mobj->momz < 0)
bubble->momz = mobj->momz >> 4;
else
bubble->momz = 0;
bubble->destscale = mobj->scale;
P_SetScale(bubble, mobj->scale);
}
}
}
}
}
static void P_SceneryCheckWater(mobj_t *mobj)
{
sector_t *sector;
// Default if no water exists.
mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT;
2014-03-15 16:59:03 +00:00
// see if we are in water, and set some flags for later
sector = mobj->subsector->sector;
if (sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
2014-03-15 16:59:03 +00:00
mobj->eflags &= ~(MFE_UNDERWATER|MFE_TOUCHWATER);
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKOTHERS)
continue;
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#ifdef ESLOPE
if (*rover->t_slope)
topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y);
if (*rover->b_slope)
bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y);
#endif
if (topheight <= mobj->z
|| bottomheight > (mobj->z + (mobj->height>>1)))
2014-03-15 16:59:03 +00:00
continue;
if (mobj->z + mobj->height > topheight)
2014-03-15 16:59:03 +00:00
mobj->eflags |= MFE_TOUCHWATER;
else
mobj->eflags &= ~MFE_TOUCHWATER;
// Set the watertop and waterbottom
mobj->watertop = topheight;
mobj->waterbottom = bottomheight;
2014-03-15 16:59:03 +00:00
if (mobj->z + (mobj->height>>1) < topheight)
2014-03-15 16:59:03 +00:00
mobj->eflags |= MFE_UNDERWATER;
else
mobj->eflags &= ~MFE_UNDERWATER;
}
}
else
mobj->eflags &= ~(MFE_UNDERWATER|MFE_TOUCHWATER);
}
static boolean P_CameraCheckHeat(camera_t *thiscam)
{
sector_t *sector;
2014-08-04 03:49:33 +00:00
fixed_t halfheight = thiscam->z + (thiscam->height >> 1);
2014-03-15 16:59:03 +00:00
// see if we are in water
sector = thiscam->subsector->sector;
if (P_FindSpecialLineFromTag(13, sector->tag, -1) != -1)
return true;
if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
2014-08-04 03:49:33 +00:00
if (!(rover->flags & FF_EXISTS))
2014-03-15 16:59:03 +00:00
continue;
2014-08-04 03:49:33 +00:00
if (halfheight >= (
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, thiscam->x, thiscam->y) :
#endif
*rover->topheight) || halfheight <= (
#ifdef ESLOPE
*rover->b_slope ? P_GetZAt(*rover->b_slope, thiscam->x, thiscam->y) :
#endif
*rover->bottomheight))
2014-03-15 16:59:03 +00:00
continue;
2014-08-04 03:49:33 +00:00
if (P_FindSpecialLineFromTag(13, rover->master->frontsector->tag, -1) != -1)
return true;
2014-03-15 16:59:03 +00:00
}
}
return false;
}
static boolean P_CameraCheckWater(camera_t *thiscam)
{
sector_t *sector;
2014-08-04 03:49:33 +00:00
fixed_t halfheight = thiscam->z + (thiscam->height >> 1);
2014-03-15 16:59:03 +00:00
// see if we are in water
sector = thiscam->subsector->sector;
if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKOTHERS)
continue;
2014-08-04 03:49:33 +00:00
if (halfheight >= (
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, thiscam->x, thiscam->y) :
#endif
*rover->topheight) || halfheight <= (
#ifdef ESLOPE
*rover->b_slope ? P_GetZAt(*rover->b_slope, thiscam->x, thiscam->y) :
#endif
*rover->bottomheight))
2014-03-15 16:59:03 +00:00
continue;
2014-08-04 03:49:33 +00:00
return true;
2014-03-15 16:59:03 +00:00
}
}
return false;
}
void P_DestroyRobots(void)
{
// Search through all the thinkers for enemies.
mobj_t *mo;
thinker_t *think;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
mo = (mobj_t *)think;
2017-03-17 23:09:15 +00:00
if (mo->health <= 0 || !(mo->flags & (MF_ENEMY|MF_BOSS)))
2014-03-15 16:59:03 +00:00
continue; // not a valid enemy
if (mo->type == MT_PLAYER) // Don't chase after other players!
continue;
// Found a target enemy
P_KillMobj(mo, players[consoleplayer].mo, players[consoleplayer].mo, 0);
2014-03-15 16:59:03 +00:00
}
}
// P_CameraThinker
//
// Process the mobj-ish required functions of the camera
boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled)
{
boolean itsatwodlevel = false;
postimg_t postimg = postimg_none;
if (twodlevel
|| (thiscam == &camera && players[displayplayer].mo && (players[displayplayer].mo->flags2 & MF2_TWOD))
|| (thiscam == &camera2 && players[secondarydisplayplayer].mo && (players[secondarydisplayplayer].mo->flags2 & MF2_TWOD)))
itsatwodlevel = true;
if (player->pflags & PF_FLIPCAM && !(player->powers[pw_carry] == CR_NIGHTSMODE) && player->mo->eflags & MFE_VERTICALFLIP)
2014-03-15 16:59:03 +00:00
postimg = postimg_flip;
2014-08-04 03:49:33 +00:00
else if (player->awayviewtics)
{
camera_t dummycam;
dummycam.subsector = player->awayviewmobj->subsector;
dummycam.x = player->awayviewmobj->x;
dummycam.y = player->awayviewmobj->y;
dummycam.z = player->awayviewmobj->z;
dummycam.height = 40*FRACUNIT; // alt view height is 20*FRACUNIT
// Are we in water?
if (P_CameraCheckWater(&dummycam))
postimg = postimg_water;
else if (P_CameraCheckHeat(&dummycam))
postimg = postimg_heat;
}
else
{
// Are we in water?
if (P_CameraCheckWater(thiscam))
postimg = postimg_water;
else if (P_CameraCheckHeat(thiscam))
postimg = postimg_heat;
}
2014-03-15 16:59:03 +00:00
if (postimg != postimg_none)
{
if (splitscreen && player == &players[secondarydisplayplayer])
postimgtype2 = postimg;
else
postimgtype = postimg;
}
if (thiscam->momx || thiscam->momy)
{
if (!P_TryCameraMove(thiscam->x + thiscam->momx, thiscam->y + thiscam->momy, thiscam))
{ // Never fails for 2D mode.
mobj_t dummy;
dummy.thinker.function.acp1 = (actionf_p1)P_MobjThinker;
dummy.subsector = thiscam->subsector;
dummy.x = thiscam->x;
dummy.y = thiscam->y;
dummy.z = thiscam->z;
dummy.height = thiscam->height;
if (!resetcalled && !(player->pflags & PF_NOCLIP) && !P_CheckSight(&dummy, player->mo)) // TODO: "P_CheckCameraSight" instead.
P_ResetCamera(player, thiscam);
else
P_SlideCameraMove(thiscam);
if (resetcalled) // Okay this means the camera is fully reset.
return true;
}
}
if (!itsatwodlevel)
P_CheckCameraPosition(thiscam->x, thiscam->y, thiscam);
thiscam->subsector = R_PointInSubsector(thiscam->x, thiscam->y);
thiscam->floorz = tmfloorz;
thiscam->ceilingz = tmceilingz;
if (thiscam->momz || player->mo->pmomz)
2014-03-15 16:59:03 +00:00
{
// adjust height
thiscam->z += thiscam->momz + player->mo->pmomz;
2014-03-15 16:59:03 +00:00
if (!itsatwodlevel && !(player->pflags & PF_NOCLIP))
{
// clip movement
if (thiscam->z <= thiscam->floorz) // hit the floor
{
fixed_t cam_height = cv_cam_height.value;
thiscam->z = thiscam->floorz;
if (player == &players[secondarydisplayplayer])
cam_height = cv_cam2_height.value;
if (thiscam->z > player->mo->z + player->mo->height + FixedMul(cam_height*FRACUNIT + 16*FRACUNIT, player->mo->scale))
{
if (!resetcalled)
P_ResetCamera(player, thiscam);
return true;
}
}
if (thiscam->z + thiscam->height > thiscam->ceilingz)
{
if (thiscam->momz > 0)
{
// hit the ceiling
thiscam->momz = 0;
}
thiscam->z = thiscam->ceilingz - thiscam->height;
if (thiscam->z + thiscam->height < player->mo->z - player->mo->height)
{
if (!resetcalled)
P_ResetCamera(player, thiscam);
return true;
}
}
}
}
if (itsatwodlevel
|| (thiscam->ceilingz - thiscam->z < thiscam->height
&& thiscam->ceilingz >= thiscam->z))
{
thiscam->ceilingz = thiscam->z + thiscam->height;
thiscam->floorz = thiscam->z;
}
return false;
}
//
// P_PlayerMobjThinker
//
static void P_PlayerMobjThinker(mobj_t *mobj)
{
msecnode_t *node;
I_Assert(mobj != NULL);
I_Assert(mobj->player != NULL);
2014-03-15 16:59:03 +00:00
I_Assert(!P_MobjWasRemoved(mobj));
P_MobjCheckWater(mobj);
#ifdef ESLOPE
P_ButteredSlope(mobj);
#endif
2014-03-15 16:59:03 +00:00
// momentum movement
mobj->eflags &= ~MFE_JUSTSTEPPEDDOWN;
if (mobj->state-states == S_PLAY_BOUNCE_LANDING)
goto animonly; // no need for checkposition - doesn't move at ALL
2014-03-15 16:59:03 +00:00
// Zoom tube
if (mobj->tracer)
2014-03-15 16:59:03 +00:00
{
if (mobj->player->powers[pw_carry] == CR_ZOOMTUBE || mobj->player->powers[pw_carry] == CR_ROPEHANG)
{
P_UnsetThingPosition(mobj);
mobj->x += mobj->momx;
mobj->y += mobj->momy;
mobj->z += mobj->momz;
P_SetThingPosition(mobj);
P_CheckPosition(mobj, mobj->x, mobj->y);
goto animonly;
}
else if (mobj->player->powers[pw_carry] == CR_MACESPIN)
{
P_CheckPosition(mobj, mobj->x, mobj->y);
goto animonly;
}
2014-03-15 16:59:03 +00:00
}
// Needed for gravity boots
P_CheckGravity(mobj, false);
if (mobj->momx || mobj->momy)
{
P_XYMovement(mobj);
if (P_MobjWasRemoved(mobj))
return;
}
else
P_TryMove(mobj, mobj->x, mobj->y, true);
if (!(netgame && mobj->player->spectator))
2014-03-15 16:59:03 +00:00
{
// Crumbling platforms
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
2014-03-15 16:59:03 +00:00
{
fixed_t topheight, bottomheight;
2014-03-15 16:59:03 +00:00
ffloor_t *rover;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_CRUMBLE))
continue;
topheight = P_GetSpecialTopZ(mobj, sectors + rover->secnum, node->m_sector);
bottomheight = P_GetSpecialBottomZ(mobj, sectors + rover->secnum, node->m_sector);
if ((topheight == mobj->z && !(mobj->eflags & MFE_VERTICALFLIP))
|| (bottomheight == mobj->z + mobj->height && mobj->eflags & MFE_VERTICALFLIP)) // You nut.
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EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN));
}
}
}
// Check for floating water platforms and bounce them
if (CheckForFloatBob && P_MobjFlip(mobj)*mobj->momz < 0)
{
boolean thereiswater = false;
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
if (node->m_sector->ffloors)
{
ffloor_t *rover;
// Get water boundaries first
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
if (rover->flags & FF_SWIMMABLE) // Is there water?
{
thereiswater = true;
break;
}
}
}
}
if (thereiswater)
{
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
if (node->m_sector->ffloors)
{
ffloor_t *rover;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_FLOATBOB))
continue;
if ((!(mobj->eflags & MFE_VERTICALFLIP) && abs(*rover->topheight-mobj->z) <= abs(mobj->momz)) // The player is landing on the cheese!
|| (mobj->eflags & MFE_VERTICALFLIP && abs(*rover->bottomheight-(mobj->z+mobj->height)) <= abs(mobj->momz)))
{
// Initiate a 'bouncy' elevator function
// which slowly diminishes.
EV_BounceSector(rover->master->frontsector, -mobj->momz, rover->master);
}
}
}
}
} // Ugly ugly billions of braces! Argh!
}
// always do the gravity bit now, that's simpler
// BUT CheckPosition only if wasn't done before.
if (!(mobj->eflags & MFE_ONGROUND) || mobj->momz
|| ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height != mobj->ceilingz)
|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z != mobj->floorz)
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|| P_IsObjectInGoop(mobj))
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{
P_PlayerZMovement(mobj);
P_CheckPosition(mobj, mobj->x, mobj->y); // Need this to pick up objects!
if (P_MobjWasRemoved(mobj))
return;
}
else
{
if (!(mobj->player->powers[pw_carry] == CR_NIGHTSMODE)) // used for drilling
mobj->player->pflags &= ~PF_STARTJUMP;
mobj->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
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{
mobj->player->secondjump = 0;
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_PLAY_WALK);
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}
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mobj->eflags &= ~MFE_JUSTHITFLOOR;
}
animonly:
P_CyclePlayerMobjState(mobj);
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}
static void CalculatePrecipFloor(precipmobj_t *mobj)
{
// recalculate floorz each time
const sector_t *mobjsecsubsec;
if (mobj && mobj->subsector && mobj->subsector->sector)
mobjsecsubsec = mobj->subsector->sector;
else
return;
mobj->floorz =
#ifdef ESLOPE
mobjsecsubsec->f_slope ? P_GetZAt(mobjsecsubsec->f_slope, mobj->x, mobj->y) :
#endif
mobjsecsubsec->floorheight;
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if (mobjsecsubsec->ffloors)
{
ffloor_t *rover;
fixed_t topheight;
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for (rover = mobjsecsubsec->ffloors; rover; rover = rover->next)
{
// If it exists, it'll get rained on.
if (!(rover->flags & FF_EXISTS))
continue;
if (!(rover->flags & FF_BLOCKOTHERS) && !(rover->flags & FF_SWIMMABLE))
continue;
#ifdef ESLOPE
if (*rover->t_slope)
topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y);
else
#endif
topheight = *rover->topheight;
if (topheight > mobj->floorz)
mobj->floorz = topheight;
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}
}
}
void P_RecalcPrecipInSector(sector_t *sector)
{
mprecipsecnode_t *psecnode;
if (!sector)
return;
sector->moved = true; // Recalc lighting and things too, maybe
for (psecnode = sector->touching_preciplist; psecnode; psecnode = psecnode->m_thinglist_next)
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CalculatePrecipFloor(psecnode->m_thing);
}
//
// P_NullPrecipThinker
//
// For "Blank" precipitation
//
void P_NullPrecipThinker(precipmobj_t *mobj)
{
(void)mobj;
}
void P_SnowThinker(precipmobj_t *mobj)
{
P_CycleStateAnimation((mobj_t *)mobj);
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// adjust height
if ((mobj->z += mobj->momz) <= mobj->floorz)
mobj->z = mobj->ceilingz;
}
void P_RainThinker(precipmobj_t *mobj)
{
P_CycleStateAnimation((mobj_t *)mobj);
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if (mobj->state != &states[S_RAIN1])
{
// cycle through states,
// calling action functions at transitions
if (mobj->tics > 0 && --mobj->tics == 0)
{
// you can cycle through multiple states in a tic
if (!P_SetPrecipMobjState(mobj, mobj->state->nextstate))
return; // freed itself
}
if (mobj->state == &states[S_RAINRETURN])
{
mobj->z = mobj->ceilingz;
P_SetPrecipMobjState(mobj, S_RAIN1);
}
return;
}
// adjust height
mobj->z += mobj->momz;
if (mobj->z <= mobj->floorz)
{
// no splashes on sky or bottomless pits
if (mobj->precipflags & PCF_PIT)
mobj->z = mobj->ceilingz;
else
{
mobj->z = mobj->floorz;
P_SetPrecipMobjState(mobj, S_SPLASH1);
}
}
}
static void P_RingThinker(mobj_t *mobj)
{
if (mobj->momx || mobj->momy)
{
P_RingXYMovement(mobj);
if (P_MobjWasRemoved(mobj))
return;
}
// always do the gravity bit now, that's simpler
// BUT CheckPosition only if wasn't done before.
if (mobj->momz)
{
P_RingZMovement(mobj);
P_CheckPosition(mobj, mobj->x, mobj->y); // Need this to pick up objects!
if (P_MobjWasRemoved(mobj))
return;
}
P_CycleMobjState(mobj);
}
//
// P_BossTargetPlayer
// If closest is true, find the closest player.
// Returns true if a player is targeted.
//
boolean P_BossTargetPlayer(mobj_t *actor, boolean closest)
{
INT32 stop = -1, c = 0;
player_t *player;
fixed_t dist, lastdist = 0;
// first time init, this allow minimum lastlook changes
if (actor->lastlook < 0)
actor->lastlook = P_RandomByte();
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actor->lastlook &= PLAYERSMASK;
for( ; ; actor->lastlook = (actor->lastlook+1) & PLAYERSMASK)
{
// save the first look so we stop next time.
if (stop < 0)
stop = actor->lastlook;
// reached the beginning again, done looking.
else if (actor->lastlook == stop)
return (closest && lastdist > 0);
if (!playeringame[actor->lastlook])
continue;
if (!closest && c++ == 2)
return false;
player = &players[actor->lastlook];
if (player->pflags & PF_INVIS || player->bot || player->spectator)
continue; // ignore notarget
if (!player->mo || P_MobjWasRemoved(player->mo))
continue;
if (player->mo->health <= 0)
continue; //dead
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if (!P_CheckSight(actor, player->mo))
continue; // out of sight
if (closest)
{
dist = P_AproxDistance(actor->x - player->mo->x, actor->y - player->mo->y);
if (!lastdist || dist < lastdist)
{
lastdist = dist+1;
P_SetTarget(&actor->target, player->mo);
}
continue;
}
P_SetTarget(&actor->target, player->mo);
return true;
}
}
// Finds the player no matter what they're hiding behind (even lead!)
boolean P_SupermanLook4Players(mobj_t *actor)
{
INT32 c, stop = 0;
player_t *playersinthegame[MAXPLAYERS];
for (c = 0; c < MAXPLAYERS; c++)
{
if (playeringame[c])
{
if (players[c].pflags & PF_INVIS)
continue; // ignore notarget
if (!players[c].mo || players[c].bot)
continue;
if (players[c].mo->health <= 0)
continue; // dead
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playersinthegame[stop] = &players[c];
stop++;
}
}
if (!stop)
return false;
P_SetTarget(&actor->target, playersinthegame[P_RandomKey(stop)]->mo);
return true;
}
// AI for a generic boss.
static void P_GenericBossThinker(mobj_t *mobj)
{
if (mobj->state->nextstate == mobj->info->spawnstate && mobj->tics == 1)
mobj->flags2 &= ~MF2_FRET;
if (!mobj->target || !(mobj->target->flags & MF_SHOOTABLE))
{
if (mobj->health <= 0)
{
// look for a new target
if (P_BossTargetPlayer(mobj, false) && mobj->info->mass) // Bid farewell!
S_StartSound(mobj, mobj->info->mass);
return;
}
// look for a new target
if (P_BossTargetPlayer(mobj, false) && mobj->info->seesound)
S_StartSound(mobj, mobj->info->seesound);
return;
}
// Don't call A_ functions here, let the SOC do the AI!
if (mobj->state == &states[mobj->info->meleestate]
|| (mobj->state == &states[mobj->info->missilestate]
&& mobj->health > mobj->info->damage))
{
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
}
}
// AI for the first boss.
static void P_Boss1Thinker(mobj_t *mobj)
{
if (mobj->flags2 & MF2_FRET && (statenum_t)(mobj->state-states) == mobj->info->spawnstate) {
mobj->flags2 &= ~(MF2_FRET|MF2_SKULLFLY);
mobj->momx = mobj->momy = mobj->momz = 0;
}
if (!mobj->tracer)
{
var1 = 0;
A_BossJetFume(mobj);
}
if (!mobj->target || !(mobj->target->flags & MF_SHOOTABLE))
{
if (mobj->target && mobj->target->health
&& mobj->target->type == MT_EGGMOBILE_TARGET) // Oh, we're just firing our laser.
return; // It's okay, then.
if (mobj->health <= 0)
{
if (P_BossTargetPlayer(mobj, false) && mobj->info->mass) // Bid farewell!
S_StartSound(mobj, mobj->info->mass);
return;
}
// look for a new target
if (P_BossTargetPlayer(mobj, false) && mobj->info->seesound)
S_StartSound(mobj, mobj->info->seesound);
return;
}
if (mobj->flags2 & MF2_SKULLFLY)
{
fixed_t dist = (mobj->eflags & MFE_VERTICALFLIP)
2016-09-29 12:07:24 +00:00
? ((mobj->ceilingz-(2*mobj->height)) - (mobj->z+mobj->height))
: (mobj->z - (mobj->floorz+(2*mobj->height)));
if (dist > 0 && P_MobjFlip(mobj)*mobj->momz > 0)
mobj->momz = FixedMul(mobj->momz, FRACUNIT - (dist>>12));
}
else if (mobj->state != &states[mobj->info->spawnstate] && mobj->health > 0 && mobj->flags & MF_FLOAT)
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mobj->momz = FixedMul(mobj->momz,7*FRACUNIT/8);
if (mobj->state == &states[mobj->info->meleestate]
|| (mobj->state == &states[mobj->info->missilestate]
&& mobj->health > mobj->info->damage))
{
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
}
}
// AI for the second boss.
// No, it does NOT convert "Boss" to a "Thinker". =P
static void P_Boss2Thinker(mobj_t *mobj)
{
if (mobj->movecount)
mobj->movecount--;
if (!mobj->movecount)
mobj->flags2 &= ~MF2_FRET;
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if (!mobj->tracer)
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{
var1 = 0;
A_BossJetFume(mobj);
}
if (mobj->health <= mobj->info->damage && (!mobj->target || !(mobj->target->flags & MF_SHOOTABLE)))
{
if (mobj->health <= 0)
{
// look for a new target
if (P_BossTargetPlayer(mobj, false) && mobj->info->mass) // Bid farewell!
S_StartSound(mobj, mobj->info->mass);
return;
}
// look for a new target
if (P_BossTargetPlayer(mobj, false) && mobj->info->seesound)
S_StartSound(mobj, mobj->info->seesound);
return;
}
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if (mobj->state == &states[mobj->info->spawnstate] && mobj->health > mobj->info->damage)
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A_Boss2Chase(mobj);
else if (mobj->health > 0 && mobj->state != &states[mobj->info->painstate] && mobj->state != &states[mobjinfo[mobj->info->missilestate].raisestate])
{
mobj->flags &= ~MF_NOGRAVITY;
A_Boss2Pogo(mobj);
P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
}
}
// AI for the third boss.
//
// Notes for reminders:
// movedir = move 2x fast?
// movecount = fire missiles?
// reactiontime = shock the water?
// threshold = next waypoint #
// extravalue1 = previous time shock sound was used
//
static void P_Boss3Thinker(mobj_t *mobj)
{
if (mobj->state == &states[mobj->info->spawnstate])
mobj->flags2 &= ~MF2_FRET;
if (mobj->flags2 & MF2_FRET)
mobj->movedir = 1;
if (!mobj->tracer)
{
var1 = 1;
A_BossJetFume(mobj);
}
if (mobj->health <= 0)
{
mobj->movecount = 0;
mobj->reactiontime = 0;
if (mobj->state < &states[mobj->info->xdeathstate])
return;
if (mobj->threshold == -1)
{
mobj->momz = mobj->info->speed;
return;
}
}
if (mobj->reactiontime) // Shock mode
{
UINT32 i;
if (mobj->state != &states[mobj->info->spawnstate])
P_SetMobjState(mobj, mobj->info->spawnstate);
mobj->reactiontime--;
if (!mobj->reactiontime)
{
ffloor_t *rover;
// Shock the water
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo)
continue;
if (players[i].mo->health <= 0)
continue;
if (players[i].mo->eflags & MFE_UNDERWATER)
P_DamageMobj(players[i].mo, mobj, mobj, 1, 0);
2014-03-15 16:59:03 +00:00
}
// Make the water flash
for (i = 0; i < numsectors; i++)
{
if (!sectors[i].ffloors)
continue;
for (rover = sectors[i].ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
if (!(rover->flags & FF_SWIMMABLE))
continue;
P_SpawnLightningFlash(rover->master->frontsector);
break;
}
}
if ((UINT32)mobj->extravalue1 + TICRATE*2 < leveltime)
{
mobj->extravalue1 = (INT32)leveltime;
S_StartSound(0, sfx_buzz1);
}
// If in the center, check to make sure
// none of the players are in the water
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo || players[i].bot)
continue;
if (players[i].mo->health <= 0)
continue;
if (players[i].mo->eflags & MFE_UNDERWATER)
{ // Stay put
mobj->reactiontime = 2*TICRATE;
return;
}
}
}
if (!mobj->reactiontime && mobj->health <= mobj->info->damage)
{ // Spawn pinch dummies from the center when we're leaving it.
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thinker_t *th;
mobj_t *mo2;
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mobj_t *dummy;
SINT8 way = mobj->threshold - 1; // 0 through 4.
SINT8 way2;
2014-08-05 23:59:40 +00:00
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i = 0; // reset i to 0 so we can check how many clones we've removed
// scan the thinkers to make sure all the old pinch dummies are gone before making new ones
// this can happen if the boss was hurt earlier than expected
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == (mobjtype_t)mobj->info->mass && mo2->tracer == mobj)
{
P_RemoveMobj(mo2);
i++;
}
if (i == 2) // we've already removed 2 of these, let's stop now
break;
}
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way = (way + P_RandomRange(1,3)) % 5; // dummy 1 at one of the first three options after eggmobile
dummy = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->mass);
dummy->angle = mobj->angle;
dummy->threshold = way + 1;
dummy->tracer = mobj;
do
way2 = (way + P_RandomRange(1,3)) % 5; // dummy 2 has to be careful,
while (way2 == mobj->threshold - 1); // to make sure it doesn't try to go the Eggman Way if dummy 1 rolled high.
dummy = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->mass);
dummy->angle = mobj->angle;
dummy->threshold = way2 + 1;
dummy->tracer = mobj;
CONS_Debug(DBG_GAMELOGIC, "Eggman path %d - Dummy selected paths %d and %d\n", mobj->threshold, way + 1, dummy->threshold);
P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
}
}
else if (mobj->movecount) // Firing mode
{
UINT32 i;
// look for a new target
P_BossTargetPlayer(mobj, false);
if (!mobj->target || !mobj->target->player)
return;
// Are there any players underwater? If so, shock them!
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo || players[i].bot)
continue;
if (players[i].mo->health <= 0)
continue;
if (players[i].mo->eflags & MFE_UNDERWATER)
{
mobj->movecount = 0;
P_SetMobjState(mobj, mobj->info->spawnstate);
return;
}
}
// Always face your target.
A_FaceTarget(mobj);
// Check if the attack animation is running. If not, play it.
if (mobj->state < &states[mobj->info->missilestate] || mobj->state > &states[mobj->info->raisestate])
{
if (mobj->health <= mobj->info->damage) // pinch phase
mobj->movecount--; // limited number of shots before diving again
if (mobj->movecount)
P_SetMobjState(mobj, mobj->info->missilestate);
}
}
else if (mobj->threshold >= 0) // Traveling mode
{
thinker_t *th;
mobj_t *mo2;
fixed_t dist, dist2;
fixed_t speed;
P_SetTarget(&mobj->target, NULL);
if (mobj->state != &states[mobj->info->spawnstate] && mobj->health > 0
&& !(mobj->flags2 & MF2_FRET))
P_SetMobjState(mobj, mobj->info->spawnstate);
// scan the thinkers
// to find a point that matches
// the number
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && mo2->spawnpoint->angle == mobj->threshold)
{
P_SetTarget(&mobj->target, mo2);
break;
}
}
if (!mobj->target) // Should NEVER happen
{
CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 was unable to find specified waypoint: %d\n", mobj->threshold);
return;
}
dist = P_AproxDistance(P_AproxDistance(mobj->target->x - mobj->x, mobj->target->y - mobj->y), mobj->target->z - mobj->z);
if (dist < 1)
dist = 1;
if ((mobj->movedir) || (mobj->health <= mobj->info->damage))
speed = mobj->info->speed * 2;
else
speed = mobj->info->speed;
mobj->momx = FixedMul(FixedDiv(mobj->target->x - mobj->x, dist), speed);
mobj->momy = FixedMul(FixedDiv(mobj->target->y - mobj->y, dist), speed);
mobj->momz = FixedMul(FixedDiv(mobj->target->z - mobj->z, dist), speed);
if (mobj->momx != 0 || mobj->momy != 0)
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
dist2 = P_AproxDistance(P_AproxDistance(mobj->target->x - (mobj->x + mobj->momx), mobj->target->y - (mobj->y + mobj->momy)), mobj->target->z - (mobj->z + mobj->momz));
if (dist2 < 1)
dist2 = 1;
if ((dist >> FRACBITS) <= (dist2 >> FRACBITS))
{
// If further away, set XYZ of mobj to waypoint location
P_UnsetThingPosition(mobj);
mobj->x = mobj->target->x;
mobj->y = mobj->target->y;
mobj->z = mobj->target->z;
mobj->momx = mobj->momy = mobj->momz = 0;
P_SetThingPosition(mobj);
if (mobj->threshold == 0)
{
mobj->reactiontime = 1; // Bzzt! Shock the water!
mobj->movedir = 0;
if (mobj->health <= 0)
{
mobj->flags |= MF_NOGRAVITY|MF_NOCLIP;
mobj->flags |= MF_NOCLIPHEIGHT;
mobj->threshold = -1;
return;
}
}
// Set to next waypoint in sequence
if (mobj->target->spawnpoint)
{
// From the center point, choose one of the five paths
if (mobj->target->spawnpoint->angle == 0)
mobj->threshold = P_RandomRange(1,5);
else
mobj->threshold = mobj->target->spawnpoint->extrainfo;
// If the deaf flag is set, go into firing mode
if (mobj->target->spawnpoint->options & MTF_AMBUSH)
mobj->movecount = mobj->health+1;
}
else // This should never happen, as well
CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 waypoint has no spawnpoint associated with it.\n");
}
}
}
// Move Boss4's sectors by delta.
static boolean P_Boss4MoveCage(fixed_t delta)
{
const UINT16 tag = 65534;
2014-03-15 16:59:03 +00:00
INT32 snum;
sector_t *sector;
for (snum = sectors[tag%numsectors].firsttag; snum != -1; snum = sector->nexttag)
{
sector = &sectors[snum];
if (sector->tag != tag)
continue;
sector->floorheight += delta;
sector->ceilingheight += delta;
P_CheckSector(sector, true);
}
return sectors[tag%numsectors].firsttag != -1;
}
// Move Boss4's arms to angle
static void P_Boss4MoveSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz)
{
INT32 s;
mobj_t *base = mobj, *seg;
fixed_t dist, bz = mobj->watertop+(16<<FRACBITS);
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while ((base = base->tracer))
{
for (seg = base, dist = 172*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 124*FRACUNIT, --s)
P_TeleportMove(seg, mobj->x + P_ReturnThrustX(mobj, angle, dist), mobj->y + P_ReturnThrustY(mobj, angle, dist), bz + FixedMul(fz, FixedDiv(s<<FRACBITS, 9<<FRACBITS)));
angle += ANGLE_MAX/3;
}
}
// Pull them closer.
static void P_Boss4PinchSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz)
{
INT32 s;
mobj_t *base = mobj, *seg;
fixed_t dist, bz = mobj->watertop+(16<<FRACBITS);
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while ((base = base->tracer))
{
for (seg = base, dist = 112*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 132*FRACUNIT, --s)
{
seg->z = bz + FixedMul(fz, FixedDiv(s<<FRACBITS, 9<<FRACBITS));
P_TryMove(seg, mobj->x + P_ReturnThrustX(mobj, angle, dist), mobj->y + P_ReturnThrustY(mobj, angle, dist), true);
}
angle += ANGLE_MAX/3;
}
}
// Destroy cage FOFs.
static void P_Boss4DestroyCage(void)
{
const UINT16 tag = 65534;
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INT32 snum, next;
size_t a;
sector_t *sector, *rsec;
ffloor_t *rover;
// This will be the final iteration of sector tag.
// We'll destroy the tag list as we go.
next = sectors[tag%numsectors].firsttag;
sectors[tag%numsectors].firsttag = -1;
for (snum = next; snum != -1; snum = next)
{
sector = &sectors[snum];
next = sector->nexttag;
sector->nexttag = -1;
if (sector->tag != tag)
continue;
sector->tag = 0;
// Destroy the FOFs.
for (a = 0; a < sector->numattached; a++)
{
rsec = &sectors[sector->attached[a]];
for (rover = rsec->ffloors; rover; rover = rover->next)
if (rover->flags & FF_EXISTS && rover->secnum == (size_t)snum)
{
if (rover->flags & FF_RENDERALL) // checking for FF_RENDERANY.
EV_CrumbleChain(rsec, rover); // This FOF is visible to some extent? Crumble it.
else // Completely invisible FOF
{
// no longer exists (can't collide with again)
rover->flags &= ~FF_EXISTS;
sector->moved = true;
rsec->moved = true;
}
}
}
}
}
// Destroy Boss4's arms
static void P_Boss4PopSpikeballs(mobj_t *mobj)
{
mobj_t *base = mobj->tracer, *seg, *next;
P_SetTarget(&mobj->tracer, NULL);
while(base)
{
next = base->tracer;
P_SetTarget(&base->tracer, NULL);
for (seg = base; seg; seg = seg->hnext)
if (seg->health)
P_KillMobj(seg, NULL, NULL, 0);
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base = next;
}
}
//
// AI for the fourth boss.
//
static void P_Boss4Thinker(mobj_t *mobj)
{
if ((statenum_t)(mobj->state-states) == mobj->info->spawnstate)
{
if (mobj->health > mobj->info->damage || mobj->movedir == 4)
mobj->flags2 &= ~MF2_FRET;
mobj->reactiontime = 0; // Drop the cage immediately.
}
// Oh no, we dead? D:
if (!mobj->health)
{
if (mobj->tracer) // need to clean up!
{
P_Boss4DestroyCage(); // Just in case pinch phase was skipped.
P_Boss4PopSpikeballs(mobj);
}
return;
}
// movedir == battle stage:
// 0: initialization
// 1: phase 1 forward
// 2: phase 1 reverse
// 3: pinch rise
// 4: pinch phase
switch(mobj->movedir)
{
// WELCOME to your DOOM!
case 0:
{
// For this stage only:
// movecount == cage height
// threshold == cage momz
if (mobj->movecount == 0) // Initialize stage!
{
fixed_t z;
INT32 i, arm;
mobj_t *seg, *base = mobj;
// First frame init, spawn all the things.
mobj->watertop = mobj->z;
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z = mobj->z + mobj->height/2 - mobjinfo[MT_EGGMOBILE4_MACE].height/2;
for (arm = 0; arm <3 ; arm++)
{
seg = P_SpawnMobj(mobj->x, mobj->y, z, MT_EGGMOBILE4_MACE);
P_SetTarget(&base->tracer, seg);
base = seg;
P_SetTarget(&seg->target, mobj);
for (i = 0; i < 9; i++)
{
seg->hnext = P_SpawnMobj(mobj->x, mobj->y, z, MT_EGGMOBILE4_MACE);
seg->hnext->hprev = seg;
seg = seg->hnext;
}
}
// Move the cage up to the sky.
mobj->movecount = 800*FRACUNIT;
if (!P_Boss4MoveCage(mobj->movecount))
{
mobj->movecount = 0;
mobj->threshold = 3*TICRATE;
mobj->extravalue1 = 1;
mobj->movedir++; // We don't have a cage, just continue.
}
else
P_Boss4MoveSpikeballs(mobj, 0, mobj->movecount);
}
else // Cage slams down over Eggman's head!
{
fixed_t oldz = mobj->movecount;
mobj->threshold -= 5*FRACUNIT;
mobj->movecount += mobj->threshold;
if (mobj->movecount < 0)
mobj->movecount = 0;
P_Boss4MoveCage(mobj->movecount - oldz);
P_Boss4MoveSpikeballs(mobj, 0, mobj->movecount);
if (mobj->movecount == 0)
{
mobj->threshold = 3*TICRATE;
mobj->extravalue1 = 1;
P_LinedefExecute(LE_BOSS4DROP, mobj, NULL);
mobj->movedir++; // Initialization complete, next phase!
}
}
return;
}
// Normal operation
case 1:
case 2:
break;
// Pinch phase init!
case 3:
{
fixed_t z;
if (mobj->z < mobj->watertop+(512<<FRACBITS))
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mobj->momz = 8*FRACUNIT;
else
{
mobj->momz = 0;
mobj->movedir++;
}
mobj->movecount += 400<<(FRACBITS>>1);
mobj->movecount %= 360*FRACUNIT;
z = mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2;
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if (z < 0) // We haven't risen high enough to pull the spikeballs along yet
P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), 0); // So don't pull the spikeballs along yet.
else
P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), z);
return;
}
// Pinch phase!
case 4:
{
2017-01-02 19:07:20 +00:00
if (mobj->z < (mobj->watertop + ((512+128*(mobj->info->damage-mobj->health))<<FRACBITS)))
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mobj->momz = 8*FRACUNIT;
else
mobj->momz = 0;
mobj->movecount += (800+800*(mobj->info->damage-mobj->health))<<(FRACBITS>>1);
mobj->movecount %= 360*FRACUNIT;
P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2);
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if (!mobj->target || !mobj->target->health)
P_SupermanLook4Players(mobj);
A_FaceTarget(mobj);
return;
}
default: // ?????
return;
}
// Haahahahahaaa, and let the FUN.. BEGIN!
// movedir == arms direction
// movecount == arms angle
// threshold == countdown to next attack
// reactiontime == cage raise, speed burst
// movefactor == cage z
// friction == turns until helm lift
// Raise the cage!
if (mobj->reactiontime == 1)
{
fixed_t oldz = mobj->movefactor;
mobj->movefactor += 8*FRACUNIT;
if (mobj->movefactor > 128*FRACUNIT)
mobj->movefactor = 128*FRACUNIT;
P_Boss4MoveCage(mobj->movefactor - oldz);
}
// Drop the cage!
else if (mobj->movefactor)
{
fixed_t oldz = mobj->movefactor;
mobj->movefactor -= 4*FRACUNIT;
if (mobj->movefactor < 0)
mobj->movefactor = 0;
P_Boss4MoveCage(mobj->movefactor - oldz);
if (!mobj->movefactor)
{
if (mobj->health <= mobj->info->damage)
{ // Proceed to pinch phase!
P_Boss4DestroyCage();
mobj->movedir = 3;
P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
return;
}
P_LinedefExecute(LE_BOSS4DROP, mobj, NULL);
}
}
{
fixed_t movespeed = 170<<(FRACBITS>>1);
if (mobj->reactiontime == 2)
movespeed *= 3;
if (mobj->movedir == 2)
mobj->movecount -= movespeed;
else
mobj->movecount += movespeed;
}
mobj->movecount %= 360*FRACUNIT;
P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->movefactor);
// Check for attacks, always tick the timer even while animating!!
if (!(mobj->flags2 & MF2_FRET) // but pause for pain so we don't interrupt pinch phase, eep!
&& mobj->threshold-- == 0)
{
// 5 -> 2.5 second timer
mobj->threshold = 5*TICRATE-(TICRATE/2)*(mobj->info->spawnhealth-mobj->health);
if (mobj->threshold < 1)
mobj->threshold = 1;
if (mobj->extravalue1-- == 0)
{
P_SetMobjState(mobj, mobj->info->raisestate);
mobj->extravalue1 = 3;
}
else
{
if (mobj->reactiontime == 1) // Cage is raised?
mobj->reactiontime = 0; // Drop it!
switch(P_RandomKey(10))
{
// Telegraph Right (Speed Up!!)
case 1:
case 3:
case 4:
case 5:
case 6:
P_SetMobjState(mobj, mobj->info->missilestate);
break;
// Telegraph Left (Reverse Direction)
default:
P_SetMobjState(mobj, mobj->info->meleestate);
break;
}
}
}
// Leave if animating.
if ((statenum_t)(mobj->state-states) != mobj->info->spawnstate)
return;
// Map allows us to get killed despite cage being down?
if (mobj->health <= mobj->info->damage)
{ // Proceed to pinch phase!
P_Boss4DestroyCage();
// spawn jet's flame now you're flying upwards
// tracer is already used, so if this ever gets reached again we've got problems
var1 = 3;
A_BossJetFume(mobj);
mobj->movedir = 3;
P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
return;
}
mobj->reactiontime = 0; // Drop the cage if it hasn't been dropped already.
if (!mobj->target || !mobj->target->health)
P_SupermanLook4Players(mobj);
A_FaceTarget(mobj);
}
//
// AI for Black Eggman
// Note: You CANNOT have more than ONE Black Eggman
// in a level! Just don't try it!
//
static void P_Boss7Thinker(mobj_t *mobj)
{
if (!mobj->target || !(mobj->target->flags & MF_SHOOTABLE))
{
// look for a new target
if (P_BossTargetPlayer(mobj, false))
return; // got a new target
P_SetMobjStateNF(mobj, mobj->info->spawnstate);
return;
}
if (mobj->health >= mobj->info->spawnhealth && (leveltime & 14) == 0)
{
mobj_t *smoke = P_SpawnMobj(mobj->x, mobj->y, mobj->z + mobj->height, MT_SMOKE);
smoke->destscale = mobj->destscale;
P_SetScale(smoke, smoke->destscale);
smoke->momz = FixedMul(FRACUNIT, smoke->scale);
}
if (mobj->state == &states[S_BLACKEGG_STND] && mobj->tics == mobj->state->tics)
{
mobj->reactiontime += P_RandomByte();
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if (mobj->health <= mobj->info->damage)
mobj->reactiontime /= 4;
}
else if (mobj->state == &states[S_BLACKEGG_DIE4] && mobj->tics == mobj->state->tics)
A_BossDeath(mobj);
else if (mobj->state >= &states[S_BLACKEGG_WALK1]
&& mobj->state <= &states[S_BLACKEGG_WALK6])
A_Boss7Chase(mobj);
else if (mobj->state == &states[S_BLACKEGG_PAIN1] && mobj->tics == mobj->state->tics)
{
if (mobj->health > 0)
mobj->health--;
S_StartSound(0, (mobj->health) ? sfx_behurt : sfx_bedie2);
mobj->reactiontime /= 3;
if (mobj->health <= 0)
{
INT32 i;
P_KillMobj(mobj, NULL, NULL, 0);
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// It was a team effort
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
P_AddPlayerScore(&players[i], 1000);
}
}
}
else if (mobj->state == &states[S_BLACKEGG_PAIN35] && mobj->tics == 1)
{
if (mobj->health == mobj->info->damage)
{
// Begin platform destruction
mobj->flags2 |= MF2_FRET;
P_SetMobjState(mobj, mobj->info->raisestate);
P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
}
}
else if (mobj->state == &states[S_BLACKEGG_HITFACE4] && mobj->tics == mobj->state->tics)
{
// This is where Black Eggman hits his face.
// If a player is on top of him, the player gets hurt.
// But, if the player has managed to escape,
// Black Eggman gets hurt!
INT32 i;
mobj->state->nextstate = mobj->info->painstate; // Reset
S_StartSound(0, sfx_bedeen);
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo)
continue;
if (players[i].mo->health <= 0)
continue;
if (P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y) > (mobj->radius + players[i].mo->radius))
continue;
if (players[i].mo->z > mobj->z + mobj->height - FRACUNIT
&& players[i].mo->z < mobj->z + mobj->height + 128*FRACUNIT) // You can't be in the vicinity, either...
{
// Punch him!
P_DamageMobj(players[i].mo, mobj, mobj, 1, 0);
2014-03-15 16:59:03 +00:00
mobj->state->nextstate = mobj->info->spawnstate;
// Laugh
S_StartSound(0, sfx_bewar1 + P_RandomKey(4));
}
}
}
else if (mobj->state == &states[S_BLACKEGG_GOOP])
{
// Lob cannon balls
if (mobj->movecount-- <= 0 || !mobj->target)
{
P_SetMobjState(mobj, mobj->info->spawnstate);
return;
}
if ((leveltime & 15) == 0)
{
var1 = MT_CANNONBALL;
var2 = 2*TICRATE + (80<<16);
A_LobShot(mobj);
S_StartSound(0, sfx_begoop);
}
}
else if (mobj->state == &states[S_BLACKEGG_SHOOT2])
{
// Chaingun goop
mobj_t *missile;
if (mobj->movecount-- <= 0 || !mobj->target)
{
P_SetMobjState(mobj, mobj->info->spawnstate);
return;
}
A_FaceTarget(mobj);
missile = P_SpawnXYZMissile(mobj, mobj->target, MT_BLACKEGGMAN_GOOPFIRE,
mobj->x + P_ReturnThrustX(mobj, mobj->angle-ANGLE_90, FixedDiv(mobj->radius, 3*FRACUNIT/2)+(4*FRACUNIT)),
mobj->y + P_ReturnThrustY(mobj, mobj->angle-ANGLE_90, FixedDiv(mobj->radius, 3*FRACUNIT/2)+(4*FRACUNIT)),
mobj->z + FixedDiv(mobj->height, 3*FRACUNIT/2));
S_StopSound(missile);
if (leveltime & 1)
S_StartSound(0, sfx_beshot);
}
else if (mobj->state == &states[S_BLACKEGG_JUMP1] && mobj->tics == 1)
{
mobj_t *hitspot = NULL, *mo2;
angle_t an;
fixed_t dist, closestdist;
fixed_t vertical, horizontal;
fixed_t airtime = 5*TICRATE;
INT32 waypointNum = 0;
thinker_t *th;
INT32 i;
boolean foundgoop = false;
INT32 closestNum;
// Looks for players in goop. If you find one, try to jump on him.
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo)
continue;
if (players[i].mo->health <= 0)
continue;
if (players[i].powers[pw_carry] == CR_BRAKGOOP)
2014-03-15 16:59:03 +00:00
{
closestNum = -1;
closestdist = INT32_MAX; // Just in case...
2014-03-15 16:59:03 +00:00
// Find waypoint he is closest to
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint)
{
dist = P_AproxDistance(players[i].mo->x - mo2->x, players[i].mo->y - mo2->y);
if (closestNum == -1 || dist < closestdist)
{
closestNum = (mo2->spawnpoint->options & 7);
closestdist = dist;
foundgoop = true;
}
}
}
waypointNum = closestNum;
break;
}
}
if (!foundgoop)
{
if (mobj->z > 1056*FRACUNIT)
waypointNum = 0;
else
waypointNum = 1 + P_RandomKey(4);
}
// Don't jump to the center when health is low.
// Force the player to beat you with missiles.
if (mobj->health <= mobj->info->damage && waypointNum == 0)
waypointNum = 1 + P_RandomKey(4);
if (mobj->tracer && mobj->tracer->type == MT_BOSS3WAYPOINT
&& mobj->tracer->spawnpoint && (mobj->tracer->spawnpoint->options & 7) == waypointNum)
{
if (P_RandomChance(FRACUNIT/2))
2014-03-15 16:59:03 +00:00
waypointNum++;
else
waypointNum--;
waypointNum %= 5;
if (waypointNum < 0)
waypointNum = 0;
}
if (waypointNum == 0 && mobj->health <= mobj->info->damage)
waypointNum = 1 + (P_RandomFixed() & 1);
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// scan the thinkers to find
// the waypoint to use
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && (mo2->spawnpoint->options & 7) == waypointNum)
{
hitspot = mo2;
break;
}
}
if (hitspot == NULL)
{
CONS_Debug(DBG_GAMELOGIC, "BlackEggman unable to find waypoint #%d!\n", waypointNum);
P_SetMobjState(mobj, mobj->info->spawnstate);
return;
}
P_SetTarget(&mobj->tracer, hitspot);
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, hitspot->x, hitspot->y);
an = mobj->angle;
an >>= ANGLETOFINESHIFT;
dist = P_AproxDistance(hitspot->x - mobj->x, hitspot->y - mobj->y);
horizontal = dist / airtime;
vertical = (gravity*airtime)/2;
mobj->momx = FixedMul(horizontal, FINECOSINE(an));
mobj->momy = FixedMul(horizontal, FINESINE(an));
mobj->momz = vertical;
// mobj->momz = 10*FRACUNIT;
}
else if (mobj->state == &states[S_BLACKEGG_JUMP2] && mobj->z <= mobj->floorz)
{
// BANG! onto the ground
INT32 i,j;
fixed_t ns;
fixed_t x,y,z;
mobj_t *mo2;
S_StartSound(0, sfx_befall);
z = mobj->floorz;
for (j = 0; j < 2; j++)
{
for (i = 0; i < 32; i++)
{
const angle_t fa = (i*FINEANGLES/16) & FINEMASK;
ns = 64 * FRACUNIT;
x = mobj->x + FixedMul(FINESINE(fa),ns);
y = mobj->y + FixedMul(FINECOSINE(fa),ns);
mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE);
ns = 16 * FRACUNIT;
mo2->momx = FixedMul(FINESINE(fa),ns);
mo2->momy = FixedMul(FINECOSINE(fa),ns);
}
z -= 32*FRACUNIT;
}
// Hurt player??
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo)
continue;
if (players[i].mo->health <= 0)
continue;
if (P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y) > mobj->radius*4)
continue;
if (players[i].mo->z > mobj->z + 128*FRACUNIT)
continue;
if (players[i].mo->z < mobj->z - 64*FRACUNIT)
continue;
P_DamageMobj(players[i].mo, mobj, mobj, 1, 0);
2014-03-15 16:59:03 +00:00
// Laugh
S_StartSound(0, sfx_bewar1 + P_RandomKey(4));
}
P_SetMobjState(mobj, mobj->info->spawnstate);
}
else if (mobj->state == &states[mobj->info->deathstate] && mobj->tics == mobj->state->tics)
S_StartSound(0, sfx_bedie1 + (P_RandomFixed() & 1));
2014-03-15 16:59:03 +00:00
}
#define vectorise mobj->movedir = ANGLE_11hh - FixedAngle(FixedMul(AngleFixed(ANGLE_11hh), FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS)));\
if (P_RandomChance(FRACUNIT/2))\
mobj->movedir = InvAngle(mobj->movedir);\
mobj->threshold = 6 + (FixedMul(24<<FRACBITS, FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS))>>FRACBITS);\
if (mobj->info->activesound)\
S_StartSound(mobj, mobj->info->activesound);\
if (mobj->info->painchance)\
P_SetMobjState(mobj, mobj->info->painchance)
2014-03-15 16:59:03 +00:00
// Metal Sonic battle boss
// You CAN put multiple Metal Sonics in a single map
// because I am a totally competent programmer who can do shit right.
static void P_Boss9Thinker(mobj_t *mobj)
{
if ((statenum_t)(mobj->state-states) == mobj->info->spawnstate)
mobj->flags2 &= ~MF2_FRET;
if (!mobj->tracer)
{
thinker_t *th;
mobj_t *mo2;
mobj_t *last=NULL;
// Initialize the boss, spawn jet fumes, etc.
mobj->threshold = 0;
mobj->reactiontime = 0;
mobj->watertop = mobj->floorz + 32*FRACUNIT;
var1 = 2;
A_BossJetFume(mobj);
// Run through the thinkers ONCE and find all of the MT_BOSS9GATHERPOINT in the map.
// Build a hoop linked list of 'em!
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_BOSS9GATHERPOINT)
{
if (last)
last->hnext = mo2;
else
mobj->hnext = mo2;
mo2->hprev = last;
last = mo2;
}
}
}
if (mobj->health <= 0)
return;
if ((statenum_t)(mobj->state-states) == mobj->info->meleestate)
{
P_InstaThrust(mobj, mobj->angle, -4*FRACUNIT);
P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true);
mobj->momz -= gravity;
if (mobj->z < mobj->watertop)
{
mobj->watertop = mobj->target->floorz + 32*FRACUNIT;
P_SetMobjState(mobj, mobj->info->spawnstate);
}
return;
}
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if ((!mobj->target || !(mobj->target->flags & MF_SHOOTABLE)))
{
if (mobj->tracer)
P_RemoveMobj(mobj->tracer);
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P_BossTargetPlayer(mobj, false);
if (mobj->target && (!P_IsObjectOnGround(mobj->target) || mobj->target->player->pflags & PF_SPINNING))
P_SetTarget(&mobj->target, NULL); // Wait for them to hit the ground first
if (!mobj->target) // Still no target, aww.
{
// Reset the boss.
if (mobj->tracer)
P_RemoveMobj(mobj->tracer);
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P_SetMobjState(mobj, mobj->info->spawnstate);
mobj->fuse = 0;
mobj->momx = FixedDiv(mobj->momx, FRACUNIT + (FRACUNIT>>2));
mobj->momy = FixedDiv(mobj->momy, FRACUNIT + (FRACUNIT>>2));
mobj->momz = FixedDiv(mobj->momz, FRACUNIT + (FRACUNIT>>2));
mobj->watertop = mobj->floorz + 32*FRACUNIT;
mobj->momz = (mobj->watertop - mobj->z)>>3;
mobj->threshold = 0;
mobj->movecount = 0;
mobj->flags = mobj->info->flags;
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return;
}
else if (!mobj->fuse)
mobj->fuse = 10*TICRATE;
}
// AI goes here.
{
boolean danger = true;
angle_t angle;
if (mobj->threshold)
mobj->momz = (mobj->watertop-mobj->z)/16; // Float to your desired position FASTER
else
mobj->momz = (mobj->watertop-mobj->z)/40; // Float to your desired position
if (mobj->movecount == 2) {
mobj_t *spawner;
fixed_t dist = 0;
angle = 0x06000000*leveltime;
// Alter your energy bubble's size/position
if (mobj->health > 3) {
mobj->tracer->destscale = FRACUNIT + (4*TICRATE - mobj->fuse)*(FRACUNIT/2)/TICRATE + FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT),FRACUNIT/2);
P_SetScale(mobj->tracer, mobj->tracer->destscale);
P_TeleportMove(mobj->tracer, mobj->x, mobj->y, mobj->z + mobj->height/2 - mobj->tracer->height/2);
mobj->tracer->momx = mobj->momx;
mobj->tracer->momy = mobj->momy;
mobj->tracer->momz = mobj->momz;
}
// Face your target
P_BossTargetPlayer(mobj, true);
angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); // absolute angle
angle = (angle-mobj->angle); // relative angle
if (angle < ANGLE_180)
mobj->angle += angle/8;
else
mobj->angle -= InvAngle(angle)/8;
// Spawn energy particles
for (spawner = mobj->hnext; spawner; spawner = spawner->hnext) {
dist = P_AproxDistance(spawner->x - mobj->x, spawner->y - mobj->y);
if (P_RandomRange(1,(dist>>FRACBITS)/16) == 1)
break;
}
if (spawner) {
mobj_t *missile = P_SpawnMissile(spawner, mobj, MT_MSGATHER);
if (mobj->health > mobj->info->damage)
missile->momz = FixedDiv(missile->momz, 7*FRACUNIT/5);
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if (dist == 0)
missile->fuse = 0;
else
missile->fuse = (dist/P_AproxDistance(missile->momx, missile->momy));
if (missile->fuse > mobj->fuse)
P_RemoveMobj(missile);
}
}
// Pre-threshold reactiontime stuff for attack phases
if (mobj->reactiontime && mobj->movecount == 3) {
mobj->reactiontime--;
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if (mobj->movedir == 0 || mobj->movedir == 2) { // Pausing between bounces in the pinball phase
if (mobj->target->player->powers[pw_tailsfly]) // Trying to escape, eh?
mobj->watertop = mobj->target->z + mobj->target->momz*6; // Readjust your aim. >:3
else
mobj->watertop = mobj->target->floorz + 16*FRACUNIT;
if (!(mobj->threshold%4)) {
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mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4);
if (!mobj->reactiontime)
S_StartSound(mobj, sfx_zoom); // zoom!
}
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}
// else -- Pausing between energy ball shots
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return;
}
// threshold is used for attacks/maneuvers.
if (mobj->threshold) {
fixed_t speed = 20*FRACUNIT + FixedMul(40*FRACUNIT, FixedDiv((mobj->info->spawnhealth - mobj->health)<<FRACBITS, mobj->info->spawnhealth<<FRACBITS));
int tries = 0;
// Firin' mah lazors
if (mobj->movecount == 3 && mobj->movedir == 1) {
if (!(mobj->threshold&1)) {
mobj_t *missile;
if (mobj->info->seesound)
S_StartSound(mobj, mobj->info->seesound);
P_SetMobjState(mobj, mobj->info->missilestate);
if (mobj->extravalue1 == 3)
mobj->reactiontime = TICRATE/16;
else
mobj->reactiontime = TICRATE/8;
A_FaceTarget(mobj);
missile = P_SpawnMissile(mobj, mobj->target, mobj->info->speed);
if (mobj->extravalue1 == 2 || mobj->extravalue1 == 3) {
missile->destscale = FRACUNIT>>1;
P_SetScale(missile, missile->destscale);
}
missile->fuse = 3*TICRATE;
missile->z -= missile->height/2;
if (mobj->extravalue1 == 2) {
int i;
mobj_t *spread;
missile->flags |= MF_MISSILE;
for (i = 0; i < 5; i++) {
if (i == 2)
continue;
spread = P_SpawnMobj(missile->x, missile->y, missile->z, missile->type);
spread->angle = missile->angle+(ANGLE_11hh/2)*(i-2);
P_InstaThrust(spread,spread->angle,spread->info->speed);
spread->momz = missile->momz;
spread->destscale = FRACUNIT>>1;
P_SetScale(spread, spread->destscale);
spread->fuse = 3*TICRATE;
}
missile->flags &= ~MF_MISSILE;
}
} else {
P_SetMobjState(mobj, mobj->state->nextstate);
if (mobj->extravalue1 == 3)
mobj->reactiontime = TICRATE/8;
else
mobj->reactiontime = TICRATE/4;
}
mobj->threshold--;
return;
}
P_SpawnGhostMobj(mobj);
// Pinball attack!
if (mobj->movecount == 3 && (mobj->movedir == 0 || mobj->movedir == 2)) {
if ((statenum_t)(mobj->state-states) != mobj->info->seestate)
P_SetMobjState(mobj, mobj->info->seestate);
if (mobj->movedir == 0) // mobj health == 1
P_InstaThrust(mobj, mobj->angle, 38*FRACUNIT);
else if (mobj->health == 3)
P_InstaThrust(mobj, mobj->angle, 22*FRACUNIT);
else // mobj health == 2
P_InstaThrust(mobj, mobj->angle, 30*FRACUNIT);
if (!P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true)) { // Hit a wall? Find a direction to bounce
mobj->threshold--;
P_SetMobjState(mobj, mobj->state->nextstate);
if (!mobj->threshold) { // failed bounce!
S_StartSound(mobj, sfx_mspogo);
P_BounceMove(mobj);
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mobj->angle = R_PointToAngle2(mobj->momx, mobj->momy,0,0);
mobj->momz = 4*FRACUNIT;
mobj->flags &= ~MF_PAIN;
mobj->fuse = 10*TICRATE;
mobj->movecount = 0;
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P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_CYBRAKDEMON_VILE_EXPLOSION);
P_SetMobjState(mobj, mobj->info->meleestate);
} else if (!(mobj->threshold%4)) { // We've decided to lock onto the player this bounce.
S_StartSound(mobj, sfx_s3k5a);
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4);
mobj->reactiontime = TICRATE - 5*(mobj->info->damage - mobj->health); // targetting time
} else { // No homing, just use P_BounceMove
S_StartSound(mobj, sfx_s3kaa); // make the bounces distinct...
P_BounceMove(mobj);
mobj->angle = R_PointToAngle2(0,0,mobj->momx,mobj->momy);
mobj->reactiontime = 1; // TICRATE/4; // just a pause before you bounce away
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}
mobj->momx = mobj->momy = 0;
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}
return;
}
// Vector form dodge!
mobj->angle += mobj->movedir;
P_InstaThrust(mobj, mobj->angle, -speed);
while (!P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true) && tries++ < 16) {
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S_StartSound(mobj, sfx_mspogo);
P_BounceMove(mobj);
mobj->angle = R_PointToAngle2(mobj->momx, mobj->momy,0,0);
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}
mobj->momx = mobj->momy = 0;
mobj->threshold--;
if (!mobj->threshold)
{ // Go into stun after dodge.
// from 3*TICRATE down to 1.25*TICRATE
//mobj->reactiontime = 5*TICRATE/4 + (FixedMul((7*TICRATE/4)<<FRACBITS, FixedDiv((mobj->health-1)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS))>>FRACBITS);
// from 3*TICRATE down to 2*TICRATE
mobj->reactiontime = 2*TICRATE + (FixedMul((1*TICRATE)<<FRACBITS, FixedDiv((mobj->health-1)<<FRACBITS, (mobj->info->spawnhealth-1)<<FRACBITS))>>FRACBITS);
mobj->flags |= MF_SPECIAL|MF_SHOOTABLE;
P_SetMobjState(mobj, mobj->state->nextstate);
}
return;
}
angle = 0x06000000*leveltime;
mobj->momz += FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT),2*FRACUNIT); // Use that "angle" to bob gently in the air
// This is below threshold because we don't want to bob while zipping around
// Ohh you're in for it now..
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if (mobj->flags2 & MF2_FRET && mobj->health <= mobj->info->damage)
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mobj->fuse = 0;
// reactiontime is used for delays.
if (mobj->reactiontime)
{
// Stunned after vector form
if (mobj->movedir > ANGLE_180)
mobj->angle -= FixedAngle(FixedMul(AngleFixed(InvAngle(mobj->movedir)),FixedDiv(mobj->reactiontime<<FRACBITS,24<<FRACBITS)));
else
mobj->angle += FixedAngle(FixedMul(AngleFixed(mobj->movedir),FixedDiv(mobj->reactiontime<<FRACBITS,24<<FRACBITS)));
mobj->reactiontime--;
if (!mobj->reactiontime)
// Out of stun.
P_SetMobjState(mobj, mobj->state->nextstate);
return;
}
// Not stunned? Can hit.
// Here because stun won't always get the chance to complete due to pinch phase activating, being hit, etc.
mobj->flags &= ~(MF_SPECIAL|MF_SHOOTABLE);
if (mobj->health <= mobj->info->damage && mobj->fuse && !(mobj->fuse%TICRATE))
{
var1 = 1;
var2 = 0;
A_BossScream(mobj);
}
// Don't move if we're still in pain!
if (mobj->flags2 & MF2_FRET)
return;
if (mobj->state == &states[mobj->info->raisestate])
{ // Charging energy
if (mobj->momx != 0 || mobj->momy != 0) { // Apply the air breaks
if (abs(mobj->momx)+abs(mobj->momy) < FRACUNIT)
mobj->momx = mobj->momy = 0;
else
P_Thrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), -6*FRACUNIT/8);
}
return;
}
if (mobj->fuse == 0)
{
// It's time to attack! What are we gonna do?!
switch(mobj->movecount)
{
case 0:
default:
// Fly up and prepare for an attack!
// We have to charge up first, so let's go up into the air
P_SetMobjState(mobj, mobj->info->raisestate);
if (mobj->floorz >= mobj->target->floorz)
mobj->watertop = mobj->floorz + 256*FRACUNIT;
else
mobj->watertop = mobj->target->floorz + 256*FRACUNIT;
break;
case 1: {
// Okay, we're up? Good, time to gather energy...
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if (mobj->health > mobj->info->damage)
{ // No more bubble if we're broken (pinch phase)
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mobj_t *shield = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_MSSHIELD_FRONT);
P_SetTarget(&mobj->tracer, shield);
P_SetTarget(&shield->target, mobj);
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}
else
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P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
mobj->fuse = 4*TICRATE;
mobj->flags |= MF_PAIN;
if (mobj->info->attacksound)
S_StartSound(mobj, mobj->info->attacksound);
A_FaceTarget(mobj);
break;
}
case 2:
// We're all charged and ready now! Unleash the fury!!
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if (mobj->health > mobj->info->damage)
{
mobj_t *removemobj = mobj->tracer;
P_SetTarget(&mobj->tracer, mobj->hnext);
P_RemoveMobj(removemobj);
}
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if (mobj->health <= mobj->info->damage) {
// Attack 1: Pinball dash!
if (mobj->health == 1)
mobj->movedir = 0;
else
mobj->movedir = 2;
if (mobj->info->seesound)
S_StartSound(mobj, mobj->info->seesound);
P_SetMobjState(mobj, mobj->info->seestate);
if (mobj->movedir == 2)
mobj->threshold = 12; // bounce 12 times
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else
mobj->threshold = 24; // bounce 24 times
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mobj->watertop = mobj->target->floorz + 16*FRACUNIT;
P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
} else {
// Attack 2: Energy shot!
mobj->movedir = 1;
if (mobj->health >= 8)
mobj->extravalue1 = 0;
else if (mobj->health >= 5)
mobj->extravalue1 = 2;
else if (mobj->health >= 4)
mobj->extravalue1 = 1;
else
mobj->extravalue1 = 3;
switch(mobj->extravalue1) {
case 0: // shoot once
case 2: // spread-shot
default:
mobj->threshold = 2;
break;
case 1: // shoot 3 times
mobj->threshold = 3*2;
break;
case 3: // shoot like a goddamn machinegun
mobj->threshold = 8*2;
break;
}
}
break;
case 3:
// Return to idle.
mobj->watertop = mobj->target->floorz + 32*FRACUNIT;
P_SetMobjState(mobj, mobj->info->spawnstate);
mobj->flags &= ~MF_PAIN;
mobj->fuse = 10*TICRATE;
break;
}
mobj->movecount++;
mobj->movecount %= 4;
return;
}
// Idle AI
if (mobj->state == &states[mobj->info->spawnstate])
{
fixed_t dist;
// Target the closest player
P_BossTargetPlayer(mobj, true);
// Face your target
angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); // absolute angle
angle = (angle-mobj->angle); // relative angle
if (angle < ANGLE_180)
mobj->angle += angle/8;
else
mobj->angle -= InvAngle(angle)/8;
//A_FaceTarget(mobj);
// Check if we're being attacked
if (!(mobj->target->player->pflags & (PF_JUMPED|PF_SPINNING)
|| mobj->target->player->powers[pw_tailsfly]
|| mobj->target->player->powers[pw_invulnerability]
|| mobj->target->player->powers[pw_super]))
danger = false;
if (mobj->target->x+mobj->target->radius+abs(mobj->target->momx*2) < mobj->x-mobj->radius)
danger = false;
if (mobj->target->x-mobj->target->radius-abs(mobj->target->momx*2) > mobj->x+mobj->radius)
danger = false;
if (mobj->target->y+mobj->target->radius+abs(mobj->target->momy*2) < mobj->y-mobj->radius)
danger = false;
if (mobj->target->y-mobj->target->radius-abs(mobj->target->momy*2) > mobj->y+mobj->radius)
danger = false;
if (mobj->target->z+mobj->target->height+mobj->target->momz*2 < mobj->z)
danger = false;
if (mobj->target->z+mobj->target->momz*2 > mobj->z+mobj->height)
danger = false;
if (danger) {
// An incoming attack is detected! What should we do?!
// Go into vector form!
vectorise;
2014-03-15 16:59:03 +00:00
return;
}
// Move normally: Approach the player using normal thrust and simulated friction.
dist = P_AproxDistance(mobj->x-mobj->target->x, mobj->y-mobj->target->y);
P_Thrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), -3*FRACUNIT/8);
if (dist < 64*FRACUNIT)
P_Thrust(mobj, mobj->angle, -4*FRACUNIT);
else if (dist > 180*FRACUNIT)
P_Thrust(mobj, mobj->angle, FRACUNIT);
mobj->momz += P_AproxDistance(mobj->momx, mobj->momy)/12; // Move up higher the faster you're going.
}
}
}
#undef vectorise
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//
// P_GetClosestAxis
//
// Finds the CLOSEST axis to the source mobj
mobj_t *P_GetClosestAxis(mobj_t *source)
{
thinker_t *th;
mobj_t *mo2;
mobj_t *closestaxis = NULL;
fixed_t dist1, dist2 = 0;
// scan the thinkers to find the closest axis point
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_AXIS)
{
if (closestaxis == NULL)
{
closestaxis = mo2;
dist2 = R_PointToDist2(source->x, source->y, mo2->x, mo2->y)-mo2->radius;
}
else
{
dist1 = R_PointToDist2(source->x, source->y, mo2->x, mo2->y)-mo2->radius;
if (dist1 < dist2)
{
closestaxis = mo2;
dist2 = dist1;
}
}
}
}
if (closestaxis == NULL)
CONS_Debug(DBG_NIGHTS, "ERROR: No axis points found!\n");
return closestaxis;
}
static void P_GimmeAxisXYPos(mobj_t *closestaxis, degenmobj_t *mobj)
{
const angle_t fa = R_PointToAngle2(closestaxis->x, closestaxis->y, mobj->x, mobj->y)>>ANGLETOFINESHIFT;
mobj->x = closestaxis->x + FixedMul(FINECOSINE(fa),closestaxis->radius);
mobj->y = closestaxis->y + FixedMul(FINESINE(fa),closestaxis->radius);
}
static void P_MoveHoop(mobj_t *mobj)
{
const fixed_t fuse = (mobj->fuse*mobj->extravalue2);
const angle_t fa = mobj->movedir*(FINEANGLES/mobj->extravalue1);
TVector v;
TVector *res;
fixed_t finalx, finaly, finalz;
2014-08-04 03:49:33 +00:00
fixed_t x, y, z;
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//I_Assert(mobj->target != NULL);
if (!mobj->target) /// \todo DEBUG ME! Target was P_RemoveMobj'd at some point, and therefore no longer valid!
return;
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x = mobj->target->x;
y = mobj->target->y;
z = mobj->target->z+mobj->target->height/2;
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// Make the sprite travel towards the center of the hoop
v[0] = FixedMul(FINECOSINE(fa),fuse);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa),fuse);
v[3] = FRACUNIT;
res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(mobj->target->movedir*FRACUNIT)));
M_Memcpy(&v, res, sizeof (v));
res = VectorMatrixMultiply(v, *RotateZMatrix(FixedAngle(mobj->target->movecount*FRACUNIT)));
M_Memcpy(&v, res, sizeof (v));
2014-08-04 03:49:33 +00:00
finalx = x + v[0];
finaly = y + v[1];
finalz = z + v[2];
2014-03-15 16:59:03 +00:00
P_UnsetThingPosition(mobj);
mobj->x = finalx;
mobj->y = finaly;
P_SetThingPosition(mobj);
mobj->z = finalz - mobj->height/2;
}
void P_SpawnHoopOfSomething(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle)
{
mobj_t *mobj;
INT32 i;
TVector v;
TVector *res;
fixed_t finalx, finaly, finalz;
mobj_t hoopcenter;
mobj_t *axis;
degenmobj_t xypos;
angle_t degrees, fa, closestangle;
hoopcenter.x = x;
hoopcenter.y = y;
hoopcenter.z = z;
axis = P_GetClosestAxis(&hoopcenter);
if (!axis)
{
CONS_Debug(DBG_NIGHTS, "You forgot to put axis points in the map!\n");
return;
}
xypos.x = x;
xypos.y = y;
P_GimmeAxisXYPos(axis, &xypos);
x = xypos.x;
y = xypos.y;
hoopcenter.z = z - mobjinfo[type].height/2;
hoopcenter.x = x;
hoopcenter.y = y;
closestangle = R_PointToAngle2(x, y, axis->x, axis->y);
degrees = FINEANGLES/number;
radius >>= FRACBITS;
// Create the hoop!
for (i = 0; i < number; i++)
{
fa = (i*degrees);
v[0] = FixedMul(FINECOSINE(fa),radius);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa),radius);
v[3] = FRACUNIT;
res = VectorMatrixMultiply(v, *RotateXMatrix(rotangle));
M_Memcpy(&v, res, sizeof (v));
res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
M_Memcpy(&v, res, sizeof (v));
finalx = x + v[0];
finaly = y + v[1];
finalz = z + v[2];
mobj = P_SpawnMobj(finalx, finaly, finalz, type);
mobj->z -= mobj->height/2;
}
}
void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, statenum_t nstate, angle_t rotangle, boolean spawncenter)
{
mobj_t *mobj;
INT32 i;
TVector v;
TVector *res;
fixed_t finalx, finaly, finalz, dist;
angle_t degrees, fa, closestangle;
fixed_t mobjx, mobjy, mobjz;
degrees = FINEANGLES/number;
radius = FixedDiv(radius,5*(FRACUNIT/4));
closestangle = 0;
// Create the hoop!
for (i = 0; i < number; i++)
{
fa = (i*degrees);
v[0] = FixedMul(FINECOSINE(fa),radius);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa),radius);
v[3] = FRACUNIT;
res = VectorMatrixMultiply(v, *RotateXMatrix(rotangle));
M_Memcpy(&v, res, sizeof (v));
res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
M_Memcpy(&v, res, sizeof (v));
finalx = x + v[0];
finaly = y + v[1];
finalz = z + v[2];
mobj = P_SpawnMobj(finalx, finaly, finalz, type);
mobj->z -= mobj->height>>1;
// change angle
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y);
// change slope
dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z);
if (dist < 1)
dist = 1;
mobjx = mobj->x;
mobjy = mobj->y;
mobjz = mobj->z;
// set to special state
if (nstate != S_NULL)
P_SetMobjState(mobj, nstate);
mobj->momx = FixedMul(FixedDiv(x - mobjx, dist), 5*FRACUNIT);
mobj->momy = FixedMul(FixedDiv(y - mobjy, dist), 5*FRACUNIT);
mobj->momz = FixedMul(FixedDiv(z - mobjz, dist), 5*FRACUNIT);
mobj->fuse = (radius>>(FRACBITS+2)) + 1;
if (spawncenter)
{
mobj->x = x;
mobj->y = y;
mobj->z = z;
}
if (mobj->fuse <= 1)
mobj->fuse = 2;
mobj->flags |= MF_NOCLIPTHING;
mobj->flags &= ~MF_SPECIAL;
if (mobj->fuse > 7)
mobj->tics = mobj->fuse - 7;
else
mobj->tics = 1;
}
}
//
// P_SetScale
//
// Sets the sprite scaling
//
void P_SetScale(mobj_t *mobj, fixed_t newscale)
{
player_t *player;
fixed_t oldscale;
if (!mobj)
return;
oldscale = mobj->scale; //keep for adjusting stuff below
mobj->scale = newscale;
mobj->radius = FixedMul(FixedDiv(mobj->radius, oldscale), newscale);
mobj->height = FixedMul(FixedDiv(mobj->height, oldscale), newscale);
2014-03-15 16:59:03 +00:00
player = mobj->player;
if (player)
{
G_GhostAddScale(newscale);
player->viewheight = FixedMul(FixedDiv(player->viewheight, oldscale), newscale); // Nonono don't calculate viewheight elsewhere, this is the best place for it!
}
}
void P_Attract(mobj_t *source, mobj_t *dest, boolean nightsgrab) // Home in on your target
{
fixed_t dist, ndist, speedmul;
fixed_t tx = dest->x;
fixed_t ty = dest->y;
fixed_t tz = dest->z + (dest->height/2); // Aim for center
if (!dest || dest->health <= 0 || !dest->player || !source->tracer)
return;
// change angle
source->angle = R_PointToAngle2(source->x, source->y, tx, ty);
// change slope
dist = P_AproxDistance(P_AproxDistance(tx - source->x, ty - source->y), tz - source->z);
if (dist < 1)
dist = 1;
if (nightsgrab)
speedmul = P_AproxDistance(dest->momx, dest->momy) + FixedMul(8*FRACUNIT, source->scale);
else
speedmul = P_AproxDistance(dest->momx, dest->momy) + FixedMul(source->info->speed, source->scale);
source->momx = FixedMul(FixedDiv(tx - source->x, dist), speedmul);
source->momy = FixedMul(FixedDiv(ty - source->y, dist), speedmul);
source->momz = FixedMul(FixedDiv(tz - source->z, dist), speedmul);
// Instead of just unsetting NOCLIP like an idiot, let's check the distance to our target.
ndist = P_AproxDistance(P_AproxDistance(tx - (source->x+source->momx),
ty - (source->y+source->momy)),
tz - (source->z+source->momz));
if (ndist > dist) // gone past our target
{
// place us on top of them then.
source->momx = source->momy = source->momz = 0;
P_UnsetThingPosition(source);
source->x = tx;
source->y = ty;
source->z = tz;
P_SetThingPosition(source);
}
}
static void P_NightsItemChase(mobj_t *thing)
{
if (!thing->tracer)
{
P_SetTarget(&thing->tracer, NULL);
thing->flags2 &= ~MF2_NIGHTSPULL;
return;
}
if (!thing->tracer->player)
return;
P_Attract(thing, thing->tracer, true);
}
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
//
// P_MaceRotate
// Spins an object around its target, or, swings it from side to side.
//
static void P_MaceRotate(mobj_t *mobj)
{
TVector v;
TVector *res;
fixed_t radius, dist;
angle_t fa;
INT32 prevswing;
boolean donetwice = false;
// Tracer was removed.
if (!mobj->health)
return;
else if (!mobj->tracer)
{
P_KillMobj(mobj, NULL, NULL, 0);
return;
}
mobj->momx = mobj->momy = mobj->momz = 0;
prevswing = mobj->threshold;
mobj->threshold += mobj->tracer->lastlook;
mobj->threshold &= FINEMASK;
dist = ((mobj->info->speed) ? mobj->info->speed : mobjinfo[MT_SMALLMACECHAIN].speed);
// Radius of the link's rotation.
radius = FixedMul(dist * mobj->movecount, mobj->tracer->scale) + mobj->tracer->extravalue1;
maceretry:
fa = (FixedAngle(mobj->tracer->movefactor*FRACUNIT) >> ANGLETOFINESHIFT);
radius = FixedMul(FINECOSINE(fa), radius);
v[1] = -FixedMul(FINESINE(fa), radius)
+ FixedMul(dist * mobj->movefactor, mobj->tracer->scale);
v[3] = FRACUNIT;
// Swinging Chain.
if (mobj->tracer->flags2 & MF2_STRONGBOX)
{
fixed_t swingmagnitude = FixedMul(FINECOSINE(mobj->threshold), mobj->tracer->lastlook << FRACBITS);
prevswing = FINECOSINE(prevswing);
if (!donetwice
&& (mobj->flags2 & MF2_BOSSNOTRAP) // at the end of the chain and can play a sound
&& ((prevswing > 0) != (swingmagnitude > 0))) // just passed its lowest point
S_StartSound(mobj, mobj->info->activesound);
fa = ((FixedAngle(swingmagnitude) >> ANGLETOFINESHIFT) + mobj->friction) & FINEMASK;
v[0] = FixedMul(FINESINE(fa), -radius);
v[2] = FixedMul(FINECOSINE(fa), -radius);
}
// Rotating Chain.
else
{
prevswing = (prevswing + mobj->friction) & FINEMASK;
fa = (mobj->threshold + mobj->friction) & FINEMASK;
if (!donetwice
&& (mobj->flags2 & MF2_BOSSNOTRAP) // at the end of the chain and can play a sound
&& (!(prevswing > (FINEMASK/2)) && (fa > (FINEMASK/2)))) // completed a full swing
S_StartSound(mobj, mobj->info->activesound);
v[0] = FixedMul(FINECOSINE(fa), radius);
v[2] = FixedMul(FINESINE(fa), radius);
}
// Calculate the angle matrixes for the link.
res = VectorMatrixMultiply(v, *RotateXMatrix(mobj->tracer->threshold << ANGLETOFINESHIFT));
M_Memcpy(&v, res, sizeof(v));
res = VectorMatrixMultiply(v, *RotateZMatrix(mobj->tracer->health << ANGLETOFINESHIFT));
M_Memcpy(&v, res, sizeof(v));
// Cut the height to align the link with the axis.
if (mobj->type == MT_SMALLMACECHAIN || mobj->type == MT_BIGMACECHAIN)
v[2] -= P_MobjFlip(mobj)*mobj->height/4;
else
v[2] -= P_MobjFlip(mobj)*mobj->height/2;
P_UnsetThingPosition(mobj);
// Add on the appropriate distances to the center's co-ordinates.
mobj->x = mobj->tracer->x + v[0];
mobj->y = mobj->tracer->y + v[1];
mobj->z = mobj->tracer->z + v[2];
P_SetThingPosition(mobj);
2017-08-07 17:58:41 +00:00
if (donetwice || P_MobjWasRemoved(mobj))
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
return;
if (mobj->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT))
return;
if ((fa = ((mobj->tracer->threshold & (FINEMASK/2)) << ANGLETOFINESHIFT)) > ANGLE_45 && fa < ANGLE_135) // only move towards center when the motion is towards/away from the ground, rather than alongside it
return;
if (mobj->subsector->sector->ffloors)
P_AdjustMobjFloorZ_FFloors(mobj, mobj->subsector->sector, 2);
// Variable reuse
if (mobj->floorz > mobj->z)
dist = (mobj->floorz - mobj->tracer->z);
else if (mobj->ceilingz < mobj->z)
dist = (mobj->ceilingz - mobj->tracer->z);
else
return;
if ((dist = FixedDiv(dist, v[2])) > FRACUNIT)
return;
radius = FixedMul(radius, dist);
donetwice = true;
dist = ((mobj->info->speed) ? mobj->info->speed : mobjinfo[MT_SMALLMACECHAIN].speed);
goto maceretry;
}
2014-03-15 16:59:03 +00:00
static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield)
{
if (!thing->target || thing->target->health <= 0 || !thing->target->player
|| (thing->target->player->powers[pw_shield] & SH_NOSTACK) == SH_NONE || thing->target->player->powers[pw_super]
|| thing->target->player->powers[pw_invulnerability] > 1)
{
P_RemoveMobj(thing);
return false;
}
// TODO: Make an MT_SHIELDORB which changes color/states to always match the appropriate shield,
// instead of having completely seperate mobjtypes.
if (!(shield & SH_FORCE))
2014-03-15 16:59:03 +00:00
{ // Regular shields check for themselves only
if ((shieldtype_t)(thing->target->player->powers[pw_shield] & SH_NOSTACK) != shield)
{
P_RemoveMobj(thing);
return false;
}
}
else if (!(thing->target->player->powers[pw_shield] & SH_FORCE))
{ // Force shields check for any force shield
P_RemoveMobj(thing);
return false;
}
if (shield & SH_FORCE && thing->movecount != (thing->target->player->powers[pw_shield] & SH_FORCEHP))
2014-03-15 16:59:03 +00:00
{
thing->movecount = (thing->target->player->powers[pw_shield] & SH_FORCEHP);
2014-03-15 16:59:03 +00:00
if (thing->movecount < 1)
{
if (thing->info->painstate)
P_SetMobjState(thing,thing->info->painstate);
else
thing->flags2 |= MF2_SHADOW;
}
else
{
if (thing->info->painstate)
P_SetMobjState(thing,thing->info->spawnstate);
else
thing->flags2 &= ~MF2_SHADOW;
}
}
thing->flags |= MF_NOCLIPHEIGHT;
thing->eflags = (thing->eflags & ~MFE_VERTICALFLIP)|(thing->target->eflags & MFE_VERTICALFLIP);
P_SetScale(thing, FixedMul(thing->target->scale, thing->target->player->shieldscale));
thing->destscale = thing->scale;
2014-03-15 16:59:03 +00:00
P_UnsetThingPosition(thing);
thing->x = thing->target->x;
thing->y = thing->target->y;
2014-03-15 16:59:03 +00:00
if (thing->eflags & MFE_VERTICALFLIP)
thing->z = thing->target->z + (thing->target->height - thing->height + FixedDiv(P_GetPlayerHeight(thing->target->player) - thing->target->height, 3*FRACUNIT)) - FixedMul(2*FRACUNIT, thing->target->scale);
2014-03-15 16:59:03 +00:00
else
thing->z = thing->target->z - (FixedDiv(P_GetPlayerHeight(thing->target->player) - thing->target->height, 3*FRACUNIT)) + FixedMul(2*FRACUNIT, thing->target->scale);
2014-03-15 16:59:03 +00:00
P_SetThingPosition(thing);
P_CheckPosition(thing, thing->x, thing->y);
if (P_MobjWasRemoved(thing))
return false;
// if (thing->z < thing->floorz)
// thing->z = thing->floorz;
return true;
}
mobj_t *shields[MAXPLAYERS*2];
INT32 numshields = 0;
void P_RunShields(void)
{
INT32 i;
2014-03-18 17:56:54 +00:00
// run shields
2014-03-15 16:59:03 +00:00
for (i = 0; i < numshields; i++)
{
P_ShieldLook(shields[i], shields[i]->threshold);
2014-03-15 16:59:03 +00:00
P_SetTarget(&shields[i], NULL);
}
numshields = 0;
}
2014-03-15 16:59:03 +00:00
static boolean P_AddShield(mobj_t *thing)
{
shieldtype_t shield = thing->threshold;
if (!thing->target || thing->target->health <= 0 || !thing->target->player
|| (thing->target->player->powers[pw_shield] & SH_NOSTACK) == SH_NONE || thing->target->player->powers[pw_super]
|| thing->target->player->powers[pw_invulnerability] > 1)
{
P_RemoveMobj(thing);
return false;
}
if (!(shield & SH_FORCE))
{ // Regular shields check for themselves only
if ((shieldtype_t)(thing->target->player->powers[pw_shield] & SH_NOSTACK) != shield)
{
P_RemoveMobj(thing);
return false;
}
}
else if (!(thing->target->player->powers[pw_shield] & SH_FORCE))
{ // Force shields check for any force shield
P_RemoveMobj(thing);
return false;
}
// Queue has been hit... why?!?
if (numshields >= MAXPLAYERS*2)
return P_ShieldLook(thing, thing->info->speed);
2014-03-15 16:59:03 +00:00
P_SetTarget(&shields[numshields++], thing);
return true;
}
2014-03-15 16:59:03 +00:00
void P_RunOverlays(void)
{
2014-03-18 17:56:54 +00:00
// run overlays
mobj_t *mo, *next = NULL;
fixed_t destx,desty,zoffs;
2014-03-18 17:56:54 +00:00
for (mo = overlaycap; mo; mo = next)
2014-03-15 16:59:03 +00:00
{
2014-03-18 17:56:54 +00:00
I_Assert(!P_MobjWasRemoved(mo));
// grab next in chain, then unset the chain target
next = mo->hnext;
P_SetTarget(&mo->hnext, NULL);
2014-03-15 16:59:03 +00:00
if (!mo->target)
continue;
if (P_MobjWasRemoved(mo->target))
{
P_RemoveMobj(mo);
continue;
}
2014-03-15 16:59:03 +00:00
if (!splitscreen /*&& rendermode != render_soft*/)
{
angle_t viewingangle;
if (players[displayplayer].awayviewtics)
viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y);
else if (!camera.chase && players[displayplayer].mo)
viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].mo->x, players[displayplayer].mo->y);
else
viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, camera.x, camera.y);
if (!(mo->state->frame & FF_ANIMATE) && mo->state->var1)
2014-03-15 16:59:03 +00:00
viewingangle += ANGLE_180;
destx = mo->target->x + P_ReturnThrustX(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale));
desty = mo->target->y + P_ReturnThrustY(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale));
}
else
{
destx = mo->target->x;
desty = mo->target->y;
}
mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP) | (mo->target->eflags & MFE_VERTICALFLIP);
mo->scale = mo->destscale = mo->target->scale;
mo->angle = mo->target->angle;
if (!(mo->state->frame & FF_ANIMATE))
zoffs = FixedMul(((signed)mo->state->var2)*FRACUNIT, mo->scale);
// if you're using FF_ANIMATE on an overlay,
// then you're on your own.
else
zoffs = 0;
2014-03-15 16:59:03 +00:00
P_UnsetThingPosition(mo);
mo->x = destx;
mo->y = desty;
mo->radius = mo->target->radius;
mo->height = mo->target->height;
2014-03-15 16:59:03 +00:00
if (mo->eflags & MFE_VERTICALFLIP)
mo->z = (mo->target->z + mo->target->height - mo->height) - zoffs;
else
mo->z = mo->target->z + zoffs;
if (mo->state->var1)
P_SetUnderlayPosition(mo);
else
P_SetThingPosition(mo);
P_CheckPosition(mo, mo->x, mo->y);
}
2014-03-18 17:56:54 +00:00
P_SetTarget(&overlaycap, NULL);
2014-03-15 16:59:03 +00:00
}
2014-03-18 17:56:54 +00:00
// Called only when MT_OVERLAY thinks.
2014-03-15 16:59:03 +00:00
static void P_AddOverlay(mobj_t *thing)
{
2014-03-18 17:56:54 +00:00
I_Assert(thing != NULL);
if (overlaycap == NULL)
P_SetTarget(&overlaycap, thing);
2014-03-15 16:59:03 +00:00
else {
2014-03-18 17:56:54 +00:00
mobj_t *mo;
2014-03-15 16:59:03 +00:00
for (mo = overlaycap; mo && mo->hnext; mo = mo->hnext)
;
2014-03-18 17:56:54 +00:00
I_Assert(mo != NULL);
I_Assert(mo->hnext == NULL);
P_SetTarget(&mo->hnext, thing);
2014-03-15 16:59:03 +00:00
}
2014-03-18 17:56:54 +00:00
P_SetTarget(&thing->hnext, NULL);
}
// Called only when MT_OVERLAY (or anything else in the overlaycap list) is removed.
// Keeps the hnext list from corrupting.
static void P_RemoveOverlay(mobj_t *thing)
{
mobj_t *mo;
for (mo = overlaycap; mo; mo = mo->hnext)
if (mo->hnext == thing)
{
P_SetTarget(&mo->hnext, thing->hnext);
P_SetTarget(&thing->hnext, NULL);
return;
}
2014-03-15 16:59:03 +00:00
}
void A_BossDeath(mobj_t *mo);
// AI for the Koopa boss.
static void P_KoopaThinker(mobj_t *koopa)
{
P_MobjCheckWater(koopa);
if (koopa->watertop > koopa->z + koopa->height + FixedMul(128*FRACUNIT, koopa->scale) && koopa->health > 0)
{
A_BossDeath(koopa);
P_RemoveMobj(koopa);
return;
}
// Koopa moves ONLY on the X axis!
if (koopa->threshold > 0)
{
koopa->threshold--;
koopa->momx = FixedMul(FRACUNIT, koopa->scale);
if (!koopa->threshold)
koopa->threshold = -TICRATE*2;
}
else if (koopa->threshold < 0)
{
koopa->threshold++;
koopa->momx = FixedMul(-FRACUNIT, koopa->scale);
if (!koopa->threshold)
koopa->threshold = TICRATE*2;
}
else
koopa->threshold = TICRATE*2;
P_XYMovement(koopa);
if (P_RandomChance(FRACUNIT/32) && koopa->z <= koopa->floorz)
2014-03-15 16:59:03 +00:00
koopa->momz = FixedMul(5*FRACUNIT, koopa->scale);
if (koopa->z > koopa->floorz)
koopa->momz += FixedMul(FRACUNIT/4, koopa->scale);
if (P_RandomChance(FRACUNIT/64))
2014-03-15 16:59:03 +00:00
{
mobj_t *flame;
flame = P_SpawnMobj(koopa->x - koopa->radius + FixedMul(5*FRACUNIT, koopa->scale), koopa->y, koopa->z + (P_RandomByte()<<(FRACBITS-2)), MT_KOOPAFLAME);
2014-03-15 16:59:03 +00:00
flame->momx = -FixedMul(flame->info->speed, flame->scale);
S_StartSound(flame, sfx_koopfr);
}
else if (P_RandomChance(5*FRACUNIT/256))
2014-03-15 16:59:03 +00:00
{
mobj_t *hammer;
hammer = P_SpawnMobj(koopa->x - koopa->radius, koopa->y, koopa->z + koopa->height, MT_HAMMER);
hammer->momx = FixedMul(-5*FRACUNIT, hammer->scale);
hammer->momz = FixedMul(7*FRACUNIT, hammer->scale);
}
}
//
// P_MobjThinker
//
void P_MobjThinker(mobj_t *mobj)
{
I_Assert(mobj != NULL);
I_Assert(!P_MobjWasRemoved(mobj));
if (mobj->flags & MF_NOTHINK)
return;
// Remove dead target/tracer.
if (mobj->target && P_MobjWasRemoved(mobj->target))
P_SetTarget(&mobj->target, NULL);
if (mobj->tracer && P_MobjWasRemoved(mobj->tracer))
P_SetTarget(&mobj->tracer, NULL);
mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG);
2014-03-15 16:59:03 +00:00
tmfloorthing = tmhitthing = NULL;
2014-03-15 16:59:03 +00:00
// 970 allows ANY mobj to trigger a linedef exec
if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8)
{
sector_t *sec2;
sec2 = P_ThingOnSpecial3DFloor(mobj);
if (sec2 && GETSECSPECIAL(sec2->special, 2) == 1)
P_LinedefExecute(sec2->tag, mobj, sec2);
}
// Slowly scale up/down to reach your destscale.
if (mobj->scale != mobj->destscale)
{
fixed_t oldheight = mobj->height;
UINT8 correctionType = 0; // Don't correct Z position, just gain height
if ((mobj->flags & MF_NOCLIPHEIGHT || (mobj->z > mobj->floorz && mobj->z + mobj->height < mobj->ceilingz))
2014-03-15 16:59:03 +00:00
&& mobj->type != MT_EGGMOBILE_FIRE)
correctionType = 1; // Correct Z position by centering
else if (mobj->eflags & MFE_VERTICALFLIP)
correctionType = 2; // Correct Z position by moving down
if (abs(mobj->scale - mobj->destscale) < mobj->scalespeed)
P_SetScale(mobj, mobj->destscale);
else if (mobj->scale < mobj->destscale)
P_SetScale(mobj, mobj->scale + mobj->scalespeed);
else if (mobj->scale > mobj->destscale)
P_SetScale(mobj, mobj->scale - mobj->scalespeed);
if (correctionType == 1)
mobj->z -= (mobj->height - oldheight)/2;
else if (correctionType == 2)
mobj->z -= mobj->height - oldheight;
if (mobj->scale == mobj->destscale)
/// \todo Lua hook for "reached destscale"?
switch(mobj->type)
{
case MT_EGGMOBILE_FIRE:
mobj->destscale = FRACUNIT;
mobj->scalespeed = FRACUNIT>>4;
break;
default:
break;
}
}
if ((mobj->type == MT_GHOST || mobj->type == MT_THOK) && mobj->fuse > 0) // Not guaranteed to be MF_SCENERY or not MF_SCENERY!
{
if (mobj->flags2 & MF2_BOSSNOTRAP) // "fast" flag
{
if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - (2*mobj->fuse)/3)
// fade out when nearing the end of fuse...
mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - (2*mobj->fuse)/3) << FF_TRANSSHIFT);
}
else
{
if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - mobj->fuse / 2)
// fade out when nearing the end of fuse...
mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << FF_TRANSSHIFT);
}
}
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
if (mobj->flags2 & MF2_MACEROTATE)
{
P_MaceRotate(mobj);
if (P_MobjWasRemoved(mobj))
return;
}
2014-03-15 16:59:03 +00:00
// Special thinker for scenery objects
if (mobj->flags & MF_SCENERY)
{
#ifdef HAVE_BLUA
if (LUAh_MobjThinker(mobj))
return;
if (P_MobjWasRemoved(mobj))
return;
#endif
if (mobj->flags2 & MF2_SHIELD)
if (!P_AddShield(mobj))
return;
2014-03-15 16:59:03 +00:00
switch (mobj->type)
{
case MT_HOOP:
if (mobj->fuse > 1)
P_MoveHoop(mobj);
else if (mobj->fuse == 1)
mobj->movecount = 1;
if (mobj->movecount)
{
mobj->fuse++;
if (mobj->fuse > 32)
{
// Don't kill the hoop center. For the sake of respawning.
//if (mobj->target)
// P_RemoveMobj(mobj->target);
P_RemoveMobj(mobj);
}
}
else
mobj->fuse--;
return;
case MT_NIGHTSPARKLE:
if (mobj->tics != -1)
{
mobj->tics--;
// you can cycle through multiple states in a tic
if (!mobj->tics)
if (!P_SetMobjState(mobj, mobj->state->nextstate))
return; // freed itself
}
P_UnsetThingPosition(mobj);
mobj->x += mobj->momx;
mobj->y += mobj->momy;
mobj->z += mobj->momz;
P_SetThingPosition(mobj);
return;
case MT_NIGHTSLOOPHELPER:
if (--mobj->tics <= 0)
P_RemoveMobj(mobj);
// Don't touch my fuse!
return;
case MT_OVERLAY:
2014-03-18 17:56:54 +00:00
if (!mobj->target)
2014-03-15 16:59:03 +00:00
{
P_RemoveMobj(mobj);
return;
}
else
P_AddOverlay(mobj);
break;
case MT_PITY_ORB:
case MT_WHIRLWIND_ORB:
case MT_ARMAGEDDON_ORB:
if (!(mobj->flags2 & MF2_SHIELD))
2014-03-15 16:59:03 +00:00
return;
break;
case MT_ATTRACT_ORB:
if (!(mobj->flags2 & MF2_SHIELD))
return;
if (/*(mobj->target) -- the following is implicit by P_AddShield
&& (mobj->target->player)
&& */ (mobj->target->player->homing) && (mobj->target->player->pflags & PF_SHIELDABILITY))
{
P_SetMobjState(mobj, mobj->info->painstate);
mobj->tics++;
}
break;
case MT_ELEMENTAL_ORB:
if (!(mobj->flags2 & MF2_SHIELD))
return;
if (mobj->tracer
/* && mobj->target -- the following is implicit by P_AddShield
&& mobj->target->player
2016-10-17 19:39:22 +00:00
&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL */
&& mobj->target->player->pflags & PF_SHIELDABILITY
&& ((statenum_t)(mobj->tracer->state-states) < mobj->info->raisestate
|| (mobj->tracer->state->nextstate < mobj->info->raisestate && mobj->tracer->tics == 1)))
{
P_SetMobjState(mobj, mobj->info->painstate);
mobj->tics++;
P_SetMobjState(mobj->tracer, mobj->info->raisestate);
mobj->tracer->tics++;
}
break;
case MT_FORCE_ORB:
if (!(mobj->flags2 & MF2_SHIELD))
return;
if (/*
&& mobj->target -- the following is implicit by P_AddShield
&& mobj->target->player
&& (mobj->target->player->powers[pw_shield] & SH_FORCE)
&& */ (mobj->target->player->pflags & PF_SHIELDABILITY))
{
mobj_t *whoosh = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_GHOST); // done here so the offset is correct
P_SetMobjState(whoosh, mobj->info->raisestate);
whoosh->destscale = whoosh->scale<<1;
whoosh->scalespeed = FixedMul(whoosh->scalespeed, whoosh->scale);
whoosh->height = 38*whoosh->scale;
whoosh->fuse = 10;
whoosh->flags |= MF_NOCLIPHEIGHT;
whoosh->momz = mobj->target->momz; // Stay reasonably centered for a few frames
mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
}
2017-09-28 15:01:52 +00:00
/* FALLTHRU */
case MT_FLAMEAURA_ORB:
if (!(mobj->flags2 & MF2_SHIELD))
return;
mobj->angle = mobj->target->angle; // implicitly okay because of P_AddShield
if (mobj->tracer
/* && mobj->target -- the following is implicit by P_AddShield
&& mobj->target->player
&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_FLAMEAURA */
&& mobj->target->player->pflags & PF_SHIELDABILITY
&& ((statenum_t)(mobj->tracer->state-states) < mobj->info->raisestate
|| (mobj->tracer->state->nextstate < mobj->info->raisestate && mobj->tracer->tics == 1)))
{
P_SetMobjState(mobj, mobj->info->painstate);
mobj->tics++;
P_SetMobjState(mobj->tracer, mobj->info->raisestate);
mobj->tracer->tics++;
}
break;
2016-10-17 19:39:22 +00:00
case MT_BUBBLEWRAP_ORB:
if (!(mobj->flags2 & MF2_SHIELD))
2016-10-17 19:39:22 +00:00
return;
if (mobj->tracer
/* && mobj->target -- the following is implicit by P_AddShield
&& mobj->target->player
&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP */
)
{
if (mobj->target->player->pflags & PF_SHIELDABILITY
&& ((statenum_t)(mobj->state-states) < mobj->info->painstate
|| (mobj->state->nextstate < mobj->info->painstate && mobj->tics == 1)))
{
P_SetMobjState(mobj, mobj->info->painstate);
mobj->tics++;
P_SetMobjState(mobj->tracer, mobj->info->raisestate);
mobj->tracer->tics++;
}
else if (mobj->target->eflags & MFE_JUSTHITFLOOR
&& (statenum_t)(mobj->state-states) == mobj->info->painstate)
{
P_SetMobjState(mobj, mobj->info->painstate+1);
mobj->tics++;
P_SetMobjState(mobj->tracer, mobj->info->raisestate+1);
mobj->tracer->tics++;
}
}
break;
case MT_THUNDERCOIN_ORB:
if (!(mobj->flags2 & MF2_SHIELD))
return;
if (mobj->tracer
/* && mobj->target -- the following is implicit by P_AddShield
&& mobj->target->player
2016-10-17 19:39:22 +00:00
&& (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_THUNDERCOIN */
&& (mobj->target->player->pflags & PF_SHIELDABILITY))
{
P_SetMobjState(mobj, mobj->info->painstate);
mobj->tics++;
P_SetMobjState(mobj->tracer, mobj->info->raisestate);
mobj->tracer->tics++;
mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal spark
}
break;
2014-03-15 16:59:03 +00:00
case MT_WATERDROP:
P_SceneryCheckWater(mobj);
if ((mobj->z <= mobj->floorz || mobj->z <= mobj->watertop)
&& mobj->health > 0)
{
mobj->health = 0;
P_SetMobjState(mobj, mobj->info->deathstate);
S_StartSound(mobj, mobj->info->deathsound+P_RandomKey(mobj->info->mass));
return;
}
break;
case MT_BUBBLES:
P_SceneryCheckWater(mobj);
break;
case MT_SMALLBUBBLE:
case MT_MEDIUMBUBBLE:
case MT_EXTRALARGEBUBBLE: // start bubble dissipate
P_SceneryCheckWater(mobj);
if (P_MobjWasRemoved(mobj)) // bubble was removed by not being in water
return;
if (!(mobj->eflags & MFE_UNDERWATER)
|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height >= mobj->ceilingz)
|| (mobj->eflags & MFE_VERTICALFLIP && mobj->z <= mobj->floorz)
|| (P_CheckDeathPitCollide(mobj))
|| --mobj->fuse <= 0) // Bubbles eventually dissipate if they can't reach the surface.
{
// no playing sound: no point; the object is being removed
P_RemoveMobj(mobj);
return;
}
break;
case MT_LOCKON:
if (!mobj->target)
{
P_RemoveMobj(mobj);
return;
}
mobj->x = mobj->target->x;
mobj->y = mobj->target->y;
mobj->eflags |= (mobj->target->eflags & MFE_VERTICALFLIP);
mobj->destscale = mobj->target->destscale;
P_SetScale(mobj, mobj->target->scale);
if (!(mobj->eflags & MFE_VERTICALFLIP))
2017-10-07 17:21:12 +00:00
mobj->z = mobj->target->z + mobj->target->height + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale);
else
2017-10-07 17:21:12 +00:00
mobj->z = mobj->target->z - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale) - mobj->height;
break;
2014-03-15 16:59:03 +00:00
case MT_DROWNNUMBERS:
2014-03-18 17:56:54 +00:00
if (!mobj->target)
2014-03-15 16:59:03 +00:00
{
P_RemoveMobj(mobj);
return;
}
if (!mobj->target->player || !(mobj->target->player->powers[pw_underwater] || mobj->target->player->powers[pw_spacetime]))
{
P_RemoveMobj(mobj);
return;
}
mobj->x = mobj->target->x;
mobj->y = mobj->target->y;
mobj->destscale = mobj->target->destscale;
P_SetScale(mobj, mobj->target->scale);
if (mobj->target->eflags & MFE_VERTICALFLIP)
{
mobj->z = mobj->target->z - FixedMul(16*FRACUNIT, mobj->target->scale) - mobj->height;
if (mobj->target->player->pflags & PF_FLIPCAM)
mobj->eflags |= MFE_VERTICALFLIP;
}
else
mobj->z = mobj->target->z + (mobj->target->height) + FixedMul(8*FRACUNIT, mobj->target->scale); // Adjust height for height changes
if (mobj->threshold <= 35)
mobj->flags2 |= MF2_DONTDRAW;
else
mobj->flags2 &= ~MF2_DONTDRAW;
if (mobj->threshold <= 30)
mobj->threshold = 40;
mobj->threshold--;
break;
case MT_FLAMEJET:
if ((mobj->flags2 & MF2_FIRING) && (leveltime & 3) == 0)
{
mobj_t *flame;
fixed_t strength;
// Wave the flames back and forth. Reactiontime determines which direction it's going.
if (mobj->fuse <= -16)
mobj->reactiontime = 1;
else if (mobj->fuse >= 16)
mobj->reactiontime = 0;
if (mobj->reactiontime)
mobj->fuse += 2;
else
mobj->fuse -= 2;
flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
flame->angle = mobj->angle;
if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side
2014-03-15 16:59:03 +00:00
flame->momz = mobj->fuse << (FRACBITS-2);
else
flame->angle += FixedAngle(mobj->fuse*FRACUNIT);
strength = 20*FRACUNIT;
strength -= ((20*FRACUNIT)/16)*mobj->movedir;
P_InstaThrust(flame, flame->angle, strength);
S_StartSound(flame, sfx_fire);
}
break;
case MT_VERTICALFLAMEJET:
if ((mobj->flags2 & MF2_FIRING) && (leveltime & 3) == 0)
{
mobj_t *flame;
fixed_t strength;
// Wave the flames back and forth. Reactiontime determines which direction it's going.
if (mobj->fuse <= -16)
mobj->reactiontime = 1;
else if (mobj->fuse >= 16)
mobj->reactiontime = 0;
if (mobj->reactiontime)
mobj->fuse++;
else
mobj->fuse--;
flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
strength = 20*FRACUNIT;
strength -= ((20*FRACUNIT)/16)*mobj->movedir;
// If deaf'd, the object spawns on the ceiling.
if (mobj->flags2 & MF2_AMBUSH)
2014-03-15 16:59:03 +00:00
{
mobj->z = mobj->ceilingz-mobj->height;
flame->momz = -strength;
}
else
flame->momz = strength;
P_InstaThrust(flame, mobj->angle, FixedDiv(mobj->fuse*FRACUNIT,3*FRACUNIT));
S_StartSound(flame, sfx_fire);
}
break;
case MT_SEED:
if (P_MobjFlip(mobj)*mobj->momz < mobj->info->speed)
mobj->momz = P_MobjFlip(mobj)*mobj->info->speed;
2014-03-15 16:59:03 +00:00
break;
2014-11-12 00:55:07 +00:00
case MT_ROCKCRUMBLE1:
case MT_ROCKCRUMBLE2:
case MT_ROCKCRUMBLE3:
case MT_ROCKCRUMBLE4:
case MT_ROCKCRUMBLE5:
case MT_ROCKCRUMBLE6:
case MT_ROCKCRUMBLE7:
case MT_ROCKCRUMBLE8:
case MT_ROCKCRUMBLE9:
case MT_ROCKCRUMBLE10:
case MT_ROCKCRUMBLE11:
case MT_ROCKCRUMBLE12:
case MT_ROCKCRUMBLE13:
case MT_ROCKCRUMBLE14:
case MT_ROCKCRUMBLE15:
case MT_ROCKCRUMBLE16:
if (mobj->z <= P_FloorzAtPos(mobj->x, mobj->y, mobj->z, mobj->height)
&& mobj->state != &states[mobj->info->deathstate])
{
P_SetMobjState(mobj, mobj->info->deathstate);
return;
}
break;
2014-03-15 16:59:03 +00:00
default:
if (mobj->fuse)
{ // Scenery object fuse! Very basic!
mobj->fuse--;
if (!mobj->fuse)
{
#ifdef HAVE_BLUA
if (!LUAh_MobjFuse(mobj))
#endif
P_RemoveMobj(mobj);
return;
}
}
break;
}
P_SceneryThinker(mobj);
return;
}
#ifdef HAVE_BLUA
// Check for a Lua thinker first
2014-08-05 23:59:40 +00:00
if (!mobj->player)
{
if (LUAh_MobjThinker(mobj) || P_MobjWasRemoved(mobj))
return;
}
else if (!mobj->player->spectator)
{
// You cannot short-circuit the player thinker like you can other thinkers.
2014-03-15 16:59:03 +00:00
LUAh_MobjThinker(mobj);
2014-08-05 23:59:40 +00:00
if (P_MobjWasRemoved(mobj))
return;
}
2014-03-15 16:59:03 +00:00
#endif
// if it's pushable, or if it would be pushable other than temporary disablement, use the
// separate thinker
if (mobj->flags & MF_PUSHABLE || (mobj->info->flags & MF_PUSHABLE && mobj->fuse))
{
P_MobjCheckWater(mobj);
P_PushableThinker(mobj);
// Extinguish fire objects in water. (Yes, it's extraordinarily rare to have a pushable flame object, but Brak uses such a case.)
if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL
&& (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
{
P_KillMobj(mobj, NULL, NULL, 0);
2014-03-15 16:59:03 +00:00
return;
}
}
else if (mobj->flags & MF_BOSS)
{
#ifdef HAVE_BLUA
if (LUAh_BossThinker(mobj))
{
if (P_MobjWasRemoved(mobj))
return;
}
else if (P_MobjWasRemoved(mobj))
return;
else
#endif
switch (mobj->type)
{
case MT_EGGMOBILE:
if (mobj->health < mobj->info->damage+1 && leveltime & 1 && mobj->health > 0)
P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_SMOKE);
if (mobj->flags2 & MF2_SKULLFLY)
#if 1
P_SpawnGhostMobj(mobj);
#else
{
mobj_t *spawnmobj;
spawnmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->painchance);
P_SetTarget(&spawnmobj->target, mobj);
spawnmobj->color = SKINCOLOR_GREY;
}
#endif
P_Boss1Thinker(mobj);
break;
case MT_EGGMOBILE2:
P_Boss2Thinker(mobj);
break;
case MT_EGGMOBILE3:
P_Boss3Thinker(mobj);
break;
case MT_EGGMOBILE4:
P_Boss4Thinker(mobj);
break;
case MT_BLACKEGGMAN:
P_Boss7Thinker(mobj);
break;
case MT_METALSONIC_BATTLE:
P_Boss9Thinker(mobj);
break;
default: // Generic SOC-made boss
if (mobj->flags2 & MF2_SKULLFLY)
P_SpawnGhostMobj(mobj);
P_GenericBossThinker(mobj);
break;
}
if (mobj->flags2 & MF2_BOSSFLEE)
P_InstaThrust(mobj, mobj->angle, FixedMul(12*FRACUNIT, mobj->scale));
}
else if (mobj->health <= 0) // Dead things think differently than the living.
switch (mobj->type)
{
case MT_BLUEBALL:
if ((mobj->tics>>2)+1 > 0 && (mobj->tics>>2)+1 <= tr_trans60) // tr_trans50 through tr_trans90, shifting once every second frame
mobj->frame = (NUMTRANSMAPS-((mobj->tics>>2)+1))<<FF_TRANSSHIFT;
else // tr_trans60 otherwise
mobj->frame = tr_trans60<<FF_TRANSSHIFT;
break;
case MT_EGGCAPSULE:
if (mobj->z <= mobj->floorz)
{
P_RemoveMobj(mobj);
return;
}
break;
case MT_EGGTRAP: // Egg Capsule animal release
if (mobj->fuse > 0 && mobj->fuse < 2*TICRATE-(TICRATE/7)
&& (mobj->fuse & 3))
{
INT32 i;
2014-03-15 16:59:03 +00:00
fixed_t x,y,z;
fixed_t ns;
mobj_t *mo2;
mobj_t *flicky;
2014-03-15 16:59:03 +00:00
z = mobj->subsector->sector->floorheight + ((P_RandomByte()&63)*FRACUNIT);
for (i = 0; i < 2; i++)
2014-03-15 16:59:03 +00:00
{
const angle_t fa = (P_RandomByte()*FINEANGLES/16) & FINEMASK;
2014-03-15 16:59:03 +00:00
ns = 64 * FRACUNIT;
x = mobj->x + FixedMul(FINESINE(fa),ns);
y = mobj->y + FixedMul(FINECOSINE(fa),ns);
mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE);
P_SetMobjStateNF(mo2, S_XPLD_EGGTRAP); // so the flickies don't lose their target if they spawn
2014-03-15 16:59:03 +00:00
ns = 4 * FRACUNIT;
mo2->momx = FixedMul(FINESINE(fa),ns);
mo2->momy = FixedMul(FINECOSINE(fa),ns);
if (P_RandomChance(FRACUNIT/4)) // I filled a spreadsheet trying to get the equivalent chance to the original P_RandomByte hack!
2014-03-15 16:59:03 +00:00
S_StartSound(mo2, mobj->info->deathsound);
flicky = P_InternalFlickySpawn(mo2, 0, 8*FRACUNIT, false);
if (!flicky)
break;
P_SetTarget(&flicky->target, mo2);
flicky->momx = mo2->momx;
flicky->momy = mo2->momy;
flicky->angle = fa << ANGLETOFINESHIFT;
2014-03-15 16:59:03 +00:00
}
mobj->fuse--;
}
break;
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case MT_PLAYER:
/// \todo Have the player's dead body completely finish its animation even if they've already respawned.
if (!(mobj->flags2 & MF2_DONTDRAW))
{
2014-08-04 03:49:33 +00:00
if (!mobj->fuse)
2014-04-19 17:41:29 +00:00
{ // Go away.
/// \todo Actually go ahead and remove mobj completely, and fix any bugs and crashes doing this creates. Chasecam should stop moving, and F12 should never return to it.
mobj->momz = 0;
2014-08-04 03:49:33 +00:00
if (mobj->player)
mobj->flags2 |= MF2_DONTDRAW;
else // safe to remove, nobody's going to complain!
{
P_RemoveMobj(mobj);
return;
}
2014-04-19 17:41:29 +00:00
}
else // Apply gravity to fall downwards.
{
if (mobj->player && !(mobj->fuse % 8) && (mobj->player->charflags & SF_MACHINE))
{
fixed_t r = mobj->radius>>FRACBITS;
mobj_t *explosion = P_SpawnMobj(
mobj->x + (P_RandomRange(r, -r)<<FRACBITS),
mobj->y + (P_RandomRange(r, -r)<<FRACBITS),
mobj->z + (P_RandomKey(mobj->height>>FRACBITS)<<FRACBITS),
MT_BOSSEXPLODE);
S_StartSound(explosion, sfx_cybdth);
}
if (mobj->movedir == DMG_DROWNED)
P_SetObjectMomZ(mobj, -FRACUNIT/2, true); // slower fall from drowning
else
P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true);
}
2014-04-19 17:41:29 +00:00
}
break;
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default:
break;
}
else switch (mobj->type)
{
case MT_WALLSPIKEBASE:
if (!mobj->target) {
P_RemoveMobj(mobj);
return;
}
mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK);
#if 0
if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle
{
mobj_t *target = mobj->target; // shortcut
const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale);
P_UnsetThingPosition(mobj);
mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius);
mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius);
P_SetThingPosition(mobj);
mobj->angle = target->angle + ANGLE_90;
}
#endif
break;
case MT_FALLINGROCK:
// Despawn rocks here in case zmovement code can't do so (blame slopes)
if (!mobj->momx && !mobj->momy && !mobj->momz
&& ((mobj->eflags & MFE_VERTICALFLIP) ?
mobj->z + mobj->height >= mobj->ceilingz
: mobj->z <= mobj->floorz))
{
P_RemoveMobj(mobj);
return;
}
P_MobjCheckWater(mobj);
break;
2014-03-15 16:59:03 +00:00
case MT_EMERALDSPAWN:
if (mobj->threshold)
{
mobj->threshold--;
if (!mobj->threshold && !mobj->target && mobj->reactiontime)
{
mobj_t *emerald = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->reactiontime);
emerald->threshold = 42;
P_SetTarget(&mobj->target, emerald);
P_SetTarget(&emerald->target, mobj);
}
}
break;
case MT_AQUABUZZ:
P_MobjCheckWater(mobj); // solely for MFE_UNDERWATER for A_FlickySpawn
2017-09-28 15:01:52 +00:00
/* FALLTHRU */
2014-03-15 16:59:03 +00:00
case MT_BIGAIRMINE:
{
if (mobj->tracer && mobj->tracer->player && mobj->tracer->health > 0
&& P_AproxDistance(P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y), mobj->tracer->z - mobj->z) <= mobj->radius * 16)
{
// Home in on the target.
P_HomingAttack(mobj, mobj->tracer);
if (mobj->z < mobj->floorz)
mobj->z = mobj->floorz;
if (leveltime % mobj->info->painchance == 0)
S_StartSound(mobj, mobj->info->activesound);
}
else
{
// Try to find a player
P_LookForPlayers(mobj, true, true, mobj->radius * 16);
mobj->momx >>= 1;
mobj->momy >>= 1;
mobj->momz >>= 1;
}
}
break;
case MT_BIGMINE:
{
if (mobj->tracer && mobj->tracer->player && mobj->tracer->health > 0
&& P_AproxDistance(P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y), mobj->tracer->z - mobj->z) <= mobj->radius * 16)
{
P_MobjCheckWater(mobj);
// Home in on the target.
P_HomingAttack(mobj, mobj->tracer);
// Don't let it go out of water
if (mobj->z + mobj->height > mobj->watertop)
mobj->z = mobj->watertop - mobj->height;
if (mobj->z < mobj->floorz)
mobj->z = mobj->floorz;
if (leveltime % mobj->info->painchance == 0)
S_StartSound(mobj, mobj->info->activesound);
}
else
{
// Try to find a player
P_LookForPlayers(mobj, true, true, mobj->radius * 16);
mobj->momx >>= 1;
mobj->momy >>= 1;
mobj->momz >>= 1;
}
}
break;
2017-08-07 18:23:48 +00:00
case MT_CHAINPOINT:
case MT_CHAINMACEPOINT:
2014-03-15 16:59:03 +00:00
if (leveltime & 1)
{
if (mobj->lastlook > mobj->movecount)
mobj->lastlook--;
/*
if (mobj->threshold > mobj->movefactor)
mobj->threshold -= FRACUNIT;
else if (mobj->threshold < mobj->movefactor)
mobj->threshold += FRACUNIT;*/
}
break;
case MT_EGGCAPSULE:
if (!mobj->reactiontime)
{
// Target nearest player on your mare.
// (You can make it float up/down by adding MF_FLOAT,
// but beware level design pitfalls.)
fixed_t shortest = 1024*FRACUNIT;
INT32 i;
P_SetTarget(&mobj->target, NULL);
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mo
&& players[i].mare == mobj->threshold && players[i].rings > 0)
2014-03-15 16:59:03 +00:00
{
fixed_t dist = P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y);
if (dist < shortest)
{
P_SetTarget(&mobj->target, players[i].mo);
shortest = dist;
}
}
}
break;
case MT_EGGMOBILE2_POGO:
if (!mobj->target
|| !mobj->target->health
|| mobj->target->state == &states[mobj->target->info->spawnstate]
|| mobj->target->state == &states[mobj->target->info->raisestate])
{
P_RemoveMobj(mobj);
return;
}
P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->target->z - mobj->height);
break;
case MT_HAMMER:
if (mobj->z <= mobj->floorz)
{
P_RemoveMobj(mobj);
return;
}
break;
case MT_KOOPA:
P_KoopaThinker(mobj);
break;
case MT_REDRING:
if (((mobj->z < mobj->floorz) || (mobj->z + mobj->height > mobj->ceilingz))
&& mobj->flags & MF_MISSILE)
{
P_ExplodeMissile(mobj);
return;
}
break;
case MT_BOSSFLYPOINT:
return;
case MT_NIGHTSCORE:
mobj->color = (UINT8)(leveltime % SKINCOLOR_WHITE);
break;
case MT_JETFUME1:
{
fixed_t jetx, jety;
if (!mobj->target // if you have no target
|| (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now
{ // then remove yourself as well!
P_RemoveMobj(mobj);
return;
}
jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, FixedMul(-64*FRACUNIT, mobj->target->scale));
jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, FixedMul(-64*FRACUNIT, mobj->target->scale));
if (mobj->fuse == 56) // First one
{
P_UnsetThingPosition(mobj);
mobj->x = jetx;
mobj->y = jety;
if (mobj->target->eflags & MFE_VERTICALFLIP)
mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(38*FRACUNIT, mobj->target->scale);
else
mobj->z = mobj->target->z + FixedMul(38*FRACUNIT, mobj->target->scale);
mobj->floorz = mobj->z;
mobj->ceilingz = mobj->z+mobj->height;
P_SetThingPosition(mobj);
}
else if (mobj->fuse == 57)
{
P_UnsetThingPosition(mobj);
mobj->x = jetx + P_ReturnThrustX(mobj->target, mobj->target->angle-ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
mobj->y = jety + P_ReturnThrustY(mobj->target, mobj->target->angle-ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
if (mobj->target->eflags & MFE_VERTICALFLIP)
mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(12*FRACUNIT, mobj->target->scale);
else
mobj->z = mobj->target->z + FixedMul(12*FRACUNIT, mobj->target->scale);
mobj->floorz = mobj->z;
mobj->ceilingz = mobj->z+mobj->height;
P_SetThingPosition(mobj);
}
else if (mobj->fuse == 58)
{
P_UnsetThingPosition(mobj);
mobj->x = jetx + P_ReturnThrustX(mobj->target, mobj->target->angle+ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
mobj->y = jety + P_ReturnThrustY(mobj->target, mobj->target->angle+ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale));
if (mobj->target->eflags & MFE_VERTICALFLIP)
mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(12*FRACUNIT, mobj->target->scale);
else
mobj->z = mobj->target->z + FixedMul(12*FRACUNIT, mobj->target->scale);
mobj->floorz = mobj->z;
mobj->ceilingz = mobj->z+mobj->height;
P_SetThingPosition(mobj);
}
else if (mobj->fuse == 59)
{
jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, -mobj->target->radius);
jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, -mobj->target->radius);
P_UnsetThingPosition(mobj);
mobj->x = jetx;
mobj->y = jety;
if (mobj->target->eflags & MFE_VERTICALFLIP)
mobj->z = mobj->target->z + mobj->target->height/2 + mobj->height/2;
else
mobj->z = mobj->target->z + mobj->target->height/2 - mobj->height/2;
mobj->floorz = mobj->z;
mobj->ceilingz = mobj->z+mobj->height;
P_SetThingPosition(mobj);
}
mobj->fuse++;
}
break;
case MT_PROPELLER:
{
fixed_t jetx, jety;
if (!mobj->target // if you have no target
|| (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now
{ // then remove yourself as well!
P_RemoveMobj(mobj);
return;
}
jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, FixedMul(-60*FRACUNIT, mobj->target->scale));
jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, FixedMul(-60*FRACUNIT, mobj->target->scale));
P_UnsetThingPosition(mobj);
mobj->x = jetx;
mobj->y = jety;
mobj->z = mobj->target->z + FixedMul(17*FRACUNIT, mobj->target->scale);
mobj->angle = mobj->target->angle - ANGLE_180;
mobj->floorz = mobj->z;
mobj->ceilingz = mobj->z+mobj->height;
P_SetThingPosition(mobj);
}
break;
case MT_JETFLAME:
{
if (!mobj->target // if you have no target
|| (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now
{ // then remove yourself as well!
P_RemoveMobj(mobj);
return;
}
P_UnsetThingPosition(mobj);
mobj->x = mobj->target->x;
mobj->y = mobj->target->y;
mobj->z = mobj->target->z - FixedMul(50*FRACUNIT, mobj->target->scale);
mobj->floorz = mobj->z;
mobj->ceilingz = mobj->z+mobj->height;
P_SetThingPosition(mobj);
}
break;
case MT_NIGHTSDRONE:
if (mobj->state >= &states[S_NIGHTSDRONE_SPARKLING1] && mobj->state <= &states[S_NIGHTSDRONE_SPARKLING16])
{
mobj->flags2 &= ~MF2_DONTDRAW;
mobj->z = mobj->floorz + mobj->height + (mobj->spawnpoint->options >> ZSHIFT) * FRACUNIT;
mobj->angle = 0;
2014-03-18 17:56:54 +00:00
if (!mobj->target)
2014-03-15 16:59:03 +00:00
{
mobj_t *goalpost = P_SpawnMobj(mobj->x, mobj->y, mobj->z + FRACUNIT, MT_NIGHTSGOAL);
CONS_Debug(DBG_NIGHTSBASIC, "Adding goal post\n");
goalpost->angle = mobj->angle;
P_SetTarget(&mobj->target, goalpost);
}
if (G_IsSpecialStage(gamemap))
{ // Never show the NiGHTS drone in special stages. Check ANYONE for bonustime.
INT32 i;
boolean bonustime = false;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].bonustime)
{
bonustime = true;
break;
}
if (!bonustime)
{
mobj->flags &= ~MF_NOGRAVITY;
P_SetMobjState(mobj, S_NIGHTSDRONE1);
mobj->flags2 |= MF2_DONTDRAW;
2014-03-15 16:59:03 +00:00
}
}
else if (mobj->tracer && mobj->tracer->player)
{
if (!(mobj->tracer->player->powers[pw_carry] == CR_NIGHTSMODE))
2014-03-15 16:59:03 +00:00
{
mobj->flags &= ~MF_NOGRAVITY;
mobj->flags2 &= ~MF2_DONTDRAW;
P_SetMobjState(mobj, S_NIGHTSDRONE1);
}
else if (!mobj->tracer->player->bonustime)
{
mobj->flags &= ~MF_NOGRAVITY;
P_SetMobjState(mobj, S_NIGHTSDRONE1);
}
}
}
else
{
if (G_IsSpecialStage(gamemap))
{ // Never show the NiGHTS drone in special stages. Check ANYONE for bonustime.
INT32 i;
boolean bonustime = false;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].bonustime)
{
bonustime = true;
break;
}
if (bonustime)
{
P_SetMobjState(mobj, S_NIGHTSDRONE_SPARKLING1);
mobj->flags |= MF_NOGRAVITY;
}
else
{
if (mobj->target)
{
CONS_Debug(DBG_NIGHTSBASIC, "Removing goal post\n");
P_RemoveMobj(mobj->target);
P_SetTarget(&mobj->target, NULL);
}
mobj->flags2 |= MF2_DONTDRAW;
}
}
else if (mobj->tracer && mobj->tracer->player)
{
if (mobj->target)
{
CONS_Debug(DBG_NIGHTSBASIC, "Removing goal post\n");
P_RemoveMobj(mobj->target);
P_SetTarget(&mobj->target, NULL);
}
if (mobj->tracer->player->powers[pw_carry] == CR_NIGHTSMODE)
2014-03-15 16:59:03 +00:00
{
if (mobj->tracer->player->bonustime)
{
P_SetMobjState(mobj, S_NIGHTSDRONE_SPARKLING1);
mobj->flags |= MF_NOGRAVITY;
}
else
mobj->flags2 |= MF2_DONTDRAW;
}
else // Not NiGHTS
mobj->flags2 &= ~MF2_DONTDRAW;
}
mobj->angle += ANG10;
if (mobj->z <= mobj->floorz)
mobj->momz = 5*FRACUNIT;
}
break;
case MT_PLAYER:
if (mobj->player)
P_PlayerMobjThinker(mobj);
return;
case MT_SKIM:
// check mobj against possible water content, before movement code
P_MobjCheckWater(mobj);
// Keep Skim at water surface
if (mobj->z <= mobj->watertop)
{
mobj->flags |= MF_NOGRAVITY;
if (mobj->z < mobj->watertop)
{
if (mobj->watertop - mobj->z <= FixedMul(mobj->info->speed*FRACUNIT, mobj->scale))
mobj->z = mobj->watertop;
else
mobj->momz = FixedMul(mobj->info->speed*FRACUNIT, mobj->scale);
}
}
else
{
mobj->flags &= ~MF_NOGRAVITY;
if (mobj->z > mobj->watertop && mobj->z - mobj->watertop < FixedMul(MAXSTEPMOVE, mobj->scale))
mobj->z = mobj->watertop;
}
break;
case MT_RING:
case MT_COIN:
case MT_BLUEBALL:
case MT_REDTEAMRING:
case MT_BLUETEAMRING:
// No need to check water. Who cares?
P_RingThinker(mobj);
if (mobj->flags2 & MF2_NIGHTSPULL)
P_NightsItemChase(mobj);
else
A_AttractChase(mobj);
return;
// Flung items
case MT_FLINGRING:
case MT_FLINGCOIN:
if (mobj->flags2 & MF2_NIGHTSPULL)
P_NightsItemChase(mobj);
else
A_AttractChase(mobj);
break;
case MT_NIGHTSWING:
if (mobj->flags2 & MF2_NIGHTSPULL)
P_NightsItemChase(mobj);
break;
case MT_EMBLEM:
if (mobj->flags2 & MF2_NIGHTSPULL)
P_NightsItemChase(mobj);
break;
2014-03-15 16:59:03 +00:00
case MT_SHELL:
if (mobj->threshold && mobj->threshold != TICRATE)
2014-03-15 16:59:03 +00:00
mobj->threshold--;
if (mobj->threshold >= TICRATE)
2014-03-15 16:59:03 +00:00
{
mobj->angle += ((mobj->movedir == 1) ? ANGLE_22h : ANGLE_337h);
P_InstaThrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), (mobj->info->speed*mobj->scale));
2014-03-15 16:59:03 +00:00
}
break;
case MT_TURRET:
P_MobjCheckWater(mobj);
P_CheckPosition(mobj, mobj->x, mobj->y);
if (P_MobjWasRemoved(mobj))
return;
mobj->floorz = tmfloorz;
mobj->ceilingz = tmceilingz;
if ((mobj->eflags & MFE_UNDERWATER) && mobj->health > 0)
{
P_SetMobjState(mobj, mobj->info->deathstate);
mobj->health = 0;
mobj->flags2 &= ~MF2_FIRING;
}
else if (mobj->health > 0 && mobj->z + mobj->height > mobj->ceilingz) // Crushed
{
INT32 i,j;
fixed_t ns;
fixed_t x,y,z;
mobj_t *mo2;
z = mobj->subsector->sector->floorheight + FixedMul(64*FRACUNIT, mobj->scale);
for (j = 0; j < 2; j++)
{
for (i = 0; i < 32; i++)
{
const angle_t fa = (i*FINEANGLES/16) & FINEMASK;
ns = FixedMul(64 * FRACUNIT, mobj->scale);
x = mobj->x + FixedMul(FINESINE(fa),ns);
y = mobj->y + FixedMul(FINECOSINE(fa),ns);
mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE);
ns = FixedMul(16 * FRACUNIT, mobj->scale);
mo2->momx = FixedMul(FINESINE(fa),ns);
mo2->momy = FixedMul(FINECOSINE(fa),ns);
}
z -= FixedMul(32*FRACUNIT, mobj->scale);
}
P_SetMobjState(mobj, mobj->info->deathstate);
mobj->health = 0;
mobj->flags2 &= ~MF2_FIRING;
}
break;
case MT_BLUEFLAG:
case MT_REDFLAG:
{
sector_t *sec2;
sec2 = P_ThingOnSpecial3DFloor(mobj);
if ((sec2 && GETSECSPECIAL(sec2->special, 4) == 2) || (GETSECSPECIAL(mobj->subsector->sector->special, 4) == 2))
mobj->fuse = 1; // Return to base.
break;
}
case MT_CANNONBALL:
#ifdef FLOORSPLATS
R_AddFloorSplat(mobj->tracer->subsector, mobj->tracer, "TARGET", mobj->tracer->x,
mobj->tracer->y, mobj->tracer->floorz, SPLATDRAWMODE_SHADE);
#endif
break;
case MT_SPINDUST: // Spindash dust
mobj->momx = FixedMul(mobj->momx, (3*FRACUNIT)/4); // originally 50000
mobj->momy = FixedMul(mobj->momy, (3*FRACUNIT)/4); // same
//mobj->momz = mobj->momz+P_MobjFlip(mobj)/3; // no meaningful change in value to be frank
2016-11-10 21:09:05 +00:00
if (mobj->state >= &states[S_SPINDUST_BUBBLE1] && mobj->state <= &states[S_SPINDUST_BUBBLE4]) // bubble dust!
{
P_MobjCheckWater(mobj);
if (mobj->watertop != mobj->subsector->sector->floorheight - 1000*FRACUNIT
&& mobj->z+mobj->height >= mobj->watertop - 5*FRACUNIT)
mobj->flags2 |= MF2_DONTDRAW;
}
break;
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case MT_SPINFIRE:
if (mobj->flags & MF_NOGRAVITY)
{
if (mobj->eflags & MFE_VERTICALFLIP)
mobj->z = mobj->ceilingz - mobj->height;
else
mobj->z = mobj->floorz;
}
2017-09-28 15:01:52 +00:00
/* FALLTHRU */
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default:
// check mobj against possible water content, before movement code
P_MobjCheckWater(mobj);
// Extinguish fire objects in water
if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL
&& (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
{
P_KillMobj(mobj, NULL, NULL, 0);
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return;
}
break;
}
if (P_MobjWasRemoved(mobj))
return;
if (mobj->flags2 & MF2_FIRING && mobj->target && mobj->health > 0)
{
2016-05-19 00:01:50 +00:00
if (mobj->state->action.acp1 == (actionf_p1)A_Boss1Laser)
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{
var1 = mobj->state->var1;
var2 = mobj->state->var2;
mobj->state->action.acp1(mobj);
}
else if (leveltime & 1) // Fire mode
{
mobj_t *missile;
if (mobj->target->player && mobj->target->player->nightstime)
{
fixed_t oldval = mobjinfo[mobj->extravalue1].speed;
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x+mobj->target->momx, mobj->target->y+mobj->target->momy);
mobjinfo[mobj->extravalue1].speed = FixedMul(60*FRACUNIT, mobj->scale);
missile = P_SpawnMissile(mobj, mobj->target, mobj->extravalue1);
mobjinfo[mobj->extravalue1].speed = oldval;
}
else
{
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
missile = P_SpawnMissile(mobj, mobj->target, mobj->extravalue1);
}
if (missile)
{
if (mobj->flags2 & MF2_SUPERFIRE)
missile->flags2 |= MF2_SUPERFIRE;
if (mobj->info->attacksound)
S_StartSound(missile, mobj->info->attacksound);
}
}
else
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y);
}
if (mobj->flags & MF_AMBIENT)
{
if (!(leveltime % mobj->health) && mobj->info->seesound)
S_StartSound(mobj, mobj->info->seesound);
return;
}
// Check fuse
if (mobj->fuse)
{
mobj->fuse--;
if (!mobj->fuse)
{
subsector_t *ss;
fixed_t x, y, z;
mobj_t *flagmo, *newmobj;
#ifdef HAVE_BLUA
if (LUAh_MobjFuse(mobj) || P_MobjWasRemoved(mobj))
;
else
2014-03-15 16:59:03 +00:00
#endif
if (mobj->info->flags & MF_MONITOR)
{
// Special case for ALL monitors.
// If a box's speed is nonzero, it's allowed to respawn as a WRM/SRM.
if (mobj->info->speed != 0 && (mobj->flags2 & (MF2_AMBUSH|MF2_STRONGBOX)))
{
mobjtype_t spawnchance[64];
INT32 numchoices = 0, i = 0;
// This define should make it a lot easier to organize and change monitor weights
#define SETMONITORCHANCES(type, strongboxamt, weakboxamt) \
for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) spawnchance[numchoices++] = type
// Type SRM WRM
SETMONITORCHANCES(MT_SNEAKERS_BOX, 0, 10); // Super Sneakers
SETMONITORCHANCES(MT_INVULN_BOX, 2, 0); // Invincibility
SETMONITORCHANCES(MT_WHIRLWIND_BOX, 3, 8); // Whirlwind Shield
SETMONITORCHANCES(MT_ELEMENTAL_BOX, 3, 8); // Elemental Shield
SETMONITORCHANCES(MT_ATTRACT_BOX, 2, 0); // Attraction Shield
SETMONITORCHANCES(MT_FORCE_BOX, 3, 3); // Force Shield
SETMONITORCHANCES(MT_ARMAGEDDON_BOX, 2, 0); // Armageddon Shield
SETMONITORCHANCES(MT_MIXUP_BOX, 0, 1); // Teleporters
SETMONITORCHANCES(MT_RECYCLER_BOX, 0, 1); // Recycler
SETMONITORCHANCES(MT_1UP_BOX, 1, 1); // 1-Up
// =======================================
// Total 16 32
#undef SETMONITORCHANCES
i = P_RandomKey(numchoices); // Gotta love those random numbers!
newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, spawnchance[i]);
}
else
newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->type);
// Transfer flags2 (ambush, strongbox, objectflip)
newmobj->flags2 = mobj->flags2;
P_RemoveMobj(mobj); // make sure they disappear
return;
}
else switch (mobj->type)
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{
// gargoyle and snowman handled in P_PushableThinker, not here
case MT_THROWNGRENADE:
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case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE:
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P_SetMobjState(mobj, mobj->info->deathstate);
break;
case MT_BLUEFLAG:
case MT_REDFLAG:
if (mobj->spawnpoint)
{
x = mobj->spawnpoint->x << FRACBITS;
y = mobj->spawnpoint->y << FRACBITS;
ss = R_PointInSubsector(x, y);
if (mobj->spawnpoint->options & MTF_OBJECTFLIP)
{
z = ss->sector->ceilingheight - mobjinfo[mobj->type].height;
if (mobj->spawnpoint->options >> ZSHIFT)
z -= (mobj->spawnpoint->options >> ZSHIFT) << FRACBITS;
2014-03-15 16:59:03 +00:00
}
else
{
z = ss->sector->floorheight;
if (mobj->spawnpoint->options >> ZSHIFT)
z += (mobj->spawnpoint->options >> ZSHIFT) << FRACBITS;
2014-03-15 16:59:03 +00:00
}
flagmo = P_SpawnMobj(x, y, z, mobj->type);
flagmo->spawnpoint = mobj->spawnpoint;
if (mobj->spawnpoint->options & MTF_OBJECTFLIP)
{
flagmo->eflags |= MFE_VERTICALFLIP;
flagmo->flags2 |= MF2_OBJECTFLIP;
}
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if (mobj->type == MT_REDFLAG)
{
if (!(mobj->flags2 & MF2_JUSTATTACKED))
CONS_Printf(M_GetText("The %c%s%c has returned to base.\n"), 0x85, M_GetText("Red flag"), 0x80);
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// Assumedly in splitscreen players will be on opposing teams
if (players[consoleplayer].ctfteam == 1 || splitscreen)
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S_StartSound(NULL, sfx_hoop1);
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redflag = flagmo;
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}
else // MT_BLUEFLAG
{
if (!(mobj->flags2 & MF2_JUSTATTACKED))
CONS_Printf(M_GetText("The %c%s%c has returned to base.\n"), 0x84, M_GetText("Blue flag"), 0x80);
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// Assumedly in splitscreen players will be on opposing teams
if (players[consoleplayer].ctfteam == 2 || splitscreen)
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S_StartSound(NULL, sfx_hoop1);
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blueflag = flagmo;
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}
}
P_RemoveMobj(mobj);
return;
case MT_METALSONIC_BATTLE:
break; // don't remove
case MT_SPIKE:
P_SetMobjState(mobj, mobj->state->nextstate);
mobj->fuse = mobj->info->speed;
if (mobj->spawnpoint)
mobj->fuse += mobj->spawnpoint->angle;
break;
case MT_WALLSPIKE:
P_SetMobjState(mobj, mobj->state->nextstate);
mobj->fuse = mobj->info->speed;
break;
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case MT_NIGHTSCORE:
P_RemoveMobj(mobj);
return;
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case MT_PLAYER:
break; // don't remove
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default:
P_SetMobjState(mobj, mobj->info->xdeathstate); // will remove the mobj if S_NULL.
break;
// Looking for monitors? They moved to a special condition above.
2014-03-15 16:59:03 +00:00
}
if (P_MobjWasRemoved(mobj))
return;
}
}
I_Assert(mobj != NULL);
I_Assert(!P_MobjWasRemoved(mobj));
if (mobj->momx || mobj->momy || (mobj->flags2 & MF2_SKULLFLY))
{
P_XYMovement(mobj);
if (P_MobjWasRemoved(mobj))
return;
}
// always do the gravity bit now, that's simpler
// BUT CheckPosition only if wasn't done before.
if (!(mobj->eflags & MFE_ONGROUND) || mobj->momz
|| ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height != mobj->ceilingz)
|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z != mobj->floorz)
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|| P_IsObjectInGoop(mobj))
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{
if (!P_ZMovement(mobj))
return; // mobj was removed
P_CheckPosition(mobj, mobj->x, mobj->y); // Need this to pick up objects!
if (P_MobjWasRemoved(mobj))
return;
}
else
{
mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug
mobj->eflags &= ~MFE_JUSTHITFLOOR;
}
#ifdef ESLOPE // Sliding physics for slidey mobjs!
if (mobj->type == MT_FLINGRING
|| mobj->type == MT_FLINGCOIN
|| P_WeaponOrPanel(mobj->type)
|| mobj->type == MT_FLINGEMERALD
|| mobj->type == MT_BIGTUMBLEWEED
|| mobj->type == MT_LITTLETUMBLEWEED
|| mobj->type == MT_CANNONBALLDECOR
|| mobj->type == MT_FALLINGROCK) {
P_TryMove(mobj, mobj->x, mobj->y, true); // Sets mo->standingslope correctly
//if (mobj->standingslope) CONS_Printf("slope physics on mobj\n");
P_ButteredSlope(mobj);
}
#endif
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if (mobj->flags & (MF_ENEMY|MF_BOSS) && mobj->health
&& P_CheckDeathPitCollide(mobj)) // extra pit check in case these didn't have momz
{
P_KillMobj(mobj, NULL, NULL, DMG_DEATHPIT);
2014-03-15 16:59:03 +00:00
return;
}
// Crush enemies!
if (mobj->ceilingz - mobj->floorz < mobj->height)
{
if ((
(mobj->flags & (MF_ENEMY|MF_BOSS)
&& mobj->flags & MF_SHOOTABLE)
|| mobj->type == MT_EGGSHIELD)
&& !(mobj->flags & MF_NOCLIPHEIGHT)
&& mobj->health > 0)
{
P_KillMobj(mobj, NULL, NULL, DMG_CRUSHED);
2014-03-15 16:59:03 +00:00
return;
}
}
// Can end up here if a player dies.
if (mobj->player)
P_CyclePlayerMobjState(mobj);
else
P_CycleMobjState(mobj);
if (P_MobjWasRemoved(mobj))
return;
switch (mobj->type)
{
case MT_BOUNCEPICKUP:
case MT_RAILPICKUP:
case MT_AUTOPICKUP:
case MT_EXPLODEPICKUP:
case MT_SCATTERPICKUP:
case MT_GRENADEPICKUP:
if (mobj->health == 0) // Fading tile
{
INT32 value = mobj->info->damage/10;
value = mobj->fuse/value;
value = 10-value;
value--;
if (value <= 0)
value = 1;
mobj->frame &= ~FF_TRANSMASK;
mobj->frame |= value << FF_TRANSSHIFT;
}
break;
default:
break;
}
}
// Quick, optimized function for the Rail Rings
// Returns true if move failed or mobj was removed by movement (death pit, missile hits wall, etc.)
boolean P_RailThinker(mobj_t *mobj)
{
fixed_t x, y, z;
I_Assert(mobj != NULL);
I_Assert(!P_MobjWasRemoved(mobj));
x = mobj->x, y = mobj->y, z = mobj->z;
if (mobj->momx || mobj->momy)
{
P_XYMovement(mobj);
if (P_MobjWasRemoved(mobj))
return true;
}
if (mobj->momz)
{
if (!P_ZMovement(mobj))
return true; // mobj was removed
//P_CheckPosition(mobj, mobj->x, mobj->y);
}
return P_MobjWasRemoved(mobj) || (x == mobj->x && y == mobj->y && z == mobj->z);
}
// Unquick, unoptimized function for pushables
void P_PushableThinker(mobj_t *mobj)
{
sector_t *sec;
I_Assert(mobj != NULL);
I_Assert(!P_MobjWasRemoved(mobj));
sec = mobj->subsector->sector;
if (GETSECSPECIAL(sec->special, 2) == 1 && mobj->z == sec->floorheight)
P_LinedefExecute(sec->tag, mobj, sec);
// else if (GETSECSPECIAL(sec->special, 2) == 8)
{
sector_t *sec2;
sec2 = P_ThingOnSpecial3DFloor(mobj);
if (sec2 && GETSECSPECIAL(sec2->special, 2) == 1)
P_LinedefExecute(sec2->tag, mobj, sec2);
}
// it has to be pushable RIGHT NOW for this part to happen
if (mobj->flags & MF_PUSHABLE && !(mobj->momx || mobj->momy))
P_TryMove(mobj, mobj->x, mobj->y, true);
if (mobj->fuse == 1) // it would explode in the MobjThinker code
{
mobj_t *spawnmo;
fixed_t x, y, z;
subsector_t *ss;
// Left here just in case we'd
// want to make pushable bombs
// or something in the future.
switch (mobj->type)
{
case MT_SNOWMAN:
case MT_GARGOYLE:
x = mobj->spawnpoint->x << FRACBITS;
y = mobj->spawnpoint->y << FRACBITS;
ss = R_PointInSubsector(x, y);
if (mobj->spawnpoint->z != 0)
z = mobj->spawnpoint->z << FRACBITS;
else
z = ss->sector->floorheight;
spawnmo = P_SpawnMobj(x, y, z, mobj->type);
spawnmo->spawnpoint = mobj->spawnpoint;
P_UnsetThingPosition(spawnmo);
spawnmo->flags = mobj->flags;
P_SetThingPosition(spawnmo);
spawnmo->flags2 = mobj->flags2;
spawnmo->flags |= MF_PUSHABLE;
P_RemoveMobj(mobj);
break;
default:
break;
}
}
}
// Quick, optimized function for scenery
void P_SceneryThinker(mobj_t *mobj)
{
if (mobj->flags & MF_BOXICON)
{
if (!(mobj->eflags & MFE_VERTICALFLIP))
{
if (mobj->z < mobj->floorz + FixedMul(mobj->info->damage, mobj->scale))
mobj->momz = FixedMul(mobj->info->speed, mobj->scale);
else
mobj->momz = 0;
}
else
{
if (mobj->z + FixedMul(mobj->info->height, mobj->scale) > mobj->ceilingz - FixedMul(mobj->info->damage, mobj->scale))
mobj->momz = -FixedMul(mobj->info->speed, mobj->scale);
else
mobj->momz = 0;
}
}
// momentum movement
if (mobj->momx || mobj->momy)
{
P_SceneryXYMovement(mobj);
if (P_MobjWasRemoved(mobj))
return;
}
// always do the gravity bit now, that's simpler
// BUT CheckPosition only if wasn't done before.
if (!(mobj->eflags & MFE_ONGROUND) || mobj->momz
|| ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height != mobj->ceilingz)
|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z != mobj->floorz)
2014-08-04 03:49:33 +00:00
|| P_IsObjectInGoop(mobj))
2014-03-15 16:59:03 +00:00
{
if (!P_SceneryZMovement(mobj))
return; // mobj was removed
P_CheckPosition(mobj, mobj->x, mobj->y); // Need this to pick up objects!
if (P_MobjWasRemoved(mobj))
return;
mobj->floorz = tmfloorz;
mobj->ceilingz = tmceilingz;
}
else
{
mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug
mobj->eflags &= ~MFE_JUSTHITFLOOR;
}
P_CycleMobjState(mobj);
}
//
// GAME SPAWN FUNCTIONS
//
//
// P_SpawnMobj
//
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
const mobjinfo_t *info = &mobjinfo[type];
state_t *st;
mobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
// this is officially a mobj, declared as soon as possible.
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
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->health = info->spawnhealth;
mobj->reactiontime = info->reactiontime;
mobj->lastlook = -1; // stuff moved in P_enemy.P_LookForPlayer
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
st = &states[info->spawnstate];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
P_SetupStateAnimation(mobj, st);
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mobj->friction = ORIG_FRICTION;
mobj->movefactor = FRACUNIT;
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// All mobjs are created at 100% scale.
mobj->scale = FRACUNIT;
mobj->destscale = mobj->scale;
mobj->scalespeed = FRACUNIT/12;
// TODO: Make this a special map header
if ((maptol & TOL_ERZ3) && !(mobj->type == MT_BLACKEGGMAN))
mobj->destscale = FRACUNIT/2;
// set subsector and/or block links
P_SetThingPosition(mobj);
I_Assert(mobj->subsector != NULL);
// Make sure scale matches destscale immediately when spawned
P_SetScale(mobj, mobj->destscale);
mobj->floorz =
#ifdef ESLOPE
mobj->subsector->sector->f_slope ? P_GetZAt(mobj->subsector->sector->f_slope, x, y) :
#endif
mobj->subsector->sector->floorheight;
mobj->ceilingz =
#ifdef ESLOPE
mobj->subsector->sector->c_slope ? P_GetZAt(mobj->subsector->sector->c_slope, x, y) :
#endif
mobj->subsector->sector->ceilingheight;
2014-03-15 16:59:03 +00:00
// Tells MobjCheckWater that the water height was not set.
mobj->watertop = INT32_MAX;
if (z == ONFLOORZ)
{
mobj->z = mobj->floorz;
if (mobj->type == MT_UNIDUS)
mobj->z += FixedMul(mobj->info->mass, mobj->scale);
// defaults onground
if (mobj->z == mobj->floorz)
mobj->eflags |= MFE_ONGROUND;
}
else if (z == ONCEILINGZ)
{
mobj->z = mobj->ceilingz - mobj->height;
if (mobj->type == MT_UNIDUS)
mobj->z -= FixedMul(mobj->info->mass, mobj->scale);
// defaults onground
if (mobj->z + mobj->height == mobj->ceilingz)
mobj->eflags |= MFE_ONGROUND;
2014-03-15 16:59:03 +00:00
}
else
mobj->z = z;
#ifdef HAVE_BLUA
2014-08-04 03:49:33 +00:00
// DANGER! This can cause P_SpawnMobj to return NULL!
// Avoid using P_RemoveMobj on the newly created mobj in "MobjSpawn" Lua hooks!
if (LUAh_MobjSpawn(mobj))
{
if (P_MobjWasRemoved(mobj))
return NULL;
}
else if (P_MobjWasRemoved(mobj))
return NULL;
else
2014-03-15 16:59:03 +00:00
#endif
switch (mobj->type)
{
case MT_ALTVIEWMAN:
if (titlemapinaction) mobj->flags &= ~MF_NOTHINK;
break;
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case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE:
mobj->fuse = mobj->info->mass;
2014-08-04 03:49:33 +00:00
break;
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case MT_BLACKEGGMAN:
{
mobj_t *spawn = P_SpawnMobj(mobj->x, mobj->z, mobj->z+mobj->height-16*FRACUNIT, MT_BLACKEGGMAN_HELPER);
spawn->destscale = mobj->scale;
P_SetScale(spawn, mobj->scale);
P_SetTarget(&spawn->target, mobj);
}
break;
case MT_BLACKEGGMAN_HELPER:
// Collision helper can be stood on but not pushed
mobj->flags2 |= MF2_STANDONME;
break;
case MT_WALLSPIKE:
2014-03-15 16:59:03 +00:00
case MT_SPIKE:
mobj->flags2 |= MF2_STANDONME;
break;
case MT_GFZTREE:
case MT_GFZBERRYTREE:
case MT_GFZCHERRYTREE:
case MT_LAMPPOST1:
case MT_LAMPPOST2:
mobj->flags2 |= MF2_STANDONME;
break;
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case MT_DETON:
mobj->movedir = 0;
break;
case MT_EGGGUARD:
{
mobj_t *spawn = P_SpawnMobj(x, y, z, MT_EGGSHIELD);
spawn->destscale = mobj->scale;
P_SetScale(spawn, mobj->scale);
P_SetTarget(&mobj->tracer, spawn);
P_SetTarget(&spawn->target, mobj);
}
break;
case MT_UNIDUS:
{
INT32 i;
mobj_t *ball;
// Spawn "damage" number of "painchance" spikeball mobjs
// threshold is the distance they should keep from the MT_UNIDUS (touching radius + ball painchance)
for (i = 0; i < mobj->info->damage; i++)
{
ball = P_SpawnMobj(x, y, z, mobj->info->painchance);
ball->destscale = mobj->scale;
P_SetScale(ball, mobj->scale);
P_SetTarget(&ball->target, mobj);
ball->movedir = FixedAngle(FixedMul(FixedDiv(i<<FRACBITS, mobj->info->damage<<FRACBITS), 360<<FRACBITS));
ball->threshold = ball->radius + mobj->radius + FixedMul(ball->info->painchance, ball->scale);
var1 = ball->state->var1, var2 = ball->state->var2;
ball->state->action.acp1(ball);
}
break;
}
case MT_POINTY:
{
INT32 q;
mobj_t *ball, *lastball = mobj;
for (q = 0; q < mobj->info->painchance; q++)
{
ball = P_SpawnMobj(x, y, z, mobj->info->mass);
ball->destscale = mobj->scale;
P_SetScale(ball, mobj->scale);
P_SetTarget(&lastball->tracer, ball);
P_SetTarget(&ball->target, mobj);
lastball = ball;
}
break;
}
case MT_EGGMOBILE2:
// Special condition for the 2nd boss.
mobj->watertop = mobj->info->speed;
break;
case MT_FLICKY_08:
mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_AQUA);
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break;
case MT_REDRING: // Make MT_REDRING red by default
mobj->color = skincolor_redring;
break;
case MT_SMALLBUBBLE: // Bubbles eventually dissipate, in case they get caught somewhere.
case MT_MEDIUMBUBBLE:
case MT_EXTRALARGEBUBBLE:
mobj->fuse += 30 * TICRATE;
break;
case MT_EGGCAPSULE:
mobj->extravalue1 = -1; // timer for how long a player has been at the capsule
break;
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case MT_REDTEAMRING:
mobj->color = skincolor_redteam;
break;
case MT_BLUETEAMRING:
mobj->color = skincolor_blueteam;
break;
case MT_RING:
case MT_COIN:
case MT_BLUEBALL:
nummaprings++;
default:
break;
}
if (!(mobj->flags & MF_NOTHINK))
P_AddThinker(&mobj->thinker);
// Call action functions when the state is set
if (st->action.acp1 && (mobj->flags & MF_RUNSPAWNFUNC))
{
if (levelloading)
{
// Cache actions in a linked list
// with function pointer, and
// var1 & var2, which will be executed
// when the level finishes loading.
P_AddCachedAction(mobj, mobj->info->spawnstate);
}
else
{
var1 = st->var1;
var2 = st->var2;
#ifdef HAVE_BLUA
astate = st;
#endif
st->action.acp1(mobj);
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// DANGER! This can cause P_SpawnMobj to return NULL!
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// Avoid using MF_RUNSPAWNFUNC on mobjs whose spawn state expects target or tracer to already be set!
if (P_MobjWasRemoved(mobj))
return NULL;
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}
}
if (CheckForReverseGravity && !(mobj->flags & MF_NOBLOCKMAP))
P_CheckGravity(mobj, false);
return mobj;
}
static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
state_t *st;
precipmobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
fixed_t starting_floorz;
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mobj->x = x;
mobj->y = y;
mobj->flags = mobjinfo[type].flags;
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
st = &states[mobjinfo[type].spawnstate];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
P_SetupStateAnimation((mobj_t*)mobj, st);
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// set subsector and/or block links
P_SetPrecipitationThingPosition(mobj);
mobj->floorz = starting_floorz =
#ifdef ESLOPE
mobj->subsector->sector->f_slope ? P_GetZAt(mobj->subsector->sector->f_slope, x, y) :
#endif
mobj->subsector->sector->floorheight;
mobj->ceilingz =
#ifdef ESLOPE
mobj->subsector->sector->c_slope ? P_GetZAt(mobj->subsector->sector->c_slope, x, y) :
#endif
mobj->subsector->sector->ceilingheight;
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mobj->z = z;
mobj->momz = mobjinfo[type].speed;
mobj->thinker.function.acp1 = (actionf_p1)P_NullPrecipThinker;
P_AddThinker(&mobj->thinker);
CalculatePrecipFloor(mobj);
if (mobj->floorz != starting_floorz)
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mobj->precipflags |= PCF_FOF;
else if (GETSECSPECIAL(mobj->subsector->sector->special, 1) == 7
|| GETSECSPECIAL(mobj->subsector->sector->special, 1) == 6
|| mobj->subsector->sector->floorpic == skyflatnum)
mobj->precipflags |= PCF_PIT;
return mobj;
}
static inline precipmobj_t *P_SpawnRainMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
precipmobj_t *mo = P_SpawnPrecipMobj(x,y,z,type);
mo->thinker.function.acp1 = (actionf_p1)P_RainThinker;
return mo;
}
static inline precipmobj_t *P_SpawnSnowMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
precipmobj_t *mo = P_SpawnPrecipMobj(x,y,z,type);
mo->thinker.function.acp1 = (actionf_p1)P_SnowThinker;
return mo;
}
//
// P_RemoveMobj
//
mapthing_t *itemrespawnque[ITEMQUESIZE];
tic_t itemrespawntime[ITEMQUESIZE];
size_t iquehead, iquetail;
#ifdef PARANOIA
#define SCRAMBLE_REMOVED // Force debug build to crash when Removed mobj is accessed
#endif
void P_RemoveMobj(mobj_t *mobj)
{
I_Assert(mobj != NULL);
#ifdef HAVE_BLUA
if (P_MobjWasRemoved(mobj))
return; // something already removing this mobj.
mobj->thinker.function.acp1 = (actionf_p1)P_RemoveThinkerDelayed; // shh. no recursing.
LUAh_MobjRemoved(mobj);
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker; // needed for P_UnsetThingPosition, etc. to work.
#else
I_Assert(!P_MobjWasRemoved(mobj));
#endif
// Rings only, please!
if (mobj->spawnpoint &&
(mobj->type == MT_RING
|| mobj->type == MT_COIN
|| mobj->type == MT_BLUEBALL
|| mobj->type == MT_REDTEAMRING
|| mobj->type == MT_BLUETEAMRING
|| P_WeaponOrPanel(mobj->type))
&& !(mobj->flags2 & MF2_DONTRESPAWN))
{
itemrespawnque[iquehead] = mobj->spawnpoint;
itemrespawntime[iquehead] = leveltime;
iquehead = (iquehead+1)&(ITEMQUESIZE-1);
// lose one off the end?
if (iquehead == iquetail)
iquetail = (iquetail+1)&(ITEMQUESIZE-1);
}
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if (mobj->type == MT_OVERLAY)
P_RemoveOverlay(mobj);
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mobj->health = 0; // Just because
// unlink from sector and block lists
P_UnsetThingPosition(mobj);
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
mobj->flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
mobj->subsector = NULL;
mobj->state = NULL;
mobj->player = NULL;
// stop any playing sound
S_StopSound(mobj);
// killough 11/98:
//
// Remove any references to other mobjs.
P_SetTarget(&mobj->target, P_SetTarget(&mobj->tracer, NULL));
// free block
// DBG: set everything in mobj_t to 0xFF instead of leaving it. debug memory error.
if (mobj->flags & MF_NOTHINK && !mobj->thinker.next)
{ // Uh-oh, the mobj doesn't think, P_RemoveThinker would never go through!
if (!mobj->thinker.references)
{
#ifdef SCRAMBLE_REMOVED
// Invalidate mobj_t data to cause crashes if accessed!
memset(mobj, 0xff, sizeof(mobj_t));
#endif
Z_Free(mobj); // No refrences? Can be removed immediately! :D
}
else
{ // Add thinker just to delay removing it until refrences are gone.
mobj->flags &= ~MF_NOTHINK;
P_AddThinker((thinker_t *)mobj);
#ifdef SCRAMBLE_REMOVED
// Invalidate mobj_t data to cause crashes if accessed!
memset((UINT8 *)mobj + sizeof(thinker_t), 0xff, sizeof(mobj_t) - sizeof(thinker_t));
#endif
P_RemoveThinker((thinker_t *)mobj);
}
}
else
{
#ifdef SCRAMBLE_REMOVED
// Invalidate mobj_t data to cause crashes if accessed!
memset((UINT8 *)mobj + sizeof(thinker_t), 0xff, sizeof(mobj_t) - sizeof(thinker_t));
#endif
P_RemoveThinker((thinker_t *)mobj);
}
}
// This does not need to be added to Lua.
// To test it in Lua, check mobj.valid
boolean P_MobjWasRemoved(mobj_t *mobj)
{
if (mobj && mobj->thinker.function.acp1 == (actionf_p1)P_MobjThinker)
return false;
return true;
}
void P_RemovePrecipMobj(precipmobj_t *mobj)
{
// unlink from sector and block lists
P_UnsetPrecipThingPosition(mobj);
if (precipsector_list)
{
P_DelPrecipSeclist(precipsector_list);
precipsector_list = NULL;
}
// free block
P_RemoveThinker((thinker_t *)mobj);
}
// Clearing out stuff for savegames
void P_RemoveSavegameMobj(mobj_t *mobj)
{
// unlink from sector and block lists
P_UnsetThingPosition(mobj);
// Remove touching_sectorlist from mobj.
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
// stop any playing sound
S_StopSound(mobj);
// free block
P_RemoveThinker((thinker_t *)mobj);
}
static CV_PossibleValue_t respawnitemtime_cons_t[] = {{1, "MIN"}, {300, "MAX"}, {0, NULL}};
consvar_t cv_itemrespawntime = {"respawnitemtime", "30", CV_NETVAR|CV_CHEAT, respawnitemtime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_itemrespawn = {"respawnitem", "On", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t flagtime_cons_t[] = {{0, "MIN"}, {300, "MAX"}, {0, NULL}};
consvar_t cv_flagtime = {"flagtime", "30", CV_NETVAR|CV_CHEAT, flagtime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
void P_SpawnPrecipitation(void)
{
INT32 i, j, mrand;
fixed_t basex, basey, x, y, height;
subsector_t *precipsector = NULL;
precipmobj_t *rainmo = NULL;
if (dedicated || !cv_precipdensity.value || curWeather == PRECIP_NONE)
return;
// Use the blockmap to narrow down our placing patterns
for (i = 0; i < bmapwidth*bmapheight; ++i)
{
basex = bmaporgx + (i % bmapwidth) * MAPBLOCKSIZE;
basey = bmaporgy + (i / bmapwidth) * MAPBLOCKSIZE;
for (j = 0; j < cv_precipdensity.value; ++j)
{
x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
precipsector = R_IsPointInSubsector(x, y);
// No sector? Stop wasting time,
// move on to the next entry in the blockmap
if (!precipsector)
break;
// Exists, but is too small for reasonable precipitation.
if (!(precipsector->sector->floorheight <= precipsector->sector->ceilingheight - (32<<FRACBITS)))
continue;
// Don't set height yet...
height = precipsector->sector->ceilingheight;
if (curWeather == PRECIP_SNOW)
{
// Not in a sector with visible sky -- exception for NiGHTS.
if (!(maptol & TOL_NIGHTS) && precipsector->sector->ceilingpic != skyflatnum)
continue;
rainmo = P_SpawnSnowMobj(x, y, height, MT_SNOWFLAKE);
mrand = M_RandomByte();
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if (mrand < 64)
P_SetPrecipMobjState(rainmo, S_SNOW3);
else if (mrand < 144)
P_SetPrecipMobjState(rainmo, S_SNOW2);
}
else // everything else.
{
// Not in a sector with visible sky.
if (precipsector->sector->ceilingpic != skyflatnum)
continue;
rainmo = P_SpawnRainMobj(x, y, height, MT_RAIN);
}
// Randomly assign a height, now that floorz is set.
rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<<FRACBITS;
}
}
if (curWeather == PRECIP_BLANK)
{
curWeather = PRECIP_RAIN;
P_SwitchWeather(PRECIP_BLANK);
}
else if (curWeather == PRECIP_STORM_NORAIN)
{
curWeather = PRECIP_RAIN;
P_SwitchWeather(PRECIP_STORM_NORAIN);
}
}
//
// P_PrecipitationEffects
//
void P_PrecipitationEffects(void)
{
INT16 thunderchance = INT16_MAX;
INT32 volume;
size_t i;
boolean sounds_rain = true;
boolean sounds_thunder = true;
boolean effects_lightning = true;
boolean lightningStrike = false;
// No thunder except every other tic.
if (leveltime & 1);
// Before, consistency failures were possible if a level started
// with global rain and switched players to anything else ...
// If the global weather has lightning strikes,
// EVERYONE gets them at the SAME time!
else if (globalweather == PRECIP_STORM
|| globalweather == PRECIP_STORM_NORAIN)
thunderchance = (P_RandomKey(8192));
// But on the other hand, if the global weather is ANYTHING ELSE,
// don't sync lightning strikes.
// It doesn't matter whatever curWeather is, we'll only use
// the variable if we care about it.
else
thunderchance = (M_RandomKey(8192));
if (thunderchance < 70)
lightningStrike = true;
switch (curWeather)
{
case PRECIP_RAIN: // no lightning or thunder whatsoever
sounds_thunder = false;
/* FALLTHRU */
2014-03-15 16:59:03 +00:00
case PRECIP_STORM_NOSTRIKES: // no lightning strikes specifically
effects_lightning = false;
break;
case PRECIP_STORM_NORAIN: // no rain, lightning and thunder allowed
sounds_rain = false;
case PRECIP_STORM: // everything.
break;
default:
// Other weathers need not apply.
return;
}
// Currently thunderstorming with lightning, and we're sounding the thunder...
// and where there's thunder, there's gotta be lightning!
if (effects_lightning && lightningStrike)
{
sector_t *ss = sectors;
for (i = 0; i < numsectors; i++, ss++)
if (ss->ceilingpic == skyflatnum) // Only for the sky.
P_SpawnLightningFlash(ss); // Spawn a quick flash thinker
}
// Local effects from here on out!
// If we're not in game fully yet, we don't worry about them.
if (!playeringame[displayplayer] || !players[displayplayer].mo)
return;
if (nosound || sound_disabled)
return; // Sound off? D'aw, no fun.
if (players[displayplayer].mo->subsector->sector->ceilingpic == skyflatnum)
volume = 255; // Sky above? We get it full blast.
else
{
fixed_t x, y, yl, yh, xl, xh;
fixed_t closedist, newdist;
// Essentially check in a 1024 unit radius of the player for an outdoor area.
yl = players[displayplayer].mo->y - 1024*FRACUNIT;
yh = players[displayplayer].mo->y + 1024*FRACUNIT;
xl = players[displayplayer].mo->x - 1024*FRACUNIT;
xh = players[displayplayer].mo->x + 1024*FRACUNIT;
closedist = 2048*FRACUNIT;
for (y = yl; y <= yh; y += FRACUNIT*64)
for (x = xl; x <= xh; x += FRACUNIT*64)
{
if (R_PointInSubsector(x, y)->sector->ceilingpic == skyflatnum) // Found the outdoors!
{
newdist = S_CalculateSoundDistance(players[displayplayer].mo->x, players[displayplayer].mo->y, 0, x, y, 0);
if (newdist < closedist)
closedist = newdist;
}
}
volume = 255 - (closedist>>(FRACBITS+2));
}
if (volume < 0)
volume = 0;
else if (volume > 255)
volume = 255;
if (sounds_rain && (!leveltime || leveltime % 80 == 1))
S_StartSoundAtVolume(players[displayplayer].mo, sfx_rainin, volume);
if (!sounds_thunder)
return;
if (effects_lightning && lightningStrike && volume)
{
// Large, close thunder sounds to go with our lightning.
S_StartSoundAtVolume(players[displayplayer].mo, sfx_litng1 + M_RandomKey(4), volume);
}
else if (thunderchance < 20)
{
// You can always faintly hear the thunder...
if (volume < 80)
volume = 80;
S_StartSoundAtVolume(players[displayplayer].mo, sfx_athun1 + M_RandomKey(2), volume);
}
}
//
// P_RespawnSpecials
//
void P_RespawnSpecials(void)
{
fixed_t x, y, z;
2014-08-04 03:49:33 +00:00
subsector_t *ss;
2014-03-15 16:59:03 +00:00
mobj_t *mo = NULL;
mapthing_t *mthing = NULL;
// only respawn items when cv_itemrespawn is on
if (!(netgame || multiplayer) // Never respawn in single player
|| gametype == GT_COOP // Never respawn in co-op gametype
|| !cv_itemrespawn.value) // cvar is turned off
return;
// Don't respawn in special stages!
if (G_IsSpecialStage(gamemap))
return;
// nothing left to respawn?
if (iquehead == iquetail)
return;
// the first item in the queue is the first to respawn
// wait at least 30 seconds
if (leveltime - itemrespawntime[iquetail] < (tic_t)cv_itemrespawntime.value*TICRATE)
return;
mthing = itemrespawnque[iquetail];
#ifdef PARANOIA
if (!mthing)
I_Error("itemrespawnque[iquetail] is NULL!");
#endif
if (mthing)
{
mobjtype_t i;
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
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ss = R_PointInSubsector(x, y);
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// find which type to spawn
for (i = 0; i < NUMMOBJTYPES; i++)
if (mthing->type == mobjinfo[i].doomednum)
break;
//CTF rings should continue to respawn as normal rings outside of CTF.
if (gametype != GT_CTF)
{
if (i == MT_REDTEAMRING || i == MT_BLUETEAMRING)
i = MT_RING;
}
if (mthing->options & MTF_OBJECTFLIP)
{
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z = (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight) - (mthing->options >> ZSHIFT) * FRACUNIT;
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if (mthing->options & MTF_AMBUSH
&& (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || P_WeaponOrPanel(i)))
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z -= 24*FRACUNIT;
z -= mobjinfo[i].height; // Don't forget the height!
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}
else
{
2016-02-15 20:34:53 +00:00
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight) + (mthing->options >> ZSHIFT) * FRACUNIT;
2014-03-15 16:59:03 +00:00
if (mthing->options & MTF_AMBUSH
&& (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || P_WeaponOrPanel(i)))
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z += 24*FRACUNIT;
}
mo = P_SpawnMobj(x, y, z, i);
mo->spawnpoint = mthing;
mo->angle = ANGLE_45 * (mthing->angle/45);
if (mthing->options & MTF_OBJECTFLIP)
{
mo->eflags |= MFE_VERTICALFLIP;
mo->flags2 |= MF2_OBJECTFLIP;
2014-03-15 16:59:03 +00:00
}
}
// pull it from the que
iquetail = (iquetail+1)&(ITEMQUESIZE-1);
}
//
// P_SpawnPlayer
// Called when a player is spawned on the level.
// Most of the player structure stays unchanged between levels.
//
void P_SpawnPlayer(INT32 playernum)
{
player_t *p = &players[playernum];
mobj_t *mobj;
if (p->playerstate == PST_REBORN)
G_PlayerReborn(playernum);
// spawn as spectator determination
if (!G_GametypeHasSpectators())
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{
p->spectator = p->outofcoop =
(((multiplayer || netgame) && gametype == GT_COOP) // only question status in coop
&& ((leveltime > 0
&& ((G_IsSpecialStage(gamemap) && useNightsSS) // late join special stage
|| (cv_coopstarposts.value == 2 && (p->jointime < 1 || p->outofcoop)))) // late join or die in new coop
|| (((cv_cooplives.value == 1) || !P_GetLives(p)) && p->lives <= 0))); // game over and can't redistribute lives
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}
else
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{
p->outofcoop = false;
if (netgame && p->jointime < 1)
p->spectator = true;
else if (multiplayer && !netgame)
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{
// If you're in a team game and you don't have a team assigned yet...
if (G_GametypeHasTeams() && p->ctfteam == 0)
{
changeteam_union NetPacket;
UINT16 usvalue;
NetPacket.value.l = NetPacket.value.b = 0;
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// Spawn as a spectator,
// yes even in splitscreen mode
p->spectator = true;
if (playernum&1) p->skincolor = skincolor_redteam;
else p->skincolor = skincolor_blueteam;
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// but immediately send a team change packet.
NetPacket.packet.playernum = playernum;
NetPacket.packet.verification = true;
NetPacket.packet.newteam = !(playernum&1) + 1;
2014-03-15 16:59:03 +00:00
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
else // Otherwise, never spectator.
p->spectator = false;
2014-03-15 16:59:03 +00:00
}
}
2014-03-18 17:56:54 +00:00
if (G_GametypeHasTeams())
{
// Fix stupid non spectator spectators.
if (!p->spectator && !p->ctfteam)
p->spectator = true;
// Fix team colors.
// This code isn't being done right somewhere else. Oh well.
if (p->ctfteam == 1)
p->skincolor = skincolor_redteam;
else if (p->ctfteam == 2)
p->skincolor = skincolor_blueteam;
}
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if ((netgame || multiplayer) && (gametype != GT_COOP || leveltime) && !p->spectator && !(maptol & TOL_NIGHTS))
p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent
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mobj = P_SpawnMobj(0, 0, 0, MT_PLAYER);
(mobj->player = p)->mo = mobj;
mobj->angle = 0;
// set color translations for player sprites
mobj->color = p->skincolor;
// set 'spritedef' override in mobj for player skins.. (see ProjectSprite)
// (usefulness: when body mobj is detached from player (who respawns),
// the dead body mobj retains the skin through the 'spritedef' override).
mobj->skin = &skins[p->skin];
P_SetupStateAnimation(mobj, mobj->state);
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mobj->health = 1;
p->rings = 0;
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p->playerstate = PST_LIVE;
p->bonustime = false;
p->realtime = leveltime;
//awayview stuff
p->awayviewmobj = NULL;
p->awayviewtics = 0;
// set the scale to the mobj's destscale so settings get correctly set. if we don't, they sometimes don't.
P_SetScale(mobj, mobj->destscale);
P_FlashPal(p, 0, 0); // Resets
2016-09-27 16:51:17 +00:00
// Set bounds accurately.
mobj->radius = FixedMul(skins[p->skin].radius, mobj->scale);
mobj->height = P_GetPlayerHeight(p);
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// Spawn with a pity shield if necessary.
P_DoPityCheck(p);
}
void P_AfterPlayerSpawn(INT32 playernum)
{
player_t *p = &players[playernum];
mobj_t *mobj = p->mo;
if (playernum == consoleplayer)
localangle = mobj->angle;
else if (playernum == secondarydisplayplayer)
localangle2 = mobj->angle;
p->viewheight = cv_viewheight.value<<FRACBITS;
if (p->mo->eflags & MFE_VERTICALFLIP)
p->viewz = p->mo->z + p->mo->height - p->viewheight;
else
p->viewz = p->mo->z + p->viewheight;
P_SetPlayerMobjState(p->mo, S_PLAY_STND);
p->pflags &= ~PF_SPINNING;
if (playernum == consoleplayer)
{
// wake up the status bar
ST_Start();
// wake up the heads up text
HU_Start();
}
SV_SpawnPlayer(playernum, mobj->x, mobj->y, mobj->angle);
p->drawangle = mobj->angle;
2014-03-15 16:59:03 +00:00
if (camera.chase)
{
if (displayplayer == playernum)
P_ResetCamera(p, &camera);
}
if (camera2.chase && splitscreen)
{
if (secondarydisplayplayer == playernum)
P_ResetCamera(p, &camera2);
}
if (CheckForReverseGravity)
P_CheckGravity(mobj, false);
}
// spawn it at a playerspawn mapthing
void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
{
fixed_t x = 0, y = 0;
angle_t angle = 0;
fixed_t z;
sector_t *sector;
2016-02-15 20:46:56 +00:00
fixed_t floor, ceiling;
2014-03-15 16:59:03 +00:00
player_t *p = &players[playernum];
mobj_t *mobj = p->mo;
I_Assert(mobj != NULL);
if (mthing)
{
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
angle = FixedAngle(mthing->angle*FRACUNIT);
}
//spawn at the origin as a desperation move if there is no mapthing
// set Z height
sector = R_PointInSubsector(x, y)->sector;
2016-02-15 20:46:56 +00:00
floor =
#ifdef ESLOPE
sector->f_slope ? P_GetZAt(sector->f_slope, x, y) :
#endif
sector->floorheight;
ceiling =
#ifdef ESLOPE
sector->c_slope ? P_GetZAt(sector->c_slope, x, y) :
#endif
sector->ceilingheight;
2014-03-15 16:59:03 +00:00
if (mthing)
{
// Flagging a player's ambush will make them start on the ceiling
// Objectflip inverts
2014-08-04 03:49:33 +00:00
if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP))
2014-03-15 16:59:03 +00:00
{
2016-02-15 20:46:56 +00:00
z = ceiling - mobjinfo[MT_PLAYER].height;
2014-03-15 16:59:03 +00:00
if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
}
else
{
2016-02-15 20:46:56 +00:00
z = floor;
2014-03-15 16:59:03 +00:00
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
}
2014-08-04 03:49:33 +00:00
if (mthing->options & MTF_OBJECTFLIP) // flip the player!
{
mobj->eflags |= MFE_VERTICALFLIP;
mobj->flags2 |= MF2_OBJECTFLIP;
}
2014-03-15 16:59:03 +00:00
}
else
2016-02-15 20:46:56 +00:00
z = floor;
2014-03-15 16:59:03 +00:00
2016-02-15 20:46:56 +00:00
if (z < floor)
z = floor;
else if (z > ceiling - mobjinfo[MT_PLAYER].height)
z = ceiling - mobjinfo[MT_PLAYER].height;
2014-03-15 16:59:03 +00:00
2016-02-15 20:46:56 +00:00
mobj->floorz = floor;
mobj->ceilingz = ceiling;
2014-03-15 16:59:03 +00:00
P_UnsetThingPosition(mobj);
mobj->x = x;
mobj->y = y;
P_SetThingPosition(mobj);
mobj->z = z;
2016-02-15 20:46:56 +00:00
if (mobj->z == mobj->floorz)
2014-03-15 16:59:03 +00:00
mobj->eflags |= MFE_ONGROUND;
mobj->angle = angle;
P_AfterPlayerSpawn(playernum);
}
void P_MovePlayerToStarpost(INT32 playernum)
{
fixed_t z;
sector_t *sector;
2016-02-15 20:46:56 +00:00
fixed_t floor, ceiling;
2014-03-15 16:59:03 +00:00
player_t *p = &players[playernum];
mobj_t *mobj = p->mo;
I_Assert(mobj != NULL);
P_UnsetThingPosition(mobj);
mobj->x = p->starpostx << FRACBITS;
mobj->y = p->starposty << FRACBITS;
P_SetThingPosition(mobj);
sector = R_PointInSubsector(mobj->x, mobj->y)->sector;
2016-02-15 20:46:56 +00:00
floor =
#ifdef ESLOPE
2016-02-15 20:55:57 +00:00
sector->f_slope ? P_GetZAt(sector->f_slope, mobj->x, mobj->y) :
2016-02-15 20:46:56 +00:00
#endif
sector->floorheight;
ceiling =
#ifdef ESLOPE
2016-02-15 20:55:57 +00:00
sector->c_slope ? P_GetZAt(sector->c_slope, mobj->x, mobj->y) :
2016-02-15 20:46:56 +00:00
#endif
sector->ceilingheight;
2014-03-15 16:59:03 +00:00
z = p->starpostz << FRACBITS;
2016-02-15 20:46:56 +00:00
if (z < floor)
z = floor;
else if (z > ceiling - mobjinfo[MT_PLAYER].height)
z = ceiling - mobjinfo[MT_PLAYER].height;
2014-03-15 16:59:03 +00:00
2016-02-15 20:46:56 +00:00
mobj->floorz = floor;
mobj->ceilingz = ceiling;
2014-03-15 16:59:03 +00:00
mobj->z = z;
if (mobj->z == mobj->floorz)
mobj->eflags |= MFE_ONGROUND;
mobj->angle = p->starpostangle;
P_AfterPlayerSpawn(playernum);
if (!(netgame || multiplayer))
leveltime = p->starposttime;
}
#define MAXHUNTEMERALDS 64
mapthing_t *huntemeralds[MAXHUNTEMERALDS];
INT32 numhuntemeralds;
//
// P_SpawnMapThing
// The fields of the mapthing should
// already be in host byte order.
//
void P_SpawnMapThing(mapthing_t *mthing)
{
mobjtype_t i;
mobj_t *mobj;
fixed_t x, y, z;
subsector_t *ss;
if (!mthing->type)
return; // Ignore type-0 things as NOPs
// Always spawn in objectplace.
// Skip all returning code.
if (objectplacing)
{
// find which type to spawn
for (i = 0; i < NUMMOBJTYPES; i++)
if (mthing->type == mobjinfo[i].doomednum)
break;
if (i == NUMMOBJTYPES)
{
if (mthing->type == 3328) // 3D Mode start Thing
return;
CONS_Alert(CONS_WARNING, M_GetText("Unknown thing type %d placed at (%d, %d)\n"), mthing->type, mthing->x, mthing->y);
i = MT_UNKNOWN;
}
goto noreturns;
}
// count deathmatch start positions
if (mthing->type == 33)
{
if (numdmstarts < MAX_DM_STARTS)
{
deathmatchstarts[numdmstarts] = mthing;
mthing->type = 0;
numdmstarts++;
}
return;
}
else if (mthing->type == 34) // Red CTF Starts
{
if (numredctfstarts < MAXPLAYERS)
{
redctfstarts[numredctfstarts] = mthing;
mthing->type = 0;
numredctfstarts++;
}
return;
}
else if (mthing->type == 35) // Blue CTF Starts
{
if (numbluectfstarts < MAXPLAYERS)
{
bluectfstarts[numbluectfstarts] = mthing;
mthing->type = 0;
numbluectfstarts++;
}
return;
}
else if (mthing->type == 750) // Slope vertex point (formerly chaos spawn)
return;
2014-03-15 16:59:03 +00:00
else if (mthing->type == 300 // Ring
|| mthing->type == 308 || mthing->type == 309 // Team Rings
|| mthing->type == 1706 // Nights Wing
|| (mthing->type >= 600 && mthing->type <= 609) // Placement patterns
|| mthing->type == 1705 || mthing->type == 1713 // NiGHTS Hoops
|| mthing->type == 1800) // Mario Coin
{
// Don't spawn hoops, wings, or rings yet!
return;
}
// check for players specially
if (mthing->type > 0 && mthing->type <= 32)
{
// save spots for respawning in network games
if (!metalrecording)
playerstarts[mthing->type-1] = mthing;
return;
}
if (metalrecording && mthing->type == mobjinfo[MT_METALSONIC_RACE].doomednum)
{ // If recording, you ARE Metal Sonic. Do not spawn it, do not save normal spawnpoints.
playerstarts[0] = mthing;
return;
}
// find which type to spawn
for (i = 0; i < NUMMOBJTYPES; i++)
if (mthing->type == mobjinfo[i].doomednum)
break;
if (i == NUMMOBJTYPES)
{
if (mthing->type == 3328) // 3D Mode start Thing
2014-03-15 16:59:03 +00:00
return;
CONS_Alert(CONS_WARNING, M_GetText("Unknown thing type %d placed at (%d, %d)\n"), mthing->type, mthing->x, mthing->y);
i = MT_UNKNOWN;
}
if (metalrecording) // Metal Sonic can't use these things.
if (mobjinfo[i].flags & (MF_ENEMY|MF_BOSS) || i == MT_TOKEN || i == MT_STARPOST)
2014-03-15 16:59:03 +00:00
return;
if (i >= MT_EMERALD1 && i <= MT_EMERALD7) // Pickupable Emeralds
{
if (gametype != GT_COOP) // Don't place emeralds in non-coop modes
return;
if (metalrecording)
return; // Metal Sonic isn't for collecting emeralds.
if (emeralds & mobjinfo[i].speed) // You already have this emerald!
return;
}
if (!G_RingSlingerGametype() || !cv_specialrings.value)
if (P_WeaponOrPanel(i))
return; // Don't place weapons/panels in non-ringslinger modes
if (i == MT_EMERHUNT)
{
// Emerald Hunt is Coop only.
if (gametype != GT_COOP)
return;
ss = R_PointInSubsector(mthing->x << FRACBITS, mthing->y << FRACBITS);
mthing->z = (INT16)(((
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, mthing->x << FRACBITS, mthing->y << FRACBITS) :
#endif
ss->sector->floorheight)>>FRACBITS) + (mthing->options >> ZSHIFT));
2014-03-15 16:59:03 +00:00
if (numhuntemeralds < MAXHUNTEMERALDS)
huntemeralds[numhuntemeralds++] = mthing;
return;
}
if (i == MT_EMERALDSPAWN)
{
if (!cv_powerstones.value)
return;
if (!(gametype == GT_MATCH || gametype == GT_CTF))
return;
runemeraldmanager = true;
}
if (!G_PlatformGametype()) // No enemies in match or CTF modes
if ((mobjinfo[i].flags & MF_ENEMY) || (mobjinfo[i].flags & MF_BOSS))
return;
// Altering monitor spawns via cvars
// If MF_GRENADEBOUNCE is set in the monitor's info,
// skip this step. (Used for gold monitors)
// Yeah, this is a dirty hack.
if ((mobjinfo[i].flags & (MF_MONITOR|MF_GRENADEBOUNCE)) == MF_MONITOR)
2014-03-15 16:59:03 +00:00
{
if (gametype == GT_COMPETITION || gametype == GT_RACE)
2014-03-15 16:59:03 +00:00
{
// Set powerup boxes to user settings for competition.
if (cv_competitionboxes.value == 1) // Mystery
i = MT_MYSTERY_BOX;
else if (cv_competitionboxes.value == 2) // Teleport
i = MT_MIXUP_BOX;
2014-03-15 16:59:03 +00:00
else if (cv_competitionboxes.value == 3) // None
return; // Don't spawn!
// default case: normal
2014-03-15 16:59:03 +00:00
}
// Set powerup boxes to user settings for other netplay modes
else if (gametype != GT_COOP)
2014-03-15 16:59:03 +00:00
{
if (cv_matchboxes.value == 1) // Mystery
i = MT_MYSTERY_BOX;
else if (cv_matchboxes.value == 2) // Unchanging
2014-03-15 16:59:03 +00:00
{
if (i == MT_MYSTERY_BOX)
return; // don't spawn
2014-03-15 16:59:03 +00:00
mthing->options &= ~(MTF_AMBUSH|MTF_OBJECTSPECIAL); // no random respawning!
}
else if (cv_matchboxes.value == 3) // Don't spawn
return;
// default case: normal
2014-03-15 16:59:03 +00:00
}
}
if (gametype != GT_CTF) // CTF specific things
{
if (i == MT_BLUETEAMRING || i == MT_REDTEAMRING)
i = MT_RING;
else if (i == MT_RING_BLUEBOX || i == MT_RING_REDBOX)
i = MT_RING_BOX;
2014-03-15 16:59:03 +00:00
else if (i == MT_BLUEFLAG || i == MT_REDFLAG)
return; // No flags in non-CTF modes!
}
else
{
if ((i == MT_BLUEFLAG && blueflag) || (i == MT_REDFLAG && redflag))
{
2014-08-05 23:59:40 +00:00
CONS_Alert(CONS_ERROR, M_GetText("Only one flag per team allowed in CTF!\n"));
2014-03-15 16:59:03 +00:00
return;
}
}
if (!G_PlatformGametype() && (i == MT_SIGN || i == MT_STARPOST))
return; // Don't spawn exit signs or starposts in wrong game modes
if (modeattacking) // Record Attack special stuff
{
// Don't spawn starposts that wouldn't be usable
if (i == MT_STARPOST)
return;
// Emerald Tokens -->> Score Tokens
else if (i == MT_TOKEN)
2014-03-15 16:59:03 +00:00
return; /// \todo
// 1UPs -->> Score TVs
else if (i == MT_1UP_BOX) // 1UP
2014-03-15 16:59:03 +00:00
{
// Either or, doesn't matter which.
if (mthing->options & (MTF_AMBUSH|MTF_OBJECTSPECIAL))
i = MT_SCORE10K_BOX; // 10,000
2014-03-15 16:59:03 +00:00
else
i = MT_SCORE1K_BOX; // 1,000
2014-03-15 16:59:03 +00:00
}
}
2014-04-14 05:14:58 +00:00
if (ultimatemode)
{
if (i == MT_PITY_BOX || i == MT_ELEMENTAL_BOX || i == MT_ATTRACT_BOX
|| i == MT_FORCE_BOX || i == MT_ARMAGEDDON_BOX || i == MT_WHIRLWIND_BOX
|| i == MT_FLAMEAURA_BOX || i == MT_BUBBLEWRAP_BOX || i == MT_THUNDERCOIN_BOX)
2014-04-14 05:14:58 +00:00
return; // No shields in Ultimate mode
if (i == MT_RING_BOX && !G_IsSpecialStage(gamemap))
2014-04-14 05:14:58 +00:00
return; // No rings in Ultimate mode (except special stages)
// Don't include the gold repeating boxes here please.
// They're likely facets of the level's design and therefore required to progress.
2014-04-14 05:14:58 +00:00
}
2014-03-15 16:59:03 +00:00
if (i == MT_TOKEN && (gametype != GT_COOP || ultimatemode || tokenbits == 30 || tokenlist & (1 << tokenbits++)))
2014-03-15 16:59:03 +00:00
return; // you already got this token, or there are too many, or the gametype's not right
// Objectplace landing point
noreturns:
// spawn it
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
ss = R_PointInSubsector(x, y);
if (i == MT_NIGHTSBUMPER)
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight) + ((mthing->options >> ZSHIFT) << FRACBITS);
2014-03-15 16:59:03 +00:00
else if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE)
z = ONFLOORZ;
else if (i == MT_SPECIALSPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN)
2014-03-15 16:59:03 +00:00
{
2014-08-04 03:49:33 +00:00
if (mthing->options & MTF_OBJECTFLIP)
2014-03-15 16:59:03 +00:00
{
z = (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight);
2014-03-15 16:59:03 +00:00
if (mthing->options & MTF_AMBUSH) // Special flag for rings
2014-08-04 03:49:33 +00:00
z -= 24*FRACUNIT;
2014-03-15 16:59:03 +00:00
if (mthing->options >> ZSHIFT)
2014-08-04 03:49:33 +00:00
z -= (mthing->options >> ZSHIFT)*FRACUNIT;
z -= mobjinfo[i].height; //Don't forget the height!
2014-03-15 16:59:03 +00:00
}
else
{
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight);
2014-03-15 16:59:03 +00:00
if (mthing->options & MTF_AMBUSH) // Special flag for rings
2014-08-04 03:49:33 +00:00
z += 24*FRACUNIT;
2014-03-15 16:59:03 +00:00
if (mthing->options >> ZSHIFT)
2014-08-04 03:49:33 +00:00
z += (mthing->options >> ZSHIFT)*FRACUNIT;
2014-03-15 16:59:03 +00:00
}
if (z == ONFLOORZ)
mthing->z = 0;
else
mthing->z = (INT16)(z>>FRACBITS);
}
else
{
fixed_t offset = 0;
2014-08-04 03:49:33 +00:00
boolean flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
2014-03-15 16:59:03 +00:00
// base positions
if (flip)
z = (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight) - mobjinfo[i].height;
2014-03-15 16:59:03 +00:00
else
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight);
2014-03-15 16:59:03 +00:00
// offsetting
if (mthing->options >> ZSHIFT)
offset = ((mthing->options >> ZSHIFT) << FRACBITS);
else if (i == MT_CRAWLACOMMANDER || i == MT_DETON || i == MT_JETTBOMBER || i == MT_JETTGUNNER || i == MT_EGGMOBILE2)
offset = 33*FRACUNIT;
else if (i == MT_EGGMOBILE)
offset = 128*FRACUNIT;
else if (i == MT_GOLDBUZZ || i == MT_REDBUZZ)
offset = 288*FRACUNIT;
// applying offsets! (if any)
if (flip)
{
if (offset)
z -= offset;
else
z = ONCEILINGZ;
}
else
{
if (offset)
z += offset;
else
z = ONFLOORZ;
}
if (z == ONFLOORZ)
mthing->z = 0;
else
mthing->z = (INT16)(z>>FRACBITS);
}
mobj = P_SpawnMobj(x, y, z, i);
mobj->spawnpoint = mthing;
2017-04-15 20:41:22 +00:00
#ifdef HAVE_BLUA
if (LUAh_MapThingSpawn(mobj, mthing))
{
if (P_MobjWasRemoved(mobj))
return;
}
else if (P_MobjWasRemoved(mobj))
return;
else
#endif
2014-03-15 16:59:03 +00:00
switch(mobj->type)
{
case MT_SKYBOX:
if (mthing->options & MTF_OBJECTSPECIAL)
skyboxcenterpnts[mthing->extrainfo] = mobj;
2014-03-15 16:59:03 +00:00
else
skyboxviewpnts[mthing->extrainfo] = mobj;
2014-03-15 16:59:03 +00:00
break;
case MT_FAN:
if (mthing->options & MTF_OBJECTSPECIAL)
{
P_UnsetThingPosition(mobj);
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
mobj->flags |= MF_NOSECTOR; // this flag basically turns it invisible
P_SetThingPosition(mobj);
}
if (mthing->angle)
mobj->health = mthing->angle;
else
2014-08-04 03:49:33 +00:00
mobj->health = FixedMul(ss->sector->ceilingheight-ss->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
2014-03-15 16:59:03 +00:00
break;
case MT_WATERDRIP:
if (mthing->angle)
mobj->tics = 3*TICRATE + mthing->angle;
else
mobj->tics = 3*TICRATE;
break;
case MT_FLAMEJET:
case MT_VERTICALFLAMEJET:
mobj->threshold = (mthing->angle >> 10) & 7;
mobj->movecount = (mthing->angle >> 13);
mobj->threshold *= (TICRATE/2);
mobj->movecount *= (TICRATE/2);
mobj->movedir = mthing->extrainfo;
break;
case MT_MACEPOINT:
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
case MT_CHAINMACEPOINT:
case MT_SPRINGBALLPOINT:
case MT_CHAINPOINT:
case MT_FIREBARPOINT:
case MT_CUSTOMMACEPOINT:
{
fixed_t mlength, mlengthset, mspeed, mphase, myaw, mpitch, mmaxspeed, mnumspokes, mnumspokesset, mpinch, mroll, mnumnospokes, mwidth, mmin, msound, radiusfactor;
angle_t mspokeangle;
mobjtype_t chainlink, macetype, firsttype, linktype;
boolean mdoall = true;
2014-03-15 16:59:03 +00:00
mobj_t *spawnee;
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mobjflag_t mflagsapply;
mobjflag2_t mflags2apply;
mobjeflag_t meflagsapply;
INT32 line;
2014-03-15 16:59:03 +00:00
const size_t mthingi = (size_t)(mthing - mapthings);
// Find the corresponding linedef special, using angle as tag
// P_FindSpecialLineFromTag works here now =D
line = P_FindSpecialLineFromTag(9, mthing->angle, -1);
2014-03-15 16:59:03 +00:00
if (line == -1)
2014-03-15 16:59:03 +00:00
{
CONS_Debug(DBG_GAMELOGIC, "Mace chain (mapthing #%s) needs to be tagged to a #9 parameter line (trying to find tag %d).\n", sizeu1(mthingi), mthing->angle);
2014-03-15 16:59:03 +00:00
return;
}
/*
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mapthing -
MTF_AMBUSH :
MT_SPRINGBALLPOINT - upgrade from yellow to red spring
anything else - bigger mace/chain theory
MTF_OBJECTSPECIAL - force silent
MTF_GRAVFLIP - flips objects, doesn't affect chain arrangements
Parameter value : number of "spokes"
linedef -
ML_NOCLIMB :
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
MT_CHAINPOINT/MT_CHAINMACEPOINT with ML_EFFECT1 applied - Direction not controllable
anything else - no functionality
ML_EFFECT1 : Swings instead of spins
ML_EFFECT2 : Linktype is replaced with macetype for all spokes not ending in chains (inverted for MT_FIREBARPOINT)
ML_EFFECT3 : Spawn a bonus macetype at the hinge point
ML_EFFECT4 : Don't clip inside the ground
2014-03-15 16:59:03 +00:00
*/
mlength = abs(lines[line].dx >> FRACBITS);
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mspeed = abs(lines[line].dy >> (FRACBITS - 4));
mphase = (sides[lines[line].sidenum[0]].textureoffset >> FRACBITS) % 360;
if ((mmaxspeed = sides[lines[line].sidenum[0]].rowoffset >> (FRACBITS - 4)) < mspeed)
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mmaxspeed = mspeed << 1;
mpitch = (lines[line].frontsector->floorheight >> FRACBITS) % 360;
myaw = (lines[line].frontsector->ceilingheight >> FRACBITS) % 360;
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mnumspokes = mthing->extrainfo + 1;
mspokeangle = FixedAngle((360*FRACUNIT)/mnumspokes)>>ANGLETOFINESHIFT;
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
if (lines[line].backsector)
{
mpinch = (lines[line].backsector->floorheight >> FRACBITS) % 360;
mroll = (lines[line].backsector->ceilingheight >> FRACBITS) % 360;
mnumnospokes = (sides[lines[line].sidenum[1]].textureoffset >> FRACBITS);
if ((mwidth = sides[lines[line].sidenum[1]].rowoffset >> FRACBITS) < 0)
mwidth = 0;
}
else
mpinch = mroll = mnumnospokes = mwidth = 0;
2014-03-15 16:59:03 +00:00
CONS_Debug(DBG_GAMELOGIC, "Mace/Chain (mapthing #%s):\n"
2014-03-15 16:59:03 +00:00
"Length is %d\n"
"Speed is %d\n"
"Phase is %d\n"
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
"Yaw is %d\n"
"Pitch is %d\n"
"Max. speed is %d\n"
"No. of spokes is %d\n"
"Pinch is %d\n"
"Roll is %d\n"
"No. of antispokes is %d\n"
"Width is %d\n",
sizeu1(mthingi), mlength, mspeed, mphase, myaw, mpitch, mmaxspeed, mnumspokes, mpinch, mroll, mnumnospokes, mwidth);
if (mnumnospokes > 0 && (mnumnospokes < mnumspokes))
mnumnospokes = mnumspokes/mnumnospokes;
else
mnumnospokes = ((mobj->type == MT_CHAINMACEPOINT) ? (mnumspokes - 1) : 0);
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mobj->lastlook = mspeed;
2014-03-15 16:59:03 +00:00
mobj->movecount = mobj->lastlook;
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mobj->health = (FixedAngle(myaw*FRACUNIT)>>ANGLETOFINESHIFT);
mobj->threshold = (FixedAngle(mpitch*FRACUNIT)>>ANGLETOFINESHIFT);
2014-03-15 16:59:03 +00:00
mobj->friction = mmaxspeed;
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mobj->movefactor = mpinch;
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
// Mobjtype selection
switch(mobj->type)
2014-03-15 16:59:03 +00:00
{
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
case MT_SPRINGBALLPOINT:
macetype = ((mthing->options & MTF_AMBUSH)
? MT_REDSPRINGBALL
: MT_YELLOWSPRINGBALL);
chainlink = MT_SMALLMACECHAIN;
break;
case MT_FIREBARPOINT:
macetype = ((mthing->options & MTF_AMBUSH)
? MT_BIGFIREBAR
: MT_SMALLFIREBAR);
chainlink = MT_NULL;
break;
case MT_CUSTOMMACEPOINT:
macetype = (mobjtype_t)sides[lines[line].sidenum[0]].toptexture;
if (lines[line].backsector)
chainlink = (mobjtype_t)sides[lines[line].sidenum[1]].toptexture;
else
chainlink = MT_NULL;
break;
default:
if (mthing->options & MTF_AMBUSH)
{
macetype = MT_BIGMACE;
chainlink = MT_BIGMACECHAIN;
}
else
{
macetype = MT_SMALLMACE;
chainlink = MT_SMALLMACECHAIN;
}
break;
2014-03-15 16:59:03 +00:00
}
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
if (!macetype)
break;
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
if (mobj->type != MT_CHAINPOINT)
2014-03-15 16:59:03 +00:00
{
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
firsttype = macetype;
mlength++;
}
else
2014-03-15 16:59:03 +00:00
{
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
if (!mlength)
break;
firsttype = chainlink;
2014-03-15 16:59:03 +00:00
}
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
// Adjustable direction
if (lines[line].flags & ML_NOCLIMB)
mobj->flags |= MF_SLIDEME;
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
// Swinging
if (lines[line].flags & ML_EFFECT1)
{
mobj->flags2 |= MF2_STRONGBOX;
mmin = ((mnumnospokes > 1) ? 1 : 0);
}
2014-03-15 16:59:03 +00:00
else
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mmin = mnumspokes;
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
// Make the links the same type as the end - repeated below
2017-10-11 20:58:45 +00:00
if ((mobj->type != MT_CHAINPOINT) && ((lines[line].flags & ML_EFFECT2) != (mobj->type == MT_FIREBARPOINT))) // exclusive or
2014-03-15 16:59:03 +00:00
{
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
linktype = macetype;
radiusfactor = 2; // Double the radius.
2014-03-15 16:59:03 +00:00
}
else
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
radiusfactor = (((linktype = chainlink) == MT_NULL) ? 2 : 1);
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mflagsapply = ((lines[line].flags & ML_EFFECT4) ? 0 : (MF_NOCLIP|MF_NOCLIPHEIGHT));
mflags2apply = (MF2_MACEROTATE|((mthing->options & MTF_OBJECTFLIP) ? MF2_OBJECTFLIP : 0));
meflagsapply = ((mthing->options & MTF_OBJECTFLIP) ? MFE_VERTICALFLIP : 0);
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
msound = ((firsttype == chainlink) ? 0 : (mwidth & 1));
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
// Quick and easy preparatory variable setting
mphase = (FixedAngle(mphase*FRACUNIT)>>ANGLETOFINESHIFT);
mroll = (FixedAngle(mroll*FRACUNIT)>>ANGLETOFINESHIFT);
#define makemace(mobjtype, dist, moreflags2) P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobjtype);\
P_SetTarget(&spawnee->tracer, mobj);\
spawnee->threshold = mphase;\
spawnee->friction = mroll;\
spawnee->movefactor = mwidth;\
spawnee->movecount = dist;\
spawnee->angle = myaw;\
spawnee->flags |= (MF_NOGRAVITY|mflagsapply);\
spawnee->flags2 |= (mflags2apply|moreflags2);\
spawnee->eflags |= meflagsapply
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
domaceagain:
mnumspokesset = mnumspokes;
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
if (mdoall && lines[line].flags & ML_EFFECT3) // Innermost mace/link
{ spawnee = makemace(macetype, 0, MF2_AMBUSH); }
// The actual spawning of spokes
while (mnumspokesset-- > 0)
2014-03-15 16:59:03 +00:00
{
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
// Offsets
if (lines[line].flags & ML_EFFECT1) // Swinging
mroll = (mroll - mspokeangle) & FINEMASK;
else // Spinning
mphase = (mphase - mspokeangle) & FINEMASK;
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
if (mnumnospokes && !(mnumspokesset % mnumnospokes)) // Skipping a "missing" spoke
{
if (mobj->type != MT_CHAINMACEPOINT)
continue;
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
firsttype = linktype = chainlink;
mlengthset = 1 + (mlength - 1)*radiusfactor;
radiusfactor = 1;
}
2014-03-15 16:59:03 +00:00
else
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
{
if (mobj->type == MT_CHAINMACEPOINT)
{
// Make the links the same type as the end - repeated above
if (lines[line].flags & ML_EFFECT2)
{
linktype = macetype;
radiusfactor = 2;
}
else
{
linktype = chainlink;
radiusfactor = (((linktype = chainlink) == MT_NULL) ? 2 : 1);
}
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
firsttype = macetype;
}
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mlengthset = mlength;
2014-03-15 16:59:03 +00:00
}
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
// Outermost mace/link
spawnee = makemace(firsttype, radiusfactor*(mlengthset--), MF2_AMBUSH);
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
if (mspeed && (mwidth == msound) && !(mthing->options & MTF_OBJECTSPECIAL) && mnumspokesset <= mmin) // Can it make a sound?
spawnee->flags2 |= MF2_BOSSNOTRAP;
2014-03-15 16:59:03 +00:00
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
if (!mdoall || !linktype)
continue;
// The rest of the links
while (mlengthset > 0)
{ spawnee = makemace(linktype, radiusfactor*(mlengthset--), 0); }
2014-03-15 16:59:03 +00:00
}
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
if (mwidth > 0)
{
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
mwidth *= -1;
goto domaceagain;
}
else if (mwidth != 0)
{
if ((mwidth = -(mwidth + ((firsttype == chainlink) ? 1 : 2))) < 0)
break;
mdoall = false;
goto domaceagain;
2014-03-15 16:59:03 +00:00
}
Hooh boy. **** * MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic. **** * Mace point mapthings have been slightly modified. - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace) - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds - angle: tag of controlling linedef - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point. **** * Mace linedefs have been significantly revamped. - line dx: number of chain links - line dy: speed (in FU) - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane) - frontside x offset: Phase (in degrees; how far it is through the rotation cycle) - frontside y offset: Max speed (in FU; if less than speed, set to speed*2) - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like) - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them) - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly) - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement) ---- - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin. - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation - ML_EFFECT4: don't clip inside ground **** * Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2. * Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one. * Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring. * Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2. * Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend. * Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef. * Mapthing 1110 is a free slot should we want to implement another type of base-game mace. * Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside). **** Whooh. Requires new patch.dta for sprites.
2017-07-02 14:11:09 +00:00
#undef makemace
2014-03-15 16:59:03 +00:00
break;
}
case MT_PARTICLEGEN:
{
fixed_t radius, speed, bottomheight, topheight;
INT32 type, numdivisions, time, anglespeed, ticcount;
angle_t angledivision;
INT32 line;
const size_t mthingi = (size_t)(mthing - mapthings);
// Find the corresponding linedef special, using angle as tag
line = P_FindSpecialLineFromTag(15, mthing->angle, -1);
if (line == -1)
{
CONS_Debug(DBG_GAMELOGIC, "Particle generator (mapthing #%s) needs to be tagged to a #15 parameter line (trying to find tag %d).\n", sizeu1(mthingi), mthing->angle);
return;
}
if (sides[lines[line].sidenum[0]].toptexture)
type = sides[lines[line].sidenum[0]].toptexture; // Set as object type in p_setup.c...
else
type = (INT32)MT_PARTICLE;
speed = abs(sides[lines[line].sidenum[0]].textureoffset);
bottomheight = lines[line].frontsector->floorheight;
topheight = lines[line].frontsector->ceilingheight - mobjinfo[(mobjtype_t)type].height;
if (!lines[line].backsector
|| (ticcount = (sides[lines[line].sidenum[1]].textureoffset >> FRACBITS)) < 1)
ticcount = states[S_PARTICLEGEN].tics;
numdivisions = (mthing->options >> ZSHIFT);
if (numdivisions)
{
radius = R_PointToDist2(lines[line].v1->x, lines[line].v1->y, lines[line].v2->x, lines[line].v2->y);
anglespeed = (sides[lines[line].sidenum[0]].rowoffset >> FRACBITS) % 360;
angledivision = 360/numdivisions;
}
else
{
numdivisions = 1; // Simple trick to make A_ParticleSpawn simpler.
radius = 0;
anglespeed = 0;
angledivision = 0;
}
if ((speed) && (topheight > bottomheight))
time = (INT32)(FixedDiv((topheight - bottomheight), speed) >> FRACBITS);
else
time = 1; // There's no reasonable way to set it, so just show the object for one tic and move on.
if (mthing->options & MTF_OBJECTFLIP)
{
mobj->z = topheight;
speed *= -1;
}
else
mobj->z = bottomheight;
CONS_Debug(DBG_GAMELOGIC, "Particle Generator (mapthing #%s):\n"
"Radius is %d\n"
"Speed is %d\n"
"Anglespeed is %d\n"
"Numdivisions is %d\n"
"Angledivision is %d\n"
"Time is %d\n"
"Type is %d\n"
"Tic seperation is %d\n",
sizeu1(mthingi), radius, speed, anglespeed, numdivisions, angledivision, time, type, ticcount);
mobj->angle = 0;
mobj->movefactor = speed;
mobj->lastlook = numdivisions;
mobj->movedir = angledivision*ANG1;
mobj->movecount = anglespeed*ANG1;
mobj->health = time;
mobj->friction = radius;
mobj->threshold = type;
mobj->reactiontime = ticcount;
break;
}
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case MT_ROCKSPAWNER:
mobj->threshold = mthing->angle;
mobj->movecount = mthing->extrainfo;
break;
case MT_POPUPTURRET:
if (mthing->angle)
mobj->threshold = mthing->angle;
else
mobj->threshold = (TICRATE*2)-1;
break;
case MT_NIGHTSBUMPER:
// Lower 4 bits specify the angle of
// the bumper in 30 degree increments.
mobj->threshold = (mthing->options & 15) % 12; // It loops over, etc
P_SetMobjState(mobj, mobj->info->spawnstate+mobj->threshold);
// you can shut up now, OBJECTFLIP. And all of the other options, for that matter.
mthing->options &= ~0xF;
break;
case MT_EGGCAPSULE:
if (mthing->angle <= 0)
mthing->angle = 20; // prevent 0 health
mobj->health = mthing->angle;
mobj->threshold = min(mthing->extrainfo, 7);
break;
case MT_TUBEWAYPOINT:
mobj->health = mthing->angle & 255;
mobj->threshold = mthing->angle >> 8;
break;
case MT_NIGHTSDRONE:
if (mthing->angle > 0)
mobj->health = mthing->angle;
break;
case MT_TRAPGOYLE:
case MT_TRAPGOYLEUP:
case MT_TRAPGOYLEDOWN:
case MT_TRAPGOYLELONG:
if (mthing->angle >= 360)
mobj->tics += 7*(mthing->angle / 360) + 1; // starting delay
default:
break;
}
if (mobj->flags & MF_BOSS)
{
if (mthing->options & MTF_OBJECTSPECIAL) // No egg trap for this boss
mobj->flags2 |= MF2_BOSSNOTRAP;
}
if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE) // Axis Points
{
// Mare it belongs to
mobj->threshold = min(mthing->extrainfo, 7);
// # in the mare
mobj->health = mthing->options;
mobj->flags2 |= MF2_AXIS;
if (i == MT_AXIS)
{
// Inverted if uppermost bit is set
if (mthing->angle & 16384)
mobj->flags2 |= MF2_AMBUSH;
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if (mthing->angle > 0)
mobj->radius = (mthing->angle & 16383)*FRACUNIT;
}
}
else if (i == MT_TOKEN)
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{
if (mthing->options & MTF_OBJECTSPECIAL) // Mario Block version
mobj->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT);
// We advanced tokenbits earlier due to the return check.
// Subtract 1 here for the correct value.
mobj->health = 1 << (tokenbits - 1);
}
else if (i == MT_CYBRAKDEMON && mthing->options & MTF_AMBUSH)
{
mobj_t *elecmobj;
elecmobj = P_SpawnMobj(x, y, z, MT_CYBRAKDEMON_ELECTRIC_BARRIER);
P_SetTarget(&elecmobj->target, mobj);
elecmobj->angle = FixedAngle(mthing->angle*FRACUNIT);;
elecmobj->destscale = mobj->scale*2;
P_SetScale(elecmobj, elecmobj->destscale);
}
else if (i == MT_STARPOST)
{
thinker_t *th;
mobj_t *mo2;
boolean foundanother = false;
mobj->health = (mthing->angle / 360) + 1;
// See if other starposts exist in this level that have the same value.
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2 == mobj)
continue;
if (mo2->type == MT_STARPOST && mo2->health == mobj->health)
{
foundanother = true;
break;
}
}
if (!foundanother)
numstarposts++;
}
else if (i == MT_SPIKE)
{
// Pop up spikes!
if (mthing->options & MTF_OBJECTSPECIAL)
{
mobj->flags &= ~MF_SCENERY;
mobj->fuse = mthing->angle + mobj->info->speed;
}
// Use per-thing collision for spikes if the deaf flag isn't checked.
if (!(mthing->options & MTF_AMBUSH) && !metalrecording)
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{
P_UnsetThingPosition(mobj);
mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT);
mobj->flags |= MF_SOLID;
P_SetThingPosition(mobj);
}
}
else if (i == MT_WALLSPIKE)
{
// Pop up spikes!
if (mthing->options & MTF_OBJECTSPECIAL)
{
mobj->flags &= ~MF_SCENERY;
mobj->fuse = mobj->info->speed;
}
// Use per-thing collision for spikes if the deaf flag isn't checked.
if (!(mthing->options & MTF_AMBUSH) && !metalrecording)
{
P_UnsetThingPosition(mobj);
mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOCLIPHEIGHT);
mobj->flags |= MF_SOLID;
P_SetThingPosition(mobj);
}
// spawn base
{
const angle_t mobjangle = FixedAngle(mthing->angle*FRACUNIT); // the mobj's own angle hasn't been set quite yet so...
const fixed_t baseradius = mobj->radius - mobj->scale;
mobj_t *base = P_SpawnMobj(
mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius),
mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius),
mobj->z, MT_WALLSPIKEBASE);
base->angle = mobjangle + ANGLE_90;
base->destscale = mobj->destscale;
P_SetScale(base, mobj->scale);
P_SetTarget(&base->target, mobj);
P_SetTarget(&mobj->tracer, base);
}
}
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//count 10 ring boxes into the number of rings equation too.
if (i == MT_RING_BOX)
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nummaprings += 10;
if (i == MT_BIGTUMBLEWEED || i == MT_LITTLETUMBLEWEED)
{
if (mthing->options & MTF_AMBUSH)
{
mobj->momz += FixedMul(16*FRACUNIT, mobj->scale);
if (P_RandomChance(FRACUNIT/2))
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mobj->momx += FixedMul(16*FRACUNIT, mobj->scale);
else
mobj->momx -= FixedMul(16*FRACUNIT, mobj->scale);
if (P_RandomChance(FRACUNIT/2))
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mobj->momy += FixedMul(16*FRACUNIT, mobj->scale);
else
mobj->momy -= FixedMul(16*FRACUNIT,mobj->scale);
}
}
// CTF flag pointers
if (i == MT_REDFLAG)
{
redflag = mobj;
rflagpoint = mobj->spawnpoint;
}
if (i == MT_BLUEFLAG)
{
blueflag = mobj;
bflagpoint = mobj->spawnpoint;
}
// special push/pull stuff
if (i == MT_PUSH || i == MT_PULL)
{
mobj->health = 0; // Default behaviour: pushing uses XY, fading uses XYZ
if (mthing->options & MTF_AMBUSH)
mobj->health |= 1; // If ambush is set, push using XYZ
if (mthing->options & MTF_OBJECTSPECIAL)
mobj->health |= 2; // If object special is set, fade using XY
if (G_IsSpecialStage(gamemap))
{
if (i == MT_PUSH)
P_SetMobjState(mobj, S_GRAVWELLGREEN);
if (i == MT_PULL)
P_SetMobjState(mobj, S_GRAVWELLRED);
}
}
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
if ((mthing->options & MTF_AMBUSH)
&& (mthing->options & MTF_OBJECTSPECIAL)
&& (mobj->flags & MF_PUSHABLE))
mobj->flags2 |= MF2_CLASSICPUSH;
else
{
if (mthing->options & MTF_AMBUSH)
{
if (i == MT_YELLOWDIAG || i == MT_REDDIAG)
mobj->angle += ANGLE_22h;
if (mobj->flags & MF_NIGHTSITEM)
{
// Spawn already displayed
mobj->flags |= MF_SPECIAL;
mobj->flags &= ~MF_NIGHTSITEM;
}
if (mobj->flags & MF_PUSHABLE)
{
mobj->flags &= ~MF_PUSHABLE;
mobj->flags2 |= MF2_STANDONME;
}
if ((mobj->flags & MF_MONITOR) && mobj->info->speed != 0)
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{
// flag for strong/weak random boxes
// any monitor with nonzero speed is allowed to respawn like this
mobj->flags2 |= MF2_AMBUSH;
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}
else if (mthing->type != mobjinfo[MT_AXIS].doomednum &&
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mthing->type != mobjinfo[MT_AXISTRANSFER].doomednum &&
mthing->type != mobjinfo[MT_AXISTRANSFERLINE].doomednum &&
mthing->type != mobjinfo[MT_NIGHTSBUMPER].doomednum &&
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mthing->type != mobjinfo[MT_STARPOST].doomednum)
mobj->flags2 |= MF2_AMBUSH;
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}
if (mthing->options & MTF_OBJECTSPECIAL)
{
if ((mobj->flags & MF_MONITOR) && mobj->info->speed != 0)
{
// flag for strong/weak random boxes
// any monitor with nonzero speed is allowed to respawn like this
mobj->flags2 |= MF2_STRONGBOX;
}
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// Requires you to be in bonus time to activate
if (mobj->flags & MF_NIGHTSITEM)
mobj->flags2 |= MF2_STRONGBOX;
// Pushables bounce and slide coolly with object special flag set
if (mobj->flags & MF_PUSHABLE)
{
mobj->flags2 |= MF2_SLIDEPUSH;
mobj->flags |= MF_BOUNCE;
}
}
}
// Generic reverse gravity for individual objects flag.
if (mthing->options & MTF_OBJECTFLIP)
{
mobj->eflags |= MFE_VERTICALFLIP;
mobj->flags2 |= MF2_OBJECTFLIP;
}
// Final set of not being able to draw nightsitems.
if (mobj->flags & MF_NIGHTSITEM)
mobj->flags2 |= MF2_DONTDRAW;
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mthing->mobj = mobj;
}
void P_SpawnHoopsAndRings(mapthing_t *mthing)
{
mobj_t *mobj = NULL;
INT32 r, i;
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fixed_t x, y, z, finalx, finaly, finalz;
sector_t *sec;
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TVector v, *res;
angle_t closestangle, fa;
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
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sec = R_PointInSubsector(x, y)->sector;
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// NiGHTS hoop!
if (mthing->type == 1705)
{
mobj_t *nextmobj = NULL;
mobj_t *hoopcenter;
INT16 spewangle;
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z = mthing->options << FRACBITS;
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hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
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hoopcenter->spawnpoint = mthing;
// Screw these damn hoops, I need this thinker.
//hoopcenter->flags |= MF_NOTHINK;
z +=
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
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hoopcenter->z = z - hoopcenter->height/2;
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P_UnsetThingPosition(hoopcenter);
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hoopcenter->x = x;
hoopcenter->y = y;
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P_SetThingPosition(hoopcenter);
// Scale 0-255 to 0-359 =(
closestangle = FixedAngle(FixedMul((mthing->angle>>8)*FRACUNIT,
360*(FRACUNIT/256)));
hoopcenter->movedir = FixedInt(FixedMul((mthing->angle&255)*FRACUNIT,
360*(FRACUNIT/256)));
hoopcenter->movecount = FixedInt(AngleFixed(closestangle));
// For the hoop when it flies away
hoopcenter->extravalue1 = 32;
hoopcenter->extravalue2 = 8 * FRACUNIT;
spewangle = (INT16)hoopcenter->movedir;
// Create the hoop!
for (i = 0; i < 32; i++)
{
fa = i*(FINEANGLES/32);
v[0] = FixedMul(FINECOSINE(fa),96*FRACUNIT);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa),96*FRACUNIT);
v[3] = FRACUNIT;
res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(spewangle*FRACUNIT)));
M_Memcpy(&v, res, sizeof (v));
res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
M_Memcpy(&v, res, sizeof (v));
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finalx = x + v[0];
finaly = y + v[1];
finalz = z + v[2];
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mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOP);
if (maptol & TOL_XMAS)
P_SetMobjState(mobj, mobj->info->seestate + (i & 1));
mobj->z -= mobj->height/2;
P_SetTarget(&mobj->target, hoopcenter); // Link the sprite to the center.
mobj->fuse = 0;
// Link all the sprites in the hoop together
if (nextmobj)
{
mobj->hprev = nextmobj;
mobj->hprev->hnext = mobj;
}
else
mobj->hprev = mobj->hnext = NULL;
nextmobj = mobj;
}
// Create the collision detectors!
for (i = 0; i < 16; i++)
{
fa = i*FINEANGLES/16;
v[0] = FixedMul(FINECOSINE(fa),32*FRACUNIT);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa),32*FRACUNIT);
v[3] = FRACUNIT;
res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(spewangle*FRACUNIT)));
M_Memcpy(&v, res, sizeof (v));
res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
M_Memcpy(&v, res, sizeof (v));
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finalx = x + v[0];
finaly = y + v[1];
finalz = z + v[2];
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mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOPCOLLIDE);
mobj->z -= mobj->height/2;
// Link all the collision sprites together.
mobj->hnext = NULL;
mobj->hprev = nextmobj;
mobj->hprev->hnext = mobj;
nextmobj = mobj;
}
// Create the collision detectors!
for (i = 0; i < 16; i++)
{
fa = i*FINEANGLES/16;
v[0] = FixedMul(FINECOSINE(fa),64*FRACUNIT);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa),64*FRACUNIT);
v[3] = FRACUNIT;
res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(spewangle*FRACUNIT)));
M_Memcpy(&v, res, sizeof (v));
res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
M_Memcpy(&v, res, sizeof (v));
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finalx = x + v[0];
finaly = y + v[1];
finalz = z + v[2];
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mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOPCOLLIDE);
mobj->z -= mobj->height/2;
// Link all the collision sprites together.
mobj->hnext = NULL;
mobj->hprev = nextmobj;
mobj->hprev->hnext = mobj;
nextmobj = mobj;
}
return;
}
// CUSTOMIZABLE NiGHTS hoop!
else if (mthing->type == 1713)
{
mobj_t *nextmobj = NULL;
mobj_t *hoopcenter;
INT16 spewangle;
INT32 hoopsize;
INT32 hoopplacement;
// Save our flags!
2014-08-04 03:49:33 +00:00
z = (mthing->options>>ZSHIFT) << FRACBITS;
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hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
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hoopcenter->spawnpoint = mthing;
z +=
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
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hoopcenter->z = z - hoopcenter->height/2;
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P_UnsetThingPosition(hoopcenter);
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hoopcenter->x = x;
hoopcenter->y = y;
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P_SetThingPosition(hoopcenter);
// Scale 0-255 to 0-359 =(
closestangle = FixedAngle(FixedMul((mthing->angle>>8)*FRACUNIT,
360*(FRACUNIT/256)));
hoopcenter->movedir = FixedInt(FixedMul((mthing->angle&255)*FRACUNIT,
360*(FRACUNIT/256)));
hoopcenter->movecount = FixedInt(AngleFixed(closestangle));
spewangle = (INT16)hoopcenter->movedir;
// Super happy fun time
// For each flag add 4 fracunits to the size
// Default (0 flags) is 8 fracunits
hoopsize = 8 + (4 * (mthing->options & 0xF));
hoopplacement = hoopsize * (4*FRACUNIT);
// For the hoop when it flies away
hoopcenter->extravalue1 = hoopsize;
hoopcenter->extravalue2 = FixedDiv(hoopplacement, 12*FRACUNIT);
// Create the hoop!
for (i = 0; i < hoopsize; i++)
{
fa = i*(FINEANGLES/hoopsize);
v[0] = FixedMul(FINECOSINE(fa), hoopplacement);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa), hoopplacement);
v[3] = FRACUNIT;
res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(spewangle*FRACUNIT)));
M_Memcpy(&v, res, sizeof (v));
res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
M_Memcpy(&v, res, sizeof (v));
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finalx = x + v[0];
finaly = y + v[1];
finalz = z + v[2];
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mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOP);
if (maptol & TOL_XMAS)
P_SetMobjState(mobj, mobj->info->seestate + (i & 1));
mobj->z -= mobj->height/2;
P_SetTarget(&mobj->target, hoopcenter); // Link the sprite to the center.
mobj->fuse = 0;
// Link all the sprites in the hoop together
if (nextmobj)
{
mobj->hprev = nextmobj;
mobj->hprev->hnext = mobj;
}
else
mobj->hprev = mobj->hnext = NULL;
nextmobj = mobj;
}
// Create the collision detectors!
// Create them until the size is less than 8
// But always create at least ONE set of collision detectors
do
{
if (hoopsize >= 32)
hoopsize -= 16;
else
hoopsize /= 2;
hoopplacement = hoopsize * (4*FRACUNIT);
for (i = 0; i < hoopsize; i++)
{
fa = i*FINEANGLES/hoopsize;
v[0] = FixedMul(FINECOSINE(fa), hoopplacement);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa), hoopplacement);
v[3] = FRACUNIT;
res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(spewangle*FRACUNIT)));
M_Memcpy(&v, res, sizeof (v));
res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
M_Memcpy(&v, res, sizeof (v));
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finalx = x + v[0];
finaly = y + v[1];
finalz = z + v[2];
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mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOPCOLLIDE);
mobj->z -= mobj->height/2;
// Link all the collision sprites together.
mobj->hnext = NULL;
mobj->hprev = nextmobj;
mobj->hprev->hnext = mobj;
nextmobj = mobj;
}
} while (hoopsize >= 8);
return;
}
// Wing logo item.
else if (mthing->type == mobjinfo[MT_NIGHTSWING].doomednum)
{
z =
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
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if (mthing->options >> ZSHIFT)
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z += ((mthing->options >> ZSHIFT) << FRACBITS);
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mthing->z = (INT16)(z>>FRACBITS);
mobj = P_SpawnMobj(x, y, z, MT_NIGHTSWING);
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mobj->spawnpoint = mthing;
if (G_IsSpecialStage(gamemap) && useNightsSS)
P_SetMobjState(mobj, mobj->info->meleestate);
else if (maptol & TOL_XMAS)
P_SetMobjState(mobj, mobj->info->seestate);
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
mobj->flags2 |= MF2_AMBUSH;
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mthing->mobj = mobj;
}
// All manners of rings and coins
else if (mthing->type == mobjinfo[MT_RING].doomednum || mthing->type == mobjinfo[MT_COIN].doomednum ||
mthing->type == mobjinfo[MT_REDTEAMRING].doomednum || mthing->type == mobjinfo[MT_BLUETEAMRING].doomednum)
{
mobjtype_t ringthing = MT_RING;
// No rings in Ultimate!
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if (ultimatemode && !(G_IsSpecialStage(gamemap) || maptol & TOL_NIGHTS))
2014-03-15 16:59:03 +00:00
return;
// Which ringthing to use
switch (mthing->type)
{
case 1800:
ringthing = MT_COIN;
break;
case 308: // No team rings in non-CTF
ringthing = (gametype == GT_CTF) ? MT_REDTEAMRING : MT_RING;
break;
case 309: // No team rings in non-CTF
ringthing = (gametype == GT_CTF) ? MT_BLUETEAMRING : MT_RING;
break;
default:
// Spawn rings as blue spheres in special stages, ala S3+K.
if (G_IsSpecialStage(gamemap) && useNightsSS)
ringthing = MT_BLUEBALL;
break;
}
// Set proper height
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if (mthing->options & MTF_OBJECTFLIP)
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{
z = (
#ifdef ESLOPE
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height;
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if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
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}
else
{
z =
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
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if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
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}
if (mthing->options & MTF_AMBUSH) // Special flag for rings
{
2014-08-04 03:49:33 +00:00
if (mthing->options & MTF_OBJECTFLIP)
z -= 24*FRACUNIT;
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else
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z += 24*FRACUNIT;
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}
2014-08-04 03:49:33 +00:00
mthing->z = (INT16)(z>>FRACBITS);
mobj = P_SpawnMobj(x, y, z, ringthing);
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mobj->spawnpoint = mthing;
if (mthing->options & MTF_OBJECTFLIP)
{
mobj->eflags |= MFE_VERTICALFLIP;
mobj->flags2 |= MF2_OBJECTFLIP;
}
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
mobj->flags2 |= MF2_AMBUSH;
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mthing->mobj = mobj;
}
// ***
// Special placement patterns
// ***
// Vertical Rings - Stack of 5 (handles both red and yellow)
else if (mthing->type == 600 || mthing->type == 601)
{
INT32 dist = 64*FRACUNIT;
mobjtype_t ringthing = MT_RING;
if (mthing->type == 601)
dist = 128*FRACUNIT;
// No rings in Ultimate!
2014-08-04 03:49:33 +00:00
if (ultimatemode && !(G_IsSpecialStage(gamemap) || maptol & TOL_NIGHTS))
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return;
// Spawn rings as blue spheres in special stages, ala S3+K.
if (G_IsSpecialStage(gamemap) && useNightsSS)
ringthing = MT_BLUEBALL;
for (r = 1; r <= 5; r++)
{
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if (mthing->options & MTF_OBJECTFLIP)
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{
z = (
#ifdef ESLOPE
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height - dist*r;
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if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
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}
else
{
z = (
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight) + dist*r;
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if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
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}
mobj = P_SpawnMobj(x, y, z, ringthing);
if (mthing->options & MTF_OBJECTFLIP)
{
mobj->eflags |= MFE_VERTICALFLIP;
mobj->flags2 |= MF2_OBJECTFLIP;
}
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
if (mthing->options & MTF_AMBUSH)
mobj->flags2 |= MF2_AMBUSH;
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}
}
// Diagonal rings (handles both types)
else if (mthing->type == 602 || mthing->type == 603) // Diagonal rings (5)
{
angle_t angle = FixedAngle(mthing->angle*FRACUNIT);
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mobjtype_t ringthing = MT_RING;
INT32 iterations = 5;
if (mthing->type == 603)
iterations = 10;
// No rings in Ultimate!
2014-08-04 03:49:33 +00:00
if (ultimatemode && !(G_IsSpecialStage(gamemap) || maptol & TOL_NIGHTS))
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return;
// Spawn rings as blue spheres in special stages, ala S3+K.
if (G_IsSpecialStage(gamemap) && useNightsSS)
ringthing = MT_BLUEBALL;
angle >>= ANGLETOFINESHIFT;
for (r = 1; r <= iterations; r++)
{
x += FixedMul(64*FRACUNIT, FINECOSINE(angle));
y += FixedMul(64*FRACUNIT, FINESINE(angle));
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if (mthing->options & MTF_OBJECTFLIP)
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{
z = (
#ifdef ESLOPE
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height - 64*FRACUNIT*r;
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if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
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}
else
{
z = (
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight) + 64*FRACUNIT*r;
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if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
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}
mobj = P_SpawnMobj(x, y, z, ringthing);
if (mthing->options & MTF_OBJECTFLIP)
{
mobj->eflags |= MFE_VERTICALFLIP;
mobj->flags2 |= MF2_OBJECTFLIP;
}
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
if (mthing->options & MTF_AMBUSH)
mobj->flags2 |= MF2_AMBUSH;
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}
}
// Rings of items (all six of them)
else if (mthing->type >= 604 && mthing->type <= 609)
{
INT32 numitems = 8;
INT32 size = 96*FRACUNIT;
mobjtype_t itemToSpawn = MT_NIGHTSWING;
if (mthing->type & 1)
{
numitems = 16;
size = 192*FRACUNIT;
}
z =
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
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if (mthing->options >> ZSHIFT)
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z += ((mthing->options >> ZSHIFT) << FRACBITS);
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closestangle = FixedAngle(mthing->angle*FRACUNIT);
// Create the hoop!
for (i = 0; i < numitems; i++)
{
switch (mthing->type)
{
case 604:
case 605:
itemToSpawn = MT_RING;
break;
case 608:
case 609:
itemToSpawn = (i & 1) ? MT_NIGHTSWING : MT_RING;
break;
case 606:
case 607:
itemToSpawn = MT_NIGHTSWING;
break;
default:
break;
}
// No rings in Ultimate!
if (itemToSpawn == MT_RING)
{
if (ultimatemode && !(G_IsSpecialStage(gamemap) || (maptol & TOL_NIGHTS)))
continue;
// Spawn rings as blue spheres in special stages, ala S3+K.
if (G_IsSpecialStage(gamemap) && useNightsSS)
itemToSpawn = MT_BLUEBALL;
}
fa = i*FINEANGLES/numitems;
v[0] = FixedMul(FINECOSINE(fa),size);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa),size);
v[3] = FRACUNIT;
res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle));
M_Memcpy(&v, res, sizeof (v));
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finalx = x + v[0];
finaly = y + v[1];
finalz = z + v[2];
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mobj = P_SpawnMobj(finalx, finaly, finalz, itemToSpawn);
mobj->z -= mobj->height/2;
if (itemToSpawn == MT_NIGHTSWING)
{
if (G_IsSpecialStage(gamemap) && useNightsSS)
P_SetMobjState(mobj, mobj->info->meleestate);
else if ((maptol & TOL_XMAS))
P_SetMobjState(mobj, mobj->info->seestate);
}
}
return;
}
}
//
// P_CheckMissileSpawn
// Moves the missile forward a bit and possibly explodes it right there.
//
boolean P_CheckMissileSpawn(mobj_t *th)
{
// move a little forward so an angle can be computed if it immediately explodes
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if (!(th->flags & MF_GRENADEBOUNCE)) // hack: bad! should be a flag.
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{
th->x += th->momx>>1;
th->y += th->momy>>1;
th->z += th->momz>>1;
}
if (!P_TryMove(th, th->x, th->y, true))
{
P_ExplodeMissile(th);
return false;
}
return true;
}
//
// P_SpawnXYZMissile
//
// Spawns missile at specific coords
//
mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type,
fixed_t x, fixed_t y, fixed_t z)
{
mobj_t *th;
angle_t an;
INT32 dist;
fixed_t speed;
I_Assert(source != NULL);
I_Assert(dest != NULL);
if (source->eflags & MFE_VERTICALFLIP)
z -= FixedMul(mobjinfo[type].height, source->scale);
th = P_SpawnMobj(x, y, z, type);
if (source->eflags & MFE_VERTICALFLIP)
th->flags2 |= MF2_OBJECTFLIP;
th->destscale = source->scale;
P_SetScale(th, source->scale);
speed = FixedMul(th->info->speed, th->scale);
if (speed == 0)
{
CONS_Debug(DBG_GAMELOGIC, "P_SpawnXYZMissile - projectile has 0 speed! (mobj type %d)\n", type);
speed = mobjinfo[MT_ROCKET].speed;
}
if (th->info->seesound)
S_StartSound(th, th->info->seesound);
P_SetTarget(&th->target, source); // where it came from
an = R_PointToAngle2(x, y, dest->x, dest->y);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
dist = P_AproxDistance(dest->x - x, dest->y - y);
dist = dist / speed;
if (dist < 1)
dist = 1;
th->momz = (dest->z - z) / dist;
if (th->flags & MF_MISSILE)
dist = P_CheckMissileSpawn(th);
else
dist = 1;
return dist ? th : NULL;
}
//
// P_SpawnAlteredDirectionMissile
//
// Spawns a missile with same source as spawning missile yet an altered direction
//
mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z, INT32 shiftingAngle)
{
mobj_t *th;
angle_t an;
fixed_t dist, speed;
I_Assert(source != NULL);
if (!(source->target) || !(source->flags & MF_MISSILE))
return NULL;
if (source->eflags & MFE_VERTICALFLIP)
z -= FixedMul(mobjinfo[type].height, source->scale);
th = P_SpawnMobj(x, y, z, type);
if (source->eflags & MFE_VERTICALFLIP)
th->flags2 |= MF2_OBJECTFLIP;
th->destscale = source->scale;
P_SetScale(th, source->scale);
speed = FixedMul(th->info->speed, th->scale);
if (speed == 0) // Backwards compatibility with 1.09.2
{
CONS_Printf("P_SpawnAlteredDirectionMissile - projectile has 0 speed! (mobj type %d)\nPlease update this SOC.", type);
speed = mobjinfo[MT_ROCKET].speed;
}
if (th->info->seesound)
S_StartSound(th, th->info->seesound);
P_SetTarget(&th->target, source->target); // where it came from
2014-08-04 03:49:33 +00:00
an = R_PointToAngle2(0, 0, source->momx, source->momy) + (ANG1*shiftingAngle);
2014-03-15 16:59:03 +00:00
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
dist = P_AproxDistance(source->momx*800, source->momy*800);
dist = dist / speed;
if (dist < 1)
dist = 1;
th->momz = (source->momz*800) / dist;
if (th->flags & MF_MISSILE)
{
dist = P_CheckMissileSpawn(th);
th->x -= th->momx>>1;
th->y -= th->momy>>1;
th->z -= th->momz>>1;
}
else
dist = 1;
return dist ? th : NULL;
}
//
// P_SpawnPointMissile
//
// Spawns a missile at specific coords
//
mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za, mobjtype_t type,
fixed_t x, fixed_t y, fixed_t z)
{
mobj_t *th;
angle_t an;
fixed_t dist, speed;
I_Assert(source != NULL);
if (source->eflags & MFE_VERTICALFLIP)
z -= FixedMul(mobjinfo[type].height, source->scale);
th = P_SpawnMobj(x, y, z, type);
if (source->eflags & MFE_VERTICALFLIP)
th->flags2 |= MF2_OBJECTFLIP;
th->destscale = source->scale;
P_SetScale(th, source->scale);
speed = FixedMul(th->info->speed, th->scale);
if (speed == 0) // Backwards compatibility with 1.09.2
{
CONS_Printf("P_SpawnPointMissile - projectile has 0 speed! (mobj type %d)\nPlease update this SOC.", type);
speed = mobjinfo[MT_ROCKET].speed;
}
if (th->info->seesound)
S_StartSound(th, th->info->seesound);
P_SetTarget(&th->target, source); // where it came from
an = R_PointToAngle2(x, y, xa, ya);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
dist = P_AproxDistance(xa - x, ya - y);
dist = dist / speed;
if (dist < 1)
dist = 1;
th->momz = (za - z) / dist;
if (th->flags & MF_MISSILE)
dist = P_CheckMissileSpawn(th);
else
dist = 1;
return dist ? th : NULL;
}
//
// P_SpawnMissile
//
mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
{
mobj_t *th;
angle_t an;
INT32 dist;
fixed_t z;
const fixed_t gsf = (fixed_t)6;
fixed_t speed;
I_Assert(source != NULL);
I_Assert(dest != NULL);
if (source->type == MT_JETTGUNNER)
{
if (source->eflags & MFE_VERTICALFLIP)
z = source->z + source->height - FixedMul(4*FRACUNIT, source->scale);
else
z = source->z + FixedMul(4*FRACUNIT, source->scale);
}
else
z = source->z + source->height/2;
if (source->eflags & MFE_VERTICALFLIP)
z -= FixedMul(mobjinfo[type].height, source->scale);
th = P_SpawnMobj(source->x, source->y, z, type);
if (source->eflags & MFE_VERTICALFLIP)
th->flags2 |= MF2_OBJECTFLIP;
th->destscale = source->scale;
P_SetScale(th, source->scale);
if (source->type == MT_METALSONIC_BATTLE && source->health < 4)
speed = FixedMul(FixedMul(th->info->speed, 3*FRACUNIT/2), th->scale);
else
speed = FixedMul(th->info->speed, th->scale);
if (speed == 0)
{
CONS_Debug(DBG_GAMELOGIC, "P_SpawnMissile - projectile has 0 speed! (mobj type %d)\n", type);
speed = FixedMul(mobjinfo[MT_TURRETLASER].speed, th->scale);
}
if (th->info->seesound)
S_StartSound(source, th->info->seesound);
P_SetTarget(&th->target, source); // where it came from
if (type == MT_TURRETLASER || type == MT_ENERGYBALL) // More accurate!
an = R_PointToAngle2(source->x, source->y,
dest->x + (dest->momx*gsf),
dest->y + (dest->momy*gsf));
else
an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
if (type == MT_TURRETLASER || type == MT_ENERGYBALL) // More accurate!
dist = P_AproxDistance(dest->x+(dest->momx*gsf) - source->x, dest->y+(dest->momy*gsf) - source->y);
else
dist = P_AproxDistance(dest->x - source->x, dest->y - source->y);
dist = dist / speed;
if (dist < 1)
dist = 1;
if (type == MT_TURRETLASER || type == MT_ENERGYBALL) // More accurate!
th->momz = (dest->z + (dest->momz*gsf) - z) / dist;
else
th->momz = (dest->z - z) / dist;
if (th->flags & MF_MISSILE)
dist = P_CheckMissileSpawn(th);
else
dist = 1;
return dist ? th : NULL;
}
//
// P_ColorTeamMissile
// Colors a player's ring based on their team
//
void P_ColorTeamMissile(mobj_t *missile, player_t *source)
{
if (G_GametypeHasTeams())
{
if (source->ctfteam == 2)
missile->color = skincolor_bluering;
else if (source->ctfteam == 1)
missile->color = skincolor_redring;
}
/*
else
missile->color = player->mo->color; //copy color
*/
}
//
// P_SPMAngle
// Fires missile at angle from what is presumably a player
//
mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowaim, UINT32 flags2)
{
mobj_t *th;
angle_t an;
fixed_t x, y, z, slope = 0, speed;
2014-03-15 16:59:03 +00:00
// angle at which you fire, is player angle
an = angle;
if (allowaim) // aiming allowed?
slope = AIMINGTOSLOPE(source->player->aiming);
x = source->x;
y = source->y;
if (source->eflags & MFE_VERTICALFLIP)
z = source->z + 2*source->height/3 - FixedMul(mobjinfo[type].height, source->scale);
else
z = source->z + source->height/3;
th = P_SpawnMobj(x, y, z, type);
if (source->eflags & MFE_VERTICALFLIP)
th->flags2 |= MF2_OBJECTFLIP;
th->destscale = source->scale;
P_SetScale(th, source->scale);
th->flags2 |= flags2;
// The rail ring has no unique thrown object, so we must do this.
if (th->info->seesound && !(th->flags2 & MF2_RAILRING))
S_StartSound(source, th->info->seesound);
P_SetTarget(&th->target, source);
speed = th->info->speed;
if (source->player && source->player->charability == CA_FLY)
speed = FixedMul(speed, 3*FRACUNIT/2);
2014-03-15 16:59:03 +00:00
th->angle = an;
th->momx = FixedMul(speed, FINECOSINE(an>>ANGLETOFINESHIFT));
th->momy = FixedMul(speed, FINESINE(an>>ANGLETOFINESHIFT));
2014-03-15 16:59:03 +00:00
if (allowaim)
{
th->momx = FixedMul(th->momx,FINECOSINE(source->player->aiming>>ANGLETOFINESHIFT));
th->momy = FixedMul(th->momy,FINECOSINE(source->player->aiming>>ANGLETOFINESHIFT));
}
th->momz = FixedMul(speed, slope);
2014-03-15 16:59:03 +00:00
//scaling done here so it doesn't clutter up the code above
th->momx = FixedMul(th->momx, th->scale);
th->momy = FixedMul(th->momy, th->scale);
th->momz = FixedMul(th->momz, th->scale);
slope = P_CheckMissileSpawn(th);
return slope ? th : NULL;
}
//
// P_FlashPal
// Flashes a player's palette. ARMAGEDDON BLASTS!
//
void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration)
{
if (!pl)
return;
pl->flashcount = duration;
pl->flashpal = type;
}
//
// P_SpawnMobjFromMobj
// Spawns an object with offsets relative to the position of another object.
// Scale, gravity flip, etc. is taken into account automatically.
//
mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zofs, mobjtype_t type)
{
mobj_t *newmobj;
xofs = FixedMul(xofs, mobj->scale);
yofs = FixedMul(yofs, mobj->scale);
zofs = FixedMul(zofs, mobj->scale);
newmobj = P_SpawnMobj(mobj->x + xofs, mobj->y + yofs, mobj->z + zofs, type);
if (!newmobj)
return NULL;
if (mobj->eflags & MFE_VERTICALFLIP)
{
fixed_t elementheight = FixedMul(newmobj->info->height, mobj->scale);
newmobj->eflags |= MFE_VERTICALFLIP;
newmobj->flags2 |= MF2_OBJECTFLIP;
newmobj->z = mobj->z + mobj->height - zofs - elementheight;
}
newmobj->destscale = mobj->destscale;
P_SetScale(newmobj, mobj->scale);
return newmobj;
2017-09-28 15:01:52 +00:00
}