// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_mobj.c /// \brief Moving object handling. Spawn functions #include "doomdef.h" #include "g_game.h" #include "g_input.h" #include "st_stuff.h" #include "hu_stuff.h" #include "p_local.h" #include "p_setup.h" #include "r_main.h" #include "r_things.h" #include "r_sky.h" #include "r_splats.h" #include "s_sound.h" #include "z_zone.h" #include "m_random.h" #include "m_cheat.h" #include "m_misc.h" #include "info.h" #include "i_video.h" #include "lua_hook.h" #include "b_bot.h" #ifdef ESLOPE #include "p_slopes.h" #endif // protos. static CV_PossibleValue_t viewheight_cons_t[] = {{16, "MIN"}, {56, "MAX"}, {0, NULL}}; consvar_t cv_viewheight = {"viewheight", VIEWHEIGHTS, 0, viewheight_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #ifdef WALLSPLATS consvar_t cv_splats = {"splats", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif 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 if (ac->mobj && !P_MobjWasRemoved(ac->mobj)) // just in case... states[ac->statenum].action.acp1(ac->mobj); next = ac->next; Z_Free(ac); } } void P_AddCachedAction(mobj_t *mobj, INT32 statenum) { actioncache_t *newaction = Z_Calloc(sizeof(actioncache_t), PU_LEVEL, NULL); newaction->mobj = mobj; newaction->statenum = statenum; actioncachehead.prev->next = newaction; newaction->next = &actioncachehead; newaction->prev = actioncachehead.prev; actioncachehead.prev = newaction; } // // P_CycleStateAnimation // FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj) { // var2 determines delay between animation frames if (!(mobj->frame & FF_ANIMATE) || --mobj->anim_duration != 0) return; mobj->anim_duration = (UINT16)mobj->state->var2; // 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); } // // P_CycleMobjState // static void P_CycleMobjState(mobj_t *mobj) { // state animations P_CycleStateAnimation(mobj); // cycle through states, // calling action functions at transitions if (mobj->tics != -1) { mobj->tics--; // you can cycle through multiple states in a tic if (!mobj->tics && mobj->state) if (!P_SetMobjState(mobj, mobj->state->nextstate)) return; // freed itself } } // // P_CycleMobjState for players. // static void P_CyclePlayerMobjState(mobj_t *mobj) { // state animations P_CycleStateAnimation(mobj); // cycle through states, // calling action functions at transitions if (mobj->tics != -1) { mobj->tics--; // you can cycle through multiple states in a tic if (!mobj->tics && mobj->state) if (!P_SetPlayerMobjState(mobj, mobj->state->nextstate)) return; // freed itself } } // // P_SetPlayerMobjState // Returns true if the mobj is still present. // // Separate from P_SetMobjState because of the pw_flashing check and Super states // boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) { state_t *st; player_t *player = mobj->player; // remember states seen, to detect cycles: static statenum_t seenstate_tab[NUMSTATES]; // fast transition table statenum_t *seenstate = seenstate_tab; // pointer to table static INT32 recursion; // detects recursion statenum_t i; // initial state statenum_t tempstate[NUMSTATES]; // for use with recursion #ifdef PARANOIA if (player == NULL) I_Error("P_SetPlayerMobjState used for non-player mobj. Use P_SetMobjState instead!\n(Mobj type: %d, State: %d)", mobj->type, state); #endif // Catch state changes for Super Sonic if (player->powers[pw_super] && (player->charflags & SF_SUPERANIMS)) { switch (state) { case S_PLAY_STND: case S_PLAY_TAP1: case S_PLAY_TAP2: case S_PLAY_GASP: P_SetPlayerMobjState(mobj, S_PLAY_SUPERSTAND); return true; case S_PLAY_FALL1: case S_PLAY_SPRING: case S_PLAY_RUN1: case S_PLAY_RUN2: case S_PLAY_RUN3: case S_PLAY_RUN4: P_SetPlayerMobjState(mobj, S_PLAY_SUPERWALK1); return true; case S_PLAY_FALL2: case S_PLAY_RUN5: case S_PLAY_RUN6: case S_PLAY_RUN7: case S_PLAY_RUN8: P_SetPlayerMobjState(mobj, S_PLAY_SUPERWALK2); return true; case S_PLAY_SPD1: case S_PLAY_SPD2: P_SetPlayerMobjState(mobj, S_PLAY_SUPERFLY1); return true; case S_PLAY_SPD3: case S_PLAY_SPD4: P_SetPlayerMobjState(mobj, S_PLAY_SUPERFLY2); return true; case S_PLAY_TEETER1: case S_PLAY_TEETER2: P_SetPlayerMobjState(mobj, S_PLAY_SUPERTEETER); return true; case S_PLAY_ATK1: case S_PLAY_ATK2: case S_PLAY_ATK3: case S_PLAY_ATK4: if (!(player->charflags & SF_SUPERSPIN)) return true; break; default: break; } } // 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. if ((state >= S_PLAY_STND && state <= S_PLAY_TAP2) || (state >= S_PLAY_TEETER1 && state <= S_PLAY_TEETER2) || state == S_PLAY_CARRY || state == S_PLAY_SUPERSTAND || state == S_PLAY_SUPERTEETER) player->panim = PA_IDLE; else if ((state >= S_PLAY_RUN1 && state <= S_PLAY_RUN8) || (state >= S_PLAY_SUPERWALK1 && state <= S_PLAY_SUPERWALK2)) player->panim = PA_WALK; else if ((state >= S_PLAY_SPD1 && state <= S_PLAY_SPD4) || (state >= S_PLAY_SUPERFLY1 && state <= S_PLAY_SUPERFLY2)) player->panim = PA_RUN; else if (state >= S_PLAY_ATK1 && state <= S_PLAY_ATK4) player->panim = PA_ROLL; else if (state >= S_PLAY_FALL1 && state <= S_PLAY_FALL2) player->panim = PA_FALL; else if (state >= S_PLAY_ABL1 && state <= S_PLAY_ABL2) player->panim = PA_ABILITY; else player->panim = PA_ETC; if (recursion++) // if recursion detected, memset(seenstate = tempstate, 0, sizeof tempstate); // clear state table i = state; do { if (state == S_NULL) { // Bad SOC! CONS_Alert(CONS_ERROR, "Cannot remove player mobj by setting its state to S_NULL.\n"); //P_RemoveMobj(mobj); return false; } st = &states[state]; mobj->state = st; mobj->tics = st->tics; // Adjust the player's animation speed to match their velocity. if (!(disableSpeedAdjust || player->charflags & SF_NOSPEEDADJUST)) { fixed_t speed = FixedDiv(player->speed, mobj->scale); if (player->panim == PA_ROLL) { if (speed > 16<tics = 1; else mobj->tics = 2; } else if (player->panim == PA_FALL) { speed = FixedDiv(abs(mobj->momz), mobj->scale); if (speed < 10<tics = 4; else if (speed < 20<tics = 3; else if (speed < 30<tics = 2; else mobj->tics = 1; } else if (P_IsObjectOnGround(mobj) || player->powers[pw_super]) // Only if on the ground or superflying. { if (player->panim == PA_WALK) { if (speed > 12<tics = 2; else if (speed > 6<tics = 3; else mobj->tics = 4; } else if (player->panim == PA_RUN) { if (speed > 52<tics = 1; else mobj->tics = 2; } } } mobj->sprite = st->sprite; mobj->frame = st->frame; mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set // 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); // 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; } 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; mobj->sprite = st->sprite; mobj->frame = st->frame; mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set // 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; mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set 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; mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set 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; if (leveltime < TICRATE) // Start of map spawnpoints[j]->threshold = 60*TICRATE + P_RandomByte() * (TICRATE/5); else spawnpoints[j]->threshold = P_RandomByte() * (TICRATE/5); break; } } } // // P_ExplodeMissile // void P_ExplodeMissile(mobj_t *mo) { mobj_t *explodemo; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); mo->momx = mo->momy = mo->momz = 0; if (mo->flags & MF_NOCLIPTHING) return; if (mo->type == MT_DETON) { P_RadiusAttack(mo, mo, 96*FRACUNIT); explodemo = P_SpawnMobj(mo->x, mo->y, mo->z, MT_EXPLODE); P_SetScale(explodemo, mo->scale); explodemo->destscale = mo->destscale; explodemo->momx += (P_RandomByte() % 32) * FixedMul(FRACUNIT/8, explodemo->scale); explodemo->momy += (P_RandomByte() % 32) * FixedMul(FRACUNIT/8, explodemo->scale); S_StartSound(explodemo, sfx_pop); explodemo = P_SpawnMobj(mo->x, mo->y, mo->z, MT_EXPLODE); P_SetScale(explodemo, mo->scale); explodemo->destscale = mo->destscale; explodemo->momx += (P_RandomByte() % 64) * FixedMul(FRACUNIT/8, explodemo->scale); explodemo->momy -= (P_RandomByte() % 64) * FixedMul(FRACUNIT/8, explodemo->scale); S_StartSound(explodemo, sfx_dmpain); explodemo = P_SpawnMobj(mo->x, mo->y, mo->z, MT_EXPLODE); P_SetScale(explodemo, mo->scale); explodemo->destscale = mo->destscale; explodemo->momx -= (P_RandomByte() % 128) * FixedMul(FRACUNIT/8, explodemo->scale); explodemo->momy += (P_RandomByte() % 128) * FixedMul(FRACUNIT/8, explodemo->scale); S_StartSound(explodemo, sfx_pop); explodemo = P_SpawnMobj(mo->x, mo->y, mo->z, MT_EXPLODE); P_SetScale(explodemo, mo->scale); explodemo->destscale = mo->destscale; explodemo->momx -= (P_RandomByte() % 96) * FixedMul(FRACUNIT/8, explodemo->scale); explodemo->momy -= (P_RandomByte() % 96) * FixedMul(FRACUNIT/8, explodemo->scale); S_StartSound(explodemo, sfx_cybdth); // Hack: Release an animal. P_DamageMobj(mo, NULL, NULL, 10000); } mo->flags &= ~MF_MISSILE; mo->flags |= MF_NOGRAVITY; // Dead missiles don't need to sink anymore. mo->flags |= MF_NOCLIPTHING; // Dummy flag to indicate that this was already called. if (mo->info->deathsound && !(mo->flags2 & MF2_DEBRIS)) S_StartSound(mo, mo->info->deathsound); P_SetMobjState(mo, mo->info->deathstate); } // P_InsideANonSolidFFloor // // Returns TRUE if mobj is inside a non-solid 3d floor. boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_EXISTS)) return false; if ((((rover->flags & FF_BLOCKPLAYER) && mobj->player) || ((rover->flags & FF_BLOCKOTHERS) && !mobj->player))) return false; topheight = *rover->topheight; bottomheight = *rover->bottomheight; #ifdef ESLOPE if (*rover->t_slope) topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y); if (*rover->b_slope) bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y); #endif if (mobj->z > topheight) return false; if (mobj->z + mobj->height < bottomheight) return false; return true; } #ifdef ESLOPE // P_GetFloorZ (and its ceiling counterpart) // Gets the floor height (or ceiling height) of the mobj's contact point in sector, assuming object's center if moved to [x, y] // If line is supplied, it's a divider line on the sector. Set it to NULL if you're not checking for collision with a line // Supply boundsec ONLY when checking for specials! It should be the "in-level" sector, and sector the control sector (if separate). // If set, then this function will iterate through boundsec's linedefs to find the highest contact point on the slope. Non-special-checking // usage will handle that later. static fixed_t HighestOnLine(fixed_t radius, fixed_t x, fixed_t y, line_t *line, pslope_t *slope, boolean actuallylowest) { // Alright, so we're sitting on a line that contains our slope sector, and need to figure out the highest point we're touching... // The solution is simple! Get the line's vertices, and pull each one in along its line until it touches the object's bounding box // (assuming it isn't already inside), then test each point's slope Z and return the higher of the two. vertex_t v1, v2; v1.x = line->v1->x; v1.y = line->v1->y; v2.x = line->v2->x; v2.y = line->v2->y; /*CONS_Printf("BEFORE: v1 = %f %f %f\n", FIXED_TO_FLOAT(v1.x), FIXED_TO_FLOAT(v1.y), FIXED_TO_FLOAT(P_GetZAt(slope, v1.x, v1.y)) ); CONS_Printf(" v2 = %f %f %f\n", FIXED_TO_FLOAT(v2.x), FIXED_TO_FLOAT(v2.y), FIXED_TO_FLOAT(P_GetZAt(slope, v2.x, v2.y)) );*/ if (abs(v1.x-x) > radius) { // v1's x is out of range, so rein it in fixed_t diff = abs(v1.x-x) - radius; if (v1.x < x) { // Moving right v1.x += diff; v1.y += FixedMul(diff, FixedDiv(line->dy, line->dx)); } else { // Moving left v1.x -= diff; v1.y -= FixedMul(diff, FixedDiv(line->dy, line->dx)); } } if (abs(v1.y-y) > radius) { // v1's y is out of range, so rein it in fixed_t diff = abs(v1.y-y) - radius; if (v1.y < y) { // Moving up v1.y += diff; v1.x += FixedMul(diff, FixedDiv(line->dx, line->dy)); } else { // Moving down v1.y -= diff; v1.x -= FixedMul(diff, FixedDiv(line->dx, line->dy)); } } if (abs(v2.x-x) > radius) { // v1's x is out of range, so rein it in fixed_t diff = abs(v2.x-x) - radius; if (v2.x < x) { // Moving right v2.x += diff; v2.y += FixedMul(diff, FixedDiv(line->dy, line->dx)); } else { // Moving left v2.x -= diff; v2.y -= FixedMul(diff, FixedDiv(line->dy, line->dx)); } } if (abs(v2.y-y) > radius) { // v2's y is out of range, so rein it in fixed_t diff = abs(v2.y-y) - radius; if (v2.y < y) { // Moving up v2.y += diff; v2.x += FixedMul(diff, FixedDiv(line->dx, line->dy)); } else { // Moving down v2.y -= diff; v2.x -= FixedMul(diff, FixedDiv(line->dx, line->dy)); } } /*CONS_Printf("AFTER: v1 = %f %f %f\n", FIXED_TO_FLOAT(v1.x), FIXED_TO_FLOAT(v1.y), FIXED_TO_FLOAT(P_GetZAt(slope, v1.x, v1.y)) ); CONS_Printf(" v2 = %f %f %f\n", FIXED_TO_FLOAT(v2.x), FIXED_TO_FLOAT(v2.y), FIXED_TO_FLOAT(P_GetZAt(slope, v2.x, v2.y)) );*/ // Return the higher of the two points if (actuallylowest) return min( P_GetZAt(slope, v1.x, v1.y), P_GetZAt(slope, v2.x, v2.y) ); else return max( P_GetZAt(slope, v1.x, v1.y), P_GetZAt(slope, v2.x, v2.y) ); } #endif fixed_t P_MobjFloorZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect) { #ifdef ESLOPE I_Assert(mobj != NULL); #endif I_Assert(sector != NULL); #ifdef ESLOPE if (sector->f_slope) { fixed_t testx, testy; pslope_t *slope = sector->f_slope; // Get the corner of the object that should be the highest on the slope if (slope->d.x < 0) testx = mobj->radius; else testx = -mobj->radius; if (slope->d.y < 0) testy = mobj->radius; else testy = -mobj->radius; if ((slope->zdelta > 0) ^ !!(lowest)) { testx = -testx; 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 if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector)) return P_GetZAt(slope, testx, testy); // If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point if (perfect) { size_t i; line_t *ld; fixed_t bbox[4]; fixed_t finalheight; if (lowest) finalheight = INT32_MAX; else finalheight = INT32_MIN; bbox[BOXLEFT] = x-mobj->radius; bbox[BOXRIGHT] = x+mobj->radius; bbox[BOXTOP] = y+mobj->radius; bbox[BOXBOTTOM] = y-mobj->radius; for (i = 0; i < boundsec->linecount; i++) { ld = boundsec->lines[i]; if (bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || bbox[BOXLEFT] >= ld->bbox[BOXRIGHT] || bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || bbox[BOXBOTTOM] >= ld->bbox[BOXTOP]) continue; if (P_BoxOnLineSide(bbox, ld) != -1) continue; if (lowest) finalheight = min(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, true)); else finalheight = max(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, false)); } return finalheight; } // If we're just testing for base sector location (no collision line), just go for the center's spot... // It'll get fixed when we test for collision anyway, and the final result can't be lower than this if (line == NULL) return P_GetZAt(slope, x, y); return HighestOnLine(mobj->radius, x, y, line, slope, lowest); } else // Well, that makes it easy. Just get the floor height #else (void)mobj; (void)boundsec; (void)x; (void)y; (void)line; (void)lowest; (void)perfect; #endif return sector->floorheight; } fixed_t P_MobjCeilingZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect) { #ifdef ESLOPE I_Assert(mobj != NULL); #endif I_Assert(sector != NULL); #ifdef ESLOPE if (sector->c_slope) { fixed_t testx, testy; pslope_t *slope = sector->c_slope; // Get the corner of the object that should be the highest on the slope if (slope->d.x < 0) testx = mobj->radius; else testx = -mobj->radius; if (slope->d.y < 0) testy = mobj->radius; else testy = -mobj->radius; if ((slope->zdelta > 0) ^ !!(lowest)) { testx = -testx; testy = -testy; } testx += x; testy += y; // If the highest point is in the sector, then we have it easy! Just get the Z at that point if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector)) return P_GetZAt(slope, testx, testy); // If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point if (perfect) { size_t i; line_t *ld; fixed_t bbox[4]; fixed_t finalheight; if (lowest) finalheight = INT32_MAX; else finalheight = INT32_MIN; bbox[BOXLEFT] = x-mobj->radius; bbox[BOXRIGHT] = x+mobj->radius; bbox[BOXTOP] = y+mobj->radius; bbox[BOXBOTTOM] = y-mobj->radius; for (i = 0; i < boundsec->linecount; i++) { ld = boundsec->lines[i]; if (bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || bbox[BOXLEFT] >= ld->bbox[BOXRIGHT] || bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || bbox[BOXBOTTOM] >= ld->bbox[BOXTOP]) continue; if (P_BoxOnLineSide(bbox, ld) != -1) continue; if (lowest) finalheight = min(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, true)); else finalheight = max(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, false)); } return finalheight; } // If we're just testing for base sector location (no collision line), just go for the center's spot... // It'll get fixed when we test for collision anyway, and the final result can't be lower than this if (line == NULL) return P_GetZAt(slope, x, y); return HighestOnLine(mobj->radius, x, y, line, slope, lowest); } else // Well, that makes it easy. Just get the ceiling height #else (void)mobj; (void)boundsec; (void)x; (void)y; (void)line; (void)lowest; (void)perfect; #endif return sector->ceilingheight; } // Now do the same as all above, but for cameras because apparently cameras are special? fixed_t P_CameraFloorZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect) { #ifdef ESLOPE I_Assert(mobj != NULL); #endif I_Assert(sector != NULL); #ifdef ESLOPE if (sector->f_slope) { fixed_t testx, testy; pslope_t *slope = sector->f_slope; // Get the corner of the object that should be the highest on the slope if (slope->d.x < 0) testx = mobj->radius; else testx = -mobj->radius; if (slope->d.y < 0) testy = mobj->radius; else testy = -mobj->radius; if ((slope->zdelta > 0) ^ !!(lowest)) { testx = -testx; testy = -testy; } testx += x; testy += y; // If the highest point is in the sector, then we have it easy! Just get the Z at that point if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector)) return P_GetZAt(slope, testx, testy); // If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point if (perfect) { size_t i; line_t *ld; fixed_t bbox[4]; fixed_t finalheight; if (lowest) finalheight = INT32_MAX; else finalheight = INT32_MIN; bbox[BOXLEFT] = x-mobj->radius; bbox[BOXRIGHT] = x+mobj->radius; bbox[BOXTOP] = y+mobj->radius; bbox[BOXBOTTOM] = y-mobj->radius; for (i = 0; i < boundsec->linecount; i++) { ld = boundsec->lines[i]; if (bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || bbox[BOXLEFT] >= ld->bbox[BOXRIGHT] || bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || bbox[BOXBOTTOM] >= ld->bbox[BOXTOP]) continue; if (P_BoxOnLineSide(bbox, ld) != -1) continue; if (lowest) finalheight = min(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, true)); else finalheight = max(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, false)); } return finalheight; } // If we're just testing for base sector location (no collision line), just go for the center's spot... // It'll get fixed when we test for collision anyway, and the final result can't be lower than this if (line == NULL) return P_GetZAt(slope, x, y); return HighestOnLine(mobj->radius, x, y, line, slope, lowest); } else // Well, that makes it easy. Just get the floor height #else (void)mobj; (void)boundsec; (void)x; (void)y; (void)line; (void)lowest; (void)perfect; #endif return sector->floorheight; } fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect) { #ifdef ESLOPE I_Assert(mobj != NULL); #endif I_Assert(sector != NULL); #ifdef ESLOPE if (sector->c_slope) { fixed_t testx, testy; pslope_t *slope = sector->c_slope; // Get the corner of the object that should be the highest on the slope if (slope->d.x < 0) testx = mobj->radius; else testx = -mobj->radius; if (slope->d.y < 0) testy = mobj->radius; else testy = -mobj->radius; if ((slope->zdelta > 0) ^ !!(lowest)) { testx = -testx; testy = -testy; } testx += x; testy += y; // If the highest point is in the sector, then we have it easy! Just get the Z at that point if (R_PointInSubsector(testx, testy)->sector == (boundsec ? boundsec : sector)) return P_GetZAt(slope, testx, testy); // If boundsec is set, we're looking for specials. In that case, iterate over every line in this sector to find the TRUE highest/lowest point if (perfect) { size_t i; line_t *ld; fixed_t bbox[4]; fixed_t finalheight; if (lowest) finalheight = INT32_MAX; else finalheight = INT32_MIN; bbox[BOXLEFT] = x-mobj->radius; bbox[BOXRIGHT] = x+mobj->radius; bbox[BOXTOP] = y+mobj->radius; bbox[BOXBOTTOM] = y-mobj->radius; for (i = 0; i < boundsec->linecount; i++) { ld = boundsec->lines[i]; if (bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || bbox[BOXLEFT] >= ld->bbox[BOXRIGHT] || bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || bbox[BOXBOTTOM] >= ld->bbox[BOXTOP]) continue; if (P_BoxOnLineSide(bbox, ld) != -1) continue; if (lowest) finalheight = min(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, true)); else finalheight = max(finalheight, HighestOnLine(mobj->radius, x, y, ld, slope, false)); } return finalheight; } // If we're just testing for base sector location (no collision line), just go for the center's spot... // It'll get fixed when we test for collision anyway, and the final result can't be lower than this if (line == NULL) return P_GetZAt(slope, x, y); return HighestOnLine(mobj->radius, x, y, line, slope, lowest); } else // Well, that makes it easy. Just get the ceiling height #else (void)mobj; (void)boundsec; (void)x; (void)y; (void)line; (void)lowest; (void)perfect; #endif return sector->ceilingheight; } static void P_PlayerFlip(mobj_t *mo) { if (!mo->player) return; G_GhostAddFlip(); // Flip aiming to match! if (mo->player->pflags & PF_NIGHTSMODE) // NiGHTS doesn't use flipcam { if (mo->tracer) mo->tracer->eflags ^= MFE_VERTICALFLIP; } 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); } } } } // // P_GetMobjGravity // // Returns the current gravity // value of the object. // fixed_t P_GetMobjGravity(mobj_t *mo) { fixed_t gravityadd = 0; boolean no3dfloorgrav = true; // Custom gravity boolean goopgravity = false; boolean wasflip; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); wasflip = (mo->eflags & MFE_VERTICALFLIP) != 0; 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) { if (!(rover->flags & FF_EXISTS) || !P_InsideANonSolidFFloor(mo, rover)) // P_InsideANonSolidFFloor checks for FF_EXISTS itself, but let's not always call this function continue; if ((rover->flags & (FF_SWIMMABLE|FF_GOOWATER)) == (FF_SWIMMABLE|FF_GOOWATER)) goopgravity = true; if (!(rover->master->frontsector->gravity)) continue; gravityadd = -FixedMul(gravity, (FixedDiv(*rover->master->frontsector->gravity>>FRACBITS, 1000))); if (rover->master->frontsector->verticalflip && gravityadd > 0) mo->eflags |= MFE_VERTICALFLIP; no3dfloorgrav = false; break; } } if (no3dfloorgrav) { if (mo->subsector->sector->gravity) gravityadd = -FixedMul(gravity, (FixedDiv(*mo->subsector->sector->gravity>>FRACBITS, 1000))); else gravityadd = -gravity; if (mo->subsector->sector->verticalflip && gravityadd > 0) mo->eflags |= MFE_VERTICALFLIP; } // Less gravity underwater. if (mo->eflags & MFE_UNDERWATER && !goopgravity) gravityadd = gravityadd/3; if (mo->player) { if ((mo->player->pflags & PF_GLIDING) || (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly] || (mo->state >= &states[S_PLAY_SPC1] && mo->state <= &states[S_PLAY_SPC4])))) gravityadd = gravityadd/3; // less gravity while flying/gliding if (mo->player->climbing || (mo->player->pflags & PF_NIGHTSMODE)) gravityadd = 0; if (!(mo->flags2 & MF2_OBJECTFLIP) != !(mo->player->powers[pw_gravityboots])) // negated to turn numeric into bool - would be double negated, but not needed if both would be { gravityadd = -gravityadd; mo->eflags ^= MFE_VERTICALFLIP; } if (wasflip == !(mo->eflags & MFE_VERTICALFLIP)) // note!! == ! is not equivalent to != here - turns numeric into bool this way P_PlayerFlip(mo); } else { // Objects with permanent reverse gravity (MF2_OBJECTFLIP) if (mo->flags2 & MF2_OBJECTFLIP) { mo->eflags |= MFE_VERTICALFLIP; if (mo->z + mo->height >= mo->ceilingz) gravityadd = 0; else if (gravityadd < 0) // Don't sink, only rise up gravityadd *= -1; } else //Otherwise, sort through the other exceptions. { switch (mo->type) { case MT_FLINGRING: case MT_FLINGCOIN: case MT_FLINGEMERALD: case MT_BOUNCERING: case MT_RAILRING: case MT_INFINITYRING: case MT_AUTOMATICRING: case MT_EXPLOSIONRING: case MT_SCATTERRING: case MT_GRENADERING: case MT_BOUNCEPICKUP: case MT_RAILPICKUP: case MT_AUTOPICKUP: case MT_EXPLODEPICKUP: case MT_SCATTERPICKUP: case MT_GRENADEPICKUP: case MT_REDFLAG: case MT_BLUEFLAG: if (mo->target) { // Flung items copy the gravity of their tosser. if ((mo->target->eflags & MFE_VERTICALFLIP) && !(mo->eflags & MFE_VERTICALFLIP)) { gravityadd = -gravityadd; mo->eflags |= MFE_VERTICALFLIP; } } break; case MT_WATERDROP: gravityadd >>= 1; default: break; } } } // Goop has slower, reversed gravity if (goopgravity) gravityadd = -gravityadd/5; gravityadd = FixedMul(gravityadd, mo->scale); return gravityadd; } // // P_CheckGravity // // Checks the current gravity state // of the object. If affect is true, // a gravity force will be applied. // void P_CheckGravity(mobj_t *mo, boolean affect) { fixed_t gravityadd = P_GetMobjGravity(mo); if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity! gravityadd <<= 1; if (affect) mo->momz += gravityadd; 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) #define FRICTION (ORIG_FRICTION) // 0.90625 // // 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; mo->movefactor = ((0x10092 - mo->friction)*(0x70))/0x158; } 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 { // spinning friction if (player->pflags & PF_SPINNING && (player->rmomx || player->rmomy) && !(player->pflags & PF_STARTDASH)) { const fixed_t ns = FixedDiv(549*FRICTION,500*FRACUNIT); mo->momx = FixedMul(mo->momx, ns); mo->momy = FixedMul(mo->momy, ns); } else if (abs(player->rmomx) < FixedMul(STOPSPEED, mo->scale) && abs(player->rmomy) < FixedMul(STOPSPEED, mo->scale) && (!(player->cmd.forwardmove && !(twodlevel || mo->flags2 & MF2_TWOD)) && !player->cmd.sidemove && !(player->pflags & PF_SPINNING)) #ifdef ESLOPE && !(player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && (abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)) #endif ) { // if in a walking frame, stop moving if (player->panim == PA_WALK) P_SetPlayerMobjState(mo, S_PLAY_STND); mo->momx = player->cmomx; mo->momy = player->cmomy; } 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); } mo->friction = ORIG_FRICTION; } } else P_SceneryXYFriction(mo, oldx, oldy); } static void P_PushableCheckBustables(mobj_t *mo) { msecnode_t *node; fixed_t oldx; fixed_t oldy; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); if (netgame && mo->player && mo->player->spectator) return; oldx = mo->x; oldy = mo->y; P_UnsetThingPosition(mo); mo->x += mo->momx; mo->y += mo->momy; P_SetThingPosition(mo); for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (!node->m_sector) break; if (node->m_sector->ffloors) { ffloor_t *rover; fixed_t topheight, bottomheight; for (rover = node->m_sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_BUSTUP)) continue; // Needs ML_EFFECT4 flag for pushables to break it if (!(rover->master->flags & ML_EFFECT4)) continue; if (!rover->master->frontsector->crumblestate) { topheight = P_GetFOFTopZ(mo, node->m_sector, rover, mo->x, mo->y, NULL); bottomheight = P_GetFOFBottomZ(mo, node->m_sector, rover, mo->x, mo->y, NULL); // Height checks if (rover->flags & FF_SHATTERBOTTOM) { if (mo->z+mo->momz + mo->height < bottomheight) continue; if (mo->z+mo->height > bottomheight) continue; } else if (rover->flags & FF_SPINBUST) { if (mo->z+mo->momz > topheight) continue; if (mo->z+mo->height < bottomheight) continue; } else if (rover->flags & FF_SHATTER) { if (mo->z+mo->momz > topheight) continue; if (mo->z+mo->momz + mo->height < bottomheight) continue; } else { if (mo->z >= topheight) continue; if (mo->z+mo->height < bottomheight) continue; } EV_CrumbleChain(node->m_sector, rover); // Run a linedef executor?? if (rover->master->flags & ML_EFFECT5) P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), mo, node->m_sector); goto bustupdone; } } } } bustupdone: P_UnsetThingPosition(mo); mo->x = oldx; mo->y = oldy; P_SetThingPosition(mo); } // // P_CheckSkyHit // static boolean P_CheckSkyHit(mobj_t *mo) { if (ceilingline && ceilingline->backsector && ceilingline->backsector->ceilingpic == skyflatnum && ceilingline->frontsector && ceilingline->frontsector->ceilingpic == skyflatnum && (mo->z >= ceilingline->frontsector->ceilingheight || mo->z >= ceilingline->backsector->ceilingheight)) return true; return false; } // // P_XYMovement // void P_XYMovement(mobj_t *mo) { player_t *player; fixed_t xmove, ymove; fixed_t oldx, oldy; // reducing bobbing/momentum on ice when up against walls boolean moved; #ifdef ESLOPE pslope_t *oldslope = NULL; vector3_t slopemom; fixed_t predictedz = 0; #endif I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); // if it's stopped if (!mo->momx && !mo->momy) { if (mo->flags2 & MF2_SKULLFLY) { // the skull slammed into something mo->flags2 &= ~MF2_SKULLFLY; mo->momx = mo->momy = mo->momz = 0; // set in 'search new direction' state? if (mo->type != MT_EGGMOBILE) P_SetMobjState(mo, mo->info->spawnstate); return; } } player = mo->player; //valid only if player avatar xmove = mo->momx; ymove = mo->momy; oldx = mo->x; oldy = mo->y; #ifdef ESLOPE // adjust various things based on slope if (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8) { if (!P_IsObjectOnGround(mo)) { // We fell off at some point? Do the twisty thing! P_SlopeLaunch(mo); xmove = mo->momx; ymove = mo->momy; } else { // Still on the ground. slopemom.x = xmove; slopemom.y = ymove; slopemom.z = 0; P_QuantizeMomentumToSlope(&slopemom, mo->standingslope); xmove = slopemom.x; ymove = slopemom.y; predictedz = mo->z + slopemom.z; // We'll use this later... oldslope = mo->standingslope; } } else if (P_IsObjectOnGround(mo) && !mo->momz) predictedz = mo->z; #endif // Pushables can break some blocks if (CheckForBustableBlocks && mo->flags & MF_PUSHABLE) P_PushableCheckBustables(mo); if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG)) { // blocked move moved = false; if (player) { if (player->bot) B_MoveBlocked(player); } if (mo->flags & MF_BOUNCE) { 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. if (mo->fuse && mo->threshold < 5) 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; } } else if (player || mo->flags & (MF_SLIDEME|MF_PUSHABLE)) { // try to slide along it P_SlideMove(mo); xmove = ymove = 0; } else if (mo->type == MT_SPINFIRE) { P_RemoveMobj(mo); return; } 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 && !(mo->flags2 & (MF2_AUTOMATIC|MF2_RAILRING|MF2_BOUNCERING|MF2_EXPLOSION|MF2_SCATTER))) // set by last P_TryMove() that failed { divline_t divl; divline_t misl; fixed_t frac; P_MakeDivline(blockingline, &divl); misl.x = mo->x; misl.y = mo->y; misl.dx = mo->momx; misl.dy = mo->momy; frac = P_InterceptVector(&divl, &misl); R_AddWallSplat(blockingline, P_PointOnLineSide(mo->x,mo->y,blockingline), "A_DMG3", mo->z, frac, SPLATDRAWMODE_SHADE); } #endif // --------------------------------------------------------- SPLAT TEST P_ExplodeMissile(mo); return; } else mo->momx = mo->momy = 0; } else moved = true; if (P_MobjWasRemoved(mo)) // MF_SPECIAL touched a player! O_o;; return; #ifdef ESLOPE if (moved && oldslope) { // Check to see if we ran off if (oldslope != mo->standingslope) { // First, compare different slopes angle_t oldangle, newangle; angle_t moveangle = R_PointToAngle2(0, 0, mo->momx, mo->momy); oldangle = FixedMul((signed)oldslope->zangle, FINECOSINE((moveangle - oldslope->xydirection) >> ANGLETOFINESHIFT)); if (mo->standingslope) newangle = FixedMul((signed)mo->standingslope->zangle, FINECOSINE((moveangle - mo->standingslope->xydirection) >> ANGLETOFINESHIFT)); else newangle = 0; // Now compare the Zs of the different quantizations if (oldangle-newangle > ANG30 && oldangle-newangle < ANGLE_180) { // Allow for a bit of sticking - this value can be adjusted later mo->standingslope = oldslope; P_SlopeLaunch(mo); //CONS_Printf("launched off of slope - "); } /*CONS_Printf("old angle %f - new angle %f = %f\n", FIXED_TO_FLOAT(AngleFixed(oldangle)), FIXED_TO_FLOAT(AngleFixed(newangle)), FIXED_TO_FLOAT(AngleFixed(oldangle-newangle)) );*/ } else if (predictedz-mo->z > abs(slopemom.z/2)) { // Now check if we were supposed to stick to this slope //CONS_Printf("%d-%d > %d\n", (predictedz), (mo->z), (slopemom.z/2)); P_SlopeLaunch(mo); } } else if (moved && mo->standingslope && predictedz) { angle_t moveangle = R_PointToAngle2(0, 0, mo->momx, mo->momy); angle_t newangle = FixedMul((signed)mo->standingslope->zangle, FINECOSINE((moveangle - mo->standingslope->xydirection) >> ANGLETOFINESHIFT)); /*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) { mo->momz = P_MobjFlip(mo)*FRACUNIT/2; mo->z = predictedz + P_MobjFlip(mo); mo->standingslope = NULL; //CONS_Printf("Launched off of flat surface running into downward slope\n"); } } #endif // Check the gravity status. P_CheckGravity(mo, false); if (player && !moved && player->pflags & PF_NIGHTSMODE && mo->target) { angle_t fa; P_UnsetThingPosition(mo); player->angle_pos = player->old_angle_pos; player->speed = FixedMul(player->speed, 4*FRACUNIT/5); 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); } 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) return; // no friction for missiles ever if (player && player->homing) // no friction for homing return; if (player && player->pflags & PF_NIGHTSMODE) return; // no friction for NiGHTS players #ifdef ESLOPE if ((mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED) && (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8)) // Special exception for tumbleweeds on slopes return; #endif if (((!(mo->eflags & MFE_VERTICALFLIP) && mo->z > mo->floorz) || (mo->eflags & MFE_VERTICALFLIP && mo->z+mo->height < mo->ceilingz)) && !(player && player->pflags & PF_SLIDING)) 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); if ((!(mo->eflags & MFE_VERTICALFLIP) && mo->z > mo->floorz) || (mo->eflags & MFE_VERTICALFLIP && mo->z+mo->height < mo->ceilingz)) return; // no friction when airborne if (mo->flags & MF_NOCLIPHEIGHT) return; // no frictions for objects that can pass through floors P_SceneryXYFriction(mo, oldx, oldy); } // // 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) { ffloor_t *rover; fixed_t delta1, delta2, thingtop; fixed_t topheight, bottomheight; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); thingtop = mo->z + mo->height; for (rover = sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetFOFTopZ(mo, sector, rover, mo->x, mo->y, NULL); bottomheight = P_GetFOFBottomZ(mo, sector, rover, mo->x, mo->y, NULL); if (mo->player && (P_CheckSolidLava(mo, rover) || P_CanRunOnWater(mo->player, rover))) // only the player should be affected ; else if (motype != 0 && rover->flags & FF_SWIMMABLE) // "scenery" only continue; else if (rover->flags & FF_QUICKSAND) // quicksand ; else if (!((rover->flags & FF_BLOCKPLAYER && mo->player) // solid to players? || (rover->flags & FF_BLOCKOTHERS && !mo->player))) // solid to others? continue; if (rover->flags & FF_QUICKSAND) { switch (motype) { case 2: // scenery does things differently for some reason if (mo->z < topheight && bottomheight < thingtop) { mo->floorz = mo->z; continue; } break; default: if (mo->z < topheight && bottomheight < thingtop) { if (mo->floorz < mo->z) mo->floorz = mo->z; } continue; // This is so you can jump/spring up through quicksand from below. } } delta1 = mo->z - (bottomheight + ((topheight - bottomheight)/2)); delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2)); if (topheight > mo->floorz && abs(delta1) < abs(delta2) && !(rover->flags & FF_REVERSEPLATFORM) && ((P_MobjFlip(mo)*mo->momz >= 0) || (!(rover->flags & FF_PLATFORM)))) // In reverse gravity, only clip for FOFs that are intangible from their bottom (the "top" you're falling through) if you're coming from above ("below" in your frame of reference) { mo->floorz = topheight; } if (bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2) && !(rover->flags & FF_PLATFORM) && ((P_MobjFlip(mo)*mo->momz >= 0) || (!(rover->flags & FF_REVERSEPLATFORM)))) // In normal gravity, only clip for FOFs that are intangible from the top if you're coming from below { mo->ceilingz = bottomheight; } } } // // 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; } 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); } } 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); // adjust height if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo)) { mo->momz += mo->pmomz; mo->eflags &= ~MFE_APPLYPMOMZ; } 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; mo->momz = 0; } } boolean P_CheckDeathPitCollide(mobj_t *mo) { I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); 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)); 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 > *rover->topheight - FixedMul(16*FRACUNIT, mo->scale))) return true; 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) P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0); if (mo->subsector->polyList) P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector); // adjust height if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo)) { mo->momz += mo->pmomz; mo->eflags &= ~MFE_APPLYPMOMZ; } mo->z += mo->momz; #ifdef ESLOPE if (mo->standingslope) { if (mo->flags & MF_NOCLIPHEIGHT) mo->standingslope = NULL; else if (!P_IsObjectOnGround(mo)) P_SlopeLaunch(mo); } #endif 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. if (mo->fuse && mo->threshold < 5) mo->fuse += ((5 - mo->threshold) * TICRATE); } break; case MT_SKIM: // skims don't bounce if (mo->z > mo->watertop && mo->z - mo->momz <= mo->watertop) { mo->z = mo->watertop; mo->momz = 0; mo->flags |= MF_NOGRAVITY; } break; case MT_GOOP: if (P_CheckDeathPitCollide(mo)) { P_RemoveMobj(mo); return false; } if (mo->z <= mo->floorz && mo->momz) { P_SetMobjState(mo, mo->info->meleestate); mo->momx = mo->momy = mo->momz = 0; mo->z = mo->floorz; if (mo->info->painsound) S_StartSound(mo, mo->info->painsound); } break; case MT_FALLINGROCK: case MT_BIGTUMBLEWEED: case MT_LITTLETUMBLEWEED: case MT_SHELL: // Remove stuff from death pits. if (P_CheckDeathPitCollide(mo)) { P_RemoveMobj(mo); return false; } break; case MT_REDFLAG: case MT_BLUEFLAG: // Remove from death pits. DON'T FUCKING DESPAWN IT DAMMIT if (P_CheckDeathPitCollide(mo)) { mo->fuse = 1; return false; } break; case MT_RING: // Ignore still rings case MT_COIN: case MT_BLUEBALL: case MT_REDTEAMRING: case MT_BLUETEAMRING: case MT_FLINGRING: case MT_FLINGCOIN: case MT_FLINGEMERALD: // 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: // Dead spike particles disappear upon ground contact if ((mo->z <= mo->floorz || mo->z + mo->height >= mo->ceilingz) && mo->health <= 0) { P_RemoveMobj(mo); return false; } break; default: break; } if (P_CheckDeathPitCollide(mo)) { if (mo->flags & MF_PUSHABLE) { // Remove other pushable items from death pits. P_RemoveMobj(mo); return false; } else if (mo->flags & MF_ENEMY || mo->flags & MF_BOSS) { // Kill enemies and bosses that fall into death pits. if (mo->health) { P_KillMobj(mo, NULL, NULL); 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 if (((mo->z <= mo->floorz && !(mo->eflags & MFE_VERTICALFLIP)) || (mo->z + mo->height >= mo->ceilingz && mo->eflags & MFE_VERTICALFLIP)) && !(mo->flags & MF_NOCLIPHEIGHT)) { vector3_t mom; mom.x = mo->momx; mom.y = mo->momy; mom.z = mo->momz; if (mo->eflags & MFE_VERTICALFLIP) mo->z = mo->ceilingz - mo->height; else mo->z = mo->floorz; #ifdef ESLOPE if (mo->standingslope) // You're still on the ground; why are we here? { mo->momz = 0; return true; } P_CheckPosition(mo, mo->x, mo->y); // Sets mo->standingslope correctly if (((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) && (mo->type != MT_STEAM)) { mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope; P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope); } #endif // hit the floor if (mo->type == MT_FIREBALL) // special case for the fireball mom.z = P_MobjFlip(mo)*FixedMul(5*FRACUNIT, mo->scale); else if (mo->type == MT_SPINFIRE) // elemental shield fire is another exception here ; 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. if (mo->flags & MF_GRENADEBOUNCE) { // Going down? (Or up in reverse gravity?) if (P_MobjFlip(mo)*mom.z < 0) { // If going slower than a fracunit, just stop. if (abs(mom.z) < FixedMul(FRACUNIT, mo->scale)) { mom.x = mom.y = mom.z = 0; // Napalm hack if (mo->type == MT_CYBRAKDEMON_NAPALM_BOMB_LARGE && mo->fuse) mo->fuse = 1; } // Otherwise bounce up at half speed. else mom.z = -mom.z/2; S_StartSound(mo, mo->info->activesound); } } // Hack over. Back to your regularly scheduled detonation. -SH else { // Don't explode on the sky! if (!(mo->eflags & MFE_VERTICALFLIP) && mo->subsector->sector->floorpic == skyflatnum && mo->subsector->sector->floorheight == mo->floorz) P_RemoveMobj(mo); else if (mo->eflags & MFE_VERTICALFLIP && mo->subsector->sector->ceilingpic == skyflatnum && mo->subsector->sector->ceilingheight == mo->ceilingz) P_RemoveMobj(mo); else P_ExplodeMissile(mo); return false; } } } if (P_MobjFlip(mo)*mom.z < 0) // falling { if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR) || tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER) mo->eflags |= MFE_JUSTHITFLOOR; if (mo->flags2 & MF2_SKULLFLY) // the skull slammed into something mom.z = -mom.z; else // 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 || mo->type == MT_FALLINGROCK) { if (maptol & TOL_NIGHTS) mom.z = -FixedDiv(mom.z, 10*FRACUNIT); else mom.z = -FixedMul(mom.z, FixedDiv(17*FRACUNIT,20*FRACUNIT)); if (mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED) { if (abs(mom.x) < FixedMul(STOPSPEED, mo->scale) && abs(mom.y) < FixedMul(STOPSPEED, mo->scale) && abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale)) { if (mo->flags & MF_AMBUSH) { // If deafed, give the tumbleweed another random kick if it runs out of steam. mom.z += P_MobjFlip(mo)*FixedMul(6*FRACUNIT, mo->scale); if (P_RandomChance(FRACUNIT/2)) mom.x += FixedMul(6*FRACUNIT, mo->scale); else mom.x -= FixedMul(6*FRACUNIT, mo->scale); if (P_RandomChance(FRACUNIT/2)) mom.y += FixedMul(6*FRACUNIT, mo->scale); else mom.y -= FixedMul(6*FRACUNIT, mo->scale); } #ifdef ESLOPE else if (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8) { // Pop the object up a bit to encourage bounciness //mom.z = P_MobjFlip(mo)*mo->scale; } #endif else { mom.x = mom.y = mom.z = 0; P_SetMobjState(mo, mo->info->spawnstate); } } // Stolen from P_SpawnFriction mo->friction = FRACUNIT - 0x100; mo->movefactor = ((0x10092 - mo->friction)*(0x70))/0x158; } else if (mo->type == MT_FALLINGROCK) { if (P_MobjFlip(mo)*mom.z > FixedMul(2*FRACUNIT, mo->scale)) S_StartSound(mo, mo->info->activesound + P_RandomKey(mo->info->mass)); mom.z /= 2; // Rocks not so bouncy if (abs(mom.x) < FixedMul(STOPSPEED, mo->scale) && abs(mom.y) < FixedMul(STOPSPEED, mo->scale) && abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale)) { P_RemoveMobj(mo); return false; } } else if (mo->type == MT_CANNONBALLDECOR) { mom.z /= 2; if (abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale)) mom.z = 0; } } else if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR) || tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER)) mom.z = tmfloorthing->momz; else if (!tmfloorthing) mom.z = 0; } else if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR) || tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER)) mom.z = tmfloorthing->momz; #ifdef ESLOPE if (mo->standingslope) { // MT_STEAM will never have a standingslope, see above. P_QuantizeMomentumToSlope(&mom, mo->standingslope); } #endif mo->momx = mom.x; mo->momy = mom.y; mo->momz = mom.z; 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); } if (((mo->z + mo->height > mo->ceilingz && !(mo->eflags & MFE_VERTICALFLIP)) || (mo->z < mo->floorz && mo->eflags & MFE_VERTICALFLIP)) && !(mo->flags & MF_NOCLIPHEIGHT)) { if (mo->eflags & MFE_VERTICALFLIP) mo->z = mo->floorz; else mo->z = mo->ceilingz - mo->height; if (mo->type == MT_SPINFIRE) ; else if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP)) { // Hack 2: Electric Boogaloo -SH if (mo->flags & MF_GRENADEBOUNCE) { if (P_MobjFlip(mo)*mo->momz >= 0) { mo->momz = -mo->momz; S_StartSound(mo, mo->info->activesound); } } else { // Don't explode on the sky! if (!(mo->eflags & MFE_VERTICALFLIP) && mo->subsector->sector->ceilingpic == skyflatnum && mo->subsector->sector->ceilingheight == mo->ceilingz) P_RemoveMobj(mo); else if (mo->eflags & MFE_VERTICALFLIP && mo->subsector->sector->floorpic == skyflatnum && mo->subsector->sector->floorheight == mo->floorz) P_RemoveMobj(mo); else P_ExplodeMissile(mo); return false; } } 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; } } 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) P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0); if (mo->subsector->polyList) P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector); // check for smooth step up if ((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height > mo->ceilingz) || (!(mo->eflags & MFE_VERTICALFLIP) && mo->z < mo->floorz)) { if (mo->eflags & MFE_VERTICALFLIP) mo->player->viewheight -= (mo->z+mo->height) - mo->ceilingz; else mo->player->viewheight -= mo->floorz - mo->z; mo->player->deltaviewheight = (FixedMul(cv_viewheight.value<scale) - mo->player->viewheight)>>3; } // adjust height if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo)) { mo->momz += mo->pmomz; mo->eflags &= ~MFE_APPLYPMOMZ; } mo->z += mo->momz; // Have player fall through floor? if (mo->player->playerstate == PST_DEAD || mo->player->playerstate == PST_REBORN) return; #ifdef ESLOPE if (mo->standingslope) { if (mo->flags & MF_NOCLIPHEIGHT) mo->standingslope = NULL; else if (!P_IsObjectOnGround(mo)) P_SlopeLaunch(mo); } #endif // clip movement if (P_IsObjectOnGround(mo) && !(mo->flags & MF_NOCLIPHEIGHT)) { if (mo->eflags & MFE_VERTICALFLIP) mo->z = mo->ceilingz - mo->height; else mo->z = mo->floorz; if (mo->player->pflags & PF_NIGHTSMODE) { // 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); } goto nightsdone; } // Get up if you fell. if (mo->state == &states[mo->info->painstate] || mo->state == &states[S_PLAY_SUPERHIT]) P_SetPlayerMobjState(mo, S_PLAY_STND); #ifdef ESLOPE if (!mo->standingslope && (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)) { // Handle landing on slope during Z movement P_HandleSlopeLanding(mo, (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)); } #endif if (P_MobjFlip(mo)*mo->momz < 0) // falling { mo->pmomz = 0; // We're on a new floor, don't keep doing platform movement. // Squat down. Decrease viewheight for a moment after hitting the ground (hard), if (P_MobjFlip(mo)*mo->momz < -FixedMul(8*FRACUNIT, mo->scale)) mo->player->deltaviewheight = (P_MobjFlip(mo)*mo->momz)>>3; // make sure momz is negative if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR) || tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER) // Spin Attack { mo->eflags |= MFE_JUSTHITFLOOR; // Spin Attack if (mo->eflags & MFE_JUSTHITFLOOR) { #ifdef POLYOBJECTS // Check if we're on a polyobject // that triggers a linedef executor. msecnode_t *node; boolean stopmovecut = false; for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { 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) { 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; // Moving polyobjects should act like conveyors if the player lands on one. (I.E. none of the momentum cut thing below) -Red if ((mo->z == polysec->ceilingheight || mo->z+mo->height == polysec->floorheight) && po->thinker) stopmovecut = true; if (!(po->flags & POF_LDEXEC)) { 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); } } } } if (!stopmovecut) #endif // Cut momentum in half when you hit the ground and // aren't pressing any controls. if (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING)) { mo->momx = mo->momx/2; mo->momy = mo->momy/2; } } if (mo->health) { if (mo->player->pflags & PF_GLIDING) // ground gliding { mo->player->skidtime = TICRATE; mo->tics = -1; } else if (mo->player->pflags & PF_JUMPED || (mo->player->pflags & (PF_SPINNING|PF_USEDOWN)) != (PF_SPINNING|PF_USEDOWN) || mo->player->powers[pw_tailsfly] || (mo->state >= &states[S_PLAY_SPC1] && mo->state <= &states[S_PLAY_SPC4])) { if (mo->player->cmomx || mo->player->cmomy) { if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN) P_SetPlayerMobjState(mo, S_PLAY_SPD1); else if ((mo->player->rmomx || mo->player->rmomy) && mo->player->panim != PA_WALK) P_SetPlayerMobjState(mo, S_PLAY_RUN1); else if (!mo->player->rmomx && !mo->player->rmomy && mo->player->panim != PA_IDLE) P_SetPlayerMobjState(mo, S_PLAY_STND); } else { if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN) P_SetPlayerMobjState(mo, S_PLAY_SPD1); else if ((mo->momx || mo->momy) && mo->player->panim != PA_WALK) P_SetPlayerMobjState(mo, S_PLAY_RUN1); else if (!mo->momx && !mo->momy && mo->player->panim != PA_IDLE) P_SetPlayerMobjState(mo, S_PLAY_STND); } } if (mo->player->pflags & PF_JUMPED) mo->player->pflags &= ~PF_SPINNING; else if (!(mo->player->pflags & PF_USEDOWN)) mo->player->pflags &= ~PF_SPINNING; if (!(mo->player->pflags & PF_GLIDING)) mo->player->pflags &= ~PF_JUMPED; mo->player->pflags &= ~PF_THOKKED; //mo->player->pflags &= ~PF_GLIDING; mo->player->jumping = 0; mo->player->secondjump = 0; mo->player->glidetime = 0; mo->player->climbing = 0; mo->player->powers[pw_tailsfly] = 0; } } if (!(mo->player->pflags & PF_SPINNING)) mo->player->pflags &= ~PF_STARTDASH; 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; } else if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR) || tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER)) mo->momz = tmfloorthing->momz; } else if (!(mo->flags & MF_NOGRAVITY)) // Gravity here! { if (P_IsObjectInGoop(mo) && !(mo->flags & MF_NOCLIPHEIGHT)) { if (mo->z < mo->floorz) { mo->z = mo->floorz; mo->momz = 0; } else if (mo->z + mo->height > mo->ceilingz) { mo->z = mo->ceilingz - mo->height; mo->momz = 0; } } /// \todo may not be needed (done in P_MobjThinker normally) mo->eflags &= ~MFE_JUSTHITFLOOR; P_CheckGravity(mo, true); } nightsdone: if (((mo->eflags & MFE_VERTICALFLIP && mo->z < mo->floorz) || (!(mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height > mo->ceilingz)) && !(mo->flags & MF_NOCLIPHEIGHT)) { if (mo->eflags & MFE_VERTICALFLIP) mo->z = mo->floorz; else mo->z = mo->ceilingz - mo->height; if (mo->player->pflags & PF_NIGHTSMODE) { // 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); } } // Check for "Mario" blocks to hit and bounce them if (P_MobjFlip(mo)*mo->momz > 0) { msecnode_t *node; if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch { // Search the touching sectors, from side-to-side... for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { 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! // DO THE MARIO! EV_MarioBlock(rover->master->frontsector, node->m_sector, *rover->topheight, mo); } } // Ugly ugly billions of braces! Argh! } // hit the ceiling if (mariomode) S_StartSound(mo, sfx_mario1); if (!mo->player->climbing) mo->momz = 0; } } } static boolean P_SceneryZMovement(mobj_t *mo) { // Intercept the stupid 'fall through 3dfloors' bug if (mo->subsector->sector->ffloors) P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 2); if (mo->subsector->polyList) P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector); // adjust height if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo)) { mo->momz += mo->pmomz; mo->eflags &= ~MFE_APPLYPMOMZ; } 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 mobj_t *explodemo = NULL; UINT8 prandom, i; for (i = 0; i < 4; ++i) // split into four { prandom = P_RandomByte(); 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)) { // DO NOT use random numbers here. // SonicCD mode is console togglable and // affects demos. UINT8 rltime = (leveltime & 4); if (!rltime) P_SpawnMobj(mo->x, mo->y, mo->floorz, MT_GFZFLOWER3); else if (rltime == 2) P_SpawnMobj(mo->x, mo->y, mo->floorz, MT_GFZFLOWER2); else P_SpawnMobj(mo->x, mo->y, mo->floorz, MT_GFZFLOWER1); 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 if (((mo->z <= mo->floorz && !(mo->eflags & MFE_VERTICALFLIP)) || (mo->z + mo->height >= mo->ceilingz && mo->eflags & MFE_VERTICALFLIP)) && !(mo->flags & MF_NOCLIPHEIGHT)) { if (mo->eflags & MFE_VERTICALFLIP) mo->z = mo->ceilingz - mo->height; else mo->z = mo->floorz; if (P_MobjFlip(mo)*mo->momz < 0) // falling { if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR) || tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER) mo->eflags |= MFE_JUSTHITFLOOR; // Spin Attack 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; } } 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); } if (((mo->z + mo->height > mo->ceilingz && !(mo->eflags & MFE_VERTICALFLIP)) || (mo->z < mo->floorz && mo->eflags & MFE_VERTICALFLIP)) && !(mo->flags & MF_NOCLIPHEIGHT)) { if (mo->eflags & MFE_VERTICALFLIP) mo->z = mo->floorz; else mo->z = mo->ceilingz - mo->height; if (P_MobjFlip(mo)*mo->momz > 0) // hit the ceiling mo->momz = 0; } return true; } // P_CanRunOnWater // // Returns true if player can waterrun on the 3D floor // boolean P_CanRunOnWater(player_t *player, ffloor_t *rover) { if (!(player->pflags & PF_NIGHTSMODE) && !player->homing && (((player->charability == CA_SWIM) || player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-*rover->topheight >= player->mo->height) && (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale) && !(player->pflags & PF_SLIDING) && abs(player->mo->z - *rover->topheight) < FixedMul(30*FRACUNIT, player->mo->scale)) return true; return false; } // // P_MobjCheckWater // // Check for water, set stuff in mobj_t struct for movement code later. // This is called either by P_MobjThinker() or P_PlayerThink() void P_MobjCheckWater(mobj_t *mobj) { boolean waterwasnotset = (mobj->watertop == INT32_MAX); boolean wasinwater = (mobj->eflags & MFE_UNDERWATER) == MFE_UNDERWATER; boolean wasingoo = (mobj->eflags & MFE_GOOWATER) == MFE_GOOWATER; fixed_t thingtop = mobj->z + mobj->height; // especially for players, infotable height does not neccessarily match actual height sector_t *sector = mobj->subsector->sector; ffloor_t *rover; player_t *p = mobj->player; // Will just be null if not a player. // Default if no water exists. mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT; // Reset water state. mobj->eflags &= ~(MFE_UNDERWATER|MFE_TOUCHWATER|MFE_GOOWATER); for (rover = sector->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || (((rover->flags & FF_BLOCKPLAYER) && mobj->player) || ((rover->flags & FF_BLOCKOTHERS) && !mobj->player))) continue; topheight = *rover->topheight; bottomheight = *rover->bottomheight; #ifdef ESLOPE if (*rover->t_slope) topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y); if (*rover->b_slope) bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y); #endif if (mobj->eflags & MFE_VERTICALFLIP) { if (topheight < (thingtop - FixedMul(mobj->info->height/2, mobj->scale)) || bottomheight > thingtop) continue; } else { if (topheight < mobj->z || bottomheight > (mobj->z + FixedMul(mobj->info->height/2, mobj->scale))) continue; } // Set the watertop and waterbottom mobj->watertop = topheight; mobj->waterbottom = bottomheight; // Just touching the water? if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - FixedMul(mobj->info->height, mobj->scale) < bottomheight) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + FixedMul(mobj->info->height, mobj->scale) > topheight)) { mobj->eflags |= MFE_TOUCHWATER; if (rover->flags & FF_GOOWATER && !(mobj->flags & MF_NOGRAVITY)) mobj->eflags |= MFE_GOOWATER; } // Actually in the water? if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - FixedMul(mobj->info->height/2, mobj->scale) > bottomheight) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + FixedMul(mobj->info->height/2, mobj->scale) < topheight)) { mobj->eflags |= MFE_UNDERWATER; if (rover->flags & FF_GOOWATER && !(mobj->flags & MF_NOGRAVITY)) mobj->eflags |= MFE_GOOWATER; } } // Specific things for underwater players if (p && (mobj->eflags & MFE_UNDERWATER) == MFE_UNDERWATER) { if (!((p->powers[pw_super]) || (p->powers[pw_invulnerability]))) { if ((p->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) { // Water removes attract shield. p->powers[pw_shield] = p->powers[pw_shield] & SH_STACK; P_FlashPal(p, PAL_WHITE, 1); } } // Drown timer setting if ((p->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL // Has elemental || (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; } } // The rest of this code only executes on a water state change. if (waterwasnotset || !!(mobj->eflags & MFE_UNDERWATER) == wasinwater) return; // Spectators and dead players also don't count. if (p && (p->spectator || p->playerstate != PST_LIVE)) return; if ((p) // Players || (mobj->flags & MF_PUSHABLE) // Pushables || ((mobj->info->flags & MF_PUSHABLE) && mobj->fuse) // Previously pushable, might be moving still ) { // Check to make sure you didn't just cross into a sector to jump out of // that has shallower water than the block you were originally in. if (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->watertop-mobj->floorz <= FixedMul(mobj->info->height, mobj->scale)>>1) return; if ((mobj->eflags & MFE_VERTICALFLIP) && mobj->ceilingz-mobj->waterbottom <= FixedMul(mobj->info->height, mobj->scale)>>1) return; if ((mobj->eflags & MFE_GOOWATER || wasingoo)) { // Decide what happens to your momentum when you enter/leave goopy water. if (P_MobjFlip(mobj)*mobj->momz < 0) // You are entering the goo? mobj->momz = FixedMul(mobj->momz, FixedDiv(2*FRACUNIT, 5*FRACUNIT)); // kill momentum significantly, to make the goo feel thick. } else if (wasinwater && P_MobjFlip(mobj)*mobj->momz > 0) mobj->momz = FixedMul(mobj->momz, FixedDiv(780*FRACUNIT, 457*FRACUNIT)); // Give the mobj a little out-of-water boost. if (P_MobjFlip(mobj)*mobj->momz < 0) { if ((mobj->eflags & MFE_VERTICALFLIP && thingtop-(FixedMul(mobj->info->height, mobj->scale)>>1)-mobj->momz <= mobj->waterbottom) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z+(FixedMul(mobj->info->height, mobj->scale)>>1)-mobj->momz >= mobj->watertop)) { // Spawn a splash mobj_t *splish; if (mobj->eflags & MFE_VERTICALFLIP) { splish = P_SpawnMobj(mobj->x, mobj->y, mobj->waterbottom-FixedMul(mobjinfo[MT_SPLISH].height, mobj->scale), MT_SPLISH); splish->flags2 |= MF2_OBJECTFLIP; splish->eflags |= MFE_VERTICALFLIP; } else splish = P_SpawnMobj(mobj->x, mobj->y, mobj->watertop, MT_SPLISH); splish->destscale = mobj->scale; P_SetScale(splish, mobj->scale); } // skipping stone! if (p && (p->charability2 == CA2_SPINDASH) && p->speed/2 > abs(mobj->momz) && ((p->pflags & (PF_SPINNING|PF_JUMPED)) == PF_SPINNING) && ((!(mobj->eflags & MFE_VERTICALFLIP) && thingtop - mobj->momz > mobj->watertop) || ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z - mobj->momz < mobj->waterbottom))) { mobj->momz = -mobj->momz/2; if (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->momz > FixedMul(6*FRACUNIT, mobj->scale)) mobj->momz = FixedMul(6*FRACUNIT, mobj->scale); else if (mobj->eflags & MFE_VERTICALFLIP && mobj->momz < FixedMul(-6*FRACUNIT, mobj->scale)) mobj->momz = FixedMul(-6*FRACUNIT, mobj->scale); } } else if (P_MobjFlip(mobj)*mobj->momz > 0) { if (((mobj->eflags & MFE_VERTICALFLIP && thingtop-(FixedMul(mobj->info->height, mobj->scale)>>1)-mobj->momz > mobj->waterbottom) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z+(FixedMul(mobj->info->height, mobj->scale)>>1)-mobj->momz < mobj->watertop)) && !(mobj->eflags & MFE_UNDERWATER)) // underwater check to prevent splashes on opposite side { // Spawn a splash mobj_t *splish; if (mobj->eflags & MFE_VERTICALFLIP) { splish = P_SpawnMobj(mobj->x, mobj->y, mobj->waterbottom-FixedMul(mobjinfo[MT_SPLISH].height, mobj->scale), MT_SPLISH); splish->flags2 |= MF2_OBJECTFLIP; splish->eflags |= MFE_VERTICALFLIP; } else splish = P_SpawnMobj(mobj->x, mobj->y, mobj->watertop, MT_SPLISH); splish->destscale = mobj->scale; P_SetScale(splish, mobj->scale); } } // Time to spawn the bubbles! { INT32 i; INT32 bubblecount; UINT8 prandom[4]; mobj_t *bubble; mobjtype_t bubbletype; if (mobj->eflags & MFE_GOOWATER || wasingoo) S_StartSound(mobj, sfx_ghit); else S_StartSound(mobj, sfx_splish); // And make a sound! bubblecount = FixedDiv(abs(mobj->momz), mobj->scale)>>(FRACBITS-1); // Max bubble count if (bubblecount > 128) bubblecount = 128; // Create tons of bubbles for (i = 0; i < bubblecount; i++) { // P_RandomByte()s are called individually to allow consistency // across various compilers, since the order of function calls // in C is not part of the ANSI specification. prandom[0] = P_RandomByte(); prandom[1] = P_RandomByte(); prandom[2] = P_RandomByte(); prandom[3] = P_RandomByte(); bubbletype = MT_SMALLBUBBLE; if (!(prandom[0] & 0x3)) // medium bubble chance up to 64 from 32 bubbletype = MT_MEDIUMBUBBLE; bubble = P_SpawnMobj( mobj->x + FixedMul((prandom[1]<<(FRACBITS-3)) * (prandom[0]&0x80 ? 1 : -1), mobj->scale), mobj->y + FixedMul((prandom[2]<<(FRACBITS-3)) * (prandom[0]&0x40 ? 1 : -1), mobj->scale), mobj->z + FixedMul((prandom[3]<<(FRACBITS-2)), mobj->scale), bubbletype); if (bubble) { if (P_MobjFlip(mobj)*mobj->momz < 0) bubble->momz = mobj->momz >> 4; else bubble->momz = 0; bubble->destscale = mobj->scale; P_SetScale(bubble, mobj->scale); } } } } } static void P_SceneryCheckWater(mobj_t *mobj) { sector_t *sector; // Default if no water exists. mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT; // see if we are in water, and set some flags for later sector = mobj->subsector->sector; if (sector->ffloors) { ffloor_t *rover; fixed_t topheight, bottomheight; mobj->eflags &= ~(MFE_UNDERWATER|MFE_TOUCHWATER); for (rover = sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKOTHERS) continue; topheight = *rover->topheight; bottomheight = *rover->bottomheight; #ifdef ESLOPE if (*rover->t_slope) topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y); if (*rover->b_slope) bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y); #endif if (topheight <= mobj->z || bottomheight > (mobj->z + FixedMul(mobj->info->height >> 1, mobj->scale))) continue; if (mobj->z + FixedMul(mobj->info->height, mobj->scale) > topheight) mobj->eflags |= MFE_TOUCHWATER; else mobj->eflags &= ~MFE_TOUCHWATER; // Set the watertop and waterbottom mobj->watertop = topheight; mobj->waterbottom = bottomheight; if (mobj->z + FixedMul(mobj->info->height >> 1, mobj->scale) < topheight) 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; fixed_t halfheight = thiscam->z + (thiscam->height >> 1); // 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) { if (!(rover->flags & FF_EXISTS)) continue; 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)) continue; if (P_FindSpecialLineFromTag(13, rover->master->frontsector->tag, -1) != -1) return true; } } return false; } static boolean P_CameraCheckWater(camera_t *thiscam) { sector_t *sector; fixed_t halfheight = thiscam->z + (thiscam->height >> 1); // 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; 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)) continue; return true; } } 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; if (mo->health <= 0 || !(mo->flags & MF_ENEMY || mo->flags & MF_BOSS)) continue; // not a valid enemy if (mo->type == MT_PLAYER) // Don't chase after other players! continue; // Found a target enemy P_KillMobj(mo, players[consoleplayer].mo, players[consoleplayer].mo); } } // P_CameraThinker // // Process the mobj-ish required functions of the camera boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled) { boolean itsatwodlevel = false; postimg_t postimg = postimg_none; if (twodlevel || (thiscam == &camera && players[displayplayer].mo && (players[displayplayer].mo->flags2 & MF2_TWOD)) || (thiscam == &camera2 && players[secondarydisplayplayer].mo && (players[secondarydisplayplayer].mo->flags2 & MF2_TWOD))) itsatwodlevel = true; if (player->pflags & PF_FLIPCAM && !(player->pflags & PF_NIGHTSMODE) && player->mo->eflags & MFE_VERTICALFLIP) postimg = postimg_flip; 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; } if (postimg != postimg_none) { if (splitscreen && player == &players[secondarydisplayplayer]) postimgtype2 = postimg; else postimgtype = postimg; } if (thiscam->momx || thiscam->momy) { if (!P_TryCameraMove(thiscam->x + thiscam->momx, thiscam->y + thiscam->momy, thiscam)) { // Never fails for 2D mode. mobj_t dummy; dummy.thinker.function.acp1 = (actionf_p1)P_MobjThinker; dummy.subsector = thiscam->subsector; dummy.x = thiscam->x; dummy.y = thiscam->y; dummy.z = thiscam->z; dummy.height = thiscam->height; if (!resetcalled && !(player->pflags & PF_NOCLIP) && !P_CheckSight(&dummy, player->mo)) // TODO: "P_CheckCameraSight" instead. P_ResetCamera(player, thiscam); else P_SlideCameraMove(thiscam); if (resetcalled) // Okay this means the camera is fully reset. return true; } } if (!itsatwodlevel) P_CheckCameraPosition(thiscam->x, thiscam->y, thiscam); thiscam->subsector = R_PointInSubsector(thiscam->x, thiscam->y); thiscam->floorz = tmfloorz; thiscam->ceilingz = tmceilingz; if (thiscam->momz || player->mo->pmomz) { // adjust height thiscam->z += thiscam->momz + player->mo->pmomz; if (!itsatwodlevel && !(player->pflags & PF_NOCLIP)) { // clip movement if (thiscam->z <= thiscam->floorz) // hit the floor { fixed_t cam_height = cv_cam_height.value; thiscam->z = thiscam->floorz; if (player == &players[secondarydisplayplayer]) cam_height = cv_cam2_height.value; if (thiscam->z > player->mo->z + player->mo->height + FixedMul(cam_height*FRACUNIT + 16*FRACUNIT, player->mo->scale)) { if (!resetcalled) P_ResetCamera(player, thiscam); return true; } } if (thiscam->z + thiscam->height > thiscam->ceilingz) { if (thiscam->momz > 0) { // hit the ceiling thiscam->momz = 0; } thiscam->z = thiscam->ceilingz - thiscam->height; if (thiscam->z + thiscam->height < player->mo->z - player->mo->height) { if (!resetcalled) P_ResetCamera(player, thiscam); return true; } } } } if (itsatwodlevel || (thiscam->ceilingz - thiscam->z < thiscam->height && thiscam->ceilingz >= thiscam->z)) { thiscam->ceilingz = thiscam->z + thiscam->height; thiscam->floorz = thiscam->z; } return false; } // // P_PlayerMobjThinker // static void P_PlayerMobjThinker(mobj_t *mobj) { msecnode_t *node; I_Assert(mobj != NULL); I_Assert(mobj->player != NULL); I_Assert(!P_MobjWasRemoved(mobj)); P_MobjCheckWater(mobj); #ifdef ESLOPE P_ButteredSlope(mobj); #endif // momentum movement mobj->eflags &= ~MFE_JUSTSTEPPEDDOWN; // Zoom tube if (mobj->tracer && mobj->tracer->type == MT_TUBEWAYPOINT) { 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->pflags & PF_MACESPIN && mobj->tracer) { P_CheckPosition(mobj, mobj->x, mobj->y); goto animonly; } // Needed for gravity boots P_CheckGravity(mobj, false); if (mobj->momx || mobj->momy) { P_XYMovement(mobj); if (P_MobjWasRemoved(mobj)) return; } else P_TryMove(mobj, mobj->x, mobj->y, true); if (!(netgame && mobj->player->spectator)) { // Crumbling platforms for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next) { fixed_t topheight, bottomheight; ffloor_t *rover; for (rover = node->m_sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_CRUMBLE)) continue; topheight = P_GetSpecialTopZ(mobj, sectors + rover->secnum, node->m_sector); bottomheight = P_GetSpecialBottomZ(mobj, sectors + rover->secnum, node->m_sector); if ((topheight == mobj->z && !(mobj->eflags & MFE_VERTICALFLIP)) || (bottomheight == mobj->z + mobj->height && mobj->eflags & MFE_VERTICALFLIP)) // You nut. EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN)); } } } // Check for floating water platforms and bounce them if (CheckForFloatBob && P_MobjFlip(mobj)*mobj->momz < 0) { boolean thereiswater = false; for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next) { if (node->m_sector->ffloors) { ffloor_t *rover; // Get water boundaries first for (rover = node->m_sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; if (rover->flags & FF_SWIMMABLE) // Is there water? { thereiswater = true; break; } } } } if (thereiswater) { for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next) { 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) || P_IsObjectInGoop(mobj)) { P_PlayerZMovement(mobj); P_CheckPosition(mobj, mobj->x, mobj->y); // Need this to pick up objects! if (P_MobjWasRemoved(mobj)) return; } else { if (!(mobj->player->pflags & PF_NIGHTSMODE)) // "jumping" is used for drilling mobj->player->jumping = 0; mobj->player->pflags &= ~PF_JUMPED; if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) { mobj->player->secondjump = 0; mobj->player->powers[pw_tailsfly] = 0; P_SetPlayerMobjState(mobj, S_PLAY_RUN1); } mobj->eflags &= ~MFE_JUSTHITFLOOR; } animonly: // 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) if (!P_SetPlayerMobjState(mobj, mobj->state->nextstate)) return; // freed itself } } static void CalculatePrecipFloor(precipmobj_t *mobj) { // recalculate floorz each time const sector_t *mobjsecsubsec; if (mobj && mobj->subsector && mobj->subsector->sector) mobjsecsubsec = mobj->subsector->sector; else return; mobj->floorz = #ifdef ESLOPE mobjsecsubsec->f_slope ? P_GetZAt(mobjsecsubsec->f_slope, mobj->x, mobj->y) : #endif mobjsecsubsec->floorheight; if (mobjsecsubsec->ffloors) { ffloor_t *rover; fixed_t topheight; for (rover = mobjsecsubsec->ffloors; rover; rover = rover->next) { // If it exists, it'll get rained on. if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_BLOCKOTHERS) && !(rover->flags & FF_SWIMMABLE)) continue; #ifdef ESLOPE if (*rover->t_slope) topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y); else #endif topheight = *rover->topheight; if (topheight > mobj->floorz) mobj->floorz = topheight; } } } void P_RecalcPrecipInSector(sector_t *sector) { mprecipsecnode_t *psecnode; if (!sector) return; sector->moved = true; // Recalc lighting and things too, maybe for (psecnode = sector->touching_preciplist; psecnode; psecnode = psecnode->m_thinglist_next) CalculatePrecipFloor(psecnode->m_thing); } // // P_NullPrecipThinker // // For "Blank" precipitation // void P_NullPrecipThinker(precipmobj_t *mobj) { (void)mobj; } void P_SnowThinker(precipmobj_t *mobj) { P_CycleStateAnimation((mobj_t *)mobj); // adjust height if ((mobj->z += mobj->momz) <= mobj->floorz) mobj->z = mobj->ceilingz; } void P_RainThinker(precipmobj_t *mobj) { P_CycleStateAnimation((mobj_t *)mobj); if (mobj->state != &states[S_RAIN1]) { // cycle through states, // calling action functions at transitions if (mobj->tics > 0 && --mobj->tics == 0) { // you can cycle through multiple states in a tic if (!P_SetPrecipMobjState(mobj, mobj->state->nextstate)) return; // freed itself } if (mobj->state == &states[S_RAINRETURN]) { mobj->z = mobj->ceilingz; P_SetPrecipMobjState(mobj, S_RAIN1); } return; } // adjust height mobj->z += mobj->momz; if (mobj->z <= mobj->floorz) { // no splashes on sky or bottomless pits if (mobj->precipflags & PCF_PIT) mobj->z = mobj->ceilingz; else { mobj->z = mobj->floorz; P_SetPrecipMobjState(mobj, S_SPLASH1); } } } static void P_RingThinker(mobj_t *mobj) { if (mobj->momx || mobj->momy) { P_RingXYMovement(mobj); if (P_MobjWasRemoved(mobj)) return; } // always do the gravity bit now, that's simpler // BUT CheckPosition only if wasn't done before. if (mobj->momz) { P_RingZMovement(mobj); P_CheckPosition(mobj, mobj->x, mobj->y); // Need this to pick up objects! if (P_MobjWasRemoved(mobj)) return; } P_CycleMobjState(mobj); } // // P_BossTargetPlayer // If closest is true, find the closest player. // Returns true if a player is targeted. // boolean P_BossTargetPlayer(mobj_t *actor, boolean closest) { INT32 stop = -1, c = 0; player_t *player; fixed_t dist, lastdist = 0; // first time init, this allow minimum lastlook changes if (actor->lastlook < 0) actor->lastlook = P_RandomByte(); 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->health <= 0) continue; // dead if (player->pflags & PF_INVIS || player->bot || player->spectator) continue; // ignore notarget if (!player->mo || P_MobjWasRemoved(player->mo)) continue; 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].health <= 0) continue; // dead if (players[c].pflags & PF_INVIS) continue; // ignore notarget if (!players[c].mo || players[c].bot) continue; playersinthegame[stop] = &players[c]; stop++; } } if (!stop) return false; P_SetTarget(&actor->target, playersinthegame[P_RandomKey(stop)]->mo); return true; } // AI for a generic boss. static void P_GenericBossThinker(mobj_t *mobj) { if (mobj->state->nextstate == mobj->info->spawnstate && mobj->tics == 1) mobj->flags2 &= ~MF2_FRET; if (!mobj->target || !(mobj->target->flags & MF_SHOOTABLE)) { if (mobj->health <= 0) { // look for a new target if (P_BossTargetPlayer(mobj, false) && mobj->info->mass) // Bid farewell! S_StartSound(mobj, mobj->info->mass); return; } // look for a new target if (P_BossTargetPlayer(mobj, false) && mobj->info->seesound) S_StartSound(mobj, mobj->info->seesound); return; } // Don't call A_ functions here, let the SOC do the AI! if (mobj->state == &states[mobj->info->meleestate] || (mobj->state == &states[mobj->info->missilestate] && mobj->health > mobj->info->damage)) { mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); } } // AI for the first boss. static void P_Boss1Thinker(mobj_t *mobj) { if (mobj->flags2 & MF2_FRET && (statenum_t)(mobj->state-states) == mobj->info->spawnstate) { mobj->flags2 &= ~(MF2_FRET|MF2_SKULLFLY); mobj->momx = mobj->momy = mobj->momz = 0; } if (!mobj->tracer) { var1 = 0; A_BossJetFume(mobj); } if (!mobj->target || !(mobj->target->flags & MF_SHOOTABLE)) { if (mobj->target && mobj->target->health && mobj->target->type == MT_EGGMOBILE_TARGET) // Oh, we're just firing our laser. return; // It's okay, then. if (mobj->health <= 0) { if (P_BossTargetPlayer(mobj, false) && mobj->info->mass) // Bid farewell! S_StartSound(mobj, mobj->info->mass); return; } // look for a new target if (P_BossTargetPlayer(mobj, false) && mobj->info->seesound) S_StartSound(mobj, mobj->info->seesound); return; } if (mobj->state != &states[mobj->info->spawnstate] && mobj->health > 0 && mobj->flags & MF_FLOAT && !(mobj->flags2 & MF2_SKULLFLY)) 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; if (!mobj->tracer) { 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; } if (mobj->state == &states[mobj->info->spawnstate] && mobj->health > mobj->info->damage) A_Boss2Chase(mobj); else if (mobj->health > 0 && mobj->state != &states[mobj->info->painstate] && mobj->state != &states[mobjinfo[mobj->info->missilestate].raisestate]) { mobj->flags &= ~MF_NOGRAVITY; A_Boss2Pogo(mobj); P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); } } // AI for the third boss. // // Notes for reminders: // movedir = move 2x fast? // movecount = fire missiles? // reactiontime = shock the water? // threshold = next waypoint # // extravalue1 = previous time shock sound was used // static void P_Boss3Thinker(mobj_t *mobj) { if (mobj->state == &states[mobj->info->spawnstate]) mobj->flags2 &= ~MF2_FRET; if (mobj->flags2 & MF2_FRET) mobj->movedir = 1; if (!mobj->tracer) { var1 = 1; A_BossJetFume(mobj); } if (mobj->health <= 0) { mobj->movecount = 0; mobj->reactiontime = 0; if (mobj->state < &states[mobj->info->xdeathstate]) return; if (mobj->threshold == -1) { mobj->momz = mobj->info->speed; return; } } if (mobj->reactiontime) // Shock mode { UINT32 i; if (mobj->state != &states[mobj->info->spawnstate]) P_SetMobjState(mobj, mobj->info->spawnstate); mobj->reactiontime--; if (!mobj->reactiontime) { ffloor_t *rover; // Shock the water for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo) continue; if (players[i].mo->health <= 0) continue; if (players[i].mo->eflags & MFE_UNDERWATER) P_DamageMobj(players[i].mo, mobj, mobj, 1); } // 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. thinker_t *th; mobj_t *mo2; mobj_t *dummy; SINT8 way = mobj->threshold - 1; // 0 through 4. SINT8 way2; 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; } way = (way + P_RandomRange(1,3)) % 5; // dummy 1 at one of the first three options after eggmobile dummy = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->mass); dummy->angle = mobj->angle; dummy->threshold = way + 1; dummy->tracer = mobj; do way2 = (way + P_RandomRange(1,3)) % 5; // dummy 2 has to be careful, while (way2 == mobj->threshold - 1); // to make sure it doesn't try to go the Eggman Way if dummy 1 rolled high. dummy = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->mass); dummy->angle = mobj->angle; dummy->threshold = way2 + 1; dummy->tracer = mobj; CONS_Debug(DBG_GAMELOGIC, "Eggman path %d - Dummy selected paths %d and %d\n", mobj->threshold, way + 1, dummy->threshold); P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); } } else if (mobj->movecount) // Firing mode { UINT32 i; // look for a new target P_BossTargetPlayer(mobj, false); if (!mobj->target || !mobj->target->player) return; // Are there any players underwater? If so, shock them! for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo || players[i].bot) continue; if (players[i].mo->health <= 0) continue; if (players[i].mo->eflags & MFE_UNDERWATER) { mobj->movecount = 0; P_SetMobjState(mobj, mobj->info->spawnstate); return; } } // Always face your target. A_FaceTarget(mobj); // Check if the attack animation is running. If not, play it. if (mobj->state < &states[mobj->info->missilestate] || mobj->state > &states[mobj->info->raisestate]) { if (mobj->health <= mobj->info->damage) // pinch phase mobj->movecount--; // limited number of shots before diving again if (mobj->movecount) P_SetMobjState(mobj, mobj->info->missilestate); } } else if (mobj->threshold >= 0) // Traveling mode { thinker_t *th; mobj_t *mo2; fixed_t dist, dist2; fixed_t speed; P_SetTarget(&mobj->target, NULL); if (mobj->state != &states[mobj->info->spawnstate] && mobj->health > 0 && !(mobj->flags2 & MF2_FRET)) P_SetMobjState(mobj, mobj->info->spawnstate); // scan the thinkers // to find a point that matches // the number for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && mo2->spawnpoint->angle == mobj->threshold) { P_SetTarget(&mobj->target, mo2); break; } } if (!mobj->target) // Should NEVER happen { CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 was unable to find specified waypoint: %d\n", mobj->threshold); return; } dist = P_AproxDistance(P_AproxDistance(mobj->target->x - mobj->x, mobj->target->y - mobj->y), mobj->target->z - mobj->z); if (dist < 1) dist = 1; if ((mobj->movedir) || (mobj->health <= mobj->info->damage)) speed = mobj->info->speed * 2; else speed = mobj->info->speed; mobj->momx = FixedMul(FixedDiv(mobj->target->x - mobj->x, dist), speed); mobj->momy = FixedMul(FixedDiv(mobj->target->y - mobj->y, dist), speed); mobj->momz = FixedMul(FixedDiv(mobj->target->z - mobj->z, dist), speed); if (mobj->momx != 0 || mobj->momy != 0) mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy); dist2 = P_AproxDistance(P_AproxDistance(mobj->target->x - (mobj->x + mobj->momx), mobj->target->y - (mobj->y + mobj->momy)), mobj->target->z - (mobj->z + mobj->momz)); if (dist2 < 1) dist2 = 1; if ((dist >> FRACBITS) <= (dist2 >> FRACBITS)) { // If further away, set XYZ of mobj to waypoint location P_UnsetThingPosition(mobj); mobj->x = mobj->target->x; mobj->y = mobj->target->y; mobj->z = mobj->target->z; mobj->momx = mobj->momy = mobj->momz = 0; P_SetThingPosition(mobj); if (mobj->threshold == 0) { mobj->reactiontime = 1; // Bzzt! Shock the water! mobj->movedir = 0; if (mobj->health <= 0) { mobj->flags |= MF_NOGRAVITY|MF_NOCLIP; mobj->flags |= MF_NOCLIPHEIGHT; mobj->threshold = -1; return; } } // Set to next waypoint in sequence if (mobj->target->spawnpoint) { // From the center point, choose one of the five paths if (mobj->target->spawnpoint->angle == 0) mobj->threshold = P_RandomRange(1,5); else mobj->threshold = mobj->target->spawnpoint->extrainfo; // If the deaf flag is set, go into firing mode if (mobj->target->spawnpoint->options & MTF_AMBUSH) mobj->movecount = mobj->health+1; } else // This should never happen, as well CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 waypoint has no spawnpoint associated with it.\n"); } } } // Move Boss4's sectors by delta. static boolean P_Boss4MoveCage(fixed_t delta) { const UINT16 tag = 65534; INT32 snum; sector_t *sector; for (snum = sectors[tag%numsectors].firsttag; snum != -1; snum = sector->nexttag) { sector = §ors[snum]; if (sector->tag != tag) continue; sector->floorheight += delta; sector->ceilingheight += delta; P_CheckSector(sector, true); } return sectors[tag%numsectors].firsttag != -1; } // Move Boss4's arms to angle static void P_Boss4MoveSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz) { INT32 s; mobj_t *base = mobj, *seg; fixed_t dist, bz = (mobj->spawnpoint->z+16)<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<spawnpoint->z+16)<tracer)) { for (seg = base, dist = 112*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 132*FRACUNIT, --s) { seg->z = bz + FixedMul(fz, FixedDiv(s<x + P_ReturnThrustX(mobj, angle, dist), mobj->y + P_ReturnThrustY(mobj, angle, dist), true); } angle += ANGLE_MAX/3; } } // Destroy cage FOFs. static void P_Boss4DestroyCage(void) { const UINT16 tag = 65534; 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 = §ors[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 = §ors[sector->attached[a]]; for (rover = rsec->ffloors; rover; rover = rover->next) if (rover->flags & FF_EXISTS && rover->secnum == (size_t)snum) { if (rover->flags & FF_RENDERALL) // checking for FF_RENDERANY. EV_CrumbleChain(rsec, rover); // This FOF is visible to some extent? Crumble it. else // Completely invisible FOF { // no longer exists (can't collide with again) rover->flags &= ~FF_EXISTS; sector->moved = true; rsec->moved = true; } } } } } // Destroy Boss4's arms static void P_Boss4PopSpikeballs(mobj_t *mobj) { mobj_t *base = mobj->tracer, *seg, *next; P_SetTarget(&mobj->tracer, NULL); while(base) { next = base->tracer; P_SetTarget(&base->tracer, NULL); for (seg = base; seg; seg = seg->hnext) if (seg->health) P_KillMobj(seg, NULL, NULL); base = next; } } // // AI for the fourth boss. // static void P_Boss4Thinker(mobj_t *mobj) { if ((statenum_t)(mobj->state-states) == mobj->info->spawnstate) { if (mobj->health > mobj->info->damage || mobj->movedir == 4) mobj->flags2 &= ~MF2_FRET; mobj->reactiontime = 0; // Drop the cage immediately. } // Oh no, we dead? D: if (!mobj->health) { if (mobj->tracer) // need to clean up! { P_Boss4DestroyCage(); // Just in case pinch phase was skipped. P_Boss4PopSpikeballs(mobj); } return; } // movedir == battle stage: // 0: initialization // 1: phase 1 forward // 2: phase 1 reverse // 3: pinch rise // 4: pinch phase switch(mobj->movedir) { // WELCOME to your DOOM! case 0: { // For this stage only: // movecount == cage height // threshold == cage momz if (mobj->movecount == 0) // Initialize stage! { fixed_t z; INT32 i, arm; mobj_t *seg, *base = mobj; // First frame init, spawn all the things. mobj->spawnpoint->z = mobj->z>>FRACBITS; z = mobj->z + mobj->height/2 - mobjinfo[MT_EGGMOBILE4_MACE].height/2; for (arm = 0; arm <3 ; arm++) { seg = P_SpawnMobj(mobj->x, mobj->y, z, MT_EGGMOBILE4_MACE); P_SetTarget(&base->tracer, seg); base = seg; P_SetTarget(&seg->target, mobj); for (i = 0; i < 9; i++) { seg->hnext = P_SpawnMobj(mobj->x, mobj->y, z, MT_EGGMOBILE4_MACE); seg->hnext->hprev = seg; seg = seg->hnext; } } // Move the cage up to the sky. mobj->movecount = 800*FRACUNIT; if (!P_Boss4MoveCage(mobj->movecount)) { mobj->movecount = 0; mobj->threshold = 3*TICRATE; mobj->extravalue1 = 1; mobj->movedir++; // We don't have a cage, just continue. } else P_Boss4MoveSpikeballs(mobj, 0, mobj->movecount); } else // Cage slams down over Eggman's head! { fixed_t oldz = mobj->movecount; mobj->threshold -= 5*FRACUNIT; mobj->movecount += mobj->threshold; if (mobj->movecount < 0) mobj->movecount = 0; P_Boss4MoveCage(mobj->movecount - oldz); P_Boss4MoveSpikeballs(mobj, 0, mobj->movecount); if (mobj->movecount == 0) { mobj->threshold = 3*TICRATE; mobj->extravalue1 = 1; P_LinedefExecute(LE_BOSS4DROP, mobj, NULL); mobj->movedir++; // Initialization complete, next phase! } } return; } // Normal operation case 1: case 2: break; // Pinch phase init! case 3: { fixed_t z; if (mobj->z < (mobj->spawnpoint->z+512)<momz = 8*FRACUNIT; else { mobj->momz = 0; mobj->movedir++; } mobj->movecount += 400<<(FRACBITS>>1); mobj->movecount %= 360*FRACUNIT; z = mobj->z - (mobj->spawnpoint->z<height/2; 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: { if (mobj->z < (mobj->spawnpoint->z+512+128*(mobj->info->damage-mobj->health))<momz = 8*FRACUNIT; else mobj->momz = 0; mobj->movecount += (800+800*(mobj->info->damage-mobj->health))<<(FRACBITS>>1); mobj->movecount %= 360*FRACUNIT; P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->z - (mobj->spawnpoint->z<height/2); if (!mobj->target || !mobj->target->health) P_SupermanLook4Players(mobj); A_FaceTarget(mobj); return; } default: // ????? return; } // Haahahahahaaa, and let the FUN.. BEGIN! // movedir == arms direction // movecount == arms angle // threshold == countdown to next attack // reactiontime == cage raise, speed burst // movefactor == cage z // friction == turns until helm lift // Raise the cage! if (mobj->reactiontime == 1) { fixed_t oldz = mobj->movefactor; mobj->movefactor += 8*FRACUNIT; if (mobj->movefactor > 128*FRACUNIT) mobj->movefactor = 128*FRACUNIT; P_Boss4MoveCage(mobj->movefactor - oldz); } // Drop the cage! else if (mobj->movefactor) { fixed_t oldz = mobj->movefactor; mobj->movefactor -= 4*FRACUNIT; if (mobj->movefactor < 0) mobj->movefactor = 0; P_Boss4MoveCage(mobj->movefactor - oldz); if (!mobj->movefactor) { if (mobj->health <= mobj->info->damage) { // Proceed to pinch phase! P_Boss4DestroyCage(); mobj->movedir = 3; P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); return; } P_LinedefExecute(LE_BOSS4DROP, mobj, NULL); } } { fixed_t movespeed = 170<<(FRACBITS>>1); if (mobj->reactiontime == 2) movespeed *= 3; if (mobj->movedir == 2) mobj->movecount -= movespeed; else mobj->movecount += movespeed; } mobj->movecount %= 360*FRACUNIT; P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->movefactor); // Check for attacks, always tick the timer even while animating!! if (!(mobj->flags2 & MF2_FRET) // but pause for pain so we don't interrupt pinch phase, eep! && mobj->threshold-- == 0) { // 5 -> 2.5 second timer mobj->threshold = 5*TICRATE-(TICRATE/2)*(mobj->info->spawnhealth-mobj->health); if (mobj->threshold < 1) mobj->threshold = 1; if (mobj->extravalue1-- == 0) { P_SetMobjState(mobj, mobj->info->raisestate); mobj->extravalue1 = 3; } else { if (mobj->reactiontime == 1) // Cage is raised? mobj->reactiontime = 0; // Drop it! switch(P_RandomKey(10)) { // Telegraph Right (Speed Up!!) case 1: case 3: case 4: case 5: case 6: P_SetMobjState(mobj, mobj->info->missilestate); break; // Telegraph Left (Reverse Direction) default: P_SetMobjState(mobj, mobj->info->meleestate); break; } } } // Leave if animating. if ((statenum_t)(mobj->state-states) != mobj->info->spawnstate) return; // Map allows us to get killed despite cage being down? if (mobj->health <= mobj->info->damage) { // Proceed to pinch phase! P_Boss4DestroyCage(); // spawn jet's flame now you're flying upwards // tracer is already used, so if this ever gets reached again we've got problems var1 = 3; A_BossJetFume(mobj); mobj->movedir = 3; P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); return; } mobj->reactiontime = 0; // Drop the cage if it hasn't been dropped already. if (!mobj->target || !mobj->target->health) P_SupermanLook4Players(mobj); A_FaceTarget(mobj); } // // AI for Black Eggman // Note: You CANNOT have more than ONE Black Eggman // in a level! Just don't try it! // static void P_Boss7Thinker(mobj_t *mobj) { if (!mobj->target || !(mobj->target->flags & MF_SHOOTABLE)) { // look for a new target if (P_BossTargetPlayer(mobj, false)) return; // got a new target P_SetMobjStateNF(mobj, mobj->info->spawnstate); return; } if (mobj->health >= mobj->info->spawnhealth && (leveltime & 14) == 0) { mobj_t *smoke = P_SpawnMobj(mobj->x, mobj->y, mobj->z + mobj->height, MT_SMOKE); smoke->destscale = mobj->destscale; P_SetScale(smoke, smoke->destscale); smoke->momz = FixedMul(FRACUNIT, smoke->scale); } if (mobj->state == &states[S_BLACKEGG_STND] && mobj->tics == mobj->state->tics) { mobj->reactiontime += P_RandomByte(); if (mobj->health <= mobj->info->damage) mobj->reactiontime /= 4; } else if (mobj->state == &states[S_BLACKEGG_DIE4] && mobj->tics == mobj->state->tics) A_BossDeath(mobj); else if (mobj->state >= &states[S_BLACKEGG_WALK1] && mobj->state <= &states[S_BLACKEGG_WALK6]) A_Boss7Chase(mobj); else if (mobj->state == &states[S_BLACKEGG_PAIN1] && mobj->tics == mobj->state->tics) { if (mobj->health > 0) mobj->health--; S_StartSound(0, (mobj->health) ? sfx_behurt : sfx_bedie2); mobj->reactiontime /= 3; if (mobj->health <= 0) { INT32 i; P_KillMobj(mobj, NULL, NULL); // It was a team effort for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; P_AddPlayerScore(&players[i], 1000); } } } else if (mobj->state == &states[S_BLACKEGG_PAIN35] && mobj->tics == 1) { if (mobj->health == mobj->info->damage) { // Begin platform destruction mobj->flags2 |= MF2_FRET; P_SetMobjState(mobj, mobj->info->raisestate); P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); } } else if (mobj->state == &states[S_BLACKEGG_HITFACE4] && mobj->tics == mobj->state->tics) { // This is where Black Eggman hits his face. // If a player is on top of him, the player gets hurt. // But, if the player has managed to escape, // Black Eggman gets hurt! INT32 i; mobj->state->nextstate = mobj->info->painstate; // Reset S_StartSound(0, sfx_bedeen); for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo) continue; if (players[i].mo->health <= 0) continue; if (P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y) > (mobj->radius + players[i].mo->radius)) continue; if (players[i].mo->z > mobj->z + mobj->height - FRACUNIT && players[i].mo->z < mobj->z + mobj->height + 128*FRACUNIT) // You can't be in the vicinity, either... { // Punch him! P_DamageMobj(players[i].mo, mobj, mobj, 1); mobj->state->nextstate = mobj->info->spawnstate; // Laugh S_StartSound(0, sfx_bewar1 + P_RandomKey(4)); } } } else if (mobj->state == &states[S_BLACKEGG_GOOP]) { // Lob cannon balls if (mobj->movecount-- <= 0 || !mobj->target) { P_SetMobjState(mobj, mobj->info->spawnstate); return; } if ((leveltime & 15) == 0) { var1 = MT_CANNONBALL; var2 = 2*TICRATE + (80<<16); A_LobShot(mobj); S_StartSound(0, sfx_begoop); } } else if (mobj->state == &states[S_BLACKEGG_SHOOT2]) { // Chaingun goop mobj_t *missile; if (mobj->movecount-- <= 0 || !mobj->target) { P_SetMobjState(mobj, mobj->info->spawnstate); return; } A_FaceTarget(mobj); missile = P_SpawnXYZMissile(mobj, mobj->target, MT_BLACKEGGMAN_GOOPFIRE, mobj->x + P_ReturnThrustX(mobj, mobj->angle-ANGLE_90, FixedDiv(mobj->radius, 3*FRACUNIT/2)+(4*FRACUNIT)), mobj->y + P_ReturnThrustY(mobj, mobj->angle-ANGLE_90, FixedDiv(mobj->radius, 3*FRACUNIT/2)+(4*FRACUNIT)), mobj->z + FixedDiv(mobj->height, 3*FRACUNIT/2)); S_StopSound(missile); if (leveltime & 1) S_StartSound(0, sfx_beshot); } else if (mobj->state == &states[S_BLACKEGG_JUMP1] && mobj->tics == 1) { mobj_t *hitspot = NULL, *mo2; angle_t an; fixed_t dist, closestdist; fixed_t vertical, horizontal; fixed_t airtime = 5*TICRATE; INT32 waypointNum = 0; thinker_t *th; INT32 i; boolean foundgoop = false; INT32 closestNum; // Looks for players in goop. If you find one, try to jump on him. for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo) continue; if (players[i].mo->health <= 0) continue; if (players[i].powers[pw_ingoop]) { closestNum = -1; closestdist = 16384*FRACUNIT; // Just in case... // Find waypoint he is closest to for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint) { dist = P_AproxDistance(players[i].mo->x - mo2->x, players[i].mo->y - mo2->y); if (closestNum == -1 || dist < closestdist) { closestNum = (mo2->spawnpoint->options & 7); closestdist = dist; foundgoop = true; } } } waypointNum = closestNum; break; } } if (!foundgoop) { if (mobj->z > 1056*FRACUNIT) waypointNum = 0; else waypointNum = 1 + P_RandomKey(4); } // Don't jump to the center when health is low. // Force the player to beat you with missiles. if (mobj->health <= mobj->info->damage && waypointNum == 0) waypointNum = 1 + P_RandomKey(4); if (mobj->tracer && mobj->tracer->type == MT_BOSS3WAYPOINT && mobj->tracer->spawnpoint && (mobj->tracer->spawnpoint->options & 7) == waypointNum) { if (P_RandomChance(FRACUNIT/2)) waypointNum++; else waypointNum--; waypointNum %= 5; if (waypointNum < 0) waypointNum = 0; } if (waypointNum == 0 && mobj->health <= mobj->info->damage) waypointNum = 1 + (P_RandomFixed() & 1); // scan the thinkers to find // the waypoint to use for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && (mo2->spawnpoint->options & 7) == waypointNum) { hitspot = mo2; break; } } if (hitspot == NULL) { CONS_Debug(DBG_GAMELOGIC, "BlackEggman unable to find waypoint #%d!\n", waypointNum); P_SetMobjState(mobj, mobj->info->spawnstate); return; } P_SetTarget(&mobj->tracer, hitspot); mobj->angle = R_PointToAngle2(mobj->x, mobj->y, hitspot->x, hitspot->y); an = mobj->angle; an >>= ANGLETOFINESHIFT; dist = P_AproxDistance(hitspot->x - mobj->x, hitspot->y - mobj->y); horizontal = dist / airtime; vertical = (gravity*airtime)/2; mobj->momx = FixedMul(horizontal, FINECOSINE(an)); mobj->momy = FixedMul(horizontal, FINESINE(an)); mobj->momz = vertical; // mobj->momz = 10*FRACUNIT; } else if (mobj->state == &states[S_BLACKEGG_JUMP2] && mobj->z <= mobj->floorz) { // BANG! onto the ground INT32 i,j; fixed_t ns; fixed_t x,y,z; mobj_t *mo2; S_StartSound(0, sfx_befall); z = mobj->floorz; for (j = 0; j < 2; j++) { for (i = 0; i < 32; i++) { const angle_t fa = (i*FINEANGLES/16) & FINEMASK; ns = 64 * FRACUNIT; x = mobj->x + FixedMul(FINESINE(fa),ns); y = mobj->y + FixedMul(FINECOSINE(fa),ns); mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE); ns = 16 * FRACUNIT; mo2->momx = FixedMul(FINESINE(fa),ns); mo2->momy = FixedMul(FINECOSINE(fa),ns); } z -= 32*FRACUNIT; } // Hurt player?? for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo) continue; if (players[i].mo->health <= 0) continue; if (P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y) > mobj->radius*4) continue; if (players[i].mo->z > mobj->z + 128*FRACUNIT) continue; if (players[i].mo->z < mobj->z - 64*FRACUNIT) continue; P_DamageMobj(players[i].mo, mobj, mobj, 1); // Laugh S_StartSound(0, sfx_bewar1 + P_RandomKey(4)); } P_SetMobjState(mobj, mobj->info->spawnstate); } else if (mobj->state == &states[mobj->info->deathstate] && mobj->tics == mobj->state->tics) S_StartSound(0, sfx_bedie1 + (P_RandomFixed() & 1)); } // Metal Sonic battle boss // You CAN put multiple Metal Sonics in a single map // because I am a totally competent programmer who can do shit right. static void P_Boss9Thinker(mobj_t *mobj) { if ((statenum_t)(mobj->state-states) == mobj->info->spawnstate) mobj->flags2 &= ~MF2_FRET; if (!mobj->tracer) { thinker_t *th; mobj_t *mo2; mobj_t *last=NULL; // Initialize the boss, spawn jet fumes, etc. mobj->threshold = 0; mobj->reactiontime = 0; mobj->watertop = mobj->floorz + 32*FRACUNIT; var1 = 2; A_BossJetFume(mobj); // Run through the thinkers ONCE and find all of the MT_BOSS9GATHERPOINT in the map. // Build a hoop linked list of 'em! for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_BOSS9GATHERPOINT) { if (last) last->hnext = mo2; else mobj->hnext = mo2; mo2->hprev = last; last = mo2; } } } if (mobj->health <= 0) return; if ((!mobj->target || !(mobj->target->flags & MF_SHOOTABLE))) { 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. 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)); 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); missile->momz = FixedDiv(missile->momz, 7*FRACUNIT/4); 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) { if (mobj->movedir == 0 || mobj->movedir == 2) { // Pausing between bounces in the pinball phase if (mobj->target->player->powers[pw_tailsfly]) // Trying to escape, eh? mobj->watertop = mobj->target->z + mobj->target->momz*6; // Readjust your aim. >:3 else mobj->watertop = mobj->target->floorz + 16*FRACUNIT; if (!(mobj->threshold%4)) mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4); } // Pausing between energy ball shots mobj->reactiontime--; return; } // threshold is used for attacks/maneuvers. if (mobj->threshold) { fixed_t speed = 20*FRACUNIT + FixedMul(40*FRACUNIT, FixedDiv((mobj->info->spawnhealth - mobj->health)<info->spawnhealth<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--; if (mobj->threshold) { P_SetMobjState(mobj, mobj->state->nextstate); if (mobj->info->mass) S_StartSound(mobj, mobj->info->mass); if (!(mobj->threshold%4)) { // We've decided to lock onto the player this bounce. 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; // targetting time } else { // No homing, just use P_BounceMove P_BounceMove(mobj); mobj->angle = R_PointToAngle2(0,0,mobj->momx,mobj->momy); mobj->reactiontime = TICRATE/4; // just a pause before you bounce away } mobj->momx = mobj->momy = 0; } } 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) { mobj->angle += mobj->movedir; P_InstaThrust(mobj, mobj->angle, -speed); } 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)<health-1)<info->spawnhealth-1)<>FRACBITS); // from 3*TICRATE down to 2*TICRATE mobj->reactiontime = 2*TICRATE + (FixedMul((1*TICRATE)<health-1)<info->spawnhealth-1)<>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.. if (mobj->flags2 & MF2_FRET && mobj->health <= mobj->info->damage) 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<angle += FixedAngle(FixedMul(AngleFixed(mobj->movedir),FixedDiv(mobj->reactiontime<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... if (mobj->health > mobj->info->damage) { // No more bubble if we're broken (pinch phase) mobj_t *shield = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_MSSHIELD_FRONT); P_SetTarget(&mobj->tracer, shield); P_SetTarget(&shield->target, mobj); } else 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!! if (mobj->health > mobj->info->damage) { mobj_t *removemobj = mobj->tracer; P_SetTarget(&mobj->tracer, mobj->hnext); P_RemoveMobj(removemobj); } if (mobj->health <= mobj->info->damage) { // Attack 1: Pinball dash! if (mobj->health == 1) mobj->movedir = 0; else mobj->movedir = 2; if (mobj->info->seesound) S_StartSound(mobj, mobj->info->seesound); P_SetMobjState(mobj, mobj->info->seestate); if (mobj->movedir == 2) mobj->threshold = 16; // bounce 16 times else mobj->threshold = 32; // bounce 32 times 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! mobj->movedir = ANGLE_11hh - FixedAngle(FixedMul(AngleFixed(ANGLE_11hh), FixedDiv((mobj->info->spawnhealth - mobj->health)<info->spawnhealth-1)<movedir = InvAngle(mobj->movedir); mobj->threshold = 6 + (FixedMul(24<info->spawnhealth - mobj->health)<info->spawnhealth-1)<>FRACBITS); if (mobj->info->activesound) S_StartSound(mobj, mobj->info->activesound); if (mobj->info->painchance) P_SetMobjState(mobj, mobj->info->painchance); 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. } } } // // 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; fixed_t x, y, z; //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; x = mobj->target->x; y = mobj->target->y; z = mobj->target->z+mobj->target->height/2; // 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)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; P_UnsetThingPosition(mobj); mobj->x = finalx; mobj->y = finaly; P_SetThingPosition(mobj); mobj->z = finalz - mobj->height/2; } void P_SpawnHoopOfSomething(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle) { mobj_t *mobj; INT32 i; TVector v; TVector *res; fixed_t finalx, finaly, finalz; mobj_t hoopcenter; mobj_t *axis; degenmobj_t xypos; angle_t degrees, fa, closestangle; hoopcenter.x = x; hoopcenter.y = y; hoopcenter.z = z; axis = P_GetClosestAxis(&hoopcenter); if (!axis) { CONS_Debug(DBG_NIGHTS, "You forgot to put axis points in the map!\n"); return; } xypos.x = x; xypos.y = y; P_GimmeAxisXYPos(axis, &xypos); x = xypos.x; y = xypos.y; hoopcenter.z = z - mobjinfo[type].height/2; hoopcenter.x = x; hoopcenter.y = y; closestangle = R_PointToAngle2(x, y, axis->x, axis->y); degrees = FINEANGLES/number; radius >>= FRACBITS; // Create the hoop! for (i = 0; i < number; i++) { fa = (i*degrees); v[0] = FixedMul(FINECOSINE(fa),radius); v[1] = 0; v[2] = FixedMul(FINESINE(fa),radius); v[3] = FRACUNIT; res = VectorMatrixMultiply(v, *RotateXMatrix(rotangle)); M_Memcpy(&v, res, sizeof (v)); res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle)); M_Memcpy(&v, res, sizeof (v)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; mobj = P_SpawnMobj(finalx, finaly, finalz, type); mobj->z -= mobj->height/2; } } void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, statenum_t nstate, angle_t rotangle, boolean spawncenter) { mobj_t *mobj; INT32 i; TVector v; TVector *res; fixed_t finalx, finaly, finalz, dist; angle_t degrees, fa, closestangle; fixed_t mobjx, mobjy, mobjz; degrees = FINEANGLES/number; radius = FixedDiv(radius,5*(FRACUNIT/4)); closestangle = 0; // Create the hoop! for (i = 0; i < number; i++) { fa = (i*degrees); v[0] = FixedMul(FINECOSINE(fa),radius); v[1] = 0; v[2] = FixedMul(FINESINE(fa),radius); v[3] = FRACUNIT; res = VectorMatrixMultiply(v, *RotateXMatrix(rotangle)); M_Memcpy(&v, res, sizeof (v)); res = VectorMatrixMultiply(v, *RotateZMatrix(closestangle)); M_Memcpy(&v, res, sizeof (v)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; mobj = P_SpawnMobj(finalx, finaly, finalz, type); mobj->z -= mobj->height>>1; // change angle mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y); // change slope dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z); if (dist < 1) dist = 1; mobjx = mobj->x; mobjy = mobj->y; mobjz = mobj->z; // set to special state if (nstate != S_NULL) P_SetMobjState(mobj, nstate); mobj->momx = FixedMul(FixedDiv(x - mobjx, dist), 5*FRACUNIT); mobj->momy = FixedMul(FixedDiv(y - mobjy, dist), 5*FRACUNIT); mobj->momz = FixedMul(FixedDiv(z - mobjz, dist), 5*FRACUNIT); mobj->fuse = (radius>>(FRACBITS+2)) + 1; if (spawncenter) { mobj->x = x; mobj->y = y; mobj->z = z; } if (mobj->fuse <= 1) mobj->fuse = 2; mobj->flags |= MF_NOCLIPTHING; mobj->flags &= ~MF_SPECIAL; if (mobj->fuse > 7) mobj->tics = mobj->fuse - 7; else mobj->tics = 1; } } // // P_SetScale // // Sets the sprite scaling // void P_SetScale(mobj_t *mobj, fixed_t newscale) { player_t *player; fixed_t oldscale; if (!mobj) return; oldscale = mobj->scale; //keep for adjusting stuff below mobj->scale = newscale; mobj->radius = FixedMul(mobj->info->radius, newscale); mobj->height = FixedMul(mobj->info->height, newscale); 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! player->dashspeed = FixedMul(FixedDiv(player->dashspeed, oldscale), newscale); // Prevents the player from having to re-charge up spindash if the player grew in size } } 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); } static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield) { if (!thing->target || thing->target->health <= 0 || !thing->target->player || (thing->target->player->powers[pw_shield] & SH_NOSTACK) == SH_NONE || thing->target->player->powers[pw_super] || thing->target->player->powers[pw_invulnerability] > 1) { P_RemoveMobj(thing); return false; } // TODO: Make an MT_SHIELDORB which changes color/states to always match the appropriate shield, // instead of having completely seperate mobjtypes. if (shield != SH_FORCE) { // Regular shields check for themselves only if ((shieldtype_t)(thing->target->player->powers[pw_shield] & SH_NOSTACK) != shield) { P_RemoveMobj(thing); return false; } } else if (!(thing->target->player->powers[pw_shield] & SH_FORCE)) { // Force shields check for any force shield P_RemoveMobj(thing); return false; } if (shield == SH_FORCE && thing->movecount != (thing->target->player->powers[pw_shield] & 0xFF)) { thing->movecount = (thing->target->player->powers[pw_shield] & 0xFF); if (thing->movecount < 1) { if (thing->info->painstate) P_SetMobjState(thing,thing->info->painstate); else thing->flags2 |= MF2_SHADOW; } else { if (thing->info->painstate) P_SetMobjState(thing,thing->info->spawnstate); else thing->flags2 &= ~MF2_SHADOW; } } thing->flags |= MF_NOCLIPHEIGHT; thing->eflags = (thing->eflags & ~MFE_VERTICALFLIP)|(thing->target->eflags & MFE_VERTICALFLIP); P_SetScale(thing, thing->target->scale); P_UnsetThingPosition(thing); thing->x = thing->target->x; thing->y = thing->target->y; if (thing->eflags & MFE_VERTICALFLIP) thing->z = thing->target->z + thing->target->height - thing->height + FixedDiv(P_GetPlayerHeight(thing->target->player) - thing->target->height, 3*FRACUNIT) - FixedMul(2*FRACUNIT, thing->target->scale); else thing->z = thing->target->z - FixedDiv(P_GetPlayerHeight(thing->target->player) - thing->target->height, 3*FRACUNIT) + FixedMul(2*FRACUNIT, thing->target->scale); 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; // run shields for (i = 0; i < numshields; i++) { P_ShieldLook(shields[i], shields[i]->info->speed); P_SetTarget(&shields[i], NULL); } numshields = 0; } static boolean P_AddShield(mobj_t *thing) { shieldtype_t shield = thing->info->speed; if (!thing->target || thing->target->health <= 0 || !thing->target->player || (thing->target->player->powers[pw_shield] & SH_NOSTACK) == SH_NONE || thing->target->player->powers[pw_super] || thing->target->player->powers[pw_invulnerability] > 1) { P_RemoveMobj(thing); return false; } if (shield != SH_FORCE) { // Regular shields check for themselves only if ((shieldtype_t)(thing->target->player->powers[pw_shield] & SH_NOSTACK) != shield) { P_RemoveMobj(thing); return false; } } else if (!(thing->target->player->powers[pw_shield] & SH_FORCE)) { // Force shields check for any force shield P_RemoveMobj(thing); return false; } // Queue has been hit... why?!? if (numshields >= MAXPLAYERS*2) return P_ShieldLook(thing, thing->info->speed); P_SetTarget(&shields[numshields++], thing); return true; } void P_RunOverlays(void) { // run overlays mobj_t *mo, *next = NULL; fixed_t destx,desty,zoffs; for (mo = overlaycap; mo; mo = next) { I_Assert(!P_MobjWasRemoved(mo)); // grab next in chain, then unset the chain target next = mo->hnext; P_SetTarget(&mo->hnext, NULL); if (!mo->target) continue; if (!splitscreen /*&& rendermode != render_soft*/) { angle_t viewingangle; if (players[displayplayer].awayviewtics) viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y); else if (!camera.chase && players[displayplayer].mo) viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].mo->x, players[displayplayer].mo->y); else viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, camera.x, camera.y); if (!(mo->state->frame & FF_ANIMATE) && mo->state->var1) viewingangle += ANGLE_180; destx = mo->target->x + P_ReturnThrustX(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale)); desty = mo->target->y + P_ReturnThrustY(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale)); } else { destx = mo->target->x; desty = mo->target->y; } mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP) | (mo->target->eflags & MFE_VERTICALFLIP); mo->scale = mo->destscale = mo->target->scale; mo->angle = mo->target->angle; if (!(mo->state->frame & FF_ANIMATE)) zoffs = FixedMul(((signed)mo->state->var2)*FRACUNIT, mo->scale); // if you're using FF_ANIMATE on an overlay, // then you're on your own. else zoffs = 0; P_UnsetThingPosition(mo); mo->x = destx; mo->y = desty; mo->radius = mo->target->radius; mo->height = mo->target->height; 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); } P_SetTarget(&overlaycap, NULL); } // Called only when MT_OVERLAY thinks. static void P_AddOverlay(mobj_t *thing) { I_Assert(thing != NULL); if (overlaycap == NULL) P_SetTarget(&overlaycap, thing); else { mobj_t *mo; for (mo = overlaycap; mo && mo->hnext; mo = mo->hnext) ; I_Assert(mo != NULL); I_Assert(mo->hnext == NULL); P_SetTarget(&mo->hnext, thing); } 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; } } void A_BossDeath(mobj_t *mo); // AI for the Koopa boss. static void P_KoopaThinker(mobj_t *koopa) { P_MobjCheckWater(koopa); if (koopa->watertop > koopa->z + koopa->height + FixedMul(128*FRACUNIT, koopa->scale) && koopa->health > 0) { A_BossDeath(koopa); P_RemoveMobj(koopa); return; } // Koopa moves ONLY on the X axis! if (koopa->threshold > 0) { koopa->threshold--; koopa->momx = FixedMul(FRACUNIT, koopa->scale); if (!koopa->threshold) koopa->threshold = -TICRATE*2; } else if (koopa->threshold < 0) { koopa->threshold++; koopa->momx = FixedMul(-FRACUNIT, koopa->scale); if (!koopa->threshold) koopa->threshold = TICRATE*2; } else koopa->threshold = TICRATE*2; P_XYMovement(koopa); if (P_RandomChance(FRACUNIT/32) && koopa->z <= koopa->floorz) koopa->momz = FixedMul(5*FRACUNIT, koopa->scale); if (koopa->z > koopa->floorz) koopa->momz += FixedMul(FRACUNIT/4, koopa->scale); if (P_RandomChance(FRACUNIT/64)) { mobj_t *flame; flame = P_SpawnMobj(koopa->x - koopa->radius + FixedMul(5*FRACUNIT, koopa->scale), koopa->y, koopa->z + (P_RandomByte()<<(FRACBITS-2)), MT_KOOPAFLAME); flame->momx = -FixedMul(flame->info->speed, flame->scale); S_StartSound(flame, sfx_koopfr); } else if (P_RandomChance(5*FRACUNIT/256)) { mobj_t *hammer; hammer = P_SpawnMobj(koopa->x - koopa->radius, koopa->y, koopa->z + koopa->height, MT_HAMMER); hammer->momx = FixedMul(-5*FRACUNIT, hammer->scale); hammer->momz = FixedMul(7*FRACUNIT, hammer->scale); } } // // P_MobjThinker // void P_MobjThinker(mobj_t *mobj) { I_Assert(mobj != NULL); I_Assert(!P_MobjWasRemoved(mobj)); if (mobj->flags & MF_NOTHINK) return; // Remove dead target/tracer. if (mobj->target && P_MobjWasRemoved(mobj->target)) P_SetTarget(&mobj->target, NULL); if (mobj->tracer && P_MobjWasRemoved(mobj->tracer)) P_SetTarget(&mobj->tracer, NULL); mobj->flags2 &= ~MF2_PUSHED; mobj->eflags &= ~MFE_SPRUNG; tmfloorthing = tmhitthing = NULL; // 970 allows ANY mobj to trigger a linedef exec if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8) { sector_t *sec2; sec2 = P_ThingOnSpecial3DFloor(mobj); if (sec2 && GETSECSPECIAL(sec2->special, 2) == 1) P_LinedefExecute(sec2->tag, mobj, sec2); } // Slowly scale up/down to reach your destscale. if (mobj->scale != mobj->destscale) { fixed_t oldheight = mobj->height; UINT8 correctionType = 0; // Don't correct Z position, just gain height if (mobj->z > mobj->floorz && mobj->z + mobj->height < mobj->ceilingz && mobj->type != MT_EGGMOBILE_FIRE) correctionType = 1; // Correct Z position by centering else if (mobj->eflags & MFE_VERTICALFLIP) correctionType = 2; // Correct Z position by moving down if (abs(mobj->scale - mobj->destscale) < mobj->scalespeed) P_SetScale(mobj, mobj->destscale); else if (mobj->scale < mobj->destscale) P_SetScale(mobj, mobj->scale + mobj->scalespeed); else if (mobj->scale > mobj->destscale) P_SetScale(mobj, mobj->scale - mobj->scalespeed); if (correctionType == 1) mobj->z -= (mobj->height - oldheight)/2; else if (correctionType == 2) mobj->z -= mobj->height - oldheight; if (mobj->scale == mobj->destscale) /// \todo Lua hook for "reached destscale"? switch(mobj->type) { case MT_EGGMOBILE_FIRE: mobj->destscale = FRACUNIT; mobj->scalespeed = FRACUNIT>>4; break; default: break; } } if (mobj->type == MT_GHOST && mobj->fuse > 0 // Not guaranteed to be MF_SCENERY or not MF_SCENERY! && (signed)(mobj->frame >> 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); // Special thinker for scenery objects if (mobj->flags & MF_SCENERY) { #ifdef HAVE_BLUA if (LUAh_MobjThinker(mobj)) return; if (P_MobjWasRemoved(mobj)) return; #endif switch (mobj->type) { case MT_HOOP: if (mobj->fuse > 1) P_MoveHoop(mobj); else if (mobj->fuse == 1) mobj->movecount = 1; if (mobj->movecount) { mobj->fuse++; if (mobj->fuse > 32) { // Don't kill the hoop center. For the sake of respawning. //if (mobj->target) // P_RemoveMobj(mobj->target); P_RemoveMobj(mobj); } } else mobj->fuse--; return; case MT_NIGHTSPARKLE: if (mobj->tics != -1) { mobj->tics--; // you can cycle through multiple states in a tic if (!mobj->tics) if (!P_SetMobjState(mobj, mobj->state->nextstate)) return; // freed itself } P_UnsetThingPosition(mobj); mobj->x += mobj->momx; mobj->y += mobj->momy; mobj->z += mobj->momz; P_SetThingPosition(mobj); return; case MT_NIGHTSLOOPHELPER: if (--mobj->tics <= 0) P_RemoveMobj(mobj); // Don't touch my fuse! return; case MT_OVERLAY: if (!mobj->target) { P_RemoveMobj(mobj); return; } else P_AddOverlay(mobj); break; case MT_BLACKORB: case MT_WHITEORB: case MT_GREENORB: case MT_YELLOWORB: case MT_BLUEORB: case MT_PITYORB: if (!P_AddShield(mobj)) return; break; case MT_WATERDROP: P_SceneryCheckWater(mobj); if ((mobj->z <= mobj->floorz || mobj->z <= mobj->watertop) && mobj->health > 0) { mobj->health = 0; P_SetMobjState(mobj, mobj->info->deathstate); S_StartSound(mobj, mobj->info->deathsound+P_RandomKey(mobj->info->mass)); return; } break; case MT_BUBBLES: P_SceneryCheckWater(mobj); break; case MT_SMALLBUBBLE: case MT_MEDIUMBUBBLE: case MT_EXTRALARGEBUBBLE: // start bubble dissipate P_SceneryCheckWater(mobj); if (P_MobjWasRemoved(mobj)) // bubble was removed by not being in water return; if (!(mobj->eflags & MFE_UNDERWATER) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height >= mobj->ceilingz) || (mobj->eflags & MFE_VERTICALFLIP && mobj->z <= mobj->floorz) || (P_CheckDeathPitCollide(mobj)) || --mobj->fuse <= 0) // Bubbles eventually dissipate if they can't reach the surface. { // no playing sound: no point; the object is being removed P_RemoveMobj(mobj); return; } break; case MT_DROWNNUMBERS: if (!mobj->target) { P_RemoveMobj(mobj); return; } if (!mobj->target->player || !(mobj->target->player->powers[pw_underwater] || mobj->target->player->powers[pw_spacetime])) { P_RemoveMobj(mobj); return; } mobj->x = mobj->target->x; mobj->y = mobj->target->y; mobj->destscale = mobj->target->destscale; P_SetScale(mobj, mobj->target->scale); if (mobj->target->eflags & MFE_VERTICALFLIP) { mobj->z = mobj->target->z - FixedMul(16*FRACUNIT, mobj->target->scale) - mobj->height; if (mobj->target->player->pflags & PF_FLIPCAM) mobj->eflags |= MFE_VERTICALFLIP; } else mobj->z = mobj->target->z + (mobj->target->height) + FixedMul(8*FRACUNIT, mobj->target->scale); // Adjust height for height changes if (mobj->threshold <= 35) mobj->flags2 |= MF2_DONTDRAW; else mobj->flags2 &= ~MF2_DONTDRAW; if (mobj->threshold <= 30) mobj->threshold = 40; mobj->threshold--; break; case MT_FLAMEJET: if ((mobj->flags2 & MF2_FIRING) && (leveltime & 3) == 0) { mobj_t *flame; fixed_t strength; // Wave the flames back and forth. Reactiontime determines which direction it's going. if (mobj->fuse <= -16) mobj->reactiontime = 1; else if (mobj->fuse >= 16) mobj->reactiontime = 0; if (mobj->reactiontime) mobj->fuse += 2; else mobj->fuse -= 2; flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME); flame->angle = mobj->angle; if (mobj->flags & MF_AMBUSH) // Wave up and down instead of side-to-side flame->momz = mobj->fuse << (FRACBITS-2); else flame->angle += FixedAngle(mobj->fuse*FRACUNIT); strength = 20*FRACUNIT; strength -= ((20*FRACUNIT)/16)*mobj->movedir; P_InstaThrust(flame, flame->angle, strength); S_StartSound(flame, sfx_fire); } break; case MT_VERTICALFLAMEJET: if ((mobj->flags2 & MF2_FIRING) && (leveltime & 3) == 0) { mobj_t *flame; fixed_t strength; // Wave the flames back and forth. Reactiontime determines which direction it's going. if (mobj->fuse <= -16) mobj->reactiontime = 1; else if (mobj->fuse >= 16) mobj->reactiontime = 0; if (mobj->reactiontime) mobj->fuse++; else mobj->fuse--; flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME); strength = 20*FRACUNIT; strength -= ((20*FRACUNIT)/16)*mobj->movedir; // If deaf'd, the object spawns on the ceiling. if (mobj->flags & MF_AMBUSH) { 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: mobj->momz = mobj->info->speed; break; 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; 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 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. LUAh_MobjThinker(mobj); if (P_MobjWasRemoved(mobj)) return; } #endif // if it's pushable, or if it would be pushable other than temporary disablement, use the // separate thinker if (mobj->flags & MF_PUSHABLE || (mobj->info->flags & MF_PUSHABLE && mobj->fuse)) { P_MobjCheckWater(mobj); P_PushableThinker(mobj); // Extinguish fire objects in water. (Yes, it's extraordinarily rare to have a pushable flame object, but Brak uses such a case.) if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL && (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) { P_KillMobj(mobj, NULL, NULL); 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))<frame = tr_trans60<z <= mobj->floorz) { P_RemoveMobj(mobj); return; } break; case MT_EGGTRAP: // Egg Capsule animal release if (mobj->fuse > 0 && mobj->fuse < 2*TICRATE-(TICRATE/7) && (mobj->fuse & 3)) { INT32 i,j; fixed_t x,y,z; fixed_t ns; mobj_t *mo2; i = P_RandomByte(); z = mobj->subsector->sector->floorheight + ((P_RandomByte()&63)*FRACUNIT); for (j = 0; j < 2; j++) { const angle_t fa = (P_RandomByte()*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 = 4 * FRACUNIT; mo2->momx = FixedMul(FINESINE(fa),ns); mo2->momy = FixedMul(FINECOSINE(fa),ns); i = P_RandomByte(); if (i % 5 == 0) P_SpawnMobj(x, y, z, MT_CHICKEN); else if (i % 4 == 0) P_SpawnMobj(x, y, z, MT_COW); else if (i % 3 == 0) { P_SpawnMobj(x, y, z, MT_BIRD); S_StartSound(mo2, mobj->info->deathsound); } else if ((i & 1) == 0) P_SpawnMobj(x, y, z, MT_BUNNY); else P_SpawnMobj(x, y, z, MT_MOUSE); } mobj->fuse--; } break; 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)) { if (!mobj->fuse) { // 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; if (mobj->player) mobj->flags2 |= MF2_DONTDRAW; else // safe to remove, nobody's going to complain! { P_RemoveMobj(mobj); return; } } else // Apply gravity to fall downwards. P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true); } break; default: break; } else switch (mobj->type) { 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: 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_SPINMACEPOINT: if (leveltime & 1) { if (mobj->lastlook > mobj->movecount) mobj->lastlook--; /* if (mobj->threshold > mobj->movefactor) mobj->threshold -= FRACUNIT; else if (mobj->threshold < mobj->movefactor) mobj->threshold += FRACUNIT;*/ } break; case MT_EGGCAPSULE: if (!mobj->reactiontime) { // Target nearest player on your mare. // (You can make it float up/down by adding MF_FLOAT, // but beware level design pitfalls.) fixed_t shortest = 1024*FRACUNIT; INT32 i; P_SetTarget(&mobj->target, NULL); for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].mo && players[i].mare == mobj->threshold && players[i].health > 1) { 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; if (!mobj->target) { mobj_t *goalpost = P_SpawnMobj(mobj->x, mobj->y, mobj->z + FRACUNIT, MT_NIGHTSGOAL); CONS_Debug(DBG_NIGHTSBASIC, "Adding goal post\n"); goalpost->angle = mobj->angle; P_SetTarget(&mobj->target, goalpost); } if (G_IsSpecialStage(gamemap)) { // Never show the NiGHTS drone in special stages. Check ANYONE for bonustime. INT32 i; boolean bonustime = false; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].bonustime) { bonustime = true; break; } if (!bonustime) { mobj->flags &= ~MF_NOGRAVITY; P_SetMobjState(mobj, S_NIGHTSDRONE1); mobj->flags2 |= MF2_DONTDRAW; } } else if (mobj->tracer && mobj->tracer->player) { if (!(mobj->tracer->player->pflags & PF_NIGHTSMODE)) { mobj->flags &= ~MF_NOGRAVITY; mobj->flags2 &= ~MF2_DONTDRAW; P_SetMobjState(mobj, S_NIGHTSDRONE1); } else if (!mobj->tracer->player->bonustime) { mobj->flags &= ~MF_NOGRAVITY; P_SetMobjState(mobj, S_NIGHTSDRONE1); } } } else { if (G_IsSpecialStage(gamemap)) { // Never show the NiGHTS drone in special stages. Check ANYONE for bonustime. INT32 i; boolean bonustime = false; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].bonustime) { bonustime = true; break; } if (bonustime) { P_SetMobjState(mobj, S_NIGHTSDRONE_SPARKLING1); mobj->flags |= MF_NOGRAVITY; } else { if (mobj->target) { CONS_Debug(DBG_NIGHTSBASIC, "Removing goal post\n"); P_RemoveMobj(mobj->target); P_SetTarget(&mobj->target, NULL); } mobj->flags2 |= MF2_DONTDRAW; } } else if (mobj->tracer && mobj->tracer->player) { if (mobj->target) { CONS_Debug(DBG_NIGHTSBASIC, "Removing goal post\n"); P_RemoveMobj(mobj->target); P_SetTarget(&mobj->target, NULL); } if (mobj->tracer->player->pflags & PF_NIGHTSMODE) { if (mobj->tracer->player->bonustime) { P_SetMobjState(mobj, S_NIGHTSDRONE_SPARKLING1); mobj->flags |= MF_NOGRAVITY; } else mobj->flags2 |= MF2_DONTDRAW; } else // Not NiGHTS mobj->flags2 &= ~MF2_DONTDRAW; } mobj->angle += ANG10; if (mobj->z <= mobj->floorz) mobj->momz = 5*FRACUNIT; } break; case MT_PLAYER: if (mobj->player) P_PlayerMobjThinker(mobj); return; case MT_SKIM: // check mobj against possible water content, before movement code P_MobjCheckWater(mobj); // Keep Skim at water surface if (mobj->z <= mobj->watertop) { mobj->flags |= MF_NOGRAVITY; if (mobj->z < mobj->watertop) { if (mobj->watertop - mobj->z <= FixedMul(mobj->info->speed*FRACUNIT, mobj->scale)) mobj->z = mobj->watertop; else mobj->momz = FixedMul(mobj->info->speed*FRACUNIT, mobj->scale); } } else { mobj->flags &= ~MF_NOGRAVITY; if (mobj->z > mobj->watertop && mobj->z - mobj->watertop < FixedMul(MAXSTEPMOVE, mobj->scale)) mobj->z = mobj->watertop; } break; case MT_RING: case MT_COIN: case MT_BLUEBALL: case MT_REDTEAMRING: case MT_BLUETEAMRING: // No need to check water. Who cares? P_RingThinker(mobj); if (mobj->flags2 & MF2_NIGHTSPULL) P_NightsItemChase(mobj); else A_AttractChase(mobj); return; // Flung items case MT_FLINGRING: case MT_FLINGCOIN: if (mobj->flags2 & MF2_NIGHTSPULL) P_NightsItemChase(mobj); else A_AttractChase(mobj); break; case MT_NIGHTSWING: if (mobj->flags2 & MF2_NIGHTSPULL) P_NightsItemChase(mobj); break; case MT_SHELL: if (mobj->threshold > TICRATE) mobj->threshold--; if (mobj->state != &states[S_SHELL]) { mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy); P_InstaThrust(mobj, mobj->angle, FixedMul(mobj->info->speed, mobj->scale)); } break; case MT_TURRET: P_MobjCheckWater(mobj); P_CheckPosition(mobj, mobj->x, mobj->y); if (P_MobjWasRemoved(mobj)) return; mobj->floorz = tmfloorz; mobj->ceilingz = tmceilingz; if ((mobj->eflags & MFE_UNDERWATER) && mobj->health > 0) { P_SetMobjState(mobj, mobj->info->deathstate); mobj->health = 0; mobj->flags2 &= ~MF2_FIRING; } else if (mobj->health > 0 && mobj->z + mobj->height > mobj->ceilingz) // Crushed { INT32 i,j; fixed_t ns; fixed_t x,y,z; mobj_t *mo2; z = mobj->subsector->sector->floorheight + FixedMul(64*FRACUNIT, mobj->scale); for (j = 0; j < 2; j++) { for (i = 0; i < 32; i++) { const angle_t fa = (i*FINEANGLES/16) & FINEMASK; ns = FixedMul(64 * FRACUNIT, mobj->scale); x = mobj->x + FixedMul(FINESINE(fa),ns); y = mobj->y + FixedMul(FINECOSINE(fa),ns); mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE); ns = FixedMul(16 * FRACUNIT, mobj->scale); mo2->momx = FixedMul(FINESINE(fa),ns); mo2->momy = FixedMul(FINECOSINE(fa),ns); } z -= FixedMul(32*FRACUNIT, mobj->scale); } P_SetMobjState(mobj, mobj->info->deathstate); mobj->health = 0; mobj->flags2 &= ~MF2_FIRING; } break; case MT_BLUEFLAG: case MT_REDFLAG: { sector_t *sec2; sec2 = P_ThingOnSpecial3DFloor(mobj); if ((sec2 && GETSECSPECIAL(sec2->special, 4) == 2) || (GETSECSPECIAL(mobj->subsector->sector->special, 4) == 2)) mobj->fuse = 1; // Return to base. break; } case MT_CANNONBALL: #ifdef FLOORSPLATS R_AddFloorSplat(mobj->tracer->subsector, mobj->tracer, "TARGET", mobj->tracer->x, mobj->tracer->y, mobj->tracer->floorz, SPLATDRAWMODE_SHADE); #endif break; case MT_SPINFIRE: if (mobj->eflags & MFE_VERTICALFLIP) mobj->z = mobj->ceilingz - mobj->height; else mobj->z = mobj->floorz; // THERE IS NO BREAK HERE ON PURPOSE default: // check mobj against possible water content, before movement code P_MobjCheckWater(mobj); // Extinguish fire objects in water if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL && (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) { P_KillMobj(mobj, NULL, NULL); return; } break; } if (P_MobjWasRemoved(mobj)) return; if (mobj->flags2 & MF2_FIRING && mobj->target && mobj->health > 0) { if (mobj->state->action.acp1 == (actionf_p1)A_Boss1Laser) { var1 = mobj->state->var1; var2 = mobj->state->var2; mobj->state->action.acp1(mobj); } else if (leveltime & 1) // Fire mode { mobj_t *missile; if (mobj->target->player && mobj->target->player->nightstime) { fixed_t oldval = mobjinfo[mobj->extravalue1].speed; mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x+mobj->target->momx, mobj->target->y+mobj->target->momy); mobjinfo[mobj->extravalue1].speed = FixedMul(60*FRACUNIT, mobj->scale); missile = P_SpawnMissile(mobj, mobj->target, mobj->extravalue1); mobjinfo[mobj->extravalue1].speed = oldval; } else { mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); missile = P_SpawnMissile(mobj, mobj->target, mobj->extravalue1); } if (missile) { if (mobj->flags2 & MF2_SUPERFIRE) missile->flags2 |= MF2_SUPERFIRE; if (mobj->info->attacksound) S_StartSound(missile, mobj->info->attacksound); } } else mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); } if (mobj->flags & MF_AMBIENT) { if (!(leveltime % mobj->health) && mobj->info->seesound) S_StartSound(mobj, mobj->info->seesound); return; } // Check fuse if (mobj->fuse) { mobj->fuse--; if (!mobj->fuse) { subsector_t *ss; fixed_t x, y, z; mobj_t *flagmo, *newmobj; #ifdef HAVE_BLUA if (!LUAh_MobjFuse(mobj) && !P_MobjWasRemoved(mobj)) #endif switch (mobj->type) { // gargoyle and snowman handled in P_PushableThinker, not here case MT_THROWNGRENADE: case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: P_SetMobjState(mobj, mobj->info->deathstate); break; case MT_BLUEFLAG: case MT_REDFLAG: if (mobj->spawnpoint) { x = mobj->spawnpoint->x << FRACBITS; y = mobj->spawnpoint->y << FRACBITS; ss = R_PointInSubsector(x, y); if (mobj->spawnpoint->options & MTF_OBJECTFLIP) { z = ss->sector->ceilingheight - mobjinfo[mobj->type].height; if (mobj->spawnpoint->options >> ZSHIFT) z -= (mobj->spawnpoint->options >> ZSHIFT) << FRACBITS; } else { z = ss->sector->floorheight; if (mobj->spawnpoint->options >> ZSHIFT) z += (mobj->spawnpoint->options >> ZSHIFT) << FRACBITS; } flagmo = P_SpawnMobj(x, y, z, mobj->type); flagmo->spawnpoint = mobj->spawnpoint; if (mobj->spawnpoint->options & MTF_OBJECTFLIP) { flagmo->eflags |= MFE_VERTICALFLIP; flagmo->flags2 |= MF2_OBJECTFLIP; } if (mobj->type == MT_REDFLAG) { if (!(mobj->flags2 & MF2_JUSTATTACKED)) CONS_Printf(M_GetText("The %c%s%c has returned to base.\n"), 0x85, M_GetText("Red flag"), 0x80); // Assumedly in splitscreen players will be on opposing teams if (players[consoleplayer].ctfteam == 1 || splitscreen) S_StartSound(NULL, sfx_hoop1); redflag = flagmo; } else // MT_BLUEFLAG { if (!(mobj->flags2 & MF2_JUSTATTACKED)) CONS_Printf(M_GetText("The %c%s%c has returned to base.\n"), 0x84, M_GetText("Blue flag"), 0x80); // Assumedly in splitscreen players will be on opposing teams if (players[consoleplayer].ctfteam == 2 || splitscreen) S_StartSound(NULL, sfx_hoop1); blueflag = flagmo; } } P_RemoveMobj(mobj); return; case MT_YELLOWTV: // Ring shield box case MT_BLUETV: // Force shield box case MT_GREENTV: // Water shield box case MT_BLACKTV: // Bomb shield box case MT_WHITETV: // Jump shield box case MT_SNEAKERTV: // Super Sneaker box case MT_SUPERRINGBOX: // 10-Ring box case MT_REDRINGBOX: // Red Team 10-Ring box case MT_BLUERINGBOX: // Blue Team 10-Ring box case MT_INV: // Invincibility box case MT_MIXUPBOX: // Teleporter Mixup box case MT_RECYCLETV: // Recycler box case MT_SCORETVSMALL: case MT_SCORETVLARGE: case MT_PRUP: // 1up! case MT_EGGMANBOX: // Eggman box case MT_GRAVITYBOX: // Gravity box case MT_QUESTIONBOX: if ((mobj->flags & MF_AMBUSH || mobj->flags2 & MF2_STRONGBOX) && mobj->type != MT_QUESTIONBOX) { 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_SNEAKERTV, 0, 10); // Super Sneakers SETMONITORCHANCES(MT_INV, 2, 0); // Invincibility SETMONITORCHANCES(MT_WHITETV, 3, 8); // Whirlwind Shield SETMONITORCHANCES(MT_GREENTV, 3, 8); // Elemental Shield SETMONITORCHANCES(MT_YELLOWTV, 2, 0); // Attraction Shield SETMONITORCHANCES(MT_BLUETV, 3, 3); // Force Shield SETMONITORCHANCES(MT_BLACKTV, 2, 0); // Armageddon Shield SETMONITORCHANCES(MT_MIXUPBOX, 0, 1); // Teleporters SETMONITORCHANCES(MT_RECYCLETV, 0, 1); // Recycler SETMONITORCHANCES(MT_PRUP, 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]); // If the monitor respawns randomly, transfer the flag. if (mobj->flags & MF_AMBUSH) newmobj->flags |= MF_AMBUSH; // Transfer flags2 (strongbox, objectflip) newmobj->flags2 = mobj->flags2; } else { newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->type); // Transfer flags2 (strongbox, objectflip) newmobj->flags2 = mobj->flags2; } P_RemoveMobj(mobj); // make sure they disappear return; case MT_METALSONIC_BATTLE: break; // don't remove case MT_SPIKE: P_SetMobjState(mobj, mobj->state->nextstate); mobj->fuse = mobj->info->speed; if (mobj->spawnpoint) mobj->fuse += mobj->spawnpoint->angle; break; case MT_NIGHTSCORE: P_RemoveMobj(mobj); return; case MT_PLAYER: break; // don't remove default: P_SetMobjState(mobj, mobj->info->xdeathstate); // will remove the mobj if S_NULL. break; } 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) || P_IsObjectInGoop(mobj)) { if (!P_ZMovement(mobj)) return; // mobj was removed P_CheckPosition(mobj, mobj->x, mobj->y); // Need this to pick up objects! if (P_MobjWasRemoved(mobj)) return; } else { mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug mobj->eflags &= ~MFE_JUSTHITFLOOR; } #ifdef ESLOPE // Sliding physics for slidey mobjs! if (mobj->type == MT_FLINGRING || mobj->type == MT_FLINGCOIN || P_WeaponOrPanel(mobj->type) || mobj->type == MT_FLINGEMERALD || mobj->type == MT_BIGTUMBLEWEED || mobj->type == MT_LITTLETUMBLEWEED || mobj->type == MT_CANNONBALLDECOR || mobj->type == MT_FALLINGROCK) { P_TryMove(mobj, mobj->x, mobj->y, true); // Sets mo->standingslope correctly //if (mobj->standingslope) CONS_Printf("slope physics on mobj\n"); P_ButteredSlope(mobj); } #endif if (mobj->flags & (MF_ENEMY|MF_BOSS) && mobj->health && P_CheckDeathPitCollide(mobj)) // extra pit check in case these didn't have momz { P_KillMobj(mobj, NULL, NULL); return; } // Crush enemies! if (mobj->ceilingz - mobj->floorz < mobj->height) { if (( (mobj->flags & (MF_ENEMY|MF_BOSS) && mobj->flags & MF_SHOOTABLE) || mobj->type == MT_EGGSHIELD) && !(mobj->flags & MF_NOCLIPHEIGHT) && mobj->health > 0) { P_KillMobj(mobj, NULL, NULL); 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) || P_IsObjectInGoop(mobj)) { 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.. mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set mobj->friction = ORIG_FRICTION; mobj->movefactor = ORIG_FRICTION_FACTOR; // All mobjs are created at 100% scale. mobj->scale = FRACUNIT; mobj->destscale = mobj->scale; mobj->scalespeed = FRACUNIT/12; // TODO: Make this a special map header if ((maptol & TOL_ERZ3) && !(mobj->type == MT_BLACKEGGMAN)) mobj->destscale = FRACUNIT/2; // set subsector and/or block links P_SetThingPosition(mobj); I_Assert(mobj->subsector != NULL); // Make sure scale matches destscale immediately when spawned P_SetScale(mobj, mobj->destscale); mobj->floorz = #ifdef ESLOPE mobj->subsector->sector->f_slope ? P_GetZAt(mobj->subsector->sector->f_slope, x, y) : #endif mobj->subsector->sector->floorheight; mobj->ceilingz = #ifdef ESLOPE mobj->subsector->sector->c_slope ? P_GetZAt(mobj->subsector->sector->c_slope, x, y) : #endif mobj->subsector->sector->ceilingheight; // 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); } else mobj->z = z; #ifdef HAVE_BLUA // 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 #endif switch (mobj->type) { case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: mobj->fuse = mobj->info->mass; break; case MT_BLACKEGGMAN: { mobj_t *spawn = P_SpawnMobj(mobj->x, mobj->z, mobj->z+mobj->height-16*FRACUNIT, MT_BLACKEGGMAN_HELPER); spawn->destscale = mobj->scale; P_SetScale(spawn, mobj->scale); P_SetTarget(&spawn->target, mobj); } break; case MT_BLACKEGGMAN_HELPER: // Collision helper can be stood on but not pushed mobj->flags2 |= MF2_STANDONME; break; case MT_SPIKE: mobj->flags2 |= MF2_STANDONME; break; 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<info->damage<threshold = ball->radius + mobj->radius + FixedMul(ball->info->painchance, ball->scale); var1 = ball->state->var1, var2 = ball->state->var2; ball->state->action.acp1(ball); } break; } case MT_POINTY: { INT32 q; mobj_t *ball, *lastball = mobj; for (q = 0; q < mobj->info->painchance; q++) { ball = P_SpawnMobj(x, y, z, mobj->info->mass); ball->destscale = mobj->scale; P_SetScale(ball, mobj->scale); P_SetTarget(&lastball->tracer, ball); P_SetTarget(&ball->target, mobj); lastball = ball; } break; } case MT_EGGMOBILE2: // Special condition for the 2nd boss. mobj->watertop = mobj->info->speed; break; case MT_BIRD: case MT_BUNNY: case MT_MOUSE: case MT_CHICKEN: case MT_COW: case MT_REDBIRD: mobj->fuse = P_RandomRange(300, 350); 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 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); // DANGER! This can cause P_SpawnMobj to return NULL! // Avoid using MF_RUNSPAWNFUNC on mobjs whose spawn state expects target or tracer to already be set! if (P_MobjWasRemoved(mobj)) return NULL; } } if (CheckForReverseGravity && !(mobj->flags & MF_NOBLOCKMAP)) P_CheckGravity(mobj, false); return mobj; } static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) { state_t *st; precipmobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL); fixed_t starting_floorz; 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.. mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set // set subsector and/or block links P_SetPrecipitationThingPosition(mobj); mobj->floorz = starting_floorz = #ifdef ESLOPE mobj->subsector->sector->f_slope ? P_GetZAt(mobj->subsector->sector->f_slope, x, y) : #endif mobj->subsector->sector->floorheight; mobj->ceilingz = #ifdef ESLOPE mobj->subsector->sector->c_slope ? P_GetZAt(mobj->subsector->sector->c_slope, x, y) : #endif mobj->subsector->sector->ceilingheight; mobj->z = z; mobj->momz = mobjinfo[type].speed; mobj->thinker.function.acp1 = (actionf_p1)P_NullPrecipThinker; P_AddThinker(&mobj->thinker); CalculatePrecipFloor(mobj); if (mobj->floorz != starting_floorz) 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); } if (mobj->type == MT_OVERLAY) P_RemoveOverlay(mobj); mobj->health = 0; // Just because // unlink from sector and block lists P_UnsetThingPosition(mobj); if (sector_list) { P_DelSeclist(sector_list); sector_list = NULL; } mobj->flags |= MF_NOSECTOR|MF_NOBLOCKMAP; mobj->subsector = NULL; mobj->state = NULL; mobj->player = NULL; // stop any playing sound S_StopSound(mobj); // killough 11/98: // // Remove any references to other mobjs. P_SetTarget(&mobj->target, P_SetTarget(&mobj->tracer, NULL)); // free block // DBG: set everything in mobj_t to 0xFF instead of leaving it. debug memory error. if (mobj->flags & MF_NOTHINK && !mobj->thinker.next) { // Uh-oh, the mobj doesn't think, P_RemoveThinker would never go through! if (!mobj->thinker.references) { #ifdef SCRAMBLE_REMOVED // Invalidate mobj_t data to cause crashes if accessed! memset(mobj, 0xff, sizeof(mobj_t)); #endif Z_Free(mobj); // No refrences? Can be removed immediately! :D } else { // Add thinker just to delay removing it until refrences are gone. mobj->flags &= ~MF_NOTHINK; P_AddThinker((thinker_t *)mobj); #ifdef SCRAMBLE_REMOVED // Invalidate mobj_t data to cause crashes if accessed! memset((UINT8 *)mobj + sizeof(thinker_t), 0xff, sizeof(mobj_t) - sizeof(thinker_t)); #endif P_RemoveThinker((thinker_t *)mobj); } } else { #ifdef SCRAMBLE_REMOVED // Invalidate mobj_t data to cause crashes if accessed! memset((UINT8 *)mobj + sizeof(thinker_t), 0xff, sizeof(mobj_t) - sizeof(thinker_t)); #endif P_RemoveThinker((thinker_t *)mobj); } } // This does not need to be added to Lua. // To test it in Lua, check mobj.valid boolean P_MobjWasRemoved(mobj_t *mobj) { if (mobj && mobj->thinker.function.acp1 == (actionf_p1)P_MobjThinker) return false; return true; } void P_RemovePrecipMobj(precipmobj_t *mobj) { // unlink from sector and block lists P_UnsetPrecipThingPosition(mobj); if (precipsector_list) { P_DelPrecipSeclist(precipsector_list); precipsector_list = NULL; } // free block P_RemoveThinker((thinker_t *)mobj); } // Clearing out stuff for savegames void P_RemoveSavegameMobj(mobj_t *mobj) { // unlink from sector and block lists P_UnsetThingPosition(mobj); // Remove touching_sectorlist from mobj. if (sector_list) { P_DelSeclist(sector_list); sector_list = NULL; } // stop any playing sound S_StopSound(mobj); // free block P_RemoveThinker((thinker_t *)mobj); } static CV_PossibleValue_t respawnitemtime_cons_t[] = {{1, "MIN"}, {300, "MAX"}, {0, NULL}}; consvar_t cv_itemrespawntime = {"respawnitemtime", "30", CV_NETVAR|CV_CHEAT, respawnitemtime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_itemrespawn = {"respawnitem", "On", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; static CV_PossibleValue_t flagtime_cons_t[] = {{0, "MIN"}, {300, "MAX"}, {0, NULL}}; consvar_t cv_flagtime = {"flagtime", "30", CV_NETVAR|CV_CHEAT, flagtime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_suddendeath = {"suddendeath", "Off", CV_NETVAR|CV_CHEAT, CV_OnOff, 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)<>3); y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<>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<sector->ceilingheight; if (curWeather == PRECIP_SNOW) { // Not in a sector with visible sky -- exception for NiGHTS. if (!(maptol & TOL_NIGHTS) && precipsector->sector->ceilingpic != skyflatnum) continue; rainmo = P_SpawnSnowMobj(x, y, height, MT_SNOWFLAKE); mrand = M_RandomByte(); 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)<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; subsector_t *ss; 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; ss = R_PointInSubsector(x, y); // find which type to spawn for (i = 0; i < NUMMOBJTYPES; i++) if (mthing->type == mobjinfo[i].doomednum) break; //CTF rings should continue to respawn as normal rings outside of CTF. if (gametype != GT_CTF) { if (i == MT_REDTEAMRING || i == MT_BLUETEAMRING) i = MT_RING; } if (mthing->options & MTF_OBJECTFLIP) { z = ( #ifdef ESLOPE ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) : #endif ss->sector->ceilingheight) - (mthing->options >> ZSHIFT) * FRACUNIT; if (mthing->options & MTF_AMBUSH && (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || P_WeaponOrPanel(i))) z -= 24*FRACUNIT; z -= mobjinfo[i].height; // Don't forget the height! } else { z = ( #ifdef ESLOPE ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) : #endif ss->sector->floorheight) + (mthing->options >> ZSHIFT) * FRACUNIT; if (mthing->options & MTF_AMBUSH && (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || P_WeaponOrPanel(i))) 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; } } // 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()) { // Special case for (NiGHTS) special stages! // if stage has already started, force players to become spectators until the next stage if (multiplayer && netgame && G_IsSpecialStage(gamemap) && useNightsSS && leveltime > 0) p->spectator = true; else p->spectator = false; } else if (netgame && p->jointime < 1) p->spectator = true; else if (multiplayer && !netgame) { // 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; // Spawn as a spectator, // yes even in splitscreen mode p->spectator = true; if (playernum&1) p->skincolor = skincolor_redteam; else p->skincolor = skincolor_blueteam; // but immediately send a team change packet. NetPacket.packet.playernum = playernum; NetPacket.packet.verification = true; NetPacket.packet.newteam = !(playernum&1) + 1; usvalue = SHORT(NetPacket.value.l|NetPacket.value.b); SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue)); } else // Otherwise, never spectator. p->spectator = false; } 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; } 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]; mobj->health = p->health; p->playerstate = PST_LIVE; p->bonustime = false; p->realtime = leveltime; //awayview stuff p->awayviewmobj = NULL; p->awayviewtics = 0; // set the scale to the mobj's destscale so settings get correctly set. if we don't, they sometimes don't. P_SetScale(mobj, mobj->destscale); P_FlashPal(p, 0, 0); // Resets // Spawn with a pity shield if necessary. P_DoPityCheck(p); } void P_AfterPlayerSpawn(INT32 playernum) { player_t *p = &players[playernum]; mobj_t *mobj = p->mo; if (playernum == consoleplayer) localangle = mobj->angle; else if (playernum == secondarydisplayplayer) localangle2 = mobj->angle; p->viewheight = cv_viewheight.value<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); 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; fixed_t floor, ceiling; 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; 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; if (mthing) { // Flagging a player's ambush will make them start on the ceiling // Objectflip inverts if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP)) { z = ceiling - mobjinfo[MT_PLAYER].height; if (mthing->options >> ZSHIFT) z -= ((mthing->options >> ZSHIFT) << FRACBITS); } else { z = floor; if (mthing->options >> ZSHIFT) z += ((mthing->options >> ZSHIFT) << FRACBITS); } if (mthing->options & MTF_OBJECTFLIP) // flip the player! { mobj->eflags |= MFE_VERTICALFLIP; mobj->flags2 |= MF2_OBJECTFLIP; } } else z = floor; if (z < floor) z = floor; else if (z > ceiling - mobjinfo[MT_PLAYER].height) z = ceiling - mobjinfo[MT_PLAYER].height; mobj->floorz = floor; mobj->ceilingz = ceiling; P_UnsetThingPosition(mobj); mobj->x = x; mobj->y = y; P_SetThingPosition(mobj); mobj->z = z; if (mobj->z == mobj->floorz) mobj->eflags |= MFE_ONGROUND; mobj->angle = angle; P_AfterPlayerSpawn(playernum); } void P_MovePlayerToStarpost(INT32 playernum) { fixed_t z; sector_t *sector; fixed_t floor, ceiling; 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; floor = #ifdef ESLOPE sector->f_slope ? P_GetZAt(sector->f_slope, mobj->x, mobj->y) : #endif sector->floorheight; ceiling = #ifdef ESLOPE sector->c_slope ? P_GetZAt(sector->c_slope, mobj->x, mobj->y) : #endif sector->ceilingheight; z = p->starpostz << FRACBITS; if (z < floor) z = floor; else if (z > ceiling - mobjinfo[MT_PLAYER].height) z = ceiling - mobjinfo[MT_PLAYER].height; mobj->floorz = floor; mobj->ceilingz = ceiling; mobj->z = z; if (mobj->z == mobj->floorz) mobj->eflags |= MFE_ONGROUND; mobj->angle = p->starpostangle; P_AfterPlayerSpawn(playernum); if (!(netgame || multiplayer)) leveltime = p->starposttime; } #define MAXHUNTEMERALDS 64 mapthing_t *huntemeralds[MAXHUNTEMERALDS]; INT32 numhuntemeralds; // // P_SpawnMapThing // The fields of the mapthing should // already be in host byte order. // void P_SpawnMapThing(mapthing_t *mthing) { mobjtype_t i; mobj_t *mobj; fixed_t x, y, z; subsector_t *ss; if (!mthing->type) return; // Ignore type-0 things as NOPs // Always spawn in objectplace. // Skip all returning code. if (objectplacing) { // find which type to spawn for (i = 0; i < NUMMOBJTYPES; i++) if (mthing->type == mobjinfo[i].doomednum) break; if (i == NUMMOBJTYPES) { if (mthing->type == 3328) // 3D Mode start Thing return; CONS_Alert(CONS_WARNING, M_GetText("Unknown thing type %d placed at (%d, %d)\n"), mthing->type, mthing->x, mthing->y); i = MT_UNKNOWN; } goto noreturns; } // count deathmatch start positions if (mthing->type == 33) { if (numdmstarts < MAX_DM_STARTS) { deathmatchstarts[numdmstarts] = mthing; mthing->type = 0; numdmstarts++; } return; } else if (mthing->type == 34) // Red CTF Starts { if (numredctfstarts < MAXPLAYERS) { redctfstarts[numredctfstarts] = mthing; mthing->type = 0; numredctfstarts++; } return; } else if (mthing->type == 35) // Blue CTF Starts { if (numbluectfstarts < MAXPLAYERS) { bluectfstarts[numbluectfstarts] = mthing; mthing->type = 0; numbluectfstarts++; } return; } else if (mthing->type == 750) // Slope vertex point (formerly chaos spawn) return; else if (mthing->type == 300 // Ring || mthing->type == 308 || mthing->type == 309 // Team Rings || mthing->type == 1706 // Nights Wing || (mthing->type >= 600 && mthing->type <= 609) // Placement patterns || mthing->type == 1705 || mthing->type == 1713 // NiGHTS Hoops || mthing->type == 1800) // Mario Coin { // Don't spawn hoops, wings, or rings yet! return; } // check for players specially if (mthing->type > 0 && mthing->type <= 32) { // save spots for respawning in network games if (!metalrecording) playerstarts[mthing->type-1] = mthing; return; } if (metalrecording && mthing->type == mobjinfo[MT_METALSONIC_RACE].doomednum) { // If recording, you ARE Metal Sonic. Do not spawn it, do not save normal spawnpoints. playerstarts[0] = mthing; return; } // find which type to spawn for (i = 0; i < NUMMOBJTYPES; i++) if (mthing->type == mobjinfo[i].doomednum) break; if (i == NUMMOBJTYPES) { if (mthing->type == 3328) // 3D Mode start Thing return; CONS_Alert(CONS_WARNING, M_GetText("Unknown thing type %d placed at (%d, %d)\n"), mthing->type, mthing->x, mthing->y); i = MT_UNKNOWN; } if (metalrecording) // Metal Sonic can't use these things. if (mobjinfo[i].flags & (MF_ENEMY|MF_BOSS) || i == MT_EMMY || i == MT_STARPOST) return; if (i >= MT_EMERALD1 && i <= MT_EMERALD7) // Pickupable Emeralds { if (gametype != GT_COOP) // Don't place emeralds in non-coop modes return; if (metalrecording) return; // Metal Sonic isn't for collecting emeralds. if (emeralds & mobjinfo[i].speed) // You already have this emerald! return; } if (!G_RingSlingerGametype() || !cv_specialrings.value) if (P_WeaponOrPanel(i)) return; // Don't place weapons/panels in non-ringslinger modes if (i == MT_EMERHUNT) { // Emerald Hunt is Coop only. if (gametype != GT_COOP) return; ss = R_PointInSubsector(mthing->x << FRACBITS, mthing->y << FRACBITS); mthing->z = (INT16)((( #ifdef ESLOPE ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, mthing->x << FRACBITS, mthing->y << FRACBITS) : #endif ss->sector->floorheight)>>FRACBITS) + (mthing->options >> ZSHIFT)); 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; // Set powerup boxes to user settings for competition. if (gametype == GT_COMPETITION) { if ((mobjinfo[i].flags & MF_MONITOR) && cv_competitionboxes.value) // not Normal { if (cv_competitionboxes.value == 1) // Random i = MT_QUESTIONBOX; else if (cv_competitionboxes.value == 2) // Teleports i = MT_MIXUPBOX; else if (cv_competitionboxes.value == 3) // None return; // Don't spawn! } } // Set powerup boxes to user settings for other netplay modes else if (gametype != GT_COOP) { if ((mobjinfo[i].flags & MF_MONITOR) && cv_matchboxes.value) // not Normal { if (cv_matchboxes.value == 1) // Random i = MT_QUESTIONBOX; else if (cv_matchboxes.value == 3) // Don't spawn return; else // cv_matchboxes.value == 2, Non-Random { if (i == MT_QUESTIONBOX) return; // don't spawn in Non-Random mthing->options &= ~(MTF_AMBUSH|MTF_OBJECTSPECIAL); // no random respawning! } } } if (gametype != GT_CTF) // CTF specific things { if (i == MT_BLUETEAMRING || i == MT_REDTEAMRING) i = MT_RING; else if (i == MT_BLUERINGBOX || i == MT_REDRINGBOX) i = MT_SUPERRINGBOX; 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)) { CONS_Alert(CONS_ERROR, M_GetText("Only one flag per team allowed in CTF!\n")); return; } } if (!G_PlatformGametype() && (i == MT_SIGN || i == MT_STARPOST)) return; // Don't spawn exit signs or starposts in wrong game modes if (modeattacking) // Record Attack special stuff { // Don't spawn starposts that wouldn't be usable if (i == MT_STARPOST) return; // Emerald Tokens -->> Score Tokens else if (i == MT_EMMY) return; /// \todo // 1UPs -->> Score TVs else if (i == MT_PRUP) // 1UP { // Either or, doesn't matter which. if (mthing->options & (MTF_AMBUSH|MTF_OBJECTSPECIAL)) i = MT_SCORETVLARGE; // 10,000 else i = MT_SCORETVSMALL; // 1,000 } } if (ultimatemode) { if (i == MT_PITYTV || i == MT_GREENTV || i == MT_YELLOWTV || i == MT_BLUETV || i == MT_BLACKTV || i == MT_WHITETV) return; // No shields in Ultimate mode if (i == MT_SUPERRINGBOX && !G_IsSpecialStage(gamemap)) return; // No rings in Ultimate mode (except special stages) } if (i == MT_EMMY && (gametype != GT_COOP || ultimatemode || tokenbits == 30 || tokenlist & (1 << tokenbits++))) return; // you already got this token, or there are too many, or the gametype's not right // Objectplace landing point noreturns: // spawn it x = mthing->x << FRACBITS; y = mthing->y << FRACBITS; ss = R_PointInSubsector(x, y); if (i == MT_NIGHTSBUMPER) z = ( #ifdef ESLOPE ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) : #endif ss->sector->floorheight) + ((mthing->options >> ZSHIFT) << FRACBITS); else if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE) z = ONFLOORZ; else if (i == MT_SPECIALSPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_EMMY) { if (mthing->options & MTF_OBJECTFLIP) { z = ( #ifdef ESLOPE ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) : #endif ss->sector->ceilingheight); if (mthing->options & MTF_AMBUSH) // Special flag for rings z -= 24*FRACUNIT; if (mthing->options >> ZSHIFT) z -= (mthing->options >> ZSHIFT)*FRACUNIT; z -= mobjinfo[i].height; //Don't forget the height! } else { z = ( #ifdef ESLOPE ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) : #endif ss->sector->floorheight); if (mthing->options & MTF_AMBUSH) // Special flag for rings z += 24*FRACUNIT; if (mthing->options >> ZSHIFT) z += (mthing->options >> ZSHIFT)*FRACUNIT; } if (z == ONFLOORZ) mthing->z = 0; else mthing->z = (INT16)(z>>FRACBITS); } else { fixed_t offset = 0; boolean flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP)); // base positions if (flip) z = ( #ifdef ESLOPE ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) : #endif ss->sector->ceilingheight) - mobjinfo[i].height; else z = ( #ifdef ESLOPE ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) : #endif ss->sector->floorheight); // 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; switch(mobj->type) { case MT_SKYBOX: mobj->angle = 0; if (mthing->options & MTF_OBJECTSPECIAL) skyboxmo[1] = mobj; else skyboxmo[0] = mobj; 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 mobj->health = FixedMul(ss->sector->ceilingheight-ss->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS; 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: case MT_SWINGMACEPOINT: case MT_HANGMACEPOINT: case MT_SPINMACEPOINT: { fixed_t mlength, mspeed, mxspeed, mzspeed, mstartangle, mmaxspeed; mobjtype_t chainlink = MT_SMALLMACECHAIN; mobjtype_t macetype = MT_SMALLMACE; boolean firsttime; mobj_t *spawnee; size_t line; const size_t mthingi = (size_t)(mthing - mapthings); // Why does P_FindSpecialLineFromTag not work here?!? // Monster Iestyn: tag lists haven't been initialised yet for the map, that's why for (line = 0; line < numlines; line++) { if (lines[line].special == 9 && lines[line].tag == mthing->angle) break; } if (line == numlines) { CONS_Debug(DBG_GAMELOGIC, "Mace chain (mapthing #%s) needs tagged to a #9 parameter line (trying to find tag %d).\n", sizeu1(mthingi), mthing->angle); return; } /* No deaf - small mace Deaf - big mace ML_NOCLIMB : Direction not controllable */ mlength = abs(lines[line].dx >> FRACBITS); mspeed = abs(lines[line].dy >> FRACBITS); mxspeed = sides[lines[line].sidenum[0]].textureoffset >> FRACBITS; mzspeed = sides[lines[line].sidenum[0]].rowoffset >> FRACBITS; mstartangle = lines[line].frontsector->floorheight >> FRACBITS; mmaxspeed = lines[line].frontsector->ceilingheight >> FRACBITS; mstartangle %= 360; mxspeed %= 360; mzspeed %= 360; CONS_Debug(DBG_GAMELOGIC, "Mace Chain (mapthing #%s):\n" "Length is %d\n" "Speed is %d\n" "Xspeed is %d\n" "Zspeed is %d\n" "startangle is %d\n" "maxspeed is %d\n", sizeu1(mthingi), mlength, mspeed, mxspeed, mzspeed, mstartangle, mmaxspeed); mobj->lastlook = mspeed << 4; mobj->movecount = mobj->lastlook; mobj->health = (FixedAngle(mzspeed*FRACUNIT)>>ANGLETOFINESHIFT) + (FixedAngle(mstartangle*FRACUNIT)>>ANGLETOFINESHIFT); mobj->threshold = (FixedAngle(mxspeed*FRACUNIT)>>ANGLETOFINESHIFT) + (FixedAngle(mstartangle*FRACUNIT)>>ANGLETOFINESHIFT); mobj->movefactor = mobj->threshold; mobj->friction = mmaxspeed; if (lines[line].flags & ML_NOCLIMB) mobj->flags |= MF_SLIDEME; mobj->reactiontime = 0; if (mthing->options & MTF_AMBUSH) { chainlink = MT_BIGMACECHAIN; macetype = MT_BIGMACE; } if (mthing->options & MTF_OBJECTSPECIAL) mobj->flags2 |= MF2_BOSSNOTRAP; // shut up maces. if (mobj->type == MT_HANGMACEPOINT || mobj->type == MT_SPINMACEPOINT) firsttime = true; else { firsttime = false; spawnee = P_SpawnMobj(mobj->x, mobj->y, mobj->z, macetype); P_SetTarget(&spawnee->target, mobj); if (mobj->type == MT_SWINGMACEPOINT) spawnee->movecount = FixedAngle(mstartangle*FRACUNIT)>>ANGLETOFINESHIFT; else spawnee->movecount = 0; spawnee->threshold = FixedAngle(mstartangle*FRACUNIT)>>ANGLETOFINESHIFT; spawnee->reactiontime = mlength+1; } while (mlength > 0) { spawnee = P_SpawnMobj(mobj->x, mobj->y, mobj->z, chainlink); P_SetTarget(&spawnee->target, mobj); if (mobj->type == MT_HANGMACEPOINT || mobj->type == MT_SWINGMACEPOINT) spawnee->movecount = FixedAngle(mstartangle*FRACUNIT)>>ANGLETOFINESHIFT; else spawnee->movecount = 0; spawnee->threshold = FixedAngle(mstartangle*FRACUNIT)>>ANGLETOFINESHIFT; spawnee->reactiontime = mlength; if (firsttime) { // This is the outermost link in the chain spawnee->flags |= MF_AMBUSH; firsttime = false; } mlength--; } break; } case MT_ROCKSPAWNER: mobj->threshold = mthing->angle; mobj->movecount = mthing->extrainfo; break; case MT_POPUPTURRET: if (mthing->angle) mobj->threshold = mthing->angle; else mobj->threshold = (TICRATE*2)-1; break; case MT_NIGHTSBUMPER: // Lower 4 bits specify the angle of // the bumper in 30 degree increments. mobj->threshold = (mthing->options & 15) % 12; // It loops over, etc P_SetMobjState(mobj, mobj->info->spawnstate+mobj->threshold); // you can shut up now, OBJECTFLIP. And all of the other options, for that matter. mthing->options &= ~0xF; break; case MT_EGGCAPSULE: if (mthing->angle <= 0) mthing->angle = 20; // prevent 0 health mobj->health = mthing->angle; mobj->threshold = min(mthing->extrainfo, 7); break; case MT_TUBEWAYPOINT: mobj->health = mthing->angle & 255; mobj->threshold = mthing->angle >> 8; break; case MT_NIGHTSDRONE: if (mthing->angle > 0) mobj->health = mthing->angle; break; case MT_TRAPGOYLE: case MT_TRAPGOYLEUP: case MT_TRAPGOYLEDOWN: case MT_TRAPGOYLELONG: if (mthing->angle >= 360) mobj->tics += 7*(mthing->angle / 360) + 1; // starting delay default: break; } if (mobj->flags & MF_BOSS) { if (mthing->options & MTF_OBJECTSPECIAL) // No egg trap for this boss mobj->flags2 |= MF2_BOSSNOTRAP; } if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE) // Axis Points { // Mare it belongs to mobj->threshold = min(mthing->extrainfo, 7); // # in the mare mobj->health = mthing->options; mobj->flags2 |= MF2_AXIS; if (i == MT_AXIS) { // Inverted if uppermost bit is set if (mthing->angle & 16384) mobj->flags |= MF_AMBUSH; if (mthing->angle > 0) mobj->radius = (mthing->angle & 16383)*FRACUNIT; } } else if (i == MT_EMMY) { if (mthing->options & MTF_OBJECTSPECIAL) // Mario Block version mobj->flags &= ~(MF_NOGRAVITY|MF_NOCLIPHEIGHT); else { fixed_t zheight = mobj->z; mobj_t *tokenobj; if (mthing->options & MTF_OBJECTFLIP) zheight += mobj->height-FixedMul(mobjinfo[MT_TOKEN].height, mobj->scale); // align with emmy properly! tokenobj = P_SpawnMobj(x, y, zheight, MT_TOKEN); P_SetTarget(&mobj->tracer, tokenobj); tokenobj->destscale = mobj->scale; P_SetScale(tokenobj, mobj->scale); if (mthing->options & MTF_OBJECTFLIP) // flip token to match emmy { tokenobj->eflags |= MFE_VERTICALFLIP; tokenobj->flags2 |= MF2_OBJECTFLIP; } } // We advanced tokenbits earlier due to the return check. // Subtract 1 here for the correct value. mobj->health = 1 << (tokenbits - 1); } else if (i == MT_CYBRAKDEMON && mthing->options & MTF_AMBUSH) { mobj_t *elecmobj; elecmobj = P_SpawnMobj(x, y, z, MT_CYBRAKDEMON_ELECTRIC_BARRIER); P_SetTarget(&elecmobj->target, mobj); elecmobj->angle = FixedAngle(mthing->angle*FRACUNIT);; elecmobj->destscale = mobj->scale*2; P_SetScale(elecmobj, elecmobj->destscale); } else if (i == MT_STARPOST) { thinker_t *th; mobj_t *mo2; boolean foundanother = false; mobj->health = (mthing->angle / 360) + 1; // See if other starposts exist in this level that have the same value. for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2 == mobj) continue; if (mo2->type == MT_STARPOST && mo2->health == mobj->health) { foundanother = true; break; } } if (!foundanother) numstarposts++; } else if (i == MT_SPIKE) { // Pop up spikes! if (mthing->options & MTF_OBJECTSPECIAL) { mobj->flags &= ~MF_SCENERY; mobj->fuse = mthing->angle + mobj->info->speed; } // Use per-thing collision for spikes if the deaf flag is checked. if (mthing->options & MTF_AMBUSH && !metalrecording) { P_UnsetThingPosition(mobj); mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT); mobj->flags |= MF_SOLID; P_SetThingPosition(mobj); } } //count 10 ring boxes into the number of rings equation too. if (i == MT_SUPERRINGBOX) nummaprings += 10; if (i == MT_BIGTUMBLEWEED || i == MT_LITTLETUMBLEWEED) { if (mthing->options & MTF_AMBUSH) { mobj->momz += FixedMul(16*FRACUNIT, mobj->scale); if (P_RandomChance(FRACUNIT/2)) mobj->momx += FixedMul(16*FRACUNIT, mobj->scale); else mobj->momx -= FixedMul(16*FRACUNIT, mobj->scale); if (P_RandomChance(FRACUNIT/2)) mobj->momy += FixedMul(16*FRACUNIT, mobj->scale); else mobj->momy -= FixedMul(16*FRACUNIT,mobj->scale); } } // CTF flag pointers if (i == MT_REDFLAG) { redflag = mobj; rflagpoint = mobj->spawnpoint; } if (i == MT_BLUEFLAG) { blueflag = mobj; bflagpoint = mobj->spawnpoint; } // special push/pull stuff if (i == MT_PUSH || i == MT_PULL) { mobj->health = 0; // Default behaviour: pushing uses XY, fading uses XYZ if (mthing->options & MTF_AMBUSH) mobj->health |= 1; // If ambush is set, push using XYZ if (mthing->options & MTF_OBJECTSPECIAL) mobj->health |= 2; // If object special is set, fade using XY if (G_IsSpecialStage(gamemap)) { if (i == MT_PUSH) P_SetMobjState(mobj, S_GRAVWELLGREEN); if (i == MT_PULL) P_SetMobjState(mobj, S_GRAVWELLRED); } } mobj->angle = FixedAngle(mthing->angle*FRACUNIT); if ((mthing->options & MTF_AMBUSH) && (mthing->options & MTF_OBJECTSPECIAL) && (mobj->flags & MF_PUSHABLE)) mobj->flags2 |= MF2_CLASSICPUSH; else { if (mthing->options & MTF_AMBUSH) { if (i == MT_YELLOWDIAG || i == MT_REDDIAG) mobj->angle += ANGLE_22h; if (mobj->flags & MF_NIGHTSITEM) { // Spawn already displayed mobj->flags |= MF_SPECIAL; mobj->flags &= ~MF_NIGHTSITEM; P_SetMobjState(mobj, mobj->info->seestate); } if (mobj->flags & MF_PUSHABLE) { mobj->flags &= ~MF_PUSHABLE; mobj->flags2 |= MF2_STANDONME; } if (mobj->flags & MF_MONITOR) { // flag for strong/weak random boxes if (mthing->type == mobjinfo[MT_SUPERRINGBOX].doomednum || mthing->type == mobjinfo[MT_PRUP].doomednum || mthing->type == mobjinfo[MT_SNEAKERTV].doomednum || mthing->type == mobjinfo[MT_INV].doomednum || mthing->type == mobjinfo[MT_WHITETV].doomednum || mthing->type == mobjinfo[MT_GREENTV].doomednum || mthing->type == mobjinfo[MT_YELLOWTV].doomednum || mthing->type == mobjinfo[MT_BLUETV].doomednum || mthing->type == mobjinfo[MT_BLACKTV].doomednum || mthing->type == mobjinfo[MT_PITYTV].doomednum || mthing->type == mobjinfo[MT_RECYCLETV].doomednum || mthing->type == mobjinfo[MT_MIXUPBOX].doomednum) mobj->flags |= MF_AMBUSH; } else if (mthing->type != mobjinfo[MT_AXIS].doomednum && mthing->type != mobjinfo[MT_AXISTRANSFER].doomednum && mthing->type != mobjinfo[MT_AXISTRANSFERLINE].doomednum && mthing->type != mobjinfo[MT_NIGHTSBUMPER].doomednum && mthing->type != mobjinfo[MT_STARPOST].doomednum) mobj->flags |= MF_AMBUSH; } if (mthing->options & MTF_OBJECTSPECIAL) { // flag for strong/weak random boxes if (mthing->type == mobjinfo[MT_SUPERRINGBOX].doomednum || mthing->type == mobjinfo[MT_PRUP].doomednum || mthing->type == mobjinfo[MT_SNEAKERTV].doomednum || mthing->type == mobjinfo[MT_INV].doomednum || mthing->type == mobjinfo[MT_WHITETV].doomednum || mthing->type == mobjinfo[MT_GREENTV].doomednum || mthing->type == mobjinfo[MT_YELLOWTV].doomednum || mthing->type == mobjinfo[MT_BLUETV].doomednum || mthing->type == mobjinfo[MT_BLACKTV].doomednum || mthing->type == mobjinfo[MT_PITYTV].doomednum || mthing->type == mobjinfo[MT_RECYCLETV].doomednum || mthing->type == mobjinfo[MT_MIXUPBOX].doomednum) mobj->flags2 |= MF2_STRONGBOX; // 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; } mthing->mobj = mobj; } void P_SpawnHoopsAndRings(mapthing_t *mthing) { mobj_t *mobj = NULL; INT32 r, i; fixed_t x, y, z, finalx, finaly, finalz; sector_t *sec; TVector v, *res; angle_t closestangle, fa; x = mthing->x << FRACBITS; y = mthing->y << FRACBITS; sec = R_PointInSubsector(x, y)->sector; // NiGHTS hoop! if (mthing->type == 1705) { mobj_t *nextmobj = NULL; mobj_t *hoopcenter; INT16 spewangle; z = mthing->options << FRACBITS; hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER); hoopcenter->spawnpoint = mthing; // Screw these damn hoops, I need this thinker. //hoopcenter->flags |= MF_NOTHINK; z += #ifdef ESLOPE sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : #endif sec->floorheight; hoopcenter->z = z - hoopcenter->height/2; P_UnsetThingPosition(hoopcenter); hoopcenter->x = x; hoopcenter->y = y; 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)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; 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)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; 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)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; 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! z = (mthing->options>>ZSHIFT) << FRACBITS; hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER); hoopcenter->spawnpoint = mthing; z += #ifdef ESLOPE sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : #endif sec->floorheight; hoopcenter->z = z - hoopcenter->height/2; P_UnsetThingPosition(hoopcenter); hoopcenter->x = x; hoopcenter->y = y; 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)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; 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)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; mobj = P_SpawnMobj(finalx, finaly, finalz, MT_HOOPCOLLIDE); mobj->z -= mobj->height/2; // Link all the collision sprites together. mobj->hnext = NULL; mobj->hprev = nextmobj; mobj->hprev->hnext = mobj; nextmobj = mobj; } } while (hoopsize >= 8); return; } // Wing logo item. else if (mthing->type == mobjinfo[MT_NIGHTSWING].doomednum) { z = #ifdef ESLOPE sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : #endif sec->floorheight; if (mthing->options >> ZSHIFT) z += ((mthing->options >> ZSHIFT) << FRACBITS); mthing->z = (INT16)(z>>FRACBITS); mobj = P_SpawnMobj(x, y, z, MT_NIGHTSWING); mobj->spawnpoint = mthing; if (G_IsSpecialStage(gamemap) && useNightsSS) P_SetMobjState(mobj, mobj->info->meleestate); else if (maptol & TOL_XMAS) P_SetMobjState(mobj, mobj->info->seestate); mobj->angle = FixedAngle(mthing->angle*FRACUNIT); mobj->flags |= MF_AMBUSH; 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! if (ultimatemode && !(G_IsSpecialStage(gamemap) || maptol & TOL_NIGHTS)) 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 if (mthing->options & MTF_OBJECTFLIP) { z = ( #ifdef ESLOPE sec->c_slope ? P_GetZAt(sec->c_slope, x, y) : #endif sec->ceilingheight) - mobjinfo[ringthing].height; if (mthing->options >> ZSHIFT) z -= ((mthing->options >> ZSHIFT) << FRACBITS); } else { z = #ifdef ESLOPE sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : #endif sec->floorheight; if (mthing->options >> ZSHIFT) z += ((mthing->options >> ZSHIFT) << FRACBITS); } if (mthing->options & MTF_AMBUSH) // Special flag for rings { if (mthing->options & MTF_OBJECTFLIP) z -= 24*FRACUNIT; else z += 24*FRACUNIT; } mthing->z = (INT16)(z>>FRACBITS); mobj = P_SpawnMobj(x, y, z, ringthing); mobj->spawnpoint = mthing; if (mthing->options & MTF_OBJECTFLIP) { mobj->eflags |= MFE_VERTICALFLIP; mobj->flags2 |= MF2_OBJECTFLIP; } mobj->angle = FixedAngle(mthing->angle*FRACUNIT); mobj->flags |= MF_AMBUSH; 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! if (ultimatemode && !(G_IsSpecialStage(gamemap) || maptol & TOL_NIGHTS)) 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++) { if (mthing->options & MTF_OBJECTFLIP) { z = ( #ifdef ESLOPE sec->c_slope ? P_GetZAt(sec->c_slope, x, y) : #endif sec->ceilingheight) - mobjinfo[ringthing].height - dist*r; if (mthing->options >> ZSHIFT) z -= ((mthing->options >> ZSHIFT) << FRACBITS); } else { z = ( #ifdef ESLOPE sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : #endif sec->floorheight) + dist*r; if (mthing->options >> ZSHIFT) z += ((mthing->options >> ZSHIFT) << FRACBITS); } mobj = P_SpawnMobj(x, y, z, ringthing); if (mthing->options & MTF_OBJECTFLIP) { mobj->eflags |= MFE_VERTICALFLIP; mobj->flags2 |= MF2_OBJECTFLIP; } mobj->angle = FixedAngle(mthing->angle*FRACUNIT); if (mthing->options & MTF_AMBUSH) mobj->flags |= MF_AMBUSH; } } // Diagonal rings (handles both types) else if (mthing->type == 602 || mthing->type == 603) // Diagonal rings (5) { angle_t angle = FixedAngle(mthing->angle*FRACUNIT); mobjtype_t ringthing = MT_RING; INT32 iterations = 5; if (mthing->type == 603) iterations = 10; // No rings in Ultimate! if (ultimatemode && !(G_IsSpecialStage(gamemap) || maptol & TOL_NIGHTS)) 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)); if (mthing->options & MTF_OBJECTFLIP) { z = ( #ifdef ESLOPE sec->c_slope ? P_GetZAt(sec->c_slope, x, y) : #endif sec->ceilingheight) - mobjinfo[ringthing].height - 64*FRACUNIT*r; if (mthing->options >> ZSHIFT) z -= ((mthing->options >> ZSHIFT) << FRACBITS); } else { z = ( #ifdef ESLOPE sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : #endif sec->floorheight) + 64*FRACUNIT*r; if (mthing->options >> ZSHIFT) z += ((mthing->options >> ZSHIFT) << FRACBITS); } mobj = P_SpawnMobj(x, y, z, ringthing); if (mthing->options & MTF_OBJECTFLIP) { mobj->eflags |= MFE_VERTICALFLIP; mobj->flags2 |= MF2_OBJECTFLIP; } mobj->angle = FixedAngle(mthing->angle*FRACUNIT); if (mthing->options & MTF_AMBUSH) mobj->flags |= MF_AMBUSH; } } // Rings of items (all six of them) else if (mthing->type >= 604 && mthing->type <= 609) { INT32 numitems = 8; INT32 size = 96*FRACUNIT; mobjtype_t itemToSpawn = MT_NIGHTSWING; if (mthing->type & 1) { numitems = 16; size = 192*FRACUNIT; } z = #ifdef ESLOPE sec->f_slope ? P_GetZAt(sec->f_slope, x, y) : #endif sec->floorheight; if (mthing->options >> ZSHIFT) z += ((mthing->options >> ZSHIFT) << FRACBITS); 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)); finalx = x + v[0]; finaly = y + v[1]; finalz = z + v[2]; 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 if (!(th->flags & MF_GRENADEBOUNCE)) // hack: bad! should be a flag. { th->x += th->momx>>1; th->y += th->momy>>1; th->z += th->momz>>1; } if (!P_TryMove(th, th->x, th->y, true)) { P_ExplodeMissile(th); return false; } return true; } // // P_SpawnXYZMissile // // Spawns missile at specific coords // mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z) { mobj_t *th; angle_t an; INT32 dist; fixed_t speed; I_Assert(source != NULL); I_Assert(dest != NULL); if (source->eflags & MFE_VERTICALFLIP) z -= FixedMul(mobjinfo[type].height, source->scale); th = P_SpawnMobj(x, y, z, type); if (source->eflags & MFE_VERTICALFLIP) th->flags2 |= MF2_OBJECTFLIP; th->destscale = source->scale; P_SetScale(th, source->scale); speed = FixedMul(th->info->speed, th->scale); if (speed == 0) { CONS_Debug(DBG_GAMELOGIC, "P_SpawnXYZMissile - projectile has 0 speed! (mobj type %d)\n", type); speed = mobjinfo[MT_ROCKET].speed; } if (th->info->seesound) S_StartSound(th, th->info->seesound); P_SetTarget(&th->target, source); // where it came from an = R_PointToAngle2(x, y, dest->x, dest->y); th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); dist = P_AproxDistance(dest->x - x, dest->y - y); dist = dist / speed; if (dist < 1) dist = 1; th->momz = (dest->z - z) / dist; if (th->flags & MF_MISSILE) dist = P_CheckMissileSpawn(th); else dist = 1; return dist ? th : NULL; } // // P_SpawnAlteredDirectionMissile // // Spawns a missile with same source as spawning missile yet an altered direction // mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z, INT32 shiftingAngle) { mobj_t *th; angle_t an; fixed_t dist, speed; I_Assert(source != NULL); if (!(source->target) || !(source->flags & MF_MISSILE)) return NULL; if (source->eflags & MFE_VERTICALFLIP) z -= FixedMul(mobjinfo[type].height, source->scale); th = P_SpawnMobj(x, y, z, type); if (source->eflags & MFE_VERTICALFLIP) th->flags2 |= MF2_OBJECTFLIP; th->destscale = source->scale; P_SetScale(th, source->scale); speed = FixedMul(th->info->speed, th->scale); if (speed == 0) // Backwards compatibility with 1.09.2 { CONS_Printf("P_SpawnAlteredDirectionMissile - projectile has 0 speed! (mobj type %d)\nPlease update this SOC.", type); speed = mobjinfo[MT_ROCKET].speed; } if (th->info->seesound) S_StartSound(th, th->info->seesound); P_SetTarget(&th->target, source->target); // where it came from an = R_PointToAngle2(0, 0, source->momx, source->momy) + (ANG1*shiftingAngle); th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); dist = P_AproxDistance(source->momx*800, source->momy*800); dist = dist / speed; if (dist < 1) dist = 1; th->momz = (source->momz*800) / dist; if (th->flags & MF_MISSILE) { dist = P_CheckMissileSpawn(th); th->x -= th->momx>>1; th->y -= th->momy>>1; th->z -= th->momz>>1; } else dist = 1; return dist ? th : NULL; } // // P_SpawnPointMissile // // Spawns a missile at specific coords // mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za, mobjtype_t type, fixed_t x, fixed_t y, fixed_t z) { mobj_t *th; angle_t an; fixed_t dist, speed; I_Assert(source != NULL); if (source->eflags & MFE_VERTICALFLIP) z -= FixedMul(mobjinfo[type].height, source->scale); th = P_SpawnMobj(x, y, z, type); if (source->eflags & MFE_VERTICALFLIP) th->flags2 |= MF2_OBJECTFLIP; th->destscale = source->scale; P_SetScale(th, source->scale); speed = FixedMul(th->info->speed, th->scale); if (speed == 0) // Backwards compatibility with 1.09.2 { CONS_Printf("P_SpawnPointMissile - projectile has 0 speed! (mobj type %d)\nPlease update this SOC.", type); speed = mobjinfo[MT_ROCKET].speed; } if (th->info->seesound) S_StartSound(th, th->info->seesound); P_SetTarget(&th->target, source); // where it came from an = R_PointToAngle2(x, y, xa, ya); th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); dist = P_AproxDistance(xa - x, ya - y); dist = dist / speed; if (dist < 1) dist = 1; th->momz = (za - z) / dist; if (th->flags & MF_MISSILE) dist = P_CheckMissileSpawn(th); else dist = 1; return dist ? th : NULL; } // // P_SpawnMissile // mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type) { mobj_t *th; angle_t an; INT32 dist; fixed_t z; const fixed_t gsf = (fixed_t)6; fixed_t speed; I_Assert(source != NULL); I_Assert(dest != NULL); if (source->type == MT_JETTGUNNER) { if (source->eflags & MFE_VERTICALFLIP) z = source->z + source->height - FixedMul(4*FRACUNIT, source->scale); else z = source->z + FixedMul(4*FRACUNIT, source->scale); } else z = source->z + source->height/2; if (source->eflags & MFE_VERTICALFLIP) z -= FixedMul(mobjinfo[type].height, source->scale); th = P_SpawnMobj(source->x, source->y, z, type); if (source->eflags & MFE_VERTICALFLIP) th->flags2 |= MF2_OBJECTFLIP; th->destscale = source->scale; P_SetScale(th, source->scale); if (source->type == MT_METALSONIC_BATTLE && source->health < 4) speed = FixedMul(FixedMul(th->info->speed, 3*FRACUNIT/2), th->scale); else speed = FixedMul(th->info->speed, th->scale); if (speed == 0) { CONS_Debug(DBG_GAMELOGIC, "P_SpawnMissile - projectile has 0 speed! (mobj type %d)\n", type); speed = FixedMul(mobjinfo[MT_TURRETLASER].speed, th->scale); } if (th->info->seesound) S_StartSound(source, th->info->seesound); P_SetTarget(&th->target, source); // where it came from if (type == MT_TURRETLASER || type == MT_ENERGYBALL) // More accurate! an = R_PointToAngle2(source->x, source->y, dest->x + (dest->momx*gsf), dest->y + (dest->momy*gsf)); else an = R_PointToAngle2(source->x, source->y, dest->x, dest->y); th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(speed, FINECOSINE(an)); th->momy = FixedMul(speed, FINESINE(an)); if (type == MT_TURRETLASER || type == MT_ENERGYBALL) // More accurate! dist = P_AproxDistance(dest->x+(dest->momx*gsf) - source->x, dest->y+(dest->momy*gsf) - source->y); else dist = P_AproxDistance(dest->x - source->x, dest->y - source->y); dist = dist / speed; if (dist < 1) dist = 1; if (type == MT_TURRETLASER || type == MT_ENERGYBALL) // More accurate! th->momz = (dest->z + (dest->momz*gsf) - z) / dist; else th->momz = (dest->z - z) / dist; if (th->flags & MF_MISSILE) dist = P_CheckMissileSpawn(th); else dist = 1; return dist ? th : NULL; } // // P_ColorTeamMissile // Colors a player's ring based on their team // void P_ColorTeamMissile(mobj_t *missile, player_t *source) { if (G_GametypeHasTeams()) { if (source->ctfteam == 2) missile->color = skincolor_bluering; else if (source->ctfteam == 1) missile->color = skincolor_redring; } /* else missile->color = player->mo->color; //copy color */ } // // P_SPMAngle // Fires missile at angle from what is presumably a player // mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowaim, UINT32 flags2) { mobj_t *th; angle_t an; fixed_t x, y, z, slope = 0; // 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); th->angle = an; th->momx = FixedMul(th->info->speed, FINECOSINE(an>>ANGLETOFINESHIFT)); th->momy = FixedMul(th->info->speed, FINESINE(an>>ANGLETOFINESHIFT)); if (allowaim) { th->momx = FixedMul(th->momx,FINECOSINE(source->player->aiming>>ANGLETOFINESHIFT)); th->momy = FixedMul(th->momy,FINECOSINE(source->player->aiming>>ANGLETOFINESHIFT)); } th->momz = FixedMul(th->info->speed, slope); //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; }