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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// 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"
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# ifdef ESLOPE
# include "p_slopes.h"
# endif
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# include "f_finale.h"
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static CV_PossibleValue_t CV_BobSpeed [ ] = { { 0 , " MIN " } , { 4 * FRACUNIT , " MAX " } , { 0 , NULL } } ;
consvar_t cv_movebob = { " movebob " , " 1.0 " , CV_FLOAT | CV_SAVE , CV_BobSpeed , NULL , 0 , NULL , NULL , 0 , 0 , NULL } ;
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# ifdef WALLSPLATS
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consvar_t cv_splats = { " splats " , " On " , CV_SAVE , CV_OnOff , NULL , 0 , NULL , NULL , 0 , 0 , NULL } ;
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# 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 ;
}
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//
// P_SetupStateAnimation
//
FUNCINLINE static ATTRINLINE void P_SetupStateAnimation ( mobj_t * mobj , state_t * st )
{
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INT32 animlength = ( mobj - > sprite = = SPR_PLAY & & mobj - > skin )
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? ( INT32 ) ( ( ( skin_t * ) mobj - > skin ) - > sprites [ mobj - > sprite2 ] . numframes ) - 1
: st - > var1 ;
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if ( ! ( st - > frame & FF_ANIMATE ) )
return ;
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if ( animlength < = 0 | | st - > var2 = = 0 )
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{
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
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mobj - > frame + = ( ( leveltime + 2 ) / st - > var2 ) % ( animlength + 1 ) ; // Frame synced to timer (duration taken into account)
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}
else if ( st - > frame & FF_RANDOMANIM )
{
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mobj - > frame + = P_RandomKey ( animlength + 1 ) ; // Random starting frame
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mobj - > anim_duration - = P_RandomKey ( st - > var2 ) ; // Random duration for first frame
}
}
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//
// 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 ;
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mobj - > anim_duration = ( UINT16 ) mobj - > state - > var2 ;
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if ( mobj - > sprite ! = SPR_PLAY )
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{
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// 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 ) ;
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return ;
}
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// 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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}
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//
// P_CycleMobjState
//
static void P_CycleMobjState ( mobj_t * mobj )
{
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// 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 )
{
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// 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
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// Catch falling for nojumpspin
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if ( ( state = = S_PLAY_JUMP ) & & ( player - > charflags & SF_NOJUMPSPIN ) & & ( P_MobjFlip ( mobj ) * mobj - > momz < 0 ) )
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return P_SetPlayerMobjState ( mobj , S_PLAY_FALL ) ;
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// 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 ) ;
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// Catch SF_NOSUPERSPIN jumps for Supers
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if ( player - > powers [ pw_super ] & & ( player - > charflags & SF_NOSUPERSPIN ) )
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{
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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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}
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else if ( player - > mo - > state - states = = S_PLAY_FLOAT & & state = = S_PLAY_STND )
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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.
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switch ( state )
{
case S_PLAY_STND :
case S_PLAY_WAIT :
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player - > panim = PA_IDLE ;
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break ;
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case S_PLAY_EDGE :
player - > panim = PA_EDGE ;
break ;
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case S_PLAY_WALK :
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case S_PLAY_SKID :
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case S_PLAY_FLOAT :
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player - > panim = PA_WALK ;
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break ;
case S_PLAY_RUN :
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case S_PLAY_FLOAT_RUN :
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player - > panim = PA_RUN ;
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break ;
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case S_PLAY_DASH :
player - > panim = PA_DASH ;
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break ;
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case S_PLAY_PAIN :
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case S_PLAY_STUN :
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player - > panim = PA_PAIN ;
break ;
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case S_PLAY_ROLL :
//case S_PLAY_SPINDASH: -- everyone can ROLL thanks to zoom tubes...
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player - > panim = PA_ROLL ;
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break ;
A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.
Also, a minor change:
* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
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case S_PLAY_JUMP :
player - > panim = PA_JUMP ;
break ;
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case S_PLAY_SPRING :
player - > panim = PA_SPRING ;
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break ;
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case S_PLAY_FALL :
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player - > panim = PA_FALL ;
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break ;
case S_PLAY_FLY :
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case S_PLAY_SWIM :
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case S_PLAY_GLIDE :
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case S_PLAY_BOUNCE :
case S_PLAY_BOUNCE_LANDING :
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case S_PLAY_TWINSPIN :
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player - > panim = PA_ABILITY ;
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break ;
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case S_PLAY_SPINDASH : // ...but the act of SPINDASHING is charability2 specific.
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case S_PLAY_FIRE :
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case S_PLAY_FIRE_FINISH :
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case S_PLAY_MELEE :
case S_PLAY_MELEE_FINISH :
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case S_PLAY_MELEE_LANDING :
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player - > panim = PA_ABILITY2 ;
break ;
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case S_PLAY_RIDE :
player - > panim = PA_RIDE ;
break ;
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default :
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player - > panim = PA_ETC ;
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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.
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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 ) )
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mobj - > tics = 2 ;
else if ( ! ( disableSpeedAdjust | | player - > charflags & SF_NOSPEEDADJUST ) )
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{
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fixed_t speed ; // = FixedDiv(player->speed, FixedMul(mobj->scale, player->mo->movefactor));
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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 ;
}
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else if ( player - > panim = = PA_ABILITY2 & & player - > charability2 = = CA2_SPINDASH )
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{
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fixed_t step = ( player - > maxdash - player - > mindash ) / 4 ;
speed = ( player - > dashspeed - player - > mindash ) ;
if ( speed > 3 * step )
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mobj - > tics = 1 ;
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else if ( speed > step )
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mobj - > tics = 2 ;
else
mobj - > tics = 3 ;
}
else
{
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speed = FixedDiv ( player - > speed , FixedMul ( mobj - > scale , player - > mo - > movefactor ) ) ;
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if ( player - > panim = = PA_ROLL | | player - > panim = = PA_JUMP )
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{
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if ( speed > 16 < < FRACBITS )
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mobj - > tics = 1 ;
else
mobj - > tics = 2 ;
}
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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.
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{
if ( player - > panim = = PA_WALK )
{
if ( speed > 12 < < FRACBITS )
mobj - > tics = 2 ;
else if ( speed > 6 < < FRACBITS )
mobj - > tics = 3 ;
else
mobj - > tics = 4 ;
}
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else if ( ( player - > panim = = PA_RUN ) | | ( player - > panim = = PA_DASH ) )
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{
if ( speed > 52 < < FRACBITS )
mobj - > tics = 1 ;
else
mobj - > tics = 2 ;
}
}
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}
}
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// Player animations
if ( st - > sprite = = SPR_PLAY )
{
A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.
Also, a minor change:
* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
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skin_t * skin = ( ( skin_t * ) mobj - > skin ) ;
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UINT16 frame = ( mobj - > frame & FF_FRAMEMASK ) + 1 ;
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UINT8 numframes , spr2 ;
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if ( skin )
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{
spr2 = P_GetSkinSprite2 ( skin , ( ( ( player - > powers [ pw_super ] ) ? FF_SPR2SUPER : 0 ) | st - > frame ) & FF_FRAMEMASK , mobj - > player ) ;
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numframes = skin - > sprites [ spr2 ] . numframes ;
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}
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else
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{
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spr2 = 0 ;
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frame = 0 ;
numframes = 0 ;
}
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if ( mobj - > sprite ! = SPR_PLAY )
{
mobj - > sprite = SPR_PLAY ;
frame = 0 ;
}
else if ( mobj - > sprite2 ! = spr2 )
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{
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if ( ( st - > frame & FF_SPR2MIDSTART ) & & numframes & & P_RandomChance ( FRACUNIT / 2 ) )
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frame = numframes / 2 ;
else
frame = 0 ;
}
if ( frame > = numframes )
{
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if ( st - > frame & FF_SPR2ENDSTATE ) // no frame advancement
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{
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if ( st - > var1 = = mobj - > state - states )
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frame - - ;
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else
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{
if ( mobj - > frame & FF_FRAMEMASK )
mobj - > frame - - ;
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return P_SetPlayerMobjState ( mobj , st - > var1 ) ;
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}
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}
else
frame = 0 ;
}
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mobj - > sprite2 = spr2 ;
mobj - > frame = frame | ( st - > frame & ~ FF_FRAMEMASK ) ;
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if ( mobj - > color > = MAXSKINCOLORS & & mobj - > color < MAXTRANSLATIONS ) // Super colours? Super bright!
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mobj - > frame | = FF_FULLBRIGHT ;
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}
// 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 ;
2014-03-15 16:59:03 +00:00
}
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 ;
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// Player animations
if ( st - > sprite = = SPR_PLAY )
{
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skin_t * skin = ( ( skin_t * ) mobj - > skin ) ;
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UINT16 frame = ( mobj - > frame & FF_FRAMEMASK ) + 1 ;
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UINT8 numframes , spr2 ;
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if ( skin )
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{
spr2 = P_GetSkinSprite2 ( skin , st - > frame & FF_FRAMEMASK , mobj - > player ) ;
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numframes = skin - > sprites [ spr2 ] . numframes ;
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}
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else
{
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spr2 = 0 ;
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frame = 0 ;
numframes = 0 ;
}
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if ( mobj - > sprite ! = SPR_PLAY )
{
mobj - > sprite = SPR_PLAY ;
frame = 0 ;
}
else if ( mobj - > sprite2 ! = spr2 )
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{
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if ( ( st - > frame & FF_SPR2MIDSTART ) & & numframes & & P_RandomChance ( FRACUNIT / 2 ) )
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frame = numframes / 2 ;
else
frame = 0 ;
}
if ( frame > = numframes )
{
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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 ) ;
}
}
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else
frame = 0 ;
}
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mobj - > sprite2 = spr2 ;
mobj - > frame = frame | ( st - > frame & ~ FF_FRAMEMASK ) ;
}
// Regular sprites
else
{
mobj - > sprite = st - > sprite ;
mobj - > frame = st - > frame ;
}
2014-03-15 16:59:03 +00:00
2016-11-10 18:27:01 +00:00
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 ;
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P_SetupStateAnimation ( mobj , st ) ;
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2014-03-15 16:59:03 +00:00
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 ;
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P_SetupStateAnimation ( ( mobj_t * ) mobj , st ) ;
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2014-03-15 16:59:03 +00:00
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 ;
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spawnpoints [ j ] - > threshold = emeraldspawndelay + P_RandomByte ( ) * ( TICRATE / 5 ) ;
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break ;
}
}
2015-05-27 08:01:58 +00:00
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 ;
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explodemo - > momx + = ( P_RandomByte ( ) % 32 ) * FixedMul ( FRACUNIT / 8 , explodemo - > scale ) ;
explodemo - > momy + = ( P_RandomByte ( ) % 32 ) * FixedMul ( FRACUNIT / 8 , explodemo - > scale ) ;
2014-03-15 16:59:03 +00:00
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 ;
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explodemo - > momx + = ( P_RandomByte ( ) % 64 ) * FixedMul ( FRACUNIT / 8 , explodemo - > scale ) ;
explodemo - > momy - = ( P_RandomByte ( ) % 64 ) * FixedMul ( FRACUNIT / 8 , explodemo - > scale ) ;
2014-03-15 16:59:03 +00:00
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 ;
2016-03-27 14:33:15 +00:00
explodemo - > momx - = ( P_RandomByte ( ) % 128 ) * FixedMul ( FRACUNIT / 8 , explodemo - > scale ) ;
explodemo - > momy + = ( P_RandomByte ( ) % 128 ) * FixedMul ( FRACUNIT / 8 , explodemo - > scale ) ;
2014-03-15 16:59:03 +00:00
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 ;
2016-03-27 14:33:15 +00:00
explodemo - > momx - = ( P_RandomByte ( ) % 96 ) * FixedMul ( FRACUNIT / 8 , explodemo - > scale ) ;
explodemo - > momy - = ( P_RandomByte ( ) % 96 ) * FixedMul ( FRACUNIT / 8 , explodemo - > scale ) ;
2014-03-15 16:59:03 +00:00
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 )
{
2015-10-10 16:57:35 +00:00
fixed_t topheight , bottomheight ;
2014-03-15 16:59:03 +00:00
if ( ! ( rover - > flags & FF_EXISTS ) )
return false ;
if ( ( ( ( rover - > flags & FF_BLOCKPLAYER ) & & mobj - > player )
| | ( ( rover - > flags & FF_BLOCKOTHERS ) & & ! mobj - > player ) ) )
return false ;
2015-10-10 16:57:35 +00:00
topheight = * rover - > topheight ;
bottomheight = * rover - > bottomheight ;
2014-11-19 00:45:57 +00:00
2015-05-17 16:53:28 +00:00
# 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
2014-11-19 00:45:57 +00:00
if ( mobj - > z > topheight )
2014-03-15 16:59:03 +00:00
return false ;
2014-11-19 00:45:57 +00:00
if ( mobj - > z + mobj - > height < bottomheight )
2014-03-15 16:59:03 +00:00
return false ;
return true ;
}
2016-04-06 21:19:39 +00:00
# ifdef ESLOPE
2015-04-27 18:18:12 +00:00
// 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
2015-05-24 16:27:52 +00:00
// 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 )
2014-11-19 00:45:57 +00:00
{
2015-05-24 16:27:52 +00:00
// 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 ) ) ;
2015-04-27 18:18:12 +00:00
}
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}
2014-11-19 00:45:57 +00:00
2015-05-24 16:27:52 +00:00
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 ;
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
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 ) ) ;
}
}
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
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 ;
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
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 ) ) ;
}
}
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
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 ;
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
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 ) ) ;
2015-04-27 18:18:12 +00:00
}
2015-05-24 16:27:52 +00:00
}
/*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 )
) ;
2014-11-19 00:45:57 +00:00
}
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# endif
2014-11-19 00:45:57 +00:00
2015-05-24 16:27:52 +00:00
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 )
2014-11-19 00:45:57 +00:00
{
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# ifdef ESLOPE
2014-11-19 00:45:57 +00:00
I_Assert ( mobj ! = NULL ) ;
2016-04-06 21:19:39 +00:00
# endif
2015-04-27 18:18:12 +00:00
I_Assert ( sector ! = NULL ) ;
2014-11-19 00:45:57 +00:00
# ifdef ESLOPE
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if ( sector - > f_slope ) {
2015-04-27 18:18:12 +00:00
fixed_t testx , testy ;
2015-05-24 16:27:52 +00:00
pslope_t * slope = sector - > f_slope ;
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2015-05-24 16:27:52 +00:00
// Get the corner of the object that should be the highest on the slope
2015-04-27 18:18:12 +00:00
if ( slope - > d . x < 0 )
testx = mobj - > radius ;
else
testx = - mobj - > radius ;
if ( slope - > d . y < 0 )
testy = mobj - > radius ;
else
testy = - mobj - > radius ;
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if ( ( slope - > zdelta > 0 ) ^ ! ! ( lowest ) ) {
2015-04-27 18:18:12 +00:00
testx = - testx ;
2015-04-29 05:29:51 +00:00
testy = - testy ;
2015-04-27 18:18:12 +00:00
}
2014-11-19 00:45:57 +00:00
2015-04-27 18:18:12 +00:00
testx + = x ;
testy + = y ;
2014-11-19 00:45:57 +00:00
2015-05-24 16:27:52 +00:00
// 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 ) )
2015-04-27 18:18:12 +00:00
return P_GetZAt ( slope , testx , testy ) ;
2015-05-24 16:27:52 +00:00
// 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 ;
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
if ( lowest )
finalheight = INT32_MAX ;
else
finalheight = INT32_MIN ;
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
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 ] ;
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
if ( bbox [ BOXRIGHT ] < = ld - > bbox [ BOXLEFT ] | | bbox [ BOXLEFT ] > = ld - > bbox [ BOXRIGHT ]
| | bbox [ BOXTOP ] < = ld - > bbox [ BOXBOTTOM ] | | bbox [ BOXBOTTOM ] > = ld - > bbox [ BOXTOP ] )
continue ;
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
if ( P_BoxOnLineSide ( bbox , ld ) ! = - 1 )
continue ;
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
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 ) ) ;
2015-04-27 18:18:12 +00:00
}
2015-05-24 16:27:52 +00:00
return finalheight ;
}
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
// 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 ) ;
2015-04-27 18:18:12 +00:00
2015-05-24 16:27:52 +00:00
return HighestOnLine ( mobj - > radius , x , y , line , slope , lowest ) ;
} else // Well, that makes it easy. Just get the floor height
2016-04-06 21:19:39 +00:00
# else
( void ) mobj ;
( void ) boundsec ;
( void ) x ;
( void ) y ;
( void ) line ;
( void ) lowest ;
( void ) perfect ;
2014-11-19 00:45:57 +00:00
# endif
2015-05-24 16:27:52 +00:00
return sector - > floorheight ;
2014-11-19 00:45:57 +00:00
}
2015-05-24 16:27:52 +00:00
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 )
2015-05-17 16:53:28 +00:00
{
2016-04-06 21:19:39 +00:00
# ifdef ESLOPE
2015-05-17 16:53:28 +00:00
I_Assert ( mobj ! = NULL ) ;
2016-04-06 21:19:39 +00:00
# endif
2015-05-17 16:53:28 +00:00
I_Assert ( sector ! = NULL ) ;
# ifdef ESLOPE
2015-05-24 16:27:52 +00:00
if ( sector - > c_slope ) {
2015-05-17 16:53:28 +00:00
fixed_t testx , testy ;
2015-05-24 16:27:52 +00:00
pslope_t * slope = sector - > c_slope ;
2015-05-17 16:53:28 +00:00
// 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 ;
2015-05-24 16:27:52 +00:00
if ( ( slope - > zdelta > 0 ) ^ ! ! ( lowest ) ) {
2015-05-17 16:53:28 +00:00
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 ) )
2015-05-17 16:53:28 +00:00
return P_GetZAt ( slope , testx , testy ) ;
2015-05-24 16:27:52 +00:00
// 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 ;
2015-05-17 16:53:28 +00:00
2015-05-24 16:27:52 +00:00
if ( lowest )
finalheight = INT32_MAX ;
else
finalheight = INT32_MIN ;
2015-05-17 16:53:28 +00:00
2015-05-24 16:27:52 +00:00
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 ] ;
2015-05-17 16:53:28 +00:00
2015-05-24 16:27:52 +00:00
if ( bbox [ BOXRIGHT ] < = ld - > bbox [ BOXLEFT ] | | bbox [ BOXLEFT ] > = ld - > bbox [ BOXRIGHT ]
| | bbox [ BOXTOP ] < = ld - > bbox [ BOXBOTTOM ] | | bbox [ BOXBOTTOM ] > = ld - > bbox [ BOXTOP ] )
continue ;
2015-05-17 16:53:28 +00:00
2015-05-24 16:27:52 +00:00
if ( P_BoxOnLineSide ( bbox , ld ) ! = - 1 )
continue ;
2015-05-17 16:53:28 +00:00
2015-05-24 16:27:52 +00:00
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 ) ) ;
2015-05-17 16:53:28 +00:00
}
2015-05-24 16:27:52 +00:00
return finalheight ;
2015-05-17 16:53:28 +00:00
}
// If we're just testing for base sector location (no collision line), just go for the center's spot...
2015-05-24 16:27:52 +00:00
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
2015-05-17 16:53:28 +00:00
if ( line = = NULL )
return P_GetZAt ( slope , x , y ) ;
2015-05-24 16:27:52 +00:00
return HighestOnLine ( mobj - > radius , x , y , line , slope , lowest ) ;
} else // Well, that makes it easy. Just get the ceiling height
2016-04-06 21:19:39 +00:00
# else
( void ) mobj ;
( void ) boundsec ;
( void ) x ;
( void ) y ;
( void ) line ;
( void ) lowest ;
( void ) perfect ;
2015-05-17 16:53:28 +00:00
# endif
2015-05-24 16:27:52 +00:00
return sector - > ceilingheight ;
2015-05-17 16:53:28 +00:00
}
2015-05-21 14:36:20 +00:00
// Now do the same as all above, but for cameras because apparently cameras are special?
2015-05-24 16:27:52 +00:00
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 )
2015-05-21 14:36:20 +00:00
{
2016-04-06 21:19:39 +00:00
# ifdef ESLOPE
2015-05-21 14:36:20 +00:00
I_Assert ( mobj ! = NULL ) ;
2016-04-06 21:19:39 +00:00
# endif
2015-05-21 14:36:20 +00:00
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 ;
2015-05-24 16:27:52 +00:00
if ( ( slope - > zdelta > 0 ) ^ ! ! ( lowest ) ) {
2015-05-21 14:36:20 +00:00
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 ) )
2015-05-21 14:36:20 +00:00
return P_GetZAt ( slope , testx , testy ) ;
2015-05-24 16:27:52 +00:00
// 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 ;
2015-05-21 14:36:20 +00:00
2015-05-24 16:27:52 +00:00
if ( lowest )
finalheight = INT32_MAX ;
else
finalheight = INT32_MIN ;
2015-05-21 14:36:20 +00:00
2015-05-24 16:27:52 +00:00
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 ] ;
2015-05-21 14:36:20 +00:00
2015-05-24 16:27:52 +00:00
if ( bbox [ BOXRIGHT ] < = ld - > bbox [ BOXLEFT ] | | bbox [ BOXLEFT ] > = ld - > bbox [ BOXRIGHT ]
| | bbox [ BOXTOP ] < = ld - > bbox [ BOXBOTTOM ] | | bbox [ BOXBOTTOM ] > = ld - > bbox [ BOXTOP ] )
continue ;
2015-05-21 14:36:20 +00:00
2015-05-24 16:27:52 +00:00
if ( P_BoxOnLineSide ( bbox , ld ) ! = - 1 )
continue ;
2015-05-21 14:36:20 +00:00
2015-05-24 16:27:52 +00:00
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 ) ) ;
2015-05-21 14:36:20 +00:00
}
2015-05-24 16:27:52 +00:00
return finalheight ;
2015-05-21 14:36:20 +00:00
}
// If we're just testing for base sector location (no collision line), just go for the center's spot...
2015-05-24 16:27:52 +00:00
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
2015-05-21 14:36:20 +00:00
if ( line = = NULL )
return P_GetZAt ( slope , x , y ) ;
2015-05-24 16:27:52 +00:00
return HighestOnLine ( mobj - > radius , x , y , line , slope , lowest ) ;
} else // Well, that makes it easy. Just get the floor height
2016-04-06 21:19:39 +00:00
# else
( void ) mobj ;
( void ) boundsec ;
( void ) x ;
( void ) y ;
( void ) line ;
( void ) lowest ;
( void ) perfect ;
2015-05-21 14:36:20 +00:00
# endif
2015-05-24 16:27:52 +00:00
return sector - > floorheight ;
2015-05-21 14:36:20 +00:00
}
2015-05-24 16:27:52 +00:00
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 )
2015-05-21 14:36:20 +00:00
{
2016-04-06 21:19:39 +00:00
# ifdef ESLOPE
2015-05-21 14:36:20 +00:00
I_Assert ( mobj ! = NULL ) ;
2016-04-06 21:19:39 +00:00
# endif
2015-05-21 14:36:20 +00:00
I_Assert ( sector ! = NULL ) ;
# ifdef ESLOPE
2015-05-24 16:27:52 +00:00
if ( sector - > c_slope ) {
2015-05-21 14:36:20 +00:00
fixed_t testx , testy ;
2015-05-24 16:27:52 +00:00
pslope_t * slope = sector - > c_slope ;
2015-05-21 14:36:20 +00:00
// 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 ;
2015-05-24 16:27:52 +00:00
if ( ( slope - > zdelta > 0 ) ^ ! ! ( lowest ) ) {
2015-05-21 14:36:20 +00:00
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 ) )
2015-05-21 14:36:20 +00:00
return P_GetZAt ( slope , testx , testy ) ;
2015-05-24 16:27:52 +00:00
// 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 ;
2015-05-21 14:36:20 +00:00
2015-05-24 16:27:52 +00:00
if ( lowest )
finalheight = INT32_MAX ;
else
finalheight = INT32_MIN ;
2015-05-21 14:36:20 +00:00
2015-05-24 16:27:52 +00:00
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 ] ;
2015-05-21 14:36:20 +00:00
2015-05-24 16:27:52 +00:00
if ( bbox [ BOXRIGHT ] < = ld - > bbox [ BOXLEFT ] | | bbox [ BOXLEFT ] > = ld - > bbox [ BOXRIGHT ]
| | bbox [ BOXTOP ] < = ld - > bbox [ BOXBOTTOM ] | | bbox [ BOXBOTTOM ] > = ld - > bbox [ BOXTOP ] )
continue ;
2015-05-21 14:36:20 +00:00
2015-05-24 16:27:52 +00:00
if ( P_BoxOnLineSide ( bbox , ld ) ! = - 1 )
continue ;
2015-05-21 14:36:20 +00:00
2015-05-24 16:27:52 +00:00
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 ) ) ;
2015-05-21 14:36:20 +00:00
}
2015-05-24 16:27:52 +00:00
return finalheight ;
2015-05-21 14:36:20 +00:00
}
// If we're just testing for base sector location (no collision line), just go for the center's spot...
2015-05-24 16:27:52 +00:00
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
2015-05-21 14:36:20 +00:00
if ( line = = NULL )
return P_GetZAt ( slope , x , y ) ;
2015-05-24 16:27:52 +00:00
return HighestOnLine ( mobj - > radius , x , y , line , slope , lowest ) ;
} else // Well, that makes it easy. Just get the ceiling height
2016-04-06 21:19:39 +00:00
# else
( void ) mobj ;
( void ) boundsec ;
( void ) x ;
( void ) y ;
( void ) line ;
( void ) lowest ;
( void ) perfect ;
2015-05-21 14:36:20 +00:00
# endif
2015-05-24 16:27:52 +00:00
return sector - > ceilingheight ;
2015-05-21 14:36:20 +00:00
}
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!
2017-03-14 18:11:17 +00:00
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
//
2016-05-31 14:01:19 +00:00
// P_GetMobjGravity
2014-03-15 16:59:03 +00:00
//
2016-05-31 14:01:19 +00:00
// Returns the current gravity
// value of the object.
2014-03-15 16:59:03 +00:00
//
2016-05-31 14:01:19 +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 ;
2016-08-28 12:19:17 +00:00
if ( ( rover - > flags & ( FF_SWIMMABLE | FF_GOOWATER ) ) = = ( FF_SWIMMABLE | FF_GOOWATER ) )
goopgravity = true ;
2014-03-15 16:59:03 +00:00
2016-08-28 12:19:17 +00:00
if ( ! ( rover - > master - > frontsector - > gravity ) )
continue ;
2014-03-15 16:59:03 +00:00
2016-08-28 12:19:17 +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 )
{
2016-08-28 12:19:17 +00:00
if ( ( mo - > player - > pflags & PF_GLIDING )
| | ( mo - > player - > charability = = CA_FLY & & ( mo - > player - > powers [ pw_tailsfly ]
2016-09-05 20:28:43 +00:00
| | mo - > state - states = = S_PLAY_FLY_TIRED ) ) )
2016-08-28 12:19:17 +00:00
gravityadd = gravityadd / 3 ; // less gravity while flying/gliding
2017-03-14 18:11:17 +00:00
if ( mo - > player - > climbing | | ( mo - > player - > powers [ pw_carry ] = = CR_NIGHTSMODE ) )
2014-03-15 16:59:03 +00:00
gravityadd = 0 ;
2016-09-03 20:37:52 +00:00
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
2016-08-28 12:19:17 +00:00
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 ;
2016-08-28 12:19:17 +00:00
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 ;
2016-06-02 15:42:07 +00:00
gravityadd = FixedMul ( gravityadd , mo - > scale ) ;
2014-03-15 16:59:03 +00:00
2016-05-31 14:01:19 +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 ) ;
2016-06-02 15:42:07 +00:00
if ( ! mo - > momz ) // mobj at stop, no floor, so feel the push of gravity!
gravityadd < < = 1 ;
2016-05-31 14:01:19 +00:00
if ( affect )
2016-06-02 15:42:07 +00:00
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 ) )
{
2017-02-09 23:24:47 +00:00
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 )
2015-04-29 05:35:54 +00:00
& & ( ! ( player - > cmd . forwardmove & & ! ( twodlevel | | mo - > flags2 & MF2_TWOD ) ) & & ! player - > cmd . sidemove & & ! ( player - > pflags & PF_SPINNING ) )
# ifdef ESLOPE
2016-05-31 14:01:19 +00:00
& & ! ( player - > mo - > standingslope & & ( ! ( player - > mo - > standingslope - > flags & SL_NOPHYSICS ) ) & & ( abs ( player - > mo - > standingslope - > zdelta ) > = FRACUNIT / 2 ) )
2015-04-29 05:35:54 +00:00
# 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 ;
}
2016-09-30 15:00:34 +00:00
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 ) ;
2016-06-09 13:16:02 +00:00
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 ;
2016-09-02 20:41:45 +00:00
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 )
{
2016-09-02 20:41:45 +00:00
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 )
{
2016-09-02 20:41:45 +00:00
if ( mo - > z + mo - > momz + mo - > height < bottomheight )
2014-03-15 16:59:03 +00:00
continue ;
2016-09-02 20:41:45 +00:00
if ( mo - > z + mo - > height > bottomheight )
2014-03-15 16:59:03 +00:00
continue ;
}
else if ( rover - > flags & FF_SPINBUST )
{
2016-09-02 20:41:45 +00:00
if ( mo - > z + mo - > momz > topheight )
2014-03-15 16:59:03 +00:00
continue ;
2016-09-02 20:41:45 +00:00
if ( mo - > z + mo - > height < bottomheight )
2014-03-15 16:59:03 +00:00
continue ;
}
else if ( rover - > flags & FF_SHATTER )
{
2016-09-02 20:41:45 +00:00
if ( mo - > z + mo - > momz > topheight )
2014-03-15 16:59:03 +00:00
continue ;
2016-09-02 20:41:45 +00:00
if ( mo - > z + mo - > momz + mo - > height < bottomheight )
2014-03-15 16:59:03 +00:00
continue ;
}
else
{
2016-09-02 20:41:45 +00:00
if ( mo - > z > = topheight )
2014-03-15 16:59:03 +00:00
continue ;
2016-09-02 20:41:45 +00:00
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 ;
2015-04-29 05:35:54 +00:00
# ifdef ESLOPE
pslope_t * oldslope = NULL ;
2015-05-23 03:07:07 +00:00
vector3_t slopemom ;
2015-05-15 17:35:54 +00:00
fixed_t predictedz = 0 ;
2015-04-29 05:35:54 +00:00
# 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 ;
2015-04-29 05:35:54 +00:00
# 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 ) {
2015-04-29 05:35:54 +00:00
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 ;
}
2015-05-15 17:35:54 +00:00
} else if ( P_IsObjectOnGround ( mo ) & & ! mo - > momz )
2015-05-15 15:23:53 +00:00
predictedz = mo - > z ;
2015-04-29 05:35:54 +00:00
# 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 ) ;
2017-01-24 20:21:50 +00:00
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
2016-08-13 22:43:22 +00:00
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
}
2017-01-21 23:49:18 +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
2017-01-23 01:39:12 +00:00
# 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 ) ;
2017-01-23 01:39:12 +00:00
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 ) ;
2017-01-23 01:39:12 +00:00
}
# endif
2014-03-15 16:59:03 +00:00
P_SlideMove ( mo ) ;
2017-02-06 20:19:17 +00:00
if ( player )
2017-02-06 20:36:21 +00:00
player - > powers [ pw_pushing ] = 3 ;
2014-03-15 16:59:03 +00:00
xmove = ymove = 0 ;
2017-01-23 01:39:12 +00:00
2017-01-23 01:39:12 +00:00
# ifdef ESLOPE
2017-01-23 01:39:12 +00:00
// Wall transfer part 2.
if ( transfermomz & & transferslope ) // Are we "transferring onto the wall" (really just a disguised vertical launch)?
2017-01-23 01:39:12 +00:00
{
2017-01-23 01:39:12 +00:00
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!
2017-01-23 01:39:12 +00:00
{
mo - > momz = transfermomz ;
2017-01-23 01:39:12 +00:00
mo - > standingslope = NULL ;
2017-01-23 01:39:12 +00:00
}
}
# 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 ;
}
2016-08-13 22:43:22 +00:00
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 ;
2015-04-29 05:35:54 +00:00
# ifdef ESLOPE
if ( moved & & oldslope ) { // Check to see if we ran off
2015-05-15 15:23:53 +00:00
2015-04-29 05:35:54 +00:00
if ( oldslope ! = mo - > standingslope ) { // First, compare different slopes
2015-05-15 17:35:54 +00:00
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 ;
2015-04-29 05:35:54 +00:00
// Now compare the Zs of the different quantizations
2015-05-15 17:35:54 +00:00
if ( oldangle - newangle > ANG30 & & oldangle - newangle < ANGLE_180 ) { // Allow for a bit of sticking - this value can be adjusted later
2015-04-29 05:35:54 +00:00
mo - > standingslope = oldslope ;
P_SlopeLaunch ( mo ) ;
2015-05-15 17:35:54 +00:00
//CONS_Printf("launched off of slope - ");
2015-04-29 05:35:54 +00:00
}
2015-05-15 17:35:54 +00:00
/*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));
2015-04-29 05:35:54 +00:00
P_SlopeLaunch ( mo ) ;
}
2015-05-15 15:23:53 +00:00
} else if ( moved & & mo - > standingslope & & predictedz ) {
2015-05-15 17:35:54 +00:00
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
2015-05-15 17:35:54 +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 ;
2015-05-15 17:35:54 +00:00
//CONS_Printf("Launched off of flat surface running into downward slope\n");
2015-05-15 15:23:53 +00:00
}
2015-04-29 05:35:54 +00:00
}
# endif
2014-03-15 16:59:03 +00:00
// Check the gravity status.
P_CheckGravity ( mo , false ) ;
2017-03-14 18:11:17 +00:00
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 ;
2017-03-14 18:11:17 +00:00
if ( player & & player - > powers [ pw_carry ] = = CR_NIGHTSMODE )
2016-05-15 21:09:22 +00:00
return ; // no friction for NiGHTS players
2015-05-22 17:33:12 +00:00
# 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 ) ;
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 ) )
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
2014-03-15 16:59:03 +00:00
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 ;
2015-05-17 16:53:28 +00:00
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 ) ) ;
2015-01-01 19:50:31 +00:00
thingtop = mo - > z + mo - > height ;
for ( rover = sector - > ffloors ; rover ; rover = rover - > next )
2014-03-15 16:59:03 +00:00
{
2015-01-01 19:50:31 +00:00
if ( ! ( rover - > flags & FF_EXISTS ) )
continue ;
2014-03-15 16:59:03 +00:00
2015-05-17 16:53:28 +00:00
topheight = P_GetFOFTopZ ( mo , sector , rover , mo - > x , mo - > y , NULL ) ;
bottomheight = P_GetFOFBottomZ ( mo , sector , rover , mo - > x , mo - > y , NULL ) ;
2016-06-06 17:30:58 +00:00
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
;
2016-06-06 17:30:58 +00:00
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.
2015-01-01 19:50:31 +00:00
continue ;
if ( rover - > flags & FF_QUICKSAND )
2014-03-15 16:59:03 +00:00
{
2015-01-01 19:50:31 +00:00
switch ( motype )
2014-03-15 16:59:03 +00:00
{
2015-01-01 19:50:31 +00:00
case 2 : // scenery does things differently for some reason
2015-05-17 16:53:28 +00:00
if ( mo - > z < topheight & & bottomheight < thingtop )
2015-01-01 19:50:31 +00:00
{
2014-03-15 16:59:03 +00:00
mo - > floorz = mo - > z ;
2015-01-01 19:50:31 +00:00
continue ;
}
break ;
default :
2015-05-17 16:53:28 +00:00
if ( mo - > z < topheight & & bottomheight < thingtop )
2015-01-01 19:50:31 +00:00
{
if ( mo - > floorz < mo - > z )
mo - > floorz = mo - > z ;
}
continue ; // This is so you can jump/spring up through quicksand from below.
2014-03-15 16:59:03 +00:00
}
2015-01-01 19:50:31 +00:00
}
2014-03-15 16:59:03 +00:00
2015-05-17 16:53:28 +00:00
delta1 = mo - > z - ( bottomheight + ( ( topheight - bottomheight ) / 2 ) ) ;
delta2 = thingtop - ( bottomheight + ( ( topheight - bottomheight ) / 2 ) ) ;
2016-06-06 17:30:58 +00:00
2015-05-17 16:53:28 +00:00
if ( topheight > mo - > floorz & & abs ( delta1 ) < abs ( delta2 )
2016-06-06 19:57:50 +00:00
& & ( rover - > flags & FF_SOLID ) // Non-FF_SOLID Mario blocks are only solid from bottom
2016-06-06 19:53:29 +00:00
& & ! ( rover - > flags & FF_REVERSEPLATFORM )
2016-09-22 20:08:36 +00:00
& & ( ( 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)
2015-01-01 19:50:31 +00:00
{
2015-05-17 16:53:28 +00:00
mo - > floorz = topheight ;
2015-01-01 19:50:31 +00:00
}
2015-05-17 16:53:28 +00:00
if ( bottomheight < mo - > ceilingz & & abs ( delta1 ) > = abs ( delta2 )
2016-06-06 17:11:23 +00:00
& & ! ( rover - > flags & FF_PLATFORM )
2016-11-20 19:21:10 +00:00
& & ( ( 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
2015-01-01 19:50:31 +00:00
{
2015-05-17 16:53:28 +00:00
mo - > ceilingz = bottomheight ;
2015-01-01 19:50:31 +00:00
}
}
}
//
// 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 ;
2014-03-15 16:59:03 +00:00
}
2015-01-01 19:50:31 +00:00
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 ) ;
2014-03-15 16:59:03 +00:00
}
2015-01-01 19:50:31 +00:00
}
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 ) ;
2014-03-15 16:59:03 +00:00
// adjust height
2015-05-29 17:53:06 +00:00
if ( mo - > eflags & MFE_APPLYPMOMZ & & ! P_IsObjectOnGround ( mo ) )
2014-03-15 16:59:03 +00:00
{
mo - > momz + = mo - > pmomz ;
2015-05-29 17:53:06 +00:00
mo - > eflags & = ~ MFE_APPLYPMOMZ ;
2014-03-15 16:59:03 +00:00
}
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 ;
2014-08-04 03:49:33 +00:00
mo - > momz = 0 ;
2014-03-15 16:59:03 +00:00
}
}
boolean P_CheckDeathPitCollide ( mobj_t * mo )
{
I_Assert ( mo ! = NULL ) ;
I_Assert ( ! P_MobjWasRemoved ( mo ) ) ;
2017-04-04 15:50:33 +00:00
if ( mo - > player & & mo - > player - > pflags & PF_GODMODE )
return false ;
2014-03-15 16:59:03 +00:00
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 ) ) ;
2016-11-02 20:32:36 +00:00
{
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 ;
}
2014-03-15 16:59:03 +00:00
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 )
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
// adjust height
2015-05-29 17:53:06 +00:00
if ( mo - > eflags & MFE_APPLYPMOMZ & & ! P_IsObjectOnGround ( mo ) )
2014-03-15 16:59:03 +00:00
{
mo - > momz + = mo - > pmomz ;
2015-05-29 17:53:06 +00:00
mo - > eflags & = ~ MFE_APPLYPMOMZ ;
2014-03-15 16:59:03 +00:00
}
mo - > z + = mo - > momz ;
2016-06-02 13:39:41 +00:00
# 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
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 )
2014-03-15 16:59:03 +00:00
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 ;
2016-08-21 12:55:16 +00:00
case MT_SPINFIRE :
if ( P_CheckDeathPitCollide ( mo ) )
{
P_RemoveMobj ( mo ) ;
return false ;
}
2016-09-29 20:25:15 +00:00
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 ) ) )
2016-08-21 12:55:16 +00:00
{
mo - > flags | = MF_NOGRAVITY ;
2016-09-29 20:25:15 +00:00
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 ) ;
2016-08-21 12:55:16 +00:00
}
break ;
2014-03-15 16:59:03 +00:00
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 :
2016-05-29 15:47:38 +00:00
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 :
2017-07-18 13:17:10 +00:00
case MT_WALLSPIKE :
2014-03-15 16:59:03 +00:00
// Dead spike particles disappear upon ground contact
2017-07-18 13:17:10 +00:00
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 )
{
2015-02-13 16:15:58 +00:00
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
{
2015-05-23 03:07:07 +00:00
vector3_t mom ;
2015-05-22 17:33:12 +00:00
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 ;
2015-05-22 17:33:12 +00:00
# ifdef ESLOPE
2017-05-14 13:47:09 +00:00
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 ;
2016-08-14 14:43:44 +00:00
return true ;
2016-08-14 05:03:00 +00:00
}
2015-05-25 18:25:23 +00:00
P_CheckPosition ( mo , mo - > x , mo - > y ) ; // Sets mo->standingslope correctly
2016-06-30 22:23:50 +00:00
if ( ( ( mo - > eflags & MFE_VERTICALFLIP ) ? tmceilingslope : tmfloorslope ) & & ( mo - > type ! = MT_STEAM ) )
{
2015-05-25 18:25:23 +00:00
mo - > standingslope = ( mo - > eflags & MFE_VERTICALFLIP ) ? tmceilingslope : tmfloorslope ;
2016-06-12 18:27:34 +00:00
P_ReverseQuantizeMomentumToSlope ( & mom , mo - > standingslope ) ;
2015-05-22 17:33:12 +00:00
}
# endif
2014-03-15 16:59:03 +00:00
// hit the floor
if ( mo - > type = = MT_FIREBALL ) // special case for the fireball
2015-05-22 17:33:12 +00:00
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?)
2015-05-22 17:33:12 +00:00
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.
2015-05-22 17:33:12 +00:00
if ( abs ( mom . z ) < FixedMul ( FRACUNIT , mo - > scale ) )
2014-03-15 16:59:03 +00:00
{
2015-05-22 17:33:12 +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
2015-05-22 17:33:12 +00:00
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 ) ;
2014-08-04 03:49:33 +00:00
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 ;
}
}
}
2015-05-22 17:33:12 +00:00
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
2015-05-22 17:33:12 +00:00
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 )
2015-05-22 17:33:12 +00:00
mom . z = - FixedDiv ( mom . z , 10 * FRACUNIT ) ;
2014-03-15 16:59:03 +00:00
else
2015-05-22 17:33:12 +00:00
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 )
{
2015-05-22 17:33:12 +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
{
2016-08-18 19:09:35 +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.
2015-05-22 17:33:12 +00:00
mom . z + = P_MobjFlip ( mo ) * FixedMul ( 6 * FRACUNIT , mo - > scale ) ;
2014-03-15 16:59:03 +00:00
2016-03-27 14:33:15 +00:00
if ( P_RandomChance ( FRACUNIT / 2 ) )
2015-05-22 17:33:12 +00:00
mom . x + = FixedMul ( 6 * FRACUNIT , mo - > scale ) ;
2014-03-15 16:59:03 +00:00
else
2015-05-22 17:33:12 +00:00
mom . x - = FixedMul ( 6 * FRACUNIT , mo - > scale ) ;
2014-03-15 16:59:03 +00:00
2016-03-27 14:33:15 +00:00
if ( P_RandomChance ( FRACUNIT / 2 ) )
2015-05-22 17:33:12 +00:00
mom . y + = FixedMul ( 6 * FRACUNIT , mo - > scale ) ;
2014-03-15 16:59:03 +00:00
else
2015-05-22 17:33:12 +00:00
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 )
{
2015-05-22 17:33:12 +00:00
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 ) ) ;
2015-05-22 17:33:12 +00:00
mom . z / = 2 ; // Rocks not so bouncy
2014-03-15 16:59:03 +00:00
2015-05-22 17:33:12 +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 )
{
2015-05-22 17:33:12 +00:00
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 ) )
2015-05-22 17:33:12 +00:00
mom . z = tmfloorthing - > momz ;
2014-03-15 16:59:03 +00:00
else if ( ! tmfloorthing )
2015-05-22 17:33:12 +00:00
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 ) )
2015-05-22 17:33:12 +00:00
mom . z = tmfloorthing - > momz ;
# ifdef ESLOPE
2016-06-30 22:23:50 +00:00
if ( mo - > standingslope ) { // MT_STEAM will never have a standingslope, see above.
2015-05-22 17:33:12 +00:00
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 =
2017-10-14 20:11:08 +00:00
( FixedMul ( 41 * mo - > player - > height / 48 , mo - > scale ) - mo - > player - > viewheight ) > > 3 ;
2014-03-15 16:59:03 +00:00
}
// adjust height
2015-05-29 17:53:06 +00:00
if ( mo - > eflags & MFE_APPLYPMOMZ & & ! P_IsObjectOnGround ( mo ) )
2014-03-15 16:59:03 +00:00
{
mo - > momz + = mo - > pmomz ;
2015-05-29 17:53:06 +00:00
mo - > eflags & = ~ MFE_APPLYPMOMZ ;
2015-05-29 09:47:01 +00:00
}
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 ;
2015-05-15 17:35:54 +00:00
# ifdef ESLOPE
2016-02-23 22:53:24 +00:00
if ( mo - > standingslope )
{
if ( mo - > flags & MF_NOCLIPHEIGHT )
mo - > standingslope = NULL ;
else if ( ! P_IsObjectOnGround ( mo ) )
2015-05-15 17:35:54 +00:00
P_SlopeLaunch ( mo ) ;
2016-02-23 22:53:24 +00:00
}
2015-05-15 17:35:54 +00:00
# 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 ;
2017-03-14 18:11:17 +00:00
if ( mo - > player - > powers [ pw_carry ] = = CR_NIGHTSMODE )
2014-03-15 16:59:03 +00:00
{
2016-05-15 21:09:22 +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.
2015-05-29 18:57:53 +00:00
if ( mo - > player - > panim = = PA_PAIN )
2014-03-15 16:59:03 +00:00
P_SetPlayerMobjState ( mo , S_PLAY_STND ) ;
2015-05-13 21:15:32 +00:00
# ifdef ESLOPE
2015-05-15 17:35:54 +00:00
if ( ! mo - > standingslope & & ( mo - > eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope ) ) {
2015-05-13 21:15:32 +00:00
// Handle landing on slope during Z movement
P_HandleSlopeLanding ( mo , ( mo - > eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope ) ) ;
2015-05-15 17:35:54 +00:00
}
2015-05-13 21:15:32 +00:00
# endif
2014-03-15 16:59:03 +00:00
if ( P_MobjFlip ( mo ) * mo - > momz < 0 ) // falling
{
2016-10-12 22:47:18 +00:00
boolean clipmomz = ! ( P_CheckDeathPitCollide ( mo ) ) ;
2016-09-29 20:25:15 +00:00
2015-05-29 17:53:06 +00:00
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),
2015-05-29 17:53:06 +00:00
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
2016-06-09 13:56:24 +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.
2015-05-29 17:53:06 +00:00
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
{
2017-03-19 16:48:35 +00:00
mo - > momx > > = 1 ;
mo - > momy > > = 1 ;
2014-03-15 16:59:03 +00:00
}
}
2017-09-15 19:34:46 +00:00
clipmomz = P_PlayerHitFloor ( mo - > player ) ;
2014-03-15 16:59:03 +00:00
}
2017-09-15 19:34:46 +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 ;
2016-09-29 20:25:15 +00:00
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 ;
2017-03-14 18:11:17 +00:00
if ( mo - > player - > powers [ pw_carry ] = = CR_NIGHTSMODE )
2014-03-15 16:59:03 +00:00
{
2016-05-15 21:09:22 +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 ;
2015-05-29 17:53:06 +00:00
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...
2016-06-09 13:16:02 +00:00
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!
2016-06-04 17:59:24 +00:00
{
2014-03-15 16:59:03 +00:00
// DO THE MARIO!
2016-06-06 17:30:58 +00:00
if ( rover - > flags & FF_SHATTERBOTTOM ) // Brick block!
2016-06-04 17:59:24 +00:00
EV_CrumbleChain ( node - > m_sector , rover ) ;
else // Question block!
2016-06-06 17:30:58 +00:00
EV_MarioBlock ( rover , node - > m_sector , mo ) ;
2016-06-04 17:59:24 +00:00
}
2014-03-15 16:59:03 +00:00
}
} // Ugly ugly billions of braces! Argh!
}
// hit the ceiling
if ( mariomode )
S_StartSound ( mo , sfx_mario1 ) ;
2015-05-29 17:53:06 +00:00
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
2015-05-29 17:53:06 +00:00
if ( mo - > eflags & MFE_APPLYPMOMZ & & ! P_IsObjectOnGround ( mo ) )
2014-03-15 16:59:03 +00:00
{
mo - > momz + = mo - > pmomz ;
2015-05-29 17:53:06 +00:00
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
{
2016-03-27 14:33:15 +00:00
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 ) )
{
2017-01-01 16:24:47 +00:00
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 )
{
2016-11-02 20:32:36 +00:00
fixed_t topheight =
# ifdef ESLOPE
* rover - > t_slope ? P_GetZAt ( * rover - > t_slope , player - > mo - > x , player - > mo - > y ) :
# endif
* rover - > topheight ;
2017-03-14 18:11:17 +00:00
if ( ! player - > powers [ pw_carry ] & & ! player - > homing
2017-06-23 16:19:06 +00:00
& & ( ( 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 )
2016-11-02 20:32:36 +00:00
& & 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 ;
2016-09-03 19:00:29 +00:00
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.
2016-09-03 19:00:29 +00:00
fixed_t height = ( p ? P_GetPlayerHeight ( p ) : mobj - > height ) ; // for players, calculation height does not necessarily match actual height for gameplay reasons (spin, etc)
2016-12-13 21:48:16 +00:00
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.
2015-05-21 00:21:44 +00:00
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 )
{
2015-10-10 16:57:35 +00:00
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 ;
2015-10-10 16:57:35 +00:00
topheight = * rover - > topheight ;
bottomheight = * rover - > bottomheight ;
2014-11-19 00:45:57 +00:00
2015-05-17 16:53:28 +00:00
# ifdef ESLOPE
if ( * rover - > t_slope )
topheight = P_GetZAt ( * rover - > t_slope , mobj - > x , mobj - > y ) ;
2014-11-19 00:45:57 +00:00
2015-05-17 16:53:28 +00:00
if ( * rover - > b_slope )
bottomheight = P_GetZAt ( * rover - > b_slope , mobj - > x , mobj - > y ) ;
# endif
2014-11-19 00:45:57 +00:00
2014-03-15 16:59:03 +00:00
if ( mobj - > eflags & MFE_VERTICALFLIP )
{
2016-09-03 19:00:29 +00:00
if ( topheight < ( thingtop - ( height > > 1 ) )
2014-11-19 00:45:57 +00:00
| | bottomheight > thingtop )
2014-03-15 16:59:03 +00:00
continue ;
}
else
{
2014-11-19 00:45:57 +00:00
if ( topheight < mobj - > z
2016-09-03 19:00:29 +00:00
| | bottomheight > ( mobj - > z + ( height > > 1 ) ) )
2014-03-15 16:59:03 +00:00
continue ;
}
// Set the watertop and waterbottom
2014-11-19 00:45:57 +00:00
mobj - > watertop = topheight ;
mobj - > waterbottom = bottomheight ;
2014-03-15 16:59:03 +00:00
// Just touching the water?
2016-09-03 19:00:29 +00:00
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?
2016-09-03 19:00:29 +00:00
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 ;
}
}
2016-09-03 19:00:29 +00:00
// 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 ] ) ) )
{
2016-10-19 23:33:12 +00:00
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 ;
2016-10-13 14:13:33 +00:00
}
2014-03-15 16:59:03 +00:00
}
// Drown timer setting
2016-10-13 14:13:33 +00:00
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 ;
}
2016-10-13 14:13:33 +00:00
2016-12-13 21:48:16 +00:00
if ( wasgroundpounding )
2016-10-19 23:33:12 +00:00
{
2016-10-13 14:13:33 +00:00
p - > pflags & = ~ PF_SHIELDABILITY ;
2016-10-19 23:33:12 +00:00
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.
2016-09-03 19:00:29 +00:00
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 ;
2016-12-13 21:48:16 +00:00
if ( ! wasgroundpounding & & ( mobj - > eflags & MFE_GOOWATER | | wasingoo ) ) { // Decide what happens to your momentum when you enter/leave goopy water.
2015-04-04 22:39:32 +00:00
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 )
{
2016-09-03 19:00:29 +00:00
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 )
{
2016-09-03 19:00:29 +00:00
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 + + )
{
2016-03-27 14:33:15 +00:00
// 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.
2016-03-27 14:33:15 +00:00
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.
2015-05-21 00:21:44 +00:00
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 ;
2015-05-21 00:21:44 +00:00
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 ;
2015-05-21 00:21:44 +00:00
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
2016-09-03 19:00:29 +00:00
| | bottomheight > ( mobj - > z + ( mobj - > height > > 1 ) ) )
2014-03-15 16:59:03 +00:00
continue ;
2016-09-03 19:00:29 +00:00
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
2015-05-21 00:21:44 +00:00
mobj - > watertop = topheight ;
mobj - > waterbottom = bottomheight ;
2014-03-15 16:59:03 +00:00
2016-09-03 19:00:29 +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
2015-05-21 14:36:20 +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
2015-05-21 14:36:20 +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
2015-02-13 16:15:58 +00:00
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 ;
2017-03-14 18:11:17 +00:00
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 ;
2015-05-29 17:53:06 +00:00
if ( thiscam - > momz | | player - > mo - > pmomz )
2014-03-15 16:59:03 +00:00
{
// adjust height
2015-05-29 17:53:06 +00:00
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 ) ;
2015-05-29 08:34:53 +00:00
I_Assert ( mobj - > player ! = NULL ) ;
2014-03-15 16:59:03 +00:00
I_Assert ( ! P_MobjWasRemoved ( mobj ) ) ;
P_MobjCheckWater ( mobj ) ;
2015-04-29 05:35:54 +00:00
# ifdef ESLOPE
P_ButteredSlope ( mobj ) ;
# endif
2014-03-15 16:59:03 +00:00
// momentum movement
mobj - > eflags & = ~ MFE_JUSTSTEPPEDDOWN ;
2016-12-23 17:31:07 +00:00
if ( mobj - > state - states = = S_PLAY_BOUNCE_LANDING )
2016-12-23 23:13:31 +00:00
goto animonly ; // no need for checkposition - doesn't move at ALL
2016-12-23 17:31:07 +00:00
2014-03-15 16:59:03 +00:00
// Zoom tube
2016-09-23 22:48:48 +00:00
if ( mobj - > tracer )
2014-03-15 16:59:03 +00:00
{
2016-09-23 23:37:18 +00:00
if ( mobj - > player - > powers [ pw_carry ] = = CR_ZOOMTUBE | | mobj - > player - > powers [ pw_carry ] = = CR_ROPEHANG )
2016-09-23 22:48:48 +00:00
{
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 ) ;
2015-05-29 08:34:53 +00:00
if ( ! ( netgame & & mobj - > player - > spectator ) )
2014-03-15 16:59:03 +00:00
{
// Crumbling platforms
2016-06-09 13:56:24 +00:00
for ( node = mobj - > touching_sectorlist ; node ; node = node - > m_sectorlist_next )
2014-03-15 16:59:03 +00:00
{
2015-05-21 15:17:53 +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 ;
2015-05-24 17:53:30 +00:00
topheight = P_GetSpecialTopZ ( mobj , sectors + rover - > secnum , node - > m_sector ) ;
bottomheight = P_GetSpecialBottomZ ( mobj , sectors + rover - > secnum , node - > m_sector ) ;
2015-05-21 15:17:53 +00:00
2015-05-24 17:53:30 +00:00
if ( ( topheight = = mobj - > z & & ! ( mobj - > eflags & MFE_VERTICALFLIP ) )
| | ( bottomheight = = mobj - > z + mobj - > height & & mobj - > eflags & MFE_VERTICALFLIP ) ) // You nut.
2014-03-15 16:59:03 +00:00
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 ;
2016-06-09 13:56:24 +00:00
for ( node = mobj - > touching_sectorlist ; node ; node = node - > m_sectorlist_next )
2014-03-15 16:59:03 +00:00
{
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 )
{
2016-06-09 13:56:24 +00:00
for ( node = mobj - > touching_sectorlist ; node ; node = node - > m_sectorlist_next )
2014-03-15 16:59:03 +00:00
{
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 )
2014-08-04 03:49:33 +00:00
| | P_IsObjectInGoop ( mobj ) )
2014-03-15 16:59:03 +00:00
{
P_PlayerZMovement ( mobj ) ;
P_CheckPosition ( mobj , mobj - > x , mobj - > y ) ; // Need this to pick up objects!
if ( P_MobjWasRemoved ( mobj ) )
return ;
}
else
{
2017-03-22 18:51:30 +00:00
if ( ! ( mobj - > player - > powers [ pw_carry ] = = CR_NIGHTSMODE ) ) // used for drilling
mobj - > player - > pflags & = ~ PF_STARTJUMP ;
2017-03-18 21:06:06 +00:00
mobj - > player - > pflags & = ~ ( PF_JUMPED | PF_NOJUMPDAMAGE ) ;
2015-05-29 08:34:53 +00:00
if ( mobj - > player - > secondjump | | mobj - > player - > powers [ pw_tailsfly ] )
2014-08-04 03:49:33 +00:00
{
2015-05-29 08:34:53 +00:00
mobj - > player - > secondjump = 0 ;
mobj - > player - > powers [ pw_tailsfly ] = 0 ;
2015-06-18 14:54:53 +00:00
P_SetPlayerMobjState ( mobj , S_PLAY_WALK ) ;
2014-08-04 03:49:33 +00:00
}
2014-03-15 16:59:03 +00:00
mobj - > eflags & = ~ MFE_JUSTHITFLOOR ;
}
animonly :
2016-11-10 18:27:01 +00:00
P_CyclePlayerMobjState ( mobj ) ;
2014-03-15 16:59:03 +00:00
}
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 ;
2016-03-12 23:03:56 +00:00
mobj - > floorz =
# ifdef ESLOPE
mobjsecsubsec - > f_slope ? P_GetZAt ( mobjsecsubsec - > f_slope , mobj - > x , mobj - > y ) :
# endif
mobjsecsubsec - > floorheight ;
2014-03-15 16:59:03 +00:00
if ( mobjsecsubsec - > ffloors )
{
ffloor_t * rover ;
2016-03-12 23:03:56 +00:00
fixed_t topheight ;
2014-03-15 16:59:03 +00:00
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 ;
2016-03-12 23:03:56 +00:00
# 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 ;
2014-03-15 16:59:03 +00:00
}
}
}
void P_RecalcPrecipInSector ( sector_t * sector )
{
mprecipsecnode_t * psecnode ;
if ( ! sector )
return ;
sector - > moved = true ; // Recalc lighting and things too, maybe
2016-06-09 13:16:02 +00:00
for ( psecnode = sector - > touching_preciplist ; psecnode ; psecnode = psecnode - > m_thinglist_next )
2014-03-15 16:59:03 +00:00
CalculatePrecipFloor ( psecnode - > m_thing ) ;
}
//
// P_NullPrecipThinker
//
// For "Blank" precipitation
//
void P_NullPrecipThinker ( precipmobj_t * mobj )
{
( void ) mobj ;
}
void P_SnowThinker ( precipmobj_t * mobj )
{
2016-02-09 10:39:16 +00:00
P_CycleStateAnimation ( ( mobj_t * ) mobj ) ;
2014-03-15 16:59:03 +00:00
// adjust height
if ( ( mobj - > z + = mobj - > momz ) < = mobj - > floorz )
mobj - > z = mobj - > ceilingz ;
}
void P_RainThinker ( precipmobj_t * mobj )
{
2016-02-09 10:39:16 +00:00
P_CycleStateAnimation ( ( mobj_t * ) mobj ) ;
2014-03-15 16:59:03 +00:00
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 )
2016-03-27 14:33:15 +00:00
actor - > lastlook = P_RandomByte ( ) ;
2014-03-15 16:59:03 +00:00
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 ;
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if ( player - > mo - > health < = 0 )
continue ; //dead
2014-03-15 16:59:03 +00:00
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 ;
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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 ;
}
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if ( mobj - > flags2 & MF2_SKULLFLY )
{
2016-09-29 12:06:07 +00:00
fixed_t dist = ( mobj - > eflags & MFE_VERTICALFLIP )
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? ( ( mobj - > ceilingz - ( 2 * mobj - > height ) ) - ( mobj - > z + mobj - > height ) )
: ( mobj - > z - ( mobj - > floorz + ( 2 * mobj - > height ) ) ) ;
2016-09-29 12:06:07 +00:00
if ( dist > 0 & & P_MobjFlip ( mobj ) * mobj - > momz > 0 )
mobj - > momz = FixedMul ( mobj - > momz , FRACUNIT - ( dist > > 12 ) ) ;
2016-09-29 11:36:20 +00:00
}
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 ;
}
2015-01-01 19:50:31 +00:00
if ( mobj - > state = = & states [ mobj - > info - > spawnstate ] & & mobj - > health > mobj - > info - > damage )
2014-03-15 16:59:03 +00:00
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 )
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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.
2014-08-04 03:49:33 +00:00
thinker_t * th ;
mobj_t * mo2 ;
2014-03-15 16:59:03 +00:00
mobj_t * dummy ;
SINT8 way = mobj - > threshold - 1 ; // 0 through 4.
SINT8 way2 ;
2014-08-05 23:59:40 +00:00
2014-08-04 03:49:33 +00:00
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 ;
}
2014-03-15 16:59:03 +00:00
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 )
{
2014-05-02 21:24:20 +00:00
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 ;
2017-01-02 19:04:33 +00:00
fixed_t dist , bz = mobj - > watertop + ( 16 < < FRACBITS ) ;
2014-03-15 16:59:03 +00:00
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 ;
2017-01-02 19:04:33 +00:00
fixed_t dist , bz = mobj - > watertop + ( 16 < < FRACBITS ) ;
2014-03-15 16:59:03 +00:00
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 )
{
2014-05-02 21:24:20 +00:00
const UINT16 tag = 65534 ;
2014-03-15 16:59:03 +00:00
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 )
2015-02-13 16:15:58 +00:00
P_KillMobj ( seg , NULL , NULL , 0 ) ;
2014-03-15 16:59:03 +00:00
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.
2017-01-02 19:04:33 +00:00
mobj - > watertop = mobj - > z ;
2014-03-15 16:59:03 +00:00
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 ;
2017-01-02 19:04:33 +00:00
if ( mobj - > z < mobj - > watertop + ( 512 < < FRACBITS ) )
2014-03-15 16:59:03 +00:00
mobj - > momz = 8 * FRACUNIT ;
else
{
mobj - > momz = 0 ;
mobj - > movedir + + ;
}
mobj - > movecount + = 400 < < ( FRACBITS > > 1 ) ;
mobj - > movecount % = 360 * FRACUNIT ;
2017-01-02 19:04:33 +00:00
z = mobj - > z - mobj - > watertop - mobjinfo [ MT_EGGMOBILE4_MACE ] . height - mobj - > height / 2 ;
2014-03-15 16:59:03 +00:00
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 ) ) )
2014-03-15 16:59:03 +00:00
mobj - > momz = 8 * FRACUNIT ;
else
mobj - > momz = 0 ;
mobj - > movecount + = ( 800 + 800 * ( mobj - > info - > damage - mobj - > health ) ) < < ( FRACBITS > > 1 ) ;
mobj - > movecount % = 360 * FRACUNIT ;
2017-01-02 19:04:33 +00:00
P_Boss4PinchSpikeballs ( mobj , FixedAngle ( mobj - > movecount ) , mobj - > z - mobj - > watertop - mobjinfo [ MT_EGGMOBILE4_MACE ] . height - mobj - > height / 2 ) ;
2014-03-15 16:59:03 +00:00
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 )
{
2016-03-27 14:33:15 +00:00
mobj - > reactiontime + = P_RandomByte ( ) ;
2014-03-15 16:59:03 +00:00
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 ;
2015-02-13 16:15:58 +00:00
P_KillMobj ( mobj , NULL , NULL , 0 ) ;
2014-03-15 16:59:03 +00:00
// 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!
2015-02-13 16:15:58 +00:00
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 ;
2017-03-15 21:51:35 +00:00
if ( players [ i ] . powers [ pw_carry ] = = CR_BRAKGOOP )
2014-03-15 16:59:03 +00:00
{
closestNum = - 1 ;
2017-03-15 21:51:35 +00:00
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 )
{
2016-03-27 14:33:15 +00:00
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 )
2016-03-27 14:33:15 +00:00
waypointNum = 1 + ( P_RandomFixed ( ) & 1 ) ;
2014-03-15 16:59:03 +00:00
// 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 ;
2015-02-13 16:15:58 +00:00
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 )
2016-03-27 14:33:15 +00:00
S_StartSound ( 0 , sfx_bedie1 + ( P_RandomFixed ( ) & 1 ) ) ;
2014-03-15 16:59:03 +00:00
}
2017-02-12 01:28:12 +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 ;
2017-02-13 18:04:08 +00:00
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 ;
}
2014-03-15 16:59:03 +00:00
if ( ( ! mobj - > target | | ! ( mobj - > target - > flags & MF_SHOOTABLE ) ) )
{
2017-02-14 02:07:08 +00:00
if ( mobj - > tracer )
P_RemoveMobj ( mobj - > tracer ) ;
2014-03-15 16:59:03 +00:00
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.
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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 ) ) ;
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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 ) ;
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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 ) {
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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 ;
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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 ) ;
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if ( ! mobj - > reactiontime )
S_StartSound ( mobj , sfx_zoom ) ; // zoom!
}
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}
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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 - - ;
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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 ) ;
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mobj - > momz = 4 * FRACUNIT ;
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mobj - > flags & = ~ MF_PAIN ;
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mobj - > fuse = 10 * TICRATE ;
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mobj - > movecount = 0 ;
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P_SpawnMobjFromMobj ( mobj , 0 , 0 , 0 , MT_CYBRAKDEMON_VILE_EXPLOSION ) ;
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P_SetMobjState ( mobj , mobj - > info - > meleestate ) ;
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} 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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}
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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!!
2014-03-23 16:00:29 +00:00
if ( mobj - > health > mobj - > info - > damage )
{
mobj_t * removemobj = mobj - > tracer ;
P_SetTarget ( & mobj - > tracer , mobj - > hnext ) ;
P_RemoveMobj ( removemobj ) ;
}
2014-03-15 16:59:03 +00:00
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 )
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mobj - > threshold = 12 ; // bounce 12 times
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else
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mobj - > threshold = 24 ; // bounce 24 times
2014-03-15 16:59:03 +00:00
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!
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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.
}
}
}
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# 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 ;
2014-03-15 16:59:03 +00:00
//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 ;
2014-03-15 16:59:03 +00:00
// 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 ] ;
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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 ;
2016-09-27 10:32:34 +00:00
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
2018-04-01 19:54:19 +00:00
// Spins a hnext-chain of objects around its centerpoint, side to side or periodically.
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
//
2018-04-01 19:54:19 +00:00
void P_MaceRotate ( mobj_t * center , INT32 baserot , INT32 baseprevrot )
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
{
2018-04-01 19:54:19 +00:00
TVector unit , baseuo , unitoffset ;
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
TVector * res ;
2018-04-01 19:54:19 +00:00
fixed_t radius , dist , wah ;
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
angle_t fa ;
2018-04-01 19:54:19 +00:00
//boolean donetwice = false;
boolean dosound = false ;
mobj_t * mobj = center - > hnext , * hnext = NULL ;
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
// Tracer was removed.
2018-04-01 19:54:19 +00:00
/*if (!mobj->health)
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 ;
else if ( ! mobj - > tracer )
{
P_KillMobj ( mobj , NULL , NULL , 0 ) ;
return ;
2018-04-01 19:54:19 +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
2018-04-01 19:54:19 +00:00
INT32 rot = ( baserot & = FINEMASK ) ;
INT32 prevrot = ( baseprevrot & = FINEMASK ) ;
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
2018-04-01 19:54:19 +00:00
INT32 lastthreshold = FINEMASK ; // needs to never be equal at start of loop
fixed_t lastfriction = INT32_MIN ; // ditto; almost certainly never, but...
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
2018-04-01 19:54:19 +00:00
fixed_t movefac = unitoffset [ 0 ] = unitoffset [ 1 ] = unitoffset [ 2 ] = 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
2018-04-01 19:54:19 +00:00
baseuo [ 3 ] = 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
2018-04-01 19:54:19 +00:00
while ( mobj )
{
mobj - > momx = mobj - > momy = mobj - > momz = 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
2018-04-01 19:54:19 +00:00
if ( mobj - > threshold ! = lastthreshold
| | mobj - > friction ! = lastfriction )
{
rot = ( baserot + mobj - > threshold ) & FINEMASK ;
prevrot = ( baseprevrot + mobj - > threshold ) & FINEMASK ;
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
2018-04-01 19:54:19 +00:00
fa = ( FixedAngle ( center - > movefactor * FRACUNIT ) > > ANGLETOFINESHIFT ) ; // mpinch
radius = FINECOSINE ( fa ) ;
unit [ 1 ] = - FixedMul ( FINESINE ( fa ) , radius ) ;
unit [ 3 ] = center - > scale ;
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
2018-04-01 19:54:19 +00:00
// Swinging Chain.
if ( center - > flags2 & MF2_STRONGBOX )
{
fixed_t swingmag = FixedMul ( FINECOSINE ( rot ) , center - > lastlook < < FRACBITS ) ;
fixed_t prevswingmag = FINECOSINE ( prevrot ) ;
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
2018-04-01 19:54:19 +00:00
if ( ( prevswingmag > 0 ) ! = ( swingmag > 0 ) ) // just passed its lowest point
dosound = true ;
//S_StartSound(mobj, mobj->info->activesound);
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
2018-04-01 19:54:19 +00:00
fa = ( ( FixedAngle ( swingmag ) > > ANGLETOFINESHIFT ) + mobj - > friction ) & FINEMASK ;
unit [ 0 ] = FixedMul ( FINESINE ( fa ) , - radius ) ;
unit [ 2 ] = FixedMul ( FINECOSINE ( fa ) , - radius ) ;
}
// Rotating Chain.
else
{
angle_t prevfa = ( prevrot + mobj - > friction ) & FINEMASK ;
fa = ( rot + mobj - > friction ) & FINEMASK ;
if ( ! ( prevfa > ( FINEMASK / 2 ) ) & & ( fa > ( FINEMASK / 2 ) ) ) // completed a full swing
dosound = true ;
unit [ 0 ] = FixedMul ( FINECOSINE ( fa ) , radius ) ;
unit [ 2 ] = FixedMul ( FINESINE ( fa ) , radius ) ;
}
// Calculate the angle matrixes for the link.
res = VectorMatrixMultiply ( unit , * RotateXMatrix ( center - > threshold < < ANGLETOFINESHIFT ) ) ;
M_Memcpy ( & unit , res , sizeof ( unit ) ) ;
res = VectorMatrixMultiply ( unit , * RotateZMatrix ( center - > angle ) ) ;
M_Memcpy ( & unit , res , sizeof ( unit ) ) ;
}
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
2018-04-01 19:54:19 +00:00
if ( dosound & & ( mobj - > flags2 & MF2_BOSSNOTRAP ) )
{
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
S_StartSound ( mobj , mobj - > info - > activesound ) ;
2018-04-01 19:54:19 +00:00
dosound = false ;
}
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
2018-04-01 19:54:19 +00:00
dist = ( ( mobj - > info - > speed ) ? mobj - > info - > speed : mobjinfo [ MT_SMALLMACECHAIN ] . speed ) ;
if ( dist * mobj - > movefactor ! = movefac )
{
if ( ! baseuo [ 3 ] )
{
baseuo [ 1 ] = FRACUNIT ;
baseuo [ 3 ] = center - > scale ;
baseuo [ 0 ] = baseuo [ 2 ] = 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
2018-04-01 19:54:19 +00:00
res = VectorMatrixMultiply ( baseuo , * RotateXMatrix ( center - > threshold < < ANGLETOFINESHIFT ) ) ;
M_Memcpy ( & baseuo , res , sizeof ( unit ) ) ;
res = VectorMatrixMultiply ( baseuo , * RotateZMatrix ( center - > angle ) ) ;
M_Memcpy ( & baseuo , res , sizeof ( unit ) ) ;
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
2018-04-01 19:54:19 +00:00
lastthreshold = mobj - > threshold ;
lastfriction = mobj - > friction ;
}
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
2018-04-01 19:54:19 +00:00
if ( mobj - > movefactor )
{
movefac = dist * mobj - > movefactor ;
unitoffset [ 0 ] = FixedMul ( movefac , baseuo [ 0 ] ) ;
unitoffset [ 1 ] = FixedMul ( movefac , baseuo [ 1 ] ) ;
unitoffset [ 2 ] = FixedMul ( movefac , baseuo [ 2 ] ) ;
}
else
movefac = unitoffset [ 0 ] = unitoffset [ 1 ] = unitoffset [ 2 ] = 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
2018-04-01 19:54:19 +00:00
//maceretry:
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
2018-04-01 19:54:19 +00:00
hnext = mobj - > hnext ; // just in case the mobj is removed
P_UnsetThingPosition ( mobj ) ;
// Radius of the link's rotation.
wah = ( dist * mobj - > movecount ) + center - > extravalue1 ;
// Add on the appropriate distances to the center's co-ordinates.
mobj - > x = center - > x + FixedMul ( unit [ 0 ] , wah ) + unitoffset [ 0 ] ;
mobj - > y = center - > y + FixedMul ( unit [ 1 ] , wah ) + unitoffset [ 1 ] ;
mobj - > z = center - > z + FixedMul ( unit [ 2 ] , wah ) + unitoffset [ 2 ] ;
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
2018-04-01 19:54:19 +00:00
// Cut the height to align the link with the axis.
if ( mobj - > type = = MT_SMALLMACECHAIN | | mobj - > type = = MT_BIGMACECHAIN )
mobj - > z - = P_MobjFlip ( mobj ) * mobj - > height / 4 ;
else
mobj - > z - = P_MobjFlip ( mobj ) * mobj - > height / 2 ;
P_SetThingPosition ( mobj ) ;
mobj = hnext ;
}
/*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 ) ;
2018-04-01 19:54:19 +00:00
goto maceretry ; */
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
}
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.
2016-10-23 19:34:43 +00:00
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 ;
}
2016-10-23 19:34:43 +00:00
if ( shield & SH_FORCE & & thing - > movecount ! = ( thing - > target - > player - > powers [ pw_shield ] & SH_FORCEHP ) )
2014-03-15 16:59:03 +00:00
{
2016-09-30 11:15:22 +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 ) ;
2016-09-25 17:21:52 +00:00
P_SetScale ( thing , FixedMul ( thing - > target - > scale , thing - > target - > player - > shieldscale ) ) ;
2016-10-24 12:52:36 +00:00
thing - > destscale = thing - > scale ;
2014-03-15 16:59:03 +00:00
P_UnsetThingPosition ( thing ) ;
2015-11-23 21:04:33 +00:00
thing - > x = thing - > target - > x ;
thing - > y = thing - > target - > y ;
2014-03-15 16:59:03 +00:00
if ( thing - > eflags & MFE_VERTICALFLIP )
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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
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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 ;
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// run shields
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for ( i = 0 ; i < numshields ; i + + )
{
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P_ShieldLook ( shields [ i ] , shields [ i ] - > threshold ) ;
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P_SetTarget ( & shields [ i ] , NULL ) ;
}
numshields = 0 ;
2016-02-09 10:39:16 +00:00
}
2014-03-15 16:59:03 +00:00
2016-02-09 10:39:16 +00:00
static boolean P_AddShield ( mobj_t * thing )
{
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shieldtype_t shield = thing - > threshold ;
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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 ;
}
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if ( ! ( shield & SH_FORCE ) )
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{ // 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
2016-02-09 10:39:16 +00:00
P_SetTarget ( & shields [ numshields + + ] , thing ) ;
return true ;
}
2014-03-15 16:59:03 +00:00
2016-02-09 10:39:16 +00:00
void P_RunOverlays ( void )
{
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// run overlays
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mobj_t * mo , * next = NULL ;
fixed_t destx , desty , zoffs ;
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for ( mo = overlaycap ; mo ; mo = next )
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{
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I_Assert ( ! P_MobjWasRemoved ( mo ) ) ;
// grab next in chain, then unset the chain target
next = mo - > hnext ;
P_SetTarget ( & mo - > hnext , NULL ) ;
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if ( ! mo - > target )
continue ;
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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 ) ;
2016-02-09 10:39:16 +00:00
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 ;
2016-02-09 10:39:16 +00:00
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 ;
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mo - > radius = mo - > target - > radius ;
mo - > height = mo - > target - > height ;
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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
}
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// Called only when MT_OVERLAY thinks.
2014-03-15 16:59:03 +00:00
static void P_AddOverlay ( mobj_t * thing )
{
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I_Assert ( thing ! = NULL ) ;
if ( overlaycap = = NULL )
P_SetTarget ( & overlaycap , thing ) ;
2014-03-15 16:59:03 +00:00
else {
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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
}
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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 ) ;
2016-03-27 14:33:15 +00:00
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 ) ;
2016-03-27 14:33:15 +00:00
if ( P_RandomChance ( FRACUNIT / 64 ) )
2014-03-15 16:59:03 +00:00
{
mobj_t * flame ;
2016-03-27 14:33:15 +00:00
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 ) ;
}
2016-03-27 14:33:15 +00:00
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 ) ;
2015-02-11 20:54:11 +00:00
mobj - > eflags & = ~ ( MFE_PUSHED | MFE_SPRUNG ) ;
2014-03-15 16:59:03 +00:00
2015-05-31 12:57:27 +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
2016-10-19 23:33:12 +00:00
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 ;
}
}
2017-10-04 16:45:03 +00:00
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
// Special thinker for scenery objects
if ( mobj - > flags & MF_SCENERY )
{
# ifdef HAVE_BLUA
if ( LUAh_MobjThinker ( mobj ) )
return ;
if ( P_MobjWasRemoved ( mobj ) )
return ;
# endif
2016-10-23 19:34:43 +00:00
if ( mobj - > flags2 & MF2_SHIELD )
if ( ! P_AddShield ( mobj ) )
return ;
2014-03-15 16:59:03 +00:00
switch ( mobj - > type )
{
2018-04-01 19:54:19 +00:00
case MT_MACEPOINT :
2018-04-01 21:05:59 +00:00
case MT_CHAINMACEPOINT :
2018-04-01 19:54:19 +00:00
case MT_SPRINGBALLPOINT :
2018-04-01 21:05:59 +00:00
case MT_CHAINPOINT :
2018-04-01 19:54:19 +00:00
case MT_FIREBARPOINT :
case MT_CUSTOMMACEPOINT :
case MT_HIDDEN_SLING :
// The following was pretty good, but liked breaking whenever mobj->lastlook changed.
//P_MaceRotate(mobj, ((leveltime + 1) * mobj->lastlook), (leveltime * mobj->lastlook));
P_MaceRotate ( mobj , mobj - > movedir + mobj - > lastlook , mobj - > movedir ) ;
mobj - > movedir = ( mobj - > movedir + mobj - > lastlook ) & FINEMASK ;
break ;
2014-03-15 16:59:03 +00:00
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 ;
2016-10-17 13:39:32 +00:00
case MT_PITY_ORB :
2016-10-13 14:13:33 +00:00
case MT_WHIRLWIND_ORB :
2016-10-17 13:39:32 +00:00
case MT_ARMAGEDDON_ORB :
2016-10-23 19:34:43 +00:00
if ( ! ( mobj - > flags2 & MF2_SHIELD ) )
2014-03-15 16:59:03 +00:00
return ;
break ;
2016-10-13 14:13:33 +00:00
case MT_ATTRACT_ORB :
2016-10-23 19:34:43 +00:00
if ( ! ( mobj - > flags2 & MF2_SHIELD ) )
2015-05-27 09:24:31 +00:00
return ;
2016-10-17 13:39:32 +00:00
if ( /*(mobj->target) -- the following is implicit by P_AddShield
2016-07-23 17:25:51 +00:00
& & ( mobj - > target - > player )
2017-03-23 19:11:22 +00:00
& & */ ( mobj - > target - > player - > homing ) & & ( mobj - > target - > player - > pflags & PF_SHIELDABILITY ) )
2016-10-17 13:39:32 +00:00
{
P_SetMobjState ( mobj , mobj - > info - > painstate ) ;
mobj - > tics + + ;
}
break ;
case MT_ELEMENTAL_ORB :
2016-10-23 19:34:43 +00:00
if ( ! ( mobj - > flags2 & MF2_SHIELD ) )
2016-10-17 13:39:32 +00:00
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 ) ) )
2016-10-17 13:39:32 +00:00
{
2016-10-23 19:34:43 +00:00
P_SetMobjState ( mobj , mobj - > info - > painstate ) ;
mobj - > tics + + ;
2016-10-17 13:39:32 +00:00
P_SetMobjState ( mobj - > tracer , mobj - > info - > raisestate ) ;
mobj - > tracer - > tics + + ;
}
break ;
2016-10-19 23:33:12 +00:00
case MT_FORCE_ORB :
2016-10-23 19:34:43 +00:00
if ( ! ( mobj - > flags2 & MF2_SHIELD ) )
2016-10-19 23:33:12 +00:00
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 ) )
{
2016-10-20 12:44:03 +00:00
mobj_t * whoosh = P_SpawnMobjFromMobj ( mobj , 0 , 0 , 0 , MT_GHOST ) ; // done here so the offset is correct
P_SetMobjState ( whoosh , mobj - > info - > raisestate ) ;
2016-10-19 23:33:12 +00:00
whoosh - > destscale = whoosh - > scale < < 1 ;
2016-10-24 12:52:36 +00:00
whoosh - > scalespeed = FixedMul ( whoosh - > scalespeed , whoosh - > scale ) ;
whoosh - > height = 38 * whoosh - > scale ;
2016-10-19 23:33:12 +00:00
whoosh - > fuse = 10 ;
whoosh - > flags | = MF_NOCLIPHEIGHT ;
2016-10-30 14:01:56 +00:00
whoosh - > momz = mobj - > target - > momz ; // Stay reasonably centered for a few frames
2016-10-19 23:33:12 +00:00
mobj - > target - > player - > pflags & = ~ PF_SHIELDABILITY ; // prevent eternal whoosh
}
2017-09-28 15:01:52 +00:00
/* FALLTHRU */
2016-10-23 19:34:43 +00:00
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 :
2016-10-23 19:34:43 +00:00
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 ;
2016-10-17 13:39:32 +00:00
case MT_THUNDERCOIN_ORB :
2016-10-23 19:34:43 +00:00
if ( ! ( mobj - > flags2 & MF2_SHIELD ) )
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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 */
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& & ( mobj - > target - > player - > pflags & PF_SHIELDABILITY ) )
2016-07-23 17:25:51 +00:00
{
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P_SetMobjState ( mobj , mobj - > info - > painstate ) ;
mobj - > tics + + ;
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P_SetMobjState ( mobj - > tracer , mobj - > info - > raisestate ) ;
mobj - > tracer - > tics + + ;
mobj - > target - > player - > pflags & = ~ PF_SHIELDABILITY ; // prevent eternal spark
2016-07-23 17:25:51 +00:00
}
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 ;
2017-03-22 18:51:30 +00:00
case MT_LOCKON :
if ( ! mobj - > target )
{
P_RemoveMobj ( mobj ) ;
return ;
}
mobj - > x = mobj - > target - > x ;
mobj - > y = mobj - > target - > y ;
2017-03-23 19:11:22 +00:00
mobj - > eflags | = ( mobj - > target - > eflags & MFE_VERTICALFLIP ) ;
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mobj - > destscale = mobj - > target - > destscale ;
P_SetScale ( mobj , mobj - > target - > scale ) ;
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if ( ! ( mobj - > eflags & MFE_VERTICALFLIP ) )
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mobj - > z = mobj - > target - > z + mobj - > target - > height + FixedMul ( ( 16 + abs ( ( signed ) ( leveltime % TICRATE ) - TICRATE / 2 ) ) * FRACUNIT , mobj - > target - > scale ) ;
2017-03-22 18:51:30 +00:00
else
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mobj - > z = mobj - > target - > z - FixedMul ( ( 16 + abs ( ( signed ) ( leveltime % TICRATE ) - TICRATE / 2 ) ) * FRACUNIT , mobj - > target - > scale ) - mobj - > height ;
2017-03-22 18:51:30 +00:00
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 ;
2016-08-18 19:09:35 +00:00
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.
2016-08-18 19:09:35 +00:00
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 :
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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 ) ;
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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 ) ) )
{
2015-02-13 16:15:58 +00:00
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 ) )
{
2016-12-30 14:04:04 +00:00
INT32 i ;
2014-03-15 16:59:03 +00:00
fixed_t x , y , z ;
fixed_t ns ;
mobj_t * mo2 ;
2016-12-30 14:04:04 +00:00
mobj_t * flicky ;
2014-03-15 16:59:03 +00:00
2016-03-27 14:33:15 +00:00
z = mobj - > subsector - > sector - > floorheight + ( ( P_RandomByte ( ) & 63 ) * FRACUNIT ) ;
2016-12-30 14:04:04 +00:00
for ( i = 0 ; i < 2 ; i + + )
2014-03-15 16:59:03 +00:00
{
2016-03-27 14:33:15 +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 ) ;
2016-12-30 19:16:20 +00:00
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 ) ;
2016-12-30 14:04:04 +00:00
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 ) ;
2016-12-30 14:04:04 +00:00
flicky = P_InternalFlickySpawn ( mo2 , 0 , 8 * FRACUNIT , false ) ;
if ( ! flicky )
break ;
P_SetTarget ( & flicky - > target , mo2 ) ;
flicky - > momx = mo2 - > momx ;
flicky - > momy = mo2 - > momy ;
2017-03-21 16:04:49 +00:00
flicky - > angle = fa < < ANGLETOFINESHIFT ;
2014-03-15 16:59:03 +00:00
}
mobj - > fuse - - ;
}
break ;
2014-04-19 17:41:29 +00:00
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.
2016-07-16 22:26:52 +00:00
{
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 ;
2014-03-15 16:59:03 +00:00
default :
break ;
}
else switch ( mobj - > type )
{
2017-07-13 22:00:45 +00:00
case MT_WALLSPIKEBASE :
if ( ! mobj - > target ) {
P_RemoveMobj ( mobj ) ;
return ;
}
mobj - > frame = ( mobj - > frame & ~ FF_FRAMEMASK ) | ( mobj - > target - > frame & FF_FRAMEMASK ) ;
2017-07-18 11:56:39 +00:00
#if 0
2017-07-13 22:00:45 +00:00
if ( mobj - > angle ! = mobj - > target - > angle + ANGLE_90 ) // reposition if not the correct angle
{
2017-07-14 16:19:01 +00:00
mobj_t * target = mobj - > target ; // shortcut
2017-07-18 13:17:10 +00:00
const fixed_t baseradius = target - > radius - ( target - > scale / 2 ) ; //FixedMul(FRACUNIT/2, target->scale);
2017-07-13 22:00:45 +00:00
P_UnsetThingPosition ( mobj ) ;
2017-07-14 16:19:01 +00:00
mobj - > x = target - > x - P_ReturnThrustX ( target , target - > angle , baseradius ) ;
mobj - > y = target - > y - P_ReturnThrustY ( target , target - > angle , baseradius ) ;
2017-07-13 22:00:45 +00:00
P_SetThingPosition ( mobj ) ;
mobj - > angle = target - > angle + ANGLE_90 ;
}
2017-07-18 11:56:39 +00:00
# endif
2017-07-13 22:00:45 +00:00
break ;
2017-02-03 18:47:20 +00:00
case MT_FALLINGROCK :
// Despawn rocks here in case zmovement code can't do so (blame slopes)
if ( ! mobj - > momx & & ! mobj - > momy & & ! mobj - > momz
2017-02-03 20:13:16 +00:00
& & ( ( mobj - > eflags & MFE_VERTICALFLIP ) ?
mobj - > z + mobj - > height > = mobj - > ceilingz
: mobj - > z < = mobj - > floorz ) )
2017-02-03 18:47:20 +00:00
{
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 :
2016-12-31 16:55:06 +00:00
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 ;
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
2015-08-15 20:07:16 +00:00
& & 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 ;
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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 ) ;
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mobj - > flags2 | = MF2_DONTDRAW ;
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}
}
else if ( mobj - > tracer & & mobj - > tracer - > player )
{
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if ( ! ( mobj - > tracer - > player - > powers [ pw_carry ] = = CR_NIGHTSMODE ) )
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{
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 ) ;
}
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if ( mobj - > tracer - > player - > powers [ pw_carry ] = = CR_NIGHTSMODE )
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{
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 ;
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case MT_EMBLEM :
if ( mobj - > flags2 & MF2_NIGHTSPULL )
P_NightsItemChase ( mobj ) ;
break ;
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case MT_SHELL :
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if ( mobj - > threshold & & mobj - > threshold ! = TICRATE )
2014-03-15 16:59:03 +00:00
mobj - > threshold - - ;
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if ( mobj - > threshold > = TICRATE )
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{
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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 ;
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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 ;
}
2016-11-10 17:51:10 +00:00
break ;
2014-03-15 16:59:03 +00:00
case MT_SPINFIRE :
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if ( mobj - > flags & MF_NOGRAVITY )
{
if ( mobj - > eflags & MFE_VERTICALFLIP )
mobj - > z = mobj - > ceilingz - mobj - > height ;
else
mobj - > z = mobj - > floorz ;
}
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/* FALLTHRU */
2014-03-15 16:59:03 +00:00
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 ) ) )
{
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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 )
{
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if ( mobj - > state - > action . acp1 = = ( actionf_p1 ) A_Boss1Laser )
2014-03-15 16:59:03 +00:00
{
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
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if ( LUAh_MobjFuse ( mobj ) | | P_MobjWasRemoved ( mobj ) )
;
else
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# endif
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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.
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if ( mobj - > info - > speed ! = 0 & & ( mobj - > flags2 & ( MF2_AMBUSH | MF2_STRONGBOX ) ) )
2015-12-31 16:38:23 +00:00
{
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 ) ;
2016-10-02 18:38:53 +00:00
// Transfer flags2 (ambush, strongbox, objectflip)
newmobj - > flags2 = mobj - > flags2 ;
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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 :
2014-03-15 16:59:03 +00:00
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 ;
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if ( mobj - > spawnpoint - > options > > ZSHIFT )
z - = ( mobj - > spawnpoint - > options > > ZSHIFT ) < < FRACBITS ;
2014-03-15 16:59:03 +00:00
}
else
{
z = ss - > sector - > floorheight ;
2015-05-29 13:59:13 +00:00
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 )
2015-05-29 13:59:13 +00:00
{
flagmo - > eflags | = MFE_VERTICALFLIP ;
flagmo - > flags2 | = MF2_OBJECTFLIP ;
}
2014-03-15 16:59:03 +00:00
if ( mobj - > type = = MT_REDFLAG )
{
if ( ! ( mobj - > flags2 & MF2_JUSTATTACKED ) )
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CONS_Printf ( M_GetText ( " The %c%s%c has returned to base. \n " ) , 0x85 , M_GetText ( " Red flag " ) , 0x80 ) ;
2014-03-15 16:59:03 +00:00
2016-04-07 02:55:58 +00:00
// Assumedly in splitscreen players will be on opposing teams
if ( players [ consoleplayer ] . ctfteam = = 1 | | splitscreen )
2014-03-15 16:59:03 +00:00
S_StartSound ( NULL , sfx_hoop1 ) ;
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redflag = flagmo ;
2014-03-15 16:59:03 +00:00
}
else // MT_BLUEFLAG
{
if ( ! ( mobj - > flags2 & MF2_JUSTATTACKED ) )
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CONS_Printf ( M_GetText ( " The %c%s%c has returned to base. \n " ) , 0x84 , M_GetText ( " Blue flag " ) , 0x80 ) ;
2014-03-15 16:59:03 +00:00
2016-04-07 02:55:58 +00:00
// 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 ;
2014-03-15 16:59:03 +00:00
}
}
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 ;
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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 ;
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// 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 ) )
2014-03-15 16:59:03 +00:00
{
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 ;
}
2015-05-22 17:33:12 +00:00
# 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
2014-03-15 16:59:03 +00:00
if ( mobj - > flags & ( MF_ENEMY | MF_BOSS ) & & mobj - > health
& & P_CheckDeathPitCollide ( mobj ) ) // extra pit check in case these didn't have momz
{
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P_KillMobj ( mobj , NULL , NULL , DMG_DEATHPIT ) ;
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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 )
{
2015-02-13 16:15:58 +00:00
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..
2016-09-30 10:20:57 +00:00
P_SetupStateAnimation ( mobj , st ) ;
2016-02-09 10:39:16 +00:00
2014-03-15 16:59:03 +00:00
mobj - > friction = ORIG_FRICTION ;
2016-08-09 23:05:46 +00:00
mobj - > movefactor = FRACUNIT ;
2014-03-15 16:59:03 +00:00
// 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 ) ;
2015-05-16 05:02:01 +00:00
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 ) ;
2016-12-05 22:07:16 +00:00
// 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 )
{
2017-04-20 21:15:57 +00:00
case MT_ALTVIEWMAN :
if ( titlemapinaction ) mobj - > flags & = ~ MF_NOTHINK ;
break ;
2014-03-23 16:00:29 +00:00
case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE :
mobj - > fuse = mobj - > info - > mass ;
2014-08-04 03:49:33 +00:00
break ;
2014-03-15 16:59:03 +00:00
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 ;
2017-07-13 22:00:45 +00:00
case MT_WALLSPIKE :
2014-03-15 16:59:03 +00:00
case MT_SPIKE :
mobj - > flags2 | = MF2_STANDONME ;
break ;
2017-07-13 16:29:15 +00:00
case MT_GFZTREE :
case MT_GFZBERRYTREE :
case MT_GFZCHERRYTREE :
2017-04-18 17:32:52 +00:00
case MT_LAMPPOST1 :
case MT_LAMPPOST2 :
mobj - > flags2 | = MF2_STANDONME ;
break ;
2014-03-15 16:59:03 +00:00
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 ;
2016-12-31 16:55:06 +00:00
case MT_FLICKY_08 :
mobj - > color = ( P_RandomChance ( FRACUNIT / 2 ) ? SKINCOLOR_RED : SKINCOLOR_AQUA ) ;
2014-03-15 16:59:03 +00:00
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
2017-05-25 17:40:48 +00:00
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 ) ;
2014-08-04 03:49:33 +00:00
// DANGER! This can cause P_SpawnMobj to return NULL!
2014-03-18 17:56:54 +00:00
// Avoid using MF_RUNSPAWNFUNC on mobjs whose spawn state expects target or tracer to already be set!
if ( P_MobjWasRemoved ( mobj ) )
return NULL ;
2014-03-15 16:59:03 +00:00
}
}
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 ) ;
2016-03-12 23:03:56 +00:00
fixed_t starting_floorz ;
2014-03-15 16:59:03 +00:00
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..
2016-09-30 10:20:57 +00:00
P_SetupStateAnimation ( ( mobj_t * ) mobj , st ) ;
2014-03-15 16:59:03 +00:00
// set subsector and/or block links
P_SetPrecipitationThingPosition ( mobj ) ;
2016-03-12 23:03:56 +00:00
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 ;
2014-03-15 16:59:03 +00:00
mobj - > z = z ;
mobj - > momz = mobjinfo [ type ] . speed ;
mobj - > thinker . function . acp1 = ( actionf_p1 ) P_NullPrecipThinker ;
P_AddThinker ( & mobj - > thinker ) ;
CalculatePrecipFloor ( mobj ) ;
2016-03-12 23:03:56 +00:00
if ( mobj - > floorz ! = starting_floorz )
2014-03-15 16:59:03 +00:00
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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if ( mobj - > player & & mobj - > player - > followmobj )
{
P_RemoveMobj ( mobj - > player - > followmobj ) ;
mobj - > player - > followmobj = NULL ;
}
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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 ) ) ;
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if ( mobj - > hnext )
P_SetTarget ( & mobj - > hnext - > hprev , mobj - > hprev ) ;
if ( mobj - > hprev )
P_SetTarget ( & mobj - > hprev - > hnext , mobj - > hnext ) ;
P_SetTarget ( & mobj - > hnext , P_SetTarget ( & mobj - > hprev , NULL ) ) ;
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// 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 ) ;
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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 ;
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/* FALLTHRU */
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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 ;
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subsector_t * ss ;
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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 ;
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if ( i = = NUMMOBJTYPES ) // prevent creation of objects with this type -- Monster Iestyn 17/12/17
{
// 3D Mode start Thing is unlikely to be added to the que,
// so don't bother checking for that specific type
CONS_Alert ( CONS_WARNING , M_GetText ( " P_RespawnSpecials: Unknown thing type %d attempted to respawn at (%d, %d) \n " ) , mthing - > type , mthing - > x , mthing - > y ) ;
// pull it from the que
iquetail = ( iquetail + 1 ) & ( ITEMQUESIZE - 1 ) ;
return ;
}
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//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
{
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z = (
# ifdef ESLOPE
ss - > sector - > f_slope ? P_GetZAt ( ss - > sector - > f_slope , x , y ) :
# endif
ss - > sector - > floorheight ) + ( 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 ;
}
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 ;
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}
}
// 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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{
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p - > spectator = p - > outofcoop =
( ( ( multiplayer | | netgame ) & & gametype = = GT_COOP ) // only question status in coop
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& & ( ( leveltime > 0
& & ( ( G_IsSpecialStage ( gamemap ) & & useNightsSS ) // late join special stage
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| | ( cv_coopstarposts . value = = 2 & & ( p - > jointime < 1 | | p - > outofcoop ) ) ) ) // late join or die in new coop
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| | ( ( ( cv_cooplives . value = = 1 ) | | ! P_GetLives ( p ) ) & & p - > lives < = 0 ) ) ) ; // game over and can't redistribute lives
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}
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else
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{
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p - > outofcoop = false ;
if ( netgame & & p - > jointime < 1 )
p - > spectator = true ;
else if ( multiplayer & & ! netgame )
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{
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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 ;
2014-03-15 16:59:03 +00:00
2017-07-04 13:58:58 +00:00
// 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 ;
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usvalue = SHORT ( NetPacket . value . l | NetPacket . value . b ) ;
SendNetXCmd ( XD_TEAMCHANGE , & usvalue , sizeof ( usvalue ) ) ;
}
else // Otherwise, never spectator.
p - > spectator = false ;
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}
}
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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 ;
}
2014-03-15 16:59:03 +00:00
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if ( ( netgame | | multiplayer ) & & ( gametype ! = GT_COOP | | leveltime ) & & ! p - > spectator & & ! ( maptol & TOL_NIGHTS ) )
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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 ] ;
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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 ;
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p - > followitem = skins [ p - > skin ] . followitem ;
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//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
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// 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 ;
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p - > viewheight = 41 * p - > height / 48 ;
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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 ) ;
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p - > drawangle = mobj - > angle ;
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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 ;
2018-04-01 19:54:19 +00:00
boolean doangle = true ;
2014-03-15 16:59:03 +00:00
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 ;
}
2016-04-04 02:49:27 +00:00
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 )
{
2016-04-04 02:49:27 +00:00
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.
2017-07-15 19:15:34 +00:00
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 ) ;
2015-05-16 05:02:01 +00:00
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 ;
2015-12-31 23:29:08 +00:00
// 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
{
2017-04-28 21:45:17 +00:00
if ( gametype = = GT_COMPETITION | | gametype = = GT_RACE )
2014-03-15 16:59:03 +00:00
{
2015-12-31 23:29:08 +00:00
// Set powerup boxes to user settings for competition.
2017-07-08 10:41:20 +00:00
if ( cv_competitionboxes . value = = 1 ) // Mystery
2015-12-31 16:38:23 +00:00
i = MT_MYSTERY_BOX ;
2017-07-08 10:41:20 +00:00
else if ( cv_competitionboxes . value = = 2 ) // Teleport
2015-12-31 16:38:23 +00:00
i = MT_MIXUP_BOX ;
2014-03-15 16:59:03 +00:00
else if ( cv_competitionboxes . value = = 3 ) // None
return ; // Don't spawn!
2015-12-31 23:29:08 +00:00
// default case: normal
2014-03-15 16:59:03 +00:00
}
2015-12-31 23:29:08 +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
{
2017-07-08 10:41:20 +00:00
if ( cv_matchboxes . value = = 1 ) // Mystery
2015-12-31 16:38:23 +00:00
i = MT_MYSTERY_BOX ;
2017-07-08 10:41:20 +00:00
else if ( cv_matchboxes . value = = 2 ) // Unchanging
2014-03-15 16:59:03 +00:00
{
2015-12-31 16:38:23 +00:00
if ( i = = MT_MYSTERY_BOX )
2017-07-08 10:41:20 +00:00
return ; // don't spawn
2014-03-15 16:59:03 +00:00
mthing - > options & = ~ ( MTF_AMBUSH | MTF_OBJECTSPECIAL ) ; // no random respawning!
}
2015-12-31 23:29:08 +00:00
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 ;
2015-12-31 16:38:23 +00:00
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 ;
// 1UPs -->> Score TVs
2015-12-31 16:38:23 +00:00
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 ) )
2015-12-31 16:38:23 +00:00
i = MT_SCORE10K_BOX ; // 10,000
2014-03-15 16:59:03 +00:00
else
2015-12-31 16:38:23 +00:00
i = MT_SCORE1K_BOX ; // 1,000
2014-03-15 16:59:03 +00:00
}
}
2014-04-14 05:14:58 +00:00
if ( ultimatemode )
{
2015-12-31 16:38:23 +00:00
if ( i = = MT_PITY_BOX | | i = = MT_ELEMENTAL_BOX | | i = = MT_ATTRACT_BOX
2017-04-29 15:40:07 +00:00
| | 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
2015-12-31 16:38:23 +00:00
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)
2015-12-31 16:38:23 +00:00
2015-12-31 23:29:08 +00:00
// Don't include the gold repeating boxes here please.
2015-12-31 16:38:23 +00:00
// 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
2017-07-15 19:15:34 +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 )
2015-05-16 05:02:01 +00:00
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 ;
2017-07-15 19:15:34 +00:00
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
{
2015-05-16 05:02:01 +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
{
2015-05-16 05:02:01 +00:00
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 )
2015-05-16 05:02:01 +00:00
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
2015-05-16 05:02:01 +00:00
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 )
2017-04-26 17:16:01 +00:00
skyboxcenterpnts [ mthing - > extrainfo ] = mobj ;
2014-03-15 16:59:03 +00:00
else
2017-04-26 17:16:01 +00:00
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 :
{
2018-04-01 21:05:59 +00:00
fixed_t mlength , mlengthset , mspeed , mphase , myaw , mpitch , mminlength , mnumspokes , mnumspokesset , mpinch , mroll , mnumnospokes , mwidth , mmin , msound , radiusfactor ;
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
angle_t mspokeangle ;
mobjtype_t chainlink , macetype , firsttype , linktype ;
boolean mdoall = true ;
2018-04-01 19:54:19 +00:00
mobj_t * spawnee , * hprev ;
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 ;
2017-04-24 20:05:28 +00:00
INT32 line ;
2014-03-15 16:59:03 +00:00
const size_t mthingi = ( size_t ) ( mthing - mapthings ) ;
2017-04-24 20:05:28 +00:00
// 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
2017-04-24 20:05:28 +00:00
if ( line = = - 1 )
2014-03-15 16:59:03 +00:00
{
2017-04-24 20:05:28 +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 -
2017-06-28 13:55:48 +00:00
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 ;
2018-04-01 21:05:59 +00:00
if ( ( mminlength = sides [ lines [ line ] . sidenum [ 0 ] ] . rowoffset > > FRACBITS ) < 0 )
mminlength = 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
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
2017-06-28 13:55:48 +00:00
CONS_Debug ( DBG_GAMELOGIC , " Mace/Chain (mapthing #%s): \n "
2018-04-01 21:05:59 +00:00
" Length is %d (minus %d) \n "
2014-03-15 16:59:03 +00:00
" Speed is %d \n "
2017-06-28 13:55:48 +00:00
" 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 "
2018-04-01 21:05:59 +00:00
" No. of spokes is %d (%d antispokes) \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
" Pinch is %d \n "
" Roll is %d \n "
" Width is %d \n " ,
2018-04-01 21:05:59 +00:00
sizeu1 ( mthingi ) , mlength , mminlength , mspeed , mphase , myaw , mpitch , mnumspokes , mnumnospokes , mpinch , mroll , mwidth ) ;
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 > 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 ;
2018-04-01 19:54:19 +00:00
mobj - > angle = FixedAngle ( myaw * FRACUNIT ) ;
doangle = false ;
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 - > threshold = ( FixedAngle ( mpitch * FRACUNIT ) > > ANGLETOFINESHIFT ) ;
mobj - > movefactor = mpinch ;
2018-04-01 19:54:19 +00:00
mobj - > movedir = 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
// 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
2018-04-01 19:54:19 +00:00
if ( ( mobj - > type ! = MT_CHAINPOINT ) & & ( ( ( lines [ line ] . flags & ML_EFFECT2 ) = = 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
}
2017-06-28 13:55:48 +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 ) ) ;
2018-04-01 19:54:19 +00:00
mflags2apply = ( ( mthing - > options & MTF_OBJECTFLIP ) ? MF2_OBJECTFLIP : 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
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 ) ;
2018-04-01 19:54:19 +00:00
hprev = 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
# 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 ) ; \
2018-04-01 19:54:19 +00:00
spawnee - > eflags | = meflagsapply ; \
P_SetTarget ( & hprev - > hnext , spawnee ) ; \
P_SetTarget ( & spawnee - > hprev , hprev ) ; \
hprev = spawnee
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
2018-04-01 21:05:59 +00:00
while ( mlengthset > mminlength )
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
{ 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 )
2017-06-27 19:16:14 +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
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
}
2017-06-27 19:16:14 +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 ;
}
2016-06-05 23:00:31 +00:00
case MT_PARTICLEGEN :
{
fixed_t radius , speed , bottomheight , topheight ;
2017-08-07 19:33:24 +00:00
INT32 type , numdivisions , time , anglespeed , ticcount ;
2016-06-05 23:00:31 +00:00
angle_t angledivision ;
2017-04-24 20:05:28 +00:00
INT32 line ;
2016-06-05 23:00:31 +00:00
const size_t mthingi = ( size_t ) ( mthing - mapthings ) ;
2017-04-24 20:05:28 +00:00
// Find the corresponding linedef special, using angle as tag
line = P_FindSpecialLineFromTag ( 15 , mthing - > angle , - 1 ) ;
2016-06-05 23:00:31 +00:00
2017-04-24 20:05:28 +00:00
if ( line = = - 1 )
2016-06-05 23:00:31 +00:00
{
2017-04-24 20:05:28 +00:00
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 ) ;
2016-06-05 23:00:31 +00:00
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 ;
2017-08-07 19:33:24 +00:00
if ( ! lines [ line ] . backsector
| | ( ticcount = ( sides [ lines [ line ] . sidenum [ 1 ] ] . textureoffset > > FRACBITS ) ) < 1 )
ticcount = states [ S_PARTICLEGEN ] . tics ;
2016-06-05 23:00:31 +00:00
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 "
2017-08-07 19:33:24 +00:00
" Type is %d \n "
" Tic seperation is %d \n " ,
sizeu1 ( mthingi ) , radius , speed , anglespeed , numdivisions , angledivision , time , type , ticcount ) ;
2016-06-05 23:00:31 +00:00
mobj - > angle = 0 ;
mobj - > movefactor = speed ;
mobj - > lastlook = numdivisions ;
mobj - > movedir = angledivision * ANG1 ;
mobj - > movecount = anglespeed * ANG1 ;
mobj - > health = time ;
mobj - > friction = radius ;
2016-06-06 01:17:48 +00:00
mobj - > threshold = type ;
2017-08-07 19:33:24 +00:00
mobj - > reactiontime = ticcount ;
2016-06-05 23:00:31 +00:00
break ;
}
2014-03-15 16:59:03 +00:00
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 )
2016-08-18 19:09:35 +00:00
mobj - > flags2 | = MF2_AMBUSH ;
2014-03-15 16:59:03 +00:00
if ( mthing - > angle > 0 )
mobj - > radius = ( mthing - > angle & 16383 ) * FRACUNIT ;
}
}
2017-07-15 19:15:34 +00:00
else if ( i = = MT_TOKEN )
2014-03-15 16:59:03 +00:00
{
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 ;
}
2017-07-18 13:17:10 +00:00
// Use per-thing collision for spikes if the deaf flag isn't checked.
if ( ! ( mthing - > options & MTF_AMBUSH ) & & ! metalrecording )
2014-03-15 16:59:03 +00:00
{
P_UnsetThingPosition ( mobj ) ;
mobj - > flags & = ~ ( MF_NOBLOCKMAP | MF_NOGRAVITY | MF_NOCLIPHEIGHT ) ;
mobj - > flags | = MF_SOLID ;
P_SetThingPosition ( mobj ) ;
}
}
2017-07-13 22:00:45 +00:00
else if ( i = = MT_WALLSPIKE )
{
// Pop up spikes!
if ( mthing - > options & MTF_OBJECTSPECIAL )
{
mobj - > flags & = ~ MF_SCENERY ;
mobj - > fuse = mobj - > info - > speed ;
}
2017-07-18 13:17:10 +00:00
// Use per-thing collision for spikes if the deaf flag isn't checked.
if ( ! ( mthing - > options & MTF_AMBUSH ) & & ! metalrecording )
2017-07-13 22:00:45 +00:00
{
P_UnsetThingPosition ( mobj ) ;
mobj - > flags & = ~ ( MF_NOBLOCKMAP | MF_NOCLIPHEIGHT ) ;
mobj - > flags | = MF_SOLID ;
P_SetThingPosition ( mobj ) ;
}
2017-07-14 16:19:01 +00:00
// spawn base
{
const angle_t mobjangle = FixedAngle ( mthing - > angle * FRACUNIT ) ; // the mobj's own angle hasn't been set quite yet so...
2017-07-18 13:17:10 +00:00
const fixed_t baseradius = mobj - > radius - mobj - > scale ;
2017-07-14 16:19:01 +00:00
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 ) ;
}
2017-07-13 22:00:45 +00:00
}
2014-03-15 16:59:03 +00:00
//count 10 ring boxes into the number of rings equation too.
2015-12-31 16:38:23 +00:00
if ( i = = MT_RING_BOX )
2014-03-15 16:59:03 +00:00
nummaprings + = 10 ;
if ( i = = MT_BIGTUMBLEWEED | | i = = MT_LITTLETUMBLEWEED )
{
if ( mthing - > options & MTF_AMBUSH )
{
mobj - > momz + = FixedMul ( 16 * FRACUNIT , mobj - > scale ) ;
2016-03-27 14:33:15 +00:00
if ( P_RandomChance ( FRACUNIT / 2 ) )
2014-03-15 16:59:03 +00:00
mobj - > momx + = FixedMul ( 16 * FRACUNIT , mobj - > scale ) ;
else
mobj - > momx - = FixedMul ( 16 * FRACUNIT , mobj - > scale ) ;
2016-03-27 14:33:15 +00:00
if ( P_RandomChance ( FRACUNIT / 2 ) )
2014-03-15 16:59:03 +00:00
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 ) ;
}
}
2018-04-01 19:54:19 +00:00
if ( doangle )
mobj - > angle = FixedAngle ( mthing - > angle * FRACUNIT ) ;
2014-03-15 16:59:03 +00:00
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 ;
}
2015-12-31 16:38:23 +00:00
if ( ( mobj - > flags & MF_MONITOR ) & & mobj - > info - > speed ! = 0 )
2014-04-14 05:14:58 +00:00
{
// flag for strong/weak random boxes
2015-12-31 16:38:23 +00:00
// any monitor with nonzero speed is allowed to respawn like this
2016-10-02 18:38:53 +00:00
mobj - > flags2 | = MF2_AMBUSH ;
2014-04-14 05:14:58 +00:00
}
else if ( mthing - > type ! = mobjinfo [ MT_AXIS ] . doomednum & &
2014-03-15 16:59:03 +00:00
mthing - > type ! = mobjinfo [ MT_AXISTRANSFER ] . doomednum & &
mthing - > type ! = mobjinfo [ MT_AXISTRANSFERLINE ] . doomednum & &
mthing - > type ! = mobjinfo [ MT_NIGHTSBUMPER ] . doomednum & &
2014-04-14 05:14:58 +00:00
mthing - > type ! = mobjinfo [ MT_STARPOST ] . doomednum )
2016-08-18 19:09:35 +00:00
mobj - > flags2 | = MF2_AMBUSH ;
2014-03-15 16:59:03 +00:00
}
if ( mthing - > options & MTF_OBJECTSPECIAL )
{
2015-12-31 16:38:23 +00:00
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 ;
}
2014-03-15 16:59:03 +00:00
// 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 ;
}
2017-05-09 15:20:26 +00:00
// Final set of not being able to draw nightsitems.
if ( mobj - > flags & MF_NIGHTSITEM )
mobj - > flags2 | = MF2_DONTDRAW ;
2014-03-15 16:59:03 +00:00
mthing - > mobj = mobj ;
}
void P_SpawnHoopsAndRings ( mapthing_t * mthing )
{
mobj_t * mobj = NULL ;
INT32 r , i ;
2014-08-04 03:49:33 +00:00
fixed_t x , y , z , finalx , finaly , finalz ;
sector_t * sec ;
2014-03-15 16:59:03 +00:00
TVector v , * res ;
angle_t closestangle , fa ;
x = mthing - > x < < FRACBITS ;
y = mthing - > y < < FRACBITS ;
2014-08-04 03:49:33 +00:00
sec = R_PointInSubsector ( x , y ) - > sector ;
2014-03-15 16:59:03 +00:00
// NiGHTS hoop!
if ( mthing - > type = = 1705 )
{
mobj_t * nextmobj = NULL ;
mobj_t * hoopcenter ;
INT16 spewangle ;
2014-08-04 03:49:33 +00:00
z = mthing - > options < < FRACBITS ;
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
hoopcenter = P_SpawnMobj ( x , y , z , MT_HOOPCENTER ) ;
2014-03-15 16:59:03 +00:00
hoopcenter - > spawnpoint = mthing ;
// Screw these damn hoops, I need this thinker.
//hoopcenter->flags |= MF_NOTHINK;
2015-05-16 05:02:01 +00:00
z + =
# ifdef ESLOPE
sec - > f_slope ? P_GetZAt ( sec - > f_slope , x , y ) :
# endif
sec - > floorheight ;
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
hoopcenter - > z = z - hoopcenter - > height / 2 ;
2014-03-15 16:59:03 +00:00
P_UnsetThingPosition ( hoopcenter ) ;
2014-08-04 03:49:33 +00:00
hoopcenter - > x = x ;
hoopcenter - > y = y ;
2014-03-15 16:59:03 +00:00
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 ) ) ;
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
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 ) ) ;
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
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 ) ) ;
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
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 ;
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
hoopcenter = P_SpawnMobj ( x , y , z , MT_HOOPCENTER ) ;
2014-03-15 16:59:03 +00:00
hoopcenter - > spawnpoint = mthing ;
2015-05-16 05:02:01 +00:00
z + =
# ifdef ESLOPE
sec - > f_slope ? P_GetZAt ( sec - > f_slope , x , y ) :
# endif
sec - > floorheight ;
2014-08-04 03:49:33 +00:00
hoopcenter - > z = z - hoopcenter - > height / 2 ;
2014-03-15 16:59:03 +00:00
P_UnsetThingPosition ( hoopcenter ) ;
2014-08-04 03:49:33 +00:00
hoopcenter - > x = x ;
hoopcenter - > y = y ;
2014-03-15 16:59:03 +00:00
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 ) ) ;
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
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 ) ) ;
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
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 )
{
2015-05-16 05:02:01 +00:00
z =
# ifdef ESLOPE
sec - > f_slope ? P_GetZAt ( sec - > f_slope , x , y ) :
# endif
sec - > floorheight ;
2014-03-15 16:59:03 +00:00
if ( mthing - > options > > ZSHIFT )
2014-08-04 03:49:33 +00:00
z + = ( ( mthing - > options > > ZSHIFT ) < < FRACBITS ) ;
2014-03-15 16:59:03 +00:00
2014-08-04 03:49:33 +00:00
mthing - > z = ( INT16 ) ( z > > FRACBITS ) ;
mobj = P_SpawnMobj ( x , y , z , MT_NIGHTSWING ) ;
2014-03-15 16:59:03 +00:00
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 ) ;
2016-08-18 19:09:35 +00:00
mobj - > flags2 | = MF2_AMBUSH ;
2014-03-15 16:59:03 +00:00
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!
2014-08-04 03:49:33 +00:00
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
2014-08-04 03:49:33 +00:00
if ( mthing - > options & MTF_OBJECTFLIP )
2014-03-15 16:59:03 +00:00
{
2015-05-16 05:02:01 +00:00
z = (
# ifdef ESLOPE
sec - > c_slope ? P_GetZAt ( sec - > c_slope , x , y ) :
# endif
sec - > ceilingheight ) - mobjinfo [ ringthing ] . height ;
2014-08-04 03:49:33 +00:00
if ( mthing - > options > > ZSHIFT )
z - = ( ( mthing - > options > > ZSHIFT ) < < FRACBITS ) ;
2014-03-15 16:59:03 +00:00
}
else
{
2015-05-16 05:02:01 +00:00
z =
# ifdef ESLOPE
sec - > f_slope ? P_GetZAt ( sec - > f_slope , x , y ) :
# endif
sec - > floorheight ;
2014-08-04 03:49:33 +00:00
if ( mthing - > options > > ZSHIFT )
z + = ( ( mthing - > options > > ZSHIFT ) < < FRACBITS ) ;
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
if ( mthing - > options & MTF_OBJECTFLIP )
z - = 24 * FRACUNIT ;
2014-03-15 16:59:03 +00:00
else
2014-08-04 03:49:33 +00:00
z + = 24 * FRACUNIT ;
2014-03-15 16:59:03 +00:00
}
2014-08-04 03:49:33 +00:00
mthing - > z = ( INT16 ) ( z > > FRACBITS ) ;
mobj = P_SpawnMobj ( x , y , z , ringthing ) ;
2014-03-15 16:59:03 +00:00
mobj - > spawnpoint = mthing ;
if ( mthing - > options & MTF_OBJECTFLIP )
{
mobj - > eflags | = MFE_VERTICALFLIP ;
mobj - > flags2 | = MF2_OBJECTFLIP ;
}
mobj - > angle = FixedAngle ( mthing - > angle * FRACUNIT ) ;
2016-08-18 19:09:35 +00:00
mobj - > flags2 | = MF2_AMBUSH ;
2014-03-15 16:59:03 +00:00
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 ) )
2014-03-15 16:59:03 +00:00
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 + + )
{
2014-08-04 03:49:33 +00:00
if ( mthing - > options & MTF_OBJECTFLIP )
2014-03-15 16:59:03 +00:00
{
2015-05-16 05:02:01 +00:00
z = (
# ifdef ESLOPE
sec - > c_slope ? P_GetZAt ( sec - > c_slope , x , y ) :
# endif
sec - > ceilingheight ) - mobjinfo [ ringthing ] . height - dist * r ;
2014-08-04 03:49:33 +00:00
if ( mthing - > options > > ZSHIFT )
z - = ( ( mthing - > options > > ZSHIFT ) < < FRACBITS ) ;
2014-03-15 16:59:03 +00:00
}
else
{
2015-05-16 05:02:01 +00:00
z = (
# ifdef ESLOPE
sec - > f_slope ? P_GetZAt ( sec - > f_slope , x , y ) :
# endif
sec - > floorheight ) + dist * r ;
2014-08-04 03:49:33 +00:00
if ( mthing - > options > > ZSHIFT )
z + = ( ( mthing - > options > > ZSHIFT ) < < FRACBITS ) ;
2014-03-15 16:59:03 +00:00
}
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 )
2016-08-18 19:09:35 +00:00
mobj - > flags2 | = MF2_AMBUSH ;
2014-03-15 16:59:03 +00:00
}
}
// Diagonal rings (handles both types)
else if ( mthing - > type = = 602 | | mthing - > type = = 603 ) // Diagonal rings (5)
{
2016-01-21 20:19:43 +00:00
angle_t angle = FixedAngle ( mthing - > angle * FRACUNIT ) ;
2014-03-15 16:59:03 +00:00
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 ) )
2014-03-15 16:59:03 +00:00
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 ) ) ;
2014-08-04 03:49:33 +00:00
if ( mthing - > options & MTF_OBJECTFLIP )
2014-03-15 16:59:03 +00:00
{
2015-05-16 05:02:01 +00:00
z = (
# ifdef ESLOPE
sec - > c_slope ? P_GetZAt ( sec - > c_slope , x , y ) :
# endif
sec - > ceilingheight ) - mobjinfo [ ringthing ] . height - 64 * FRACUNIT * r ;
2014-08-04 03:49:33 +00:00
if ( mthing - > options > > ZSHIFT )
z - = ( ( mthing - > options > > ZSHIFT ) < < FRACBITS ) ;
2014-03-15 16:59:03 +00:00
}
else
{
2015-05-16 05:02:01 +00:00
z = (
# ifdef ESLOPE
sec - > f_slope ? P_GetZAt ( sec - > f_slope , x , y ) :
# endif
sec - > floorheight ) + 64 * FRACUNIT * r ;
2014-08-04 03:49:33 +00:00
if ( mthing - > options > > ZSHIFT )
z + = ( ( mthing - > options > > ZSHIFT ) < < FRACBITS ) ;
2014-03-15 16:59:03 +00:00
}
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 )
2016-08-18 19:09:35 +00:00
mobj - > flags2 | = MF2_AMBUSH ;
2014-03-15 16:59:03 +00:00
}
}
// 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 ;
}
2015-05-16 05:02:01 +00:00
z =
# ifdef ESLOPE
sec - > f_slope ? P_GetZAt ( sec - > f_slope , x , y ) :
# endif
sec - > floorheight ;
2014-03-15 16:59:03 +00:00
if ( mthing - > options > > ZSHIFT )
2014-08-04 03:49:33 +00:00
z + = ( ( mthing - > options > > ZSHIFT ) < < FRACBITS ) ;
2014-03-15 16:59:03 +00:00
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 ) ) ;
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
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
2014-03-25 02:17:59 +00:00
if ( ! ( th - > flags & MF_GRENADEBOUNCE ) ) // hack: bad! should be a flag.
2014-03-15 16:59:03 +00:00
{
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) \n Please 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) \n Please 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 ;
2015-05-28 07:24:55 +00:00
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 ) ;
2015-05-28 07:24:55 +00:00
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 ;
2015-05-28 07:24:55 +00:00
th - > momx = FixedMul ( speed , FINECOSINE ( an > > ANGLETOFINESHIFT ) ) ;
th - > momy = FixedMul ( speed , FINESINE ( an > > ANGLETOFINESHIFT ) ) ;
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if ( allowaim )
{
th - > momx = FixedMul ( th - > momx , FINECOSINE ( source - > player - > aiming > > ANGLETOFINESHIFT ) ) ;
th - > momy = FixedMul ( th - > momy , FINECOSINE ( source - > player - > aiming > > ANGLETOFINESHIFT ) ) ;
}
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th - > momz = FixedMul ( speed , slope ) ;
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//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 ;
}
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//
// 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 ;
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}