// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2022 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 "dehacked.h" #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_fps.h" #include "r_main.h" #include "r_skins.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" #include "p_slopes.h" #include "f_finale.h" #include "m_cond.h" static CV_PossibleValue_t CV_BobSpeed[] = {{0, "MIN"}, {4*FRACUNIT, "MAX"}, {0, NULL}}; consvar_t cv_movebob = CVAR_INIT ("movebob", "1.0", CV_FLOAT|CV_SAVE, CV_BobSpeed, NULL); 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; astate = &states[ac->statenum]; 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_SetupStateAnimation // static void P_SetupStateAnimation(mobj_t *mobj, state_t *st) { INT32 animlength = (mobj->sprite == SPR_PLAY && mobj->skin) ? (INT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes) - 1 : st->var1; if (!(st->frame & FF_ANIMATE)) return; if (animlength <= 0 || st->var2 == 0) { mobj->frame &= ~FF_ANIMATE; return; // Crash/stupidity prevention } mobj->anim_duration = (UINT16)st->var2; if (st->frame & FF_GLOBALANIM) { // Attempt to account for the pre-ticker for objects spawned on load if (!leveltime) return; mobj->anim_duration -= (leveltime + 2) % st->var2; // Duration synced to timer mobj->frame += ((leveltime + 2) / st->var2) % (animlength + 1); // Frame synced to timer (duration taken into account) } else if (st->frame & FF_RANDOMANIM) { mobj->frame += P_RandomKey(animlength + 1); // Random starting frame mobj->anim_duration -= P_RandomKey(st->var2); // Random duration for first frame } } // // P_CycleStateAnimation // FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj) { // var2 determines delay between animation frames if (!(mobj->frame & FF_ANIMATE) || --mobj->anim_duration != 0) return; mobj->anim_duration = (UINT16)mobj->state->var2; if (mobj->sprite != SPR_PLAY) { // compare the current sprite frame to the one we started from // if more than var1 away from it, swap back to the original // else just advance by one if (((++mobj->frame) & FF_FRAMEMASK) - (mobj->state->frame & FF_FRAMEMASK) > (UINT32)mobj->state->var1) mobj->frame = (mobj->state->frame & FF_FRAMEMASK) | (mobj->frame & ~FF_FRAMEMASK); return; } // sprite2 version of above if (mobj->skin && (((++mobj->frame) & FF_FRAMEMASK) >= (UINT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes))) mobj->frame &= ~FF_FRAMEMASK; } // // 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 falling for nojumpspin if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0)) return P_SetPlayerMobjState(mobj, S_PLAY_FALL); // Catch swimming versus flying if ((state == S_PLAY_FLY || (state == S_PLAY_GLIDE && skins[player->skin].sprites[SPR2_SWIM].numframes)) && player->mo->eflags & MFE_UNDERWATER && !player->skidtime) return P_SetPlayerMobjState(player->mo, S_PLAY_SWIM); else if (state == S_PLAY_SWIM && !(player->mo->eflags & MFE_UNDERWATER)) { if (player->charability == CA_GLIDEANDCLIMB) return P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE); else return P_SetPlayerMobjState(player->mo, S_PLAY_FLY); } // Catch SF_NOSUPERSPIN jumps for Supers if (player->powers[pw_super] && (player->charflags & SF_NOSUPERSPIN)) { if (state == S_PLAY_JUMP) { if (player->mo->state-states == S_PLAY_WALK) return P_SetPlayerMobjState(mobj, S_PLAY_FLOAT); return true; } else if (player->mo->state-states == S_PLAY_FLOAT && state == S_PLAY_STND) return true; } // You were in pain state after taking a hit, and you're moving out of pain state now? else if (mobj->state == &states[mobj->info->painstate] && player->powers[pw_flashing] == flashingtics && state != mobj->info->painstate) { // Start flashing, since you've landed. player->powers[pw_flashing] = flashingtics-1; P_DoPityCheck(player); } // Set animation state // The pflags version of this was just as convoluted. switch(state) { case S_PLAY_STND: case S_PLAY_WAIT: case S_PLAY_NIGHTS_STAND: player->panim = PA_IDLE; break; case S_PLAY_EDGE: player->panim = PA_EDGE; break; case S_PLAY_WALK: case S_PLAY_SKID: case S_PLAY_FLOAT: player->panim = PA_WALK; break; case S_PLAY_RUN: case S_PLAY_FLOAT_RUN: player->panim = PA_RUN; break; case S_PLAY_DASH: player->panim = PA_DASH; break; case S_PLAY_PAIN: case S_PLAY_STUN: player->panim = PA_PAIN; break; case S_PLAY_ROLL: //case S_PLAY_SPINDASH: -- everyone can ROLL thanks to zoom tubes... case S_PLAY_NIGHTS_ATTACK: player->panim = PA_ROLL; break; case S_PLAY_JUMP: player->panim = PA_JUMP; break; case S_PLAY_SPRING: player->panim = PA_SPRING; break; case S_PLAY_FALL: case S_PLAY_NIGHTS_FLOAT: player->panim = PA_FALL; break; case S_PLAY_FLY: case S_PLAY_FLY_TIRED: case S_PLAY_SWIM: case S_PLAY_GLIDE: case S_PLAY_BOUNCE: case S_PLAY_BOUNCE_LANDING: case S_PLAY_TWINSPIN: player->panim = PA_ABILITY; break; case S_PLAY_SPINDASH: // ...but the act of SPINDASHING is charability2 specific. case S_PLAY_FIRE: case S_PLAY_FIRE_FINISH: case S_PLAY_MELEE: case S_PLAY_MELEE_FINISH: case S_PLAY_MELEE_LANDING: player->panim = PA_ABILITY2; break; case S_PLAY_RIDE: player->panim = PA_RIDE; break; default: player->panim = PA_ETC; break; } 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 (player->panim == PA_EDGE && (player->charflags & SF_FASTEDGE)) mobj->tics = 2; else if (!(disableSpeedAdjust || player->charflags & SF_NOSPEEDADJUST)) { fixed_t speed;// = FixedDiv(player->speed, FixedMul(mobj->scale, player->mo->movefactor)); 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 (player->panim == PA_ABILITY2 && player->charability2 == CA2_SPINDASH) { fixed_t step = (player->maxdash - player->mindash)/4; speed = (player->dashspeed - player->mindash); if (speed > 3*step) mobj->tics = 1; else if (speed > step) mobj->tics = 2; else mobj->tics = 3; } else { speed = FixedDiv(player->speed, FixedMul(mobj->scale, player->mo->movefactor)); if (player->panim == PA_ROLL || player->panim == PA_JUMP) { if (speed > 16<tics = 1; else mobj->tics = 2; } else if (P_IsObjectOnGround(mobj) || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) // Only if on the ground or superflying. { if (player->panim == PA_WALK) { if (speed > 12<tics = 2; else if (speed > 6<tics = 3; else mobj->tics = 4; } else if ((player->panim == PA_RUN) || (player->panim == PA_DASH)) { if (speed > 52<tics = 1; else mobj->tics = 2; } } } } // Player animations if (st->sprite == SPR_PLAY) { skin_t *skin = ((skin_t *)mobj->skin); UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1; UINT8 numframes, spr2; if (skin) { UINT16 stateframe = st->frame; // Add/Remove FF_SPR2SUPER based on certain conditions if (player->charflags & SF_NOSUPERSPRITES) stateframe = stateframe & ~FF_SPR2SUPER; else if (player->powers[pw_super]) stateframe = stateframe | FF_SPR2SUPER; if (stateframe & FF_SPR2SUPER) { if (mobj->eflags & MFE_FORCENOSUPER) stateframe = stateframe & ~FF_SPR2SUPER; } else if (mobj->eflags & MFE_FORCESUPER) stateframe = stateframe | FF_SPR2SUPER; // Get the sprite2 and frame number spr2 = P_GetSkinSprite2(skin, (stateframe & FF_FRAMEMASK), mobj->player); numframes = skin->sprites[spr2].numframes; if (state == S_PLAY_STND && (spr2 & FF_SPR2SUPER) && skin->sprites[SPR2_WAIT|FF_SPR2SUPER].numframes == 0) mobj->tics = -1; // If no super wait, don't wait at all } else { spr2 = 0; frame = 0; numframes = 0; } if (mobj->sprite != SPR_PLAY) { mobj->sprite = SPR_PLAY; frame = 0; } else if (mobj->sprite2 != spr2) { if ((st->frame & FF_SPR2MIDSTART) && numframes && P_RandomChance(FRACUNIT/2)) frame = numframes/2; else frame = 0; } if (frame >= numframes) { if (st->frame & FF_SPR2ENDSTATE) // no frame advancement { if (st->var1 == mobj->state-states) frame--; else { if (mobj->frame & FF_FRAMEMASK) mobj->frame--; return P_SetPlayerMobjState(mobj, st->var1); } } else frame = 0; } mobj->sprite2 = spr2; mobj->frame = frame|(st->frame&~FF_FRAMEMASK); if (P_PlayerFullbright(player)) mobj->frame |= FF_FULLBRIGHT; } // Regular sprites else { mobj->sprite = st->sprite; mobj->frame = st->frame; } P_SetupStateAnimation(mobj, st); // Modified handling. // Call action functions when the state is set if (st->action.acp1) { var1 = st->var1; var2 = st->var2; astate = st; 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; // Player animations if (st->sprite == SPR_PLAY) { skin_t *skin = ((skin_t *)mobj->skin); UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1; UINT8 numframes, spr2; if (skin) { UINT16 stateframe = st->frame; // Add/Remove FF_SPR2SUPER based on certain conditions if (stateframe & FF_SPR2SUPER) { if (mobj->eflags & MFE_FORCENOSUPER) stateframe = stateframe & ~FF_SPR2SUPER; } else if (mobj->eflags & MFE_FORCESUPER) stateframe = stateframe | FF_SPR2SUPER; // Get the sprite2 and frame number spr2 = P_GetSkinSprite2(skin, (stateframe & FF_FRAMEMASK), NULL); numframes = skin->sprites[spr2].numframes; if (state == S_PLAY_STND && (spr2 & FF_SPR2SUPER) && skin->sprites[SPR2_WAIT|FF_SPR2SUPER].numframes == 0) mobj->tics = -1; // If no super wait, don't wait at all } else { spr2 = 0; frame = 0; numframes = 0; } if (mobj->sprite != SPR_PLAY) { mobj->sprite = SPR_PLAY; frame = 0; } else if (mobj->sprite2 != spr2) { if ((st->frame & FF_SPR2MIDSTART) && numframes && P_RandomChance(FRACUNIT/2)) frame = numframes/2; else frame = 0; } if (frame >= numframes) { if (st->frame & FF_SPR2ENDSTATE) // no frame advancement { if (st->var1 == mobj->state-states) frame--; else { if (mobj->frame & FF_FRAMEMASK) mobj->frame--; return P_SetMobjState(mobj, st->var1); } } else frame = 0; } mobj->sprite2 = spr2; mobj->frame = frame|(st->frame&~FF_FRAMEMASK); } // Regular sprites else { mobj->sprite = st->sprite; mobj->frame = st->frame; } P_SetupStateAnimation(mobj, st); // Modified handling. // Call action functions when the state is set if (st->action.acp1) { var1 = st->var1; var2 = st->var2; astate = st; st->action.acp1(mobj); if (P_MobjWasRemoved(mobj)) return false; } seenstate[state] = 1 + st->nextstate; state = st->nextstate; } while (!mobj->tics && !seenstate[state]); if (!mobj->tics) CONS_Alert(CONS_WARNING, M_GetText("State cycle detected, exiting.\n")); if (!--recursion) for (;(state = seenstate[i]) > S_NULL; i = state - 1) seenstate[i] = S_NULL; // erase memory of states return true; } //---------------------------------------------------------------------------- // // FUNC P_SetMobjStateNF // // Same as P_SetMobjState, but does not call the state function. // //---------------------------------------------------------------------------- boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state) { state_t *st; if (state == S_NULL) { // Remove mobj P_RemoveMobj(mobj); return false; } st = &states[state]; mobj->state = st; mobj->tics = st->tics; mobj->sprite = st->sprite; mobj->frame = st->frame; P_SetupStateAnimation(mobj, st); return true; } static boolean P_SetPrecipMobjState(precipmobj_t *mobj, statenum_t state) { state_t *st; if (state == S_NULL) { // Remove mobj P_RemovePrecipMobj(mobj); return false; } st = &states[state]; mobj->state = st; mobj->tics = st->tics; mobj->sprite = st->sprite; mobj->frame = st->frame; P_SetupStateAnimation((mobj_t*)mobj, st); 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 = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)think; if (mo->type == MT_EMERALDSPAWN) { if (mo->threshold || mo->target) // Either has the emerald spawned or is spawning { numwithemerald++; emeraldsspawned |= mobjinfo[mo->reactiontime].speed; } else if (numspawnpoints < MAXHUNTEMERALDS) spawnpoints[numspawnpoints++] = mo; // empty spawn points } else if (mo->type == MT_FLINGEMERALD) { numwithemerald++; emeraldsspawned |= mo->threshold; } } if (numspawnpoints == 0) return; // But wait! We need to check all the players too, to see if anyone has some of the emeralds. for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo) continue; if (players[i].powers[pw_emeralds] & EMERALD1) { numwithemerald++; emeraldsspawned |= EMERALD1; } if (players[i].powers[pw_emeralds] & EMERALD2) { numwithemerald++; emeraldsspawned |= EMERALD2; } if (players[i].powers[pw_emeralds] & EMERALD3) { numwithemerald++; emeraldsspawned |= EMERALD3; } if (players[i].powers[pw_emeralds] & EMERALD4) { numwithemerald++; emeraldsspawned |= EMERALD4; } if (players[i].powers[pw_emeralds] & EMERALD5) { numwithemerald++; emeraldsspawned |= EMERALD5; } if (players[i].powers[pw_emeralds] & EMERALD6) { numwithemerald++; emeraldsspawned |= EMERALD6; } if (players[i].powers[pw_emeralds] & EMERALD7) { numwithemerald++; emeraldsspawned |= EMERALD7; } } // All emeralds spawned, no worries if (numwithemerald >= 7) return; // Set up spawning for the emeralds numtospawn = 7 - numwithemerald; #ifdef PARANOIA if (numtospawn <= 0) // ??? I_Error("P_EmeraldManager: numtospawn is %d!\n", numtospawn); #endif for (i = 0, j = 0; i < numtospawn; i++) { INT32 tries = 0; while (true) { tries++; if (tries > 50) break; j = P_RandomKey(numspawnpoints); if (hasemerald[j]) continue; hasemerald[j] = true; if (!(emeraldsspawned & EMERALD1)) { spawnpoints[j]->reactiontime = MT_EMERALD1; emeraldsspawned |= EMERALD1; } else if (!(emeraldsspawned & EMERALD2)) { spawnpoints[j]->reactiontime = MT_EMERALD2; emeraldsspawned |= EMERALD2; } else if (!(emeraldsspawned & EMERALD3)) { spawnpoints[j]->reactiontime = MT_EMERALD3; emeraldsspawned |= EMERALD3; } else if (!(emeraldsspawned & EMERALD4)) { spawnpoints[j]->reactiontime = MT_EMERALD4; emeraldsspawned |= EMERALD4; } else if (!(emeraldsspawned & EMERALD5)) { spawnpoints[j]->reactiontime = MT_EMERALD5; emeraldsspawned |= EMERALD5; } else if (!(emeraldsspawned & EMERALD6)) { spawnpoints[j]->reactiontime = MT_EMERALD6; emeraldsspawned |= EMERALD6; } else if (!(emeraldsspawned & EMERALD7)) { spawnpoints[j]->reactiontime = MT_EMERALD7; emeraldsspawned |= EMERALD7; } else break; spawnpoints[j]->threshold = emeraldspawndelay + P_RandomByte() * (TICRATE/5); break; } } emeraldspawndelay = 0; } // // 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, 0, true); 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); } 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->fofflags & FOF_EXISTS)) return false; if ((((rover->fofflags & FOF_BLOCKPLAYER) && mobj->player) || ((rover->fofflags & FOF_BLOCKOTHERS) && !mobj->player))) return false; topheight = P_GetFFloorTopZAt (rover, mobj->x, mobj->y); bottomheight = P_GetFFloorBottomZAt(rover, mobj->x, mobj->y); if (mobj->z > topheight) return false; if (mobj->z + mobj->height < bottomheight) return false; return true; } // 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_GetSlopeZAt(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_GetSlopeZAt(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_GetSlopeZAt(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_GetSlopeZAt(slope, v2.x, v2.y)) );*/ // Return the higher of the two points if (actuallylowest) return min( P_GetSlopeZAt(slope, v1.x, v1.y), P_GetSlopeZAt(slope, v2.x, v2.y) ); else return max( P_GetSlopeZAt(slope, v1.x, v1.y), P_GetSlopeZAt(slope, v2.x, v2.y) ); } 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) { I_Assert(mobj != NULL); I_Assert(sector != NULL); 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_GetSlopeZAt(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_GetSlopeZAt(slope, x, y); return HighestOnLine(mobj->radius, x, y, line, slope, lowest); } else // Well, that makes it easy. Just get the floor height 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) { I_Assert(mobj != NULL); I_Assert(sector != NULL); 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_GetSlopeZAt(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_GetSlopeZAt(slope, x, y); return HighestOnLine(mobj->radius, x, y, line, slope, lowest); } else // Well, that makes it easy. Just get the ceiling height 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) { I_Assert(mobj != NULL); I_Assert(sector != NULL); 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_GetSlopeZAt(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_GetSlopeZAt(slope, x, y); return HighestOnLine(mobj->radius, x, y, line, slope, lowest); } else // Well, that makes it easy. Just get the floor height 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) { I_Assert(mobj != NULL); I_Assert(sector != NULL); 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_GetSlopeZAt(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_GetSlopeZAt(slope, x, y); return HighestOnLine(mobj->radius, x, y, line, slope, lowest); } else // Well, that makes it easy. Just get the ceiling height return sector->ceilingheight; } static void P_PlayerFlip(mobj_t *mo) { if (!mo->player) return; G_GhostAddFlip(); // Flip aiming to match! if (mo->player->powers[pw_carry] == CR_NIGHTSMODE) // NiGHTS doesn't use flipcam ; 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; sector_t *gravsector = NULL; // Custom gravity boolean goopgravity = false; boolean wasflip; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); wasflip = (mo->eflags & MFE_VERTICALFLIP) != 0; 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->fofflags & FOF_EXISTS) || !P_InsideANonSolidFFloor(mo, rover)) // P_InsideANonSolidFFloor checks for FOF_EXISTS itself, but let's not always call this function continue; if ((rover->fofflags & (FOF_SWIMMABLE|FOF_GOOWATER)) == (FOF_SWIMMABLE|FOF_GOOWATER)) goopgravity = true; if (P_GetSectorGravityFactor(rover->master->frontsector) == FRACUNIT) continue; gravsector = rover->master->frontsector; break; } } if (!gravsector) // If there is no 3D floor gravity, check sector's gravity gravsector = mo->subsector->sector; gravityadd = -FixedMul(gravity, P_GetSectorGravityFactor(gravsector)); if ((gravsector->flags & MSF_GRAVITYFLIP) && gravityadd > 0) { if (gravsector->specialflags & SSF_GRAVITYOVERRIDE) mo->flags2 &= ~MF2_OBJECTFLIP; 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->panim == PA_ABILITY)) gravityadd = gravityadd/3; // less gravity while flying/gliding if (mo->player->climbing || (mo->player->powers[pw_carry] == CR_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_WATERDROP: case MT_CYBRAKDEMON: gravityadd >>= 1; default: break; } } } // Goop has slower, reversed gravity if (goopgravity) gravityadd = -((gravityadd/5) + (gravityadd/8)); 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) // // P_SceneryXYFriction // static void P_SceneryXYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy) { I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); if (abs(mo->momx) < FixedMul(STOPSPEED/32, mo->scale) && abs(mo->momy) < FixedMul(STOPSPEED/32, mo->scale)) { mo->momx = 0; mo->momy = 0; } else { if ((oldx == mo->x) && (oldy == mo->y)) // didn't go anywhere { mo->momx = FixedMul(mo->momx,ORIG_FRICTION); mo->momy = FixedMul(mo->momy,ORIG_FRICTION); } else { mo->momx = FixedMul(mo->momx,mo->friction); mo->momy = FixedMul(mo->momy,mo->friction); } if (mo->type == MT_CANNONBALLDECOR) { // Stolen from P_SpawnFriction mo->friction = FRACUNIT - 0x100; } else mo->friction = ORIG_FRICTION; } } // // P_XYFriction // // adds friction on the xy plane // static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy) { player_t *player; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); player = mo->player; if (player) // valid only if player avatar { // spinning friction if (player->pflags & PF_SPINNING && (player->rmomx || player->rmomy) && !(player->pflags & PF_STARTDASH)) { if (twodlevel || player->mo->flags2 & MF2_TWOD) // Otherwise handled in P_3DMovement { const fixed_t ns = FixedDiv(549*ORIG_FRICTION,500*FRACUNIT); mo->momx = FixedMul(mo->momx, ns); mo->momy = FixedMul(mo->momy, ns); } } 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)) && !(player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && (abs(player->mo->standingslope->zdelta) >= FRACUNIT/2))) { // 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 (!(mo->eflags & MFE_SPRUNG)) { 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) { ffloor_t *rover; fixed_t topheight, bottomheight; if (!node->m_sector) break; if (!node->m_sector->ffloors) continue; for (rover = node->m_sector->ffloors; rover; rover = rover->next) { if (!(rover->fofflags & FOF_EXISTS)) continue; if (!(rover->fofflags & FOF_BUSTUP)) continue; if (!(rover->bustflags & FB_PUSHABLES)) continue; if (rover->master->frontsector->crumblestate != CRUMBLE_NONE) continue; 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->bustflags & FB_ONLYBOTTOM) { if (mo->z + mo->momz + mo->height < bottomheight) continue; if (mo->z + mo->height > bottomheight) continue; } else { switch (rover->busttype) { case BT_TOUCH: if (mo->z + mo->momz > topheight) continue; if (mo->z + mo->momz + mo->height < bottomheight) continue; break; case BT_SPINBUST: if (mo->z + mo->momz > topheight) continue; if (mo->z + mo->height < bottomheight) continue; break; default: if (mo->z >= topheight) continue; if (mo->z + mo->height < bottomheight) continue; break; } } EV_CrumbleChain(NULL, rover); // node->m_sector // Run a linedef executor?? if (rover->bustflags & FB_EXECUTOR) P_LinedefExecute(rover->busttag, 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; pslope_t *oldslope = NULL; vector3_t slopemom = {0,0,0}; fixed_t predictedz = 0; 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; if (mo->flags & MF_NOCLIPHEIGHT) mo->standingslope = NULL; // 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; // Pushables can break some blocks if (CheckForBustableBlocks && ((mo->flags & MF_PUSHABLE) || ((mo->info->flags & MF_PUSHABLE) && mo->fuse))) P_PushableCheckBustables(mo); if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(P_MobjWasRemoved(mo) || mo->eflags & MFE_SPRUNG)) { // blocked move moved = false; if (player) B_MoveBlocked(player); if (LUA_HookMobjMoveBlocked(mo, tmhitthing, blockingline)) { if (P_MobjWasRemoved(mo)) return; } else if (P_MobjWasRemoved(mo)) return; else 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 // Wall transfer part 1. pslope_t *transferslope = NULL; fixed_t transfermomz = 0; if (oldslope && (P_MobjFlip(mo)*(predictedz - mo->z) > 0)) // Only for moving up (relative to gravity), otherwise there's a failed launch when going down slopes and hitting walls { transferslope = ((mo->standingslope) ? mo->standingslope : oldslope); if (((transferslope->zangle < ANGLE_180) ? transferslope->zangle : InvAngle(transferslope->zangle)) >= ANGLE_45) // Prevent some weird stuff going on on shallow slopes. transfermomz = P_GetWallTransferMomZ(mo, transferslope); } P_SlideMove(mo); if (player) player->powers[pw_pushing] = 3; xmove = ymove = 0; // Wall transfer part 2. if (transfermomz && transferslope) // Are we "transferring onto the wall" (really just a disguised vertical launch)? { angle_t relation; // Scale transfer momentum based on how head-on it is to the slope. if (mo->momx || mo->momy) // "Guess" the angle of the wall you hit using new momentum relation = transferslope->xydirection - R_PointToAngle2(0, 0, mo->momx, mo->momy); else // Give it for free, I guess. relation = ANGLE_90; transfermomz = FixedMul(transfermomz, abs(FINESINE((relation >> ANGLETOFINESHIFT) & FINEMASK))); if (P_MobjFlip(mo)*(transfermomz - mo->momz) > 2*FRACUNIT) // Do the actual launch! { mo->momz = transfermomz; mo->standingslope = NULL; if (player) { player->powers[pw_justlaunched] = 2; if (player->pflags & PF_SPINNING) player->pflags |= PF_THOKKED; } } } } 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; } 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; if (moved && oldslope && !(mo->flags & MF_NOCLIPHEIGHT)) { // 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"); } } // Check the gravity status. P_CheckGravity(mo, false); if (player && !moved && player->powers[pw_carry] == CR_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 || mo->type == MT_PENGUINATOR) return; // no friction for missiles ever if (player && player->homing) // no friction for homing return; if (player && player->powers[pw_carry] == CR_NIGHTSMODE) return; // no friction for NiGHTS players if ((mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED) && (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8)) // Special exception for tumbleweeds on slopes return; 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); } 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); } 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) // 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->fofflags & FOF_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(rover) || P_CanRunOnWater(mo->player, rover))) // only the player should stand on lava or run on water ; else if (motype != 0 && rover->fofflags & FOF_SWIMMABLE) // "scenery" only continue; else if (rover->fofflags & FOF_QUICKSAND) // quicksand ; else if (!( // if it's not either of the following... (rover->fofflags & (FOF_BLOCKPLAYER|FOF_MARIO) && mo->player) // ...solid to players? (mario blocks are always solid from beneath to players) || (rover->fofflags & FOF_BLOCKOTHERS && !mo->player) // ...solid to others? )) // ...don't take it into account. continue; if (rover->fofflags & FOF_QUICKSAND) { switch (motype) { case 2: // scenery does things differently for some reason if (mo->z < topheight && bottomheight < thingtop) { if (!(mo->eflags & MFE_VERTICALFLIP)) mo->floorz = mo->z; else if (mo->eflags & MFE_VERTICALFLIP) mo->ceilingz = thingtop; continue; } break; default: if (mo->z < topheight && bottomheight < thingtop) { if (!(mo->eflags & MFE_VERTICALFLIP) && mo->floorz < mo->z) mo->floorz = mo->z; else if (mo->eflags & MFE_VERTICALFLIP && mo->ceilingz > thingtop) mo->ceilingz = thingtop; } 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->fofflags & FOF_SOLID) // Non-FOF_SOLID Mario blocks are only solid from bottom && !(rover->fofflags & FOF_REVERSEPLATFORM) && ((P_MobjFlip(mo)*mo->momz >= 0) || (!(rover->fofflags & FOF_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->fofflags & FOF_PLATFORM) && ((P_MobjFlip(mo)*mo->momz >= 0) || ((rover->fofflags & FOF_SOLID) && !(rover->fofflags & FOF_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); } } 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->pmomz = 0; 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->player && mo->player->pflags & PF_GODMODE) return false; if (((mo->z <= mo->subsector->sector->floorheight && ((mo->subsector->sector->flags & MSF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->subsector->sector->flags & MSF_FLIPSPECIAL_FLOOR)) || (mo->z + mo->height >= mo->subsector->sector->ceilingheight && ((mo->subsector->sector->flags & MSF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->subsector->sector->flags & MSF_FLIPSPECIAL_CEILING))) && (mo->subsector->sector->damagetype == SD_DEATHPITTILT || mo->subsector->sector->damagetype == SD_DEATHPITNOTILT)) return true; return false; } boolean P_CheckSolidLava(ffloor_t *rover) { return (rover->fofflags & FOF_SWIMMABLE) && (rover->master->frontsector->damagetype == SD_LAVA); } // // P_ZMovement // Returns false if the mobj was killed/exploded/removed, true otherwise. // boolean P_ZMovement(mobj_t *mo) { fixed_t dist, delta; boolean onground; 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->pmomz = 0; mo->eflags &= ~MFE_APPLYPMOMZ; } mo->z += mo->momz; onground = P_IsObjectOnGround(mo); if (mo->standingslope) { if (mo->flags & MF_NOCLIPHEIGHT) mo->standingslope = NULL; else if (!onground) P_SlopeLaunch(mo); } 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_SPINFIRE: if (P_CheckDeathPitCollide(mo)) { P_RemoveMobj(mo); return false; } 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_BLUESPHERE: case MT_BOMBSPHERE: case MT_NIGHTSCHIP: case MT_NIGHTSSTAR: case MT_REDTEAMRING: case MT_BLUETEAMRING: case MT_FLINGRING: case MT_FLINGCOIN: case MT_FLINGBLUESPHERE: case MT_FLINGNIGHTSCHIP: 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_FLAMEJET: case MT_VERTICALFLAMEJET: if (!(mo->flags & MF_BOUNCE)) return true; break; case MT_SPIKE: case MT_WALLSPIKE: // Dead spike particles disappear upon ground contact if (!mo->health && (mo->z <= mo->floorz || mo->z + mo->height >= mo->ceilingz)) { P_RemoveMobj(mo); return false; } break; default: break; } if (!mo->player && P_CheckDeathPitCollide(mo)) { switch (mo->type) { case MT_GHOST: case MT_METALSONIC_RACE: case MT_EXPLODE: case MT_BOSSEXPLODE: case MT_SONIC3KBOSSEXPLODE: break; default: if (mo->flags & MF_ENEMY || mo->flags & MF_BOSS || mo->type == MT_MINECART) { // Kill enemies, bosses and minecarts that fall into death pits. if (mo->health) { P_KillMobj(mo, NULL, NULL, 0); } return !P_MobjWasRemoved(mo); // allows explosion states to run } else { P_RemoveMobj(mo); return false; } break; } } 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; if (!(mo->flags & MF_MISSILE) && 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 (P_MobjWasRemoved(mo)) // mobjs can be removed by P_CheckPosition -- Monster Iestyn 31/07/21 return false; if (((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) && (mo->type != MT_STEAM)) { mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope; P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope); } // 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 { 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 || mo->type == MT_FLINGBLUESPHERE || mo->type == MT_FLINGNIGHTSCHIP || 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->flags2 & MF2_AMBUSH) { // 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); } 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; } else { mom.x = mom.y = mom.z = 0; P_SetMobjState(mo, mo->info->spawnstate); } } // Stolen from P_SpawnFriction mo->friction = FRACUNIT - 0x100; } else if (mo->type == MT_FALLINGROCK) { if (P_MobjFlip(mo)*mom.z > FixedMul(2*FRACUNIT, mo->scale)) S_StartSound(mo, mo->info->activesound + P_RandomKey(mo->info->reactiontime)); 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 mom.z = (tmfloorthing ? tmfloorthing->momz : 0); } else if (tmfloorthing) mom.z = tmfloorthing->momz; if (mo->standingslope) { // MT_STEAM will never have a standingslope, see above. P_QuantizeMomentumToSlope(&mom, mo->standingslope); } 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; } // Check for "Mario" blocks to hit and bounce them static void P_CheckMarioBlocks(mobj_t *mo) { msecnode_t *node; if (netgame && mo->player->spectator) return; 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->fofflags & FOF_EXISTS)) continue; if (!(rover->fofflags & FOF_MARIO)) continue; if (mo->eflags & MFE_VERTICALFLIP) continue; // if you were flipped, your head isn't actually hitting your ceilingz is it? if (*rover->bottomheight != mo->ceilingz) continue; if (rover->fofflags & FOF_GOOWATER) // Brick block! EV_CrumbleChain(node->m_sector, rover); else // Question block! EV_MarioBlock(rover, node->m_sector, mo); } } } // Check if we're on a polyobject that triggers a linedef executor. static boolean P_PlayerPolyObjectZMovement(mobj_t *mo) { 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++) { polyobj_t *po; sector_t *polysec; newsubsec = &subsectors[i]; if (newsubsec->sector != sec) continue; for (po = newsubsec->polyList; po; po = (polyobj_t *)(po->link.next)) { if (!(po->flags & POF_SOLID)) continue; if (!P_MobjInsidePolyobj(po, mo)) continue; 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)) continue; if (mo->z != polysec->ceilingheight) continue; // We're landing on a PO, so check for a linedef executor. P_LinedefExecute(po->triggertag, mo, NULL); } } } return stopmovecut; } void P_PlayerZMovement(mobj_t *mo) { boolean onground; 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(41*mo->player->height/48, mo->scale) - mo->player->viewheight)>>3; } // adjust height if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo)) { mo->momz += mo->pmomz; mo->pmomz = 0; mo->eflags &= ~MFE_APPLYPMOMZ; } mo->z += mo->momz; onground = P_IsObjectOnGround(mo); // Have player fall through floor? if (mo->player->playerstate == PST_DEAD || mo->player->playerstate == PST_REBORN) return; if (mo->standingslope) { if (mo->flags & MF_NOCLIPHEIGHT) mo->standingslope = NULL; else if (!onground) P_SlopeLaunch(mo); } // clip movement if (onground && !(mo->flags & MF_NOCLIPHEIGHT)) { if (mo->eflags & MFE_VERTICALFLIP) mo->z = mo->ceilingz - mo->height; else mo->z = mo->floorz; if (mo->player->powers[pw_carry] == CR_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->player->panim == PA_PAIN) P_SetPlayerMobjState(mo, S_PLAY_WALK); 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)); } if (P_MobjFlip(mo)*mo->momz < 0) // falling { boolean clipmomz = !(P_CheckDeathPitCollide(mo)); mo->pmomz = 0; // We're on a new floor, don't keep doing platform movement. // 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 mo->eflags |= MFE_JUSTHITFLOOR; // Spin Attack clipmomz = P_PlayerHitFloor(mo->player, true); if (!P_PlayerPolyObjectZMovement(mo)) { // 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 >>= 1; mo->momy >>= 1; } } if (!(mo->player->pflags & PF_SPINNING) && mo->player->powers[pw_carry] != CR_NIGHTSMODE) mo->player->pflags &= ~PF_STARTDASH; if (clipmomz) mo->momz = (tmfloorthing ? tmfloorthing->momz : 0); } else if (tmfloorthing) 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->powers[pw_carry] == CR_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); } } if (P_MobjFlip(mo)*mo->momz > 0) { if (CheckForMarioBlocks) P_CheckMarioBlocks(mo); // hit the ceiling if (mariomode) S_StartSound(mo, sfx_mario1); if (!mo->player->climbing) mo->momz = 0; } } } 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->pmomz = 0; 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)) { mobjtype_t flowertype = ((P_RandomChance(FRACUNIT/2)) ? MT_GFZFLOWER1 : MT_GFZFLOWER3); mobj_t *flower = P_SpawnMobjFromMobj(mo, 0, 0, 0, flowertype); if (flower) { P_SetScale(flower, mo->scale/16); flower->destscale = mo->scale; flower->scalespeed = mo->scale/8; } P_RemoveMobj(mo); return false; } default: break; } if (P_CheckDeathPitCollide(mo)) { 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 { mo->eflags |= MFE_JUSTHITFLOOR; // Spin Attack if (tmfloorthing) 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) { boolean flip = player->mo->eflags & MFE_VERTICALFLIP; fixed_t surfaceheight = flip ? P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y) : P_GetFFloorTopZAt(rover, player->mo->x, player->mo->y); fixed_t playerbottom = flip ? (player->mo->z + player->mo->height) : player->mo->z; boolean doifit = flip ? (surfaceheight - player->mo->floorz >= player->mo->height) : (player->mo->ceilingz - surfaceheight >= player->mo->height); if (!player->powers[pw_carry] && !player->homing && ((player->powers[pw_super] || player->charflags & SF_RUNONWATER || player->dashmode >= DASHMODE_THRESHOLD) && doifit) && (rover->fofflags & FOF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale) && !(player->pflags & PF_SLIDING) && abs(playerbottom - surfaceheight) < 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; sector_t *sector = mobj->subsector->sector; ffloor_t *rover; player_t *p = mobj->player; // Will just be null if not a player. fixed_t height = (p ? P_GetPlayerHeight(p) : mobj->height); // for players, calculation height does not necessarily match actual height for gameplay reasons (spin, etc) boolean wasgroundpounding = (p && ((p->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (p->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (p->pflags & PF_SHIELDABILITY)); // Default if no water exists. mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT; // Reset water state. mobj->eflags &= ~(MFE_UNDERWATER|MFE_TOUCHWATER|MFE_GOOWATER|MFE_TOUCHLAVA); for (rover = sector->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_SWIMMABLE) || (((rover->fofflags & FOF_BLOCKPLAYER) && mobj->player) || ((rover->fofflags & FOF_BLOCKOTHERS) && !mobj->player))) continue; topheight = P_GetSpecialTopZ(mobj, sectors + rover->secnum, sector); bottomheight = P_GetSpecialBottomZ(mobj, sectors + rover->secnum, sector); if (mobj->eflags & MFE_VERTICALFLIP) { if (topheight < (thingtop - (height>>1)) || bottomheight > thingtop) continue; } else { if (topheight < mobj->z || bottomheight > (mobj->z + (height>>1))) continue; } // Set the watertop and waterbottom mobj->watertop = topheight; mobj->waterbottom = bottomheight; // Just touching the water? if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - height < bottomheight) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + height > topheight)) mobj->eflags |= MFE_TOUCHWATER; // Actually in the water? if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - (height>>1) > bottomheight) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + (height>>1) < topheight)) mobj->eflags |= MFE_UNDERWATER; if (mobj->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) { if (rover->master->frontsector->damagetype == SD_FIRE || rover->master->frontsector->damagetype == SD_LAVA) mobj->eflags |= MFE_TOUCHLAVA; if (rover->fofflags & FOF_GOOWATER && !(mobj->flags & MF_NOGRAVITY)) mobj->eflags |= MFE_GOOWATER; } } // Spectators and dead players don't get to do any of the things after this. if (p && (p->spectator || p->playerstate != PST_LIVE)) return; // Specific things for underwater players if (p && (mobj->eflags & MFE_UNDERWATER) == MFE_UNDERWATER) { if (!((p->powers[pw_super]) || (p->powers[pw_invulnerability]))) { boolean electric = !!(p->powers[pw_shield] & SH_PROTECTELECTRIC); if (electric || ((p->powers[pw_shield] & SH_PROTECTFIRE) && !(p->powers[pw_shield] & SH_PROTECTWATER) && !(mobj->eflags & MFE_TOUCHLAVA))) { // Water removes electric and non-water fire shields... if (electric) P_FlashPal(p, PAL_WHITE, 1); p->powers[pw_shield] = p->powers[pw_shield] & SH_STACK; } } // Drown timer setting if ((p->powers[pw_shield] & SH_PROTECTWATER) // Has water protection || (p->exiting) || (p->pflags & PF_FINISHED) // Or finished/exiting || (maptol & TOL_NIGHTS) // Or in NiGHTS mode || (mariomode)) // Or in Mario mode... { // Can't drown. p->powers[pw_underwater] = 0; } else if (p->powers[pw_underwater] <= 0) // No underwater timer set { // Then we'll set it! p->powers[pw_underwater] = underwatertics + 1; } if ((wasgroundpounding = ((mobj->eflags & MFE_GOOWATER) && wasgroundpounding))) { p->pflags &= ~PF_SHIELDABILITY; mobj->momz >>= 1; } } // The rest of this code only executes on a water state change. if (waterwasnotset || !!(mobj->eflags & MFE_UNDERWATER) == wasinwater) return; if ((p) // Players || (mobj->flags & MF_PUSHABLE) // Pushables || ((mobj->info->flags & MF_PUSHABLE) && mobj->fuse) // Previously pushable, might be moving still ) { // Check to make sure you didn't just cross into a sector to jump out of // that has shallower water than the block you were originally in. if ((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->watertop-mobj->floorz <= height>>1) || ((mobj->eflags & MFE_VERTICALFLIP) && mobj->ceilingz-mobj->waterbottom <= height>>1)) 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) { mobj->momz -= (mobj->momz/8); // cut momentum a little bit to prevent multiple bobs //CONS_Printf("leaving\n"); } else { if (!wasgroundpounding) mobj->momz >>= 1; // kill momentum significantly, to make the goo feel thick. //CONS_Printf("entering\n"); } } else if (wasinwater && P_MobjFlip(mobj)*mobj->momz > 0) mobj->momz = FixedMul(mobj->momz, FixedDiv(780*FRACUNIT, 457*FRACUNIT)); // Give the mobj a little out-of-water boost. if (P_MobjFlip(mobj)*mobj->momz < 0) { if ((mobj->eflags & MFE_VERTICALFLIP && thingtop-(height>>1)-mobj->momz <= mobj->waterbottom) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z+(height>>1)-mobj->momz >= mobj->watertop)) { // Spawn a splash mobj_t *splish; mobjtype_t splishtype = (mobj->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH; if (mobj->eflags & MFE_VERTICALFLIP) { splish = P_SpawnMobj(mobj->x, mobj->y, mobj->waterbottom-FixedMul(mobjinfo[splishtype].height, mobj->scale), splishtype); splish->flags2 |= MF2_OBJECTFLIP; splish->eflags |= MFE_VERTICALFLIP; } else splish = P_SpawnMobj(mobj->x, mobj->y, mobj->watertop, splishtype); splish->destscale = mobj->scale; P_SetScale(splish, mobj->scale); } // skipping stone! if (p && p->speed/2 > abs(mobj->momz) && ((p->pflags & (PF_SPINNING|PF_JUMPED)) == PF_SPINNING) && ((!(mobj->eflags & MFE_VERTICALFLIP) && thingtop - mobj->momz > mobj->watertop) || ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z - mobj->momz < mobj->waterbottom))) { mobj->momz = -mobj->momz/2; if (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->momz > FixedMul(6*FRACUNIT, mobj->scale)) mobj->momz = FixedMul(6*FRACUNIT, mobj->scale); else if (mobj->eflags & MFE_VERTICALFLIP && mobj->momz < FixedMul(-6*FRACUNIT, mobj->scale)) mobj->momz = FixedMul(-6*FRACUNIT, mobj->scale); } } else if (P_MobjFlip(mobj)*mobj->momz > 0) { if (((mobj->eflags & MFE_VERTICALFLIP && thingtop-(height>>1)-mobj->momz > mobj->waterbottom) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z+(height>>1)-mobj->momz < mobj->watertop)) && !(mobj->eflags & MFE_UNDERWATER)) // underwater check to prevent splashes on opposite side { // Spawn a splash mobj_t *splish; mobjtype_t splishtype = (mobj->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH; if (mobj->eflags & MFE_VERTICALFLIP) { splish = P_SpawnMobj(mobj->x, mobj->y, mobj->waterbottom-FixedMul(mobjinfo[splishtype].height, mobj->scale), splishtype); splish->flags2 |= MF2_OBJECTFLIP; splish->eflags |= MFE_VERTICALFLIP; } else splish = P_SpawnMobj(mobj->x, mobj->y, mobj->watertop, splishtype); 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 if (mobj->eflags & MFE_TOUCHLAVA) S_StartSound(mobj, sfx_splash); 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->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_SWIMMABLE) || rover->fofflags & FOF_BLOCKOTHERS) continue; topheight = P_GetFFloorTopZAt (rover, mobj->x, mobj->y); bottomheight = P_GetFFloorBottomZAt(rover, mobj->x, mobj->y); if (topheight <= mobj->z || bottomheight > (mobj->z + (mobj->height>>1))) continue; if (mobj->z + mobj->height > topheight) mobj->eflags |= MFE_TOUCHWATER; else mobj->eflags &= ~MFE_TOUCHWATER; // Set the watertop and waterbottom mobj->watertop = topheight; mobj->waterbottom = bottomheight; if (mobj->z + (mobj->height>>1) < 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 (sector->flags & MSF_HEATWAVE) return true; if (sector->ffloors) { ffloor_t *rover; for (rover = sector->ffloors; rover; rover = rover->next) { if (!(rover->fofflags & FOF_EXISTS)) continue; if (halfheight >= P_GetFFloorTopZAt(rover, thiscam->x, thiscam->y)) continue; if (halfheight <= P_GetFFloorBottomZAt(rover, thiscam->x, thiscam->y)) continue; if (rover->master->frontsector->flags & MSF_HEATWAVE) 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->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_SWIMMABLE) || rover->fofflags & FOF_BLOCKOTHERS) continue; if (halfheight >= P_GetFFloorTopZAt(rover, thiscam->x, thiscam->y)) continue; if (halfheight <= P_GetFFloorBottomZAt(rover, thiscam->x, thiscam->y)) continue; return true; } } return false; } void P_DestroyRobots(void) { // Search through all the thinkers for enemies. mobj_t *mo; thinker_t *think; for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)think; if (mo->health <= 0 || !(mo->flags & (MF_ENEMY|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, 0); } } // the below is chasecam only, if you're curious. check out P_CalcPostImg in p_user.c for first person void P_CalcChasePostImg(player_t *player, camera_t *thiscam) { postimg_t postimg = postimg_none; if (player->pflags & PF_FLIPCAM && !(player->powers[pw_carry] == CR_NIGHTSMODE) && player->mo->eflags & MFE_VERTICALFLIP) postimg = postimg_flip; else if (player->awayviewtics && player->awayviewmobj && !P_MobjWasRemoved(player->awayviewmobj)) // Camera must obviously exist { 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 dummycam.height = 0; // Why? Remote viewpoint cameras have no height. // 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) return; if (splitscreen && player == &players[secondarydisplayplayer]) postimgtype2 = postimg; else postimgtype = postimg; } // 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; 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; P_CalcChasePostImg(player, thiscam); if (thiscam->momx || thiscam->momy) { if (!P_TryCameraMove(thiscam->x + thiscam->momx, thiscam->y + thiscam->momy, thiscam)) // Thanks for the greatly improved camera, Lach -- Sev { // 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 { fixed_t camspeed = P_AproxDistance(thiscam->momx, thiscam->momy); P_SlideCameraMove(thiscam); if (!resetcalled && P_AproxDistance(thiscam->momx, thiscam->momy) == camspeed) { P_ResetCamera(player, thiscam); resetcalled = true; } } 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; } static void P_CheckCrumblingPlatforms(mobj_t *mobj) { msecnode_t *node; if (netgame && mobj->player->spectator) return; for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next) { ffloor_t *rover; for (rover = node->m_sector->ffloors; rover; rover = rover->next) { if (!(rover->fofflags & FOF_EXISTS)) continue; if (!(rover->fofflags & FOF_CRUMBLE)) continue; if (mobj->eflags & MFE_VERTICALFLIP) { if (P_GetSpecialBottomZ(mobj, sectors + rover->secnum, node->m_sector) != mobj->z + mobj->height) continue; } else { if (P_GetSpecialTopZ(mobj, sectors + rover->secnum, node->m_sector) != mobj->z) continue; } EV_StartCrumble(rover->master->frontsector, rover, (rover->fofflags & FOF_FLOATBOB), mobj->player, rover->alpha, !(rover->fofflags & FOF_NORETURN)); } } } static boolean P_MobjTouchesSectorWithWater(mobj_t *mobj) { msecnode_t *node; for (node = mobj->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->fofflags & FOF_EXISTS)) continue; if (!(rover->fofflags & FOF_SWIMMABLE)) continue; return true; } } return false; } // Check for floating water platforms and bounce them static void P_CheckFloatbobPlatforms(mobj_t *mobj) { msecnode_t *node; // Can't land on anything if you're not moving downwards if (P_MobjFlip(mobj)*mobj->momz >= 0) return; if (!P_MobjTouchesSectorWithWater(mobj)) return; for (node = mobj->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->fofflags & FOF_EXISTS)) continue; if (!(rover->fofflags & FOF_FLOATBOB)) continue; if (mobj->eflags & MFE_VERTICALFLIP) { if (abs(*rover->bottomheight - (mobj->z + mobj->height)) > abs(mobj->momz)) continue; } else { if (abs(*rover->topheight - mobj->z) > abs(mobj->momz)) continue; } // Initiate a 'bouncy' elevator function which slowly diminishes. EV_BounceSector(rover->master->frontsector, -mobj->momz, rover->master); } } } static void P_PlayerMobjThinker(mobj_t *mobj) { I_Assert(mobj != NULL); I_Assert(mobj->player != NULL); I_Assert(!P_MobjWasRemoved(mobj)); P_MobjCheckWater(mobj); P_ButteredSlope(mobj); // momentum movement mobj->eflags &= ~MFE_JUSTSTEPPEDDOWN; if (mobj->state-states == S_PLAY_BOUNCE_LANDING) goto animonly; // no need for checkposition - doesn't move at ALL // Zoom tube if (mobj->tracer) { if (mobj->player->powers[pw_carry] == CR_ZOOMTUBE || mobj->player->powers[pw_carry] == CR_ROPEHANG) { P_UnsetThingPosition(mobj); mobj->x += mobj->momx; mobj->y += mobj->momy; mobj->z += mobj->momz; P_SetThingPosition(mobj); P_CheckPosition(mobj, mobj->x, mobj->y); mobj->floorz = tmfloorz; mobj->ceilingz = tmceilingz; goto animonly; } else if (mobj->player->powers[pw_carry] == CR_MACESPIN) { P_CheckPosition(mobj, mobj->x, mobj->y); mobj->floorz = tmfloorz; mobj->ceilingz = tmceilingz; goto animonly; } } // Needed for gravity boots P_CheckGravity(mobj, false); mobj->player->powers[pw_justlaunched] = 0; if (mobj->momx || mobj->momy) { P_XYMovement(mobj); if (P_MobjWasRemoved(mobj)) return; } else P_TryMove(mobj, mobj->x, mobj->y, true); P_CheckCrumblingPlatforms(mobj); if (CheckForFloatBob) P_CheckFloatbobPlatforms(mobj); // 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 0 // i don't know why this is here, it's causing a few undesired state glitches, and disabling it doesn't appear to negatively affect the game, but i don't want it gone permanently just in case some obscure bug crops up if (!(mobj->player->powers[pw_carry] == CR_NIGHTSMODE)) // used for drilling mobj->player->pflags &= ~PF_STARTJUMP; mobj->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE); if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) { mobj->player->secondjump = 0; mobj->player->powers[pw_tailsfly] = 0; P_SetPlayerMobjState(mobj, S_PLAY_WALK); } #endif mobj->eflags &= ~MFE_JUSTHITFLOOR; } animonly: P_CyclePlayerMobjState(mobj); } 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 = P_GetSectorFloorZAt(mobjsecsubsec, mobj->x, mobj->y); 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->fofflags & FOF_EXISTS)) continue; if (!(rover->fofflags & FOF_BLOCKOTHERS) && !(rover->fofflags & FOF_SWIMMABLE)) continue; topheight = P_GetFFloorTopZAt(rover, mobj->x, mobj->y); 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; mobj->precipflags &= ~PCF_THUNK; R_ResetPrecipitationMobjInterpolationState(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; R_ResetPrecipitationMobjInterpolationState(mobj); } } 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) return; if (--mobj->tics) return; if (!P_SetPrecipMobjState(mobj, mobj->state->nextstate)) return; if (mobj->state != &states[S_RAINRETURN]) return; mobj->z = mobj->ceilingz; R_ResetPrecipitationMobjInterpolationState(mobj); P_SetPrecipMobjState(mobj, S_RAIN1); return; } // adjust height if ((mobj->z += mobj->momz) > mobj->floorz) return; // no splashes on sky or bottomless pits if (mobj->precipflags & PCF_PIT) { mobj->z = mobj->ceilingz; return; } mobj->z = mobj->floorz; P_SetPrecipMobjState(mobj, S_SPLASH1); } static void P_KillRingsInLava(mobj_t *mo) { msecnode_t *node; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); // go through all sectors being touched by the ring 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) // go through all fofs in the sector { if (!(rover->fofflags & FOF_EXISTS)) continue; // fof must be real if (!(rover->fofflags & FOF_SWIMMABLE)) continue; // fof must be water if (rover->master->frontsector->damagetype != SD_FIRE && rover->master->frontsector->damagetype != SD_LAVA) continue; // fof must have fire or lava damage // find heights of FOF 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); if (mo->z <= topheight && mo->z + mo->height >= bottomheight) // if ring touches it, KILL IT { P_KillMobj(mo, NULL, NULL, DMG_FIRE); return; } } } } } 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->pflags & PF_INVIS || player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN || player->spectator) continue; // ignore notarget if (!player->mo || P_MobjWasRemoved(player->mo)) continue; if (player->mo->health <= 0) continue; //dead 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] && !players[c].spectator) { if (players[c].pflags & PF_INVIS) continue; // ignore notarget if (!players[c].mo || players[c].bot == BOT_2PAI || players[c].bot == BOT_2PHUMAN) continue; if (players[c].mo->health <= 0) continue; // dead 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) 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 && mobj->state->nextstate == mobj->info->spawnstate && mobj->tics == 1) { 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) return; // look for a new target if (P_BossTargetPlayer(mobj, false) && mobj->info->seesound) S_StartSound(mobj, mobj->info->seesound); return; } if (mobj->flags2 & MF2_SKULLFLY) { fixed_t dist = (mobj->eflags & MFE_VERTICALFLIP) ? ((mobj->ceilingz-(2*mobj->height)) - (mobj->z+mobj->height)) : (mobj->z - (mobj->floorz+(2*mobj->height))); if (dist > 0 && P_MobjFlip(mobj)*mobj->momz > 0) mobj->momz = FixedMul(mobj->momz, FRACUNIT - (dist>>12)); } else if (mobj->state != &states[mobj->info->spawnstate] && mobj->health > 0 && mobj->flags & MF_FLOAT) 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) 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); if (mobj->spawnpoint) P_LinedefExecute(mobj->spawnpoint->args[4], 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->health <= 0) return; /* { mobj->movecount = 0; mobj->reactiontime = 0; if (mobj->state < &states[mobj->info->xdeathstate]) return; if (mobj->threshold == -1) { mobj->momz = mobj->info->speed; return; } else { mobj->flags |= MF_NOGRAVITY|MF_NOCLIP; mobj->flags |= MF_NOCLIPHEIGHT; mobj->threshold = -1; return; } }*/ if (mobj->reactiontime) // At the bottom of the water { UINT32 i; SINT8 curpath = mobj->threshold; // Choose one of the paths you're not already on mobj->threshold = P_RandomKey(8-1); if (mobj->threshold >= curpath) mobj->threshold++; if (mobj->state != &states[mobj->info->spawnstate]) P_SetMobjState(mobj, mobj->info->spawnstate); mobj->reactiontime--; 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 way0 = mobj->threshold; // 0 through 4. SINT8 way1, 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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type != (mobjtype_t)mobj->info->mass) continue; if (mo2->tracer != mobj) continue; P_RemoveMobj(mo2); if (++i == 2) // we've already removed 2 of these, let's stop now break; } way1 = P_RandomKey(8-2); if (way1 >= curpath) way1++; if (way1 >= way0) { way1++; if (way1 == curpath) way1++; } dummy = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->mass); dummy->angle = mobj->angle; dummy->threshold = way1; P_SetTarget(&dummy->tracer, mobj); dummy->movefactor = mobj->movefactor; dummy->cusval = mobj->cusval; way2 = P_RandomKey(8-3); if (way2 >= curpath) way2++; if (way2 >= way0) { way2++; if (way2 == curpath) way2++; } if (way2 >= way1) { way2++; if (way2 == curpath || way2 == way0) way2++; } dummy = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->info->mass); dummy->angle = mobj->angle; dummy->threshold = way2; P_SetTarget(&dummy->tracer, mobj); dummy->movefactor = mobj->movefactor; dummy->cusval = mobj->cusval; CONS_Debug(DBG_GAMELOGIC, "Eggman path %d - Dummy selected paths %d and %d\n", way0, way1, way2); if (mobj->spawnpoint) P_LinedefExecute(mobj->spawnpoint->args[4], mobj, NULL); } } else if (mobj->movecount) // Firing mode { // Check if the attack animation is running. If not, play it. if (mobj->state < &states[mobj->info->missilestate] || mobj->state > &states[mobj->info->raisestate]) { // look for a new target P_BossTargetPlayer(mobj, true); if (!mobj->target || !mobj->target->player) return; 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+1); } else if (mobj->target && mobj->target->player) { angle_t diff = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) - mobj->angle; if (diff > ANGLE_180) diff = InvAngle(InvAngle(diff)/4); else diff /= 4; mobj->angle += diff; } } else if (mobj->threshold >= 0) // Traveling mode { fixed_t dist = 0; 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); if (!(mobj->flags2 & MF2_STRONGBOX)) { mobj_t *mo2; INT32 i; P_SetTarget(&mobj->tracer, NULL); // Find waypoint TAG_ITER_THINGS(mobj->cusval, i) { mo2 = mapthings[i].mobj; if (!mo2) continue; if (mo2->type != MT_BOSS3WAYPOINT) continue; if (mapthings[i].args[0] != mobj->threshold) continue; P_SetTarget(&mobj->tracer, mo2); break; } } if (!mobj->tracer) // Should NEVER happen { CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 was unable to find specified waypoint: %d, %d\n", mobj->threshold, mobj->cusval); return; } if ((mobj->movedir) || (mobj->health <= mobj->info->damage)) speed = mobj->info->speed * 2; else speed = mobj->info->speed; if (mobj->tracer->x == mobj->x && mobj->tracer->y == mobj->y) { // apply ambush for old routing, otherwise whack a mole only dist = P_AproxDistance(P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y), mobj->tracer->z + mobj->movefactor - mobj->z); if (dist < 1) dist = 1; mobj->momx = FixedMul(FixedDiv(mobj->tracer->x - mobj->x, dist), speed); mobj->momy = FixedMul(FixedDiv(mobj->tracer->y - mobj->y, dist), speed); mobj->momz = FixedMul(FixedDiv(mobj->tracer->z + mobj->movefactor - mobj->z, dist), speed); if (mobj->momx != 0 || mobj->momy != 0) mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy); } if (dist <= speed) { // If distance to point is less than travel in that frame, set XYZ of mobj to waypoint location P_UnsetThingPosition(mobj); mobj->x = mobj->tracer->x; mobj->y = mobj->tracer->y; mobj->z = mobj->tracer->z + mobj->movefactor; mobj->momx = mobj->momy = mobj->momz = 0; P_SetThingPosition(mobj); if (!mobj->movefactor) // to firing mode { UINT8 i, numtospawn = 24; angle_t ang = 0, interval = FixedAngle((360 << FRACBITS) / numtospawn); mobj_t *shock = NULL, *sfirst = NULL, *sprev = NULL; mobj->movecount = mobj->health+1; mobj->movefactor = -512*FRACUNIT; // shock the water! for (i = 0; i < numtospawn; i++) { shock = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_SHOCKWAVE); P_SetTarget(&shock->target, mobj); shock->fuse = shock->info->painchance; if (i % 2 == 0) P_SetMobjState(shock, shock->state->nextstate); if (!sprev) sfirst = shock; else { if (i == numtospawn - 1) P_SetTarget(&shock->hnext, sfirst); P_SetTarget(&sprev->hnext, shock); } P_Thrust(shock, ang, shock->info->speed); ang += interval; sprev = shock; } S_StartSound(mobj, shock->info->seesound); // look for a new target P_BossTargetPlayer(mobj, true); if (mobj->target && mobj->target->player) P_SetMobjState(mobj, mobj->info->missilestate); } else if (mobj->flags2 & (MF2_STRONGBOX|MF2_CLASSICPUSH)) // just hit the bottom of your tube { mobj->flags2 &= ~(MF2_STRONGBOX|MF2_CLASSICPUSH); mobj->reactiontime = 1; // spawn pinch dummies mobj->movedir = 0; } else // just shifted to another tube { mobj->flags2 |= MF2_STRONGBOX; if (mobj->health > 0) mobj->movefactor = 0; } } } } // Move Boss4's sectors by delta. static boolean P_Boss4MoveCage(mobj_t *mobj, fixed_t delta) { INT32 snum; sector_t *sector; boolean gotcage = false; if (!mobj->spawnpoint) return false; TAG_ITER_SECTORS(mobj->spawnpoint->args[4], snum) { sector = §ors[snum]; sector->floorheight += delta; sector->ceilingheight += delta; P_CheckSector(sector, true); gotcage = true; } return gotcage; } // Move Boss4's arms to angle static void P_Boss4MoveSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz) { INT32 s; mobj_t *base = mobj, *seg; fixed_t dist, bz = mobj->watertop+(8<tracer)) { for (seg = base, dist = 172*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 124*FRACUNIT, --s) P_MoveOrigin(seg, mobj->x + P_ReturnThrustX(mobj, angle, dist), mobj->y + P_ReturnThrustY(mobj, angle, dist), bz + FixedMul(fz, FixedDiv(s<watertop+(8<spawnpoint) { originx = mobj->spawnpoint->x << FRACBITS; originy = mobj->spawnpoint->y << FRACBITS; } else { originx = mobj->x; originy = mobj->y; } #else if (mobj->spawnpoint) { rad -= R_PointToDist2(mobj->x, mobj->y, (mobj->spawnpoint->x<spawnpoint->y<tracer)) // there are 10 per spoke, remember that { #ifdef CEZ3TILT dx = (originx + P_ReturnThrustX(mobj, angle, rad) - mobj->x)/9; dy = (originy + P_ReturnThrustY(mobj, angle, rad) - mobj->y)/9; #else dx = P_ReturnThrustX(mobj, angle, rad)/9; dy = P_ReturnThrustY(mobj, angle, rad)/9; #endif workx = mobj->x + P_ReturnThrustX(mobj, angle, (112)<y + P_ReturnThrustY(mobj, angle, (112)<hnext, --s) { seg->z = bz + (dz*(9-s)); P_TryMove(seg, workx + (dx*s), worky + (dy*s), true); } angle += ANGLE_MAX/3; } } // Destroy cage FOFs. static void P_Boss4DestroyCage(mobj_t *mobj) { INT32 snum; size_t a; sector_t *sector, *rsec; ffloor_t *rover; if (!mobj->spawnpoint) return; TAG_ITER_SECTORS(mobj->spawnpoint->args[4], snum) { sector = §ors[snum]; // 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->fofflags & FOF_EXISTS && rover->secnum == (size_t)snum) { if (rover->fofflags & FOF_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->fofflags &= ~FOF_EXISTS; sector->moved = true; rsec->moved = true; } } } } } // Destroy Boss4's arms static void P_Boss4PopSpikeballs(mobj_t *mobj) { mobj_t *base = mobj->tracer, *seg, *next; P_SetTarget(&mobj->tracer, NULL); while(base) { next = base->tracer; P_SetTarget(&base->tracer, NULL); for (seg = base; seg; seg = seg->hnext) if (seg->health) P_KillMobj(seg, NULL, NULL, 0); base = next; } } // // AI for the fourth boss. // static void P_Boss4Thinker(mobj_t *mobj) { fixed_t movespeed = 0; if ((statenum_t)(mobj->state-states) == mobj->info->spawnstate) { if (mobj->flags2 & MF2_FRET && (mobj->health > mobj->info->damage)) 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(mobj); // Just in case pinch phase was skipped. P_Boss4PopSpikeballs(mobj); } return; } if (mobj->movedir) // only not during init { INT32 oldmovecount = mobj->movecount; if (mobj->movedir == 3) // pinch start movespeed = -(210<<(FRACBITS>>1)); else if (mobj->movedir > 3) // pinch { movespeed = 420<<(FRACBITS>>1); movespeed += (420*(mobj->info->damage-mobj->health)<<(FRACBITS>>1)); if (mobj->movedir == 4) movespeed = -movespeed; } else // normal { movespeed = 170<<(FRACBITS>>1); movespeed += ((50*(mobj->info->spawnhealth-mobj->health))<<(FRACBITS>>1)); if (mobj->movedir == 2) movespeed = -movespeed; if (mobj->movefactor) movespeed /= 2; else if (mobj->threshold) { // 1 -> 1.5 second timer INT32 maxtimer = TICRATE+(TICRATE*(mobj->info->spawnhealth-mobj->health)/10); if (maxtimer < 1) maxtimer = 1; maxtimer = ((mobj->threshold*movespeed)/(2*maxtimer)); movespeed -= maxtimer; } } mobj->movecount += movespeed + 360*FRACUNIT; mobj->movecount %= 360*FRACUNIT; if (((oldmovecount>>FRACBITS)%120 >= 60) && !((mobj->movecount>>FRACBITS)%120 >= 60)) S_StartSound(NULL, sfx_mswing); } // movedir == battle stage: // 0: initialization // 1: phase 1 forward // 2: phase 1 reverse // 3: pinch rise // 4: pinch phase switch(mobj->movedir) { // WELCOME to your DOOM! case 0: { // For this stage only: // movecount == cage height // threshold == cage momz if (mobj->movecount == 0) // Initialize stage! { fixed_t z; INT32 i, arm; mobj_t *seg, *base = mobj; // First frame init, spawn all the things. mobj->watertop = mobj->z; 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++) { P_SetTarget(&seg->hnext, P_SpawnMobj(mobj->x, mobj->y, z, MT_EGGMOBILE4_MACE)); P_SetTarget(&seg->hnext->hprev, seg); seg = seg->hnext; } } // Move the cage up to the sky. mobj->movecount = 800*FRACUNIT; if (!P_Boss4MoveCage(mobj, 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->flags2 &= ~MF2_INVERTAIMABLE; mobj->movecount = 0; mobj->movedir++; // Initialization complete, next phase! } P_Boss4MoveCage(mobj, mobj->movecount - oldz); P_Boss4MoveSpikeballs(mobj, 0, mobj->movecount); } return; } // Normal operation case 1: case 2: break; // Pinch phase init! case 3: { fixed_t z; if (mobj->z < mobj->watertop+(400<momz = 8*FRACUNIT; else { mobj->momz = mobj->movefactor = 0; mobj->threshold = 1110<movedir++; } z = mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2; if (z < (8<movecount), 0); // So don't pull the spikeballs along yet. else P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), z); return; } // Pinch phase! case 4: case 5: { mobj->angle -= FixedAngle(movespeed/8); if (mobj->movefactor != mobj->threshold) { if (mobj->threshold - mobj->movefactor < FRACUNIT) { mobj->movefactor = mobj->threshold; mobj->flags2 &= ~MF2_FRET; } else mobj->movefactor += (mobj->threshold - mobj->movefactor)/8; } if (mobj->spawnpoint) P_TryMove(mobj, (mobj->spawnpoint->x<angle, mobj->movefactor), (mobj->spawnpoint->y<angle, mobj->movefactor), true); P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->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; if (mobj->movefactor != 128*FRACUNIT) { if (mobj->movefactor < 128*FRACUNIT) { mobj->movefactor += 8*FRACUNIT; if (!oldz) { // 5 -> 2.5 second timer mobj->threshold = 5*TICRATE-(TICRATE*(mobj->info->spawnhealth-mobj->health)/2); if (mobj->threshold < 1) mobj->threshold = 1; } } else mobj->movefactor = 128*FRACUNIT; P_Boss4MoveCage(mobj, 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, mobj->movefactor - oldz); if (!mobj->movefactor) { if (mobj->health <= mobj->info->damage) { // Proceed to pinch phase! P_Boss4DestroyCage(mobj); mobj->movedir = 3; if (mobj->spawnpoint) P_LinedefExecute(mobj->spawnpoint->args[4], mobj, NULL); P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), 0); var1 = 3; A_BossJetFume(mobj); return; } if (mobj->spawnpoint) P_LinedefExecute(mobj->spawnpoint->args[5] - (mobj->info->spawnhealth-mobj->health), mobj, NULL); // 1 -> 1.5 second timer mobj->threshold = TICRATE+(TICRATE*(mobj->info->spawnhealth-mobj->health)/10); if (mobj->threshold < 1) mobj->threshold = 1; } } P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->movefactor); // Check for attacks, always tick the timer even while animating!! if (mobj->threshold) { if (!(mobj->flags2 & MF2_FRET) && !(--mobj->threshold)) // but pause for pain so we don't interrupt pinch phase, eep! { if (mobj->reactiontime == 1) // Cage is raised? { P_SetMobjState(mobj, mobj->info->spawnstate); mobj->reactiontime = 0; // Drop it! } } } // 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(mobj); mobj->movedir = 3; if (mobj->spawnpoint) P_LinedefExecute(mobj->spawnpoint->args[4], mobj, NULL); var1 = 3; A_BossJetFume(mobj); 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 the fifth boss. // static void P_Boss5Thinker(mobj_t *mobj) { if (!mobj->health) { if (mobj->fuse) { if (mobj->flags2 & MF2_SLIDEPUSH) { INT32 trans = 10-((10*mobj->fuse)/70); if (trans > 9) trans = 9; if (trans < 0) trans = 0; mobj->frame = (mobj->frame & ~FF_TRANSMASK)|(trans<fuse & 1)) { mobj->colorized = !mobj->colorized; mobj->frame ^= FF_FULLBRIGHT; } } return; } if (mobj->state == &states[mobj->info->xdeathstate]) mobj->momz -= (2*FRACUNIT)/3; else if (mobj->tracer && P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y) < 2*mobj->radius) mobj->flags &= ~MF_NOCLIP; } else { if (mobj->flags2 & MF2_FRET && (leveltime & 1) && mobj->state != &states[S_FANG_PAIN1] && mobj->state != &states[S_FANG_PAIN2]) mobj->flags2 |= MF2_DONTDRAW; else mobj->flags2 &= ~MF2_DONTDRAW; } if (mobj->state == &states[S_FANG_BOUNCE3] || mobj->state == &states[S_FANG_BOUNCE4] || mobj->state == &states[S_FANG_PINCHBOUNCE3] || mobj->state == &states[S_FANG_PINCHBOUNCE4]) { if (P_MobjFlip(mobj)*mobj->momz > 0 && abs(mobj->momx) < FRACUNIT/2 && abs(mobj->momy) < FRACUNIT/2 && !P_IsObjectOnGround(mobj)) { mobj_t *prevtarget = mobj->target; P_SetTarget(&mobj->target, NULL); var1 = var2 = 0; A_DoNPCPain(mobj); P_SetTarget(&mobj->target, prevtarget); P_SetMobjState(mobj, S_FANG_WALLHIT); mobj->extravalue2++; } } } // // 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, 0); // 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); if (mobj->spawnpoint) P_LinedefExecute(mobj->spawnpoint->args[4], mobj, NULL); } } else if (mobj->state == &states[S_BLACKEGG_HITFACE4] && mobj->tics == mobj->state->tics) { // This is where Black Eggman hits his face. // If a player is on top of him, the player gets hurt. // But, if the player has managed to escape, // Black Eggman gets hurt! INT32 i; mobj->state->nextstate = mobj->info->painstate; // Reset S_StartSound(0, sfx_bedeen); for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo) continue; if (players[i].mo->health <= 0) continue; if (P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y) > (mobj->radius + players[i].mo->radius)) continue; if (players[i].mo->z > mobj->z + mobj->height - FRACUNIT && players[i].mo->z < mobj->z + mobj->height + 128*FRACUNIT) // You can't be in the vicinity, either... { // Punch him! P_DamageMobj(players[i].mo, mobj, mobj, 1, 0); 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; INT32 i, j; boolean foundgoop = false; INT32 closestNum; UINT8 bossid = (mobj->spawnpoint ? mobj->spawnpoint->args[0] : 0); // Looks for players in goop. If you find one, try to jump on him. for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo) continue; if (players[i].mo->health <= 0) continue; if (players[i].powers[pw_carry] == CR_BRAKGOOP) { closestNum = -1; closestdist = INT32_MAX; // Just in case... // Find waypoint he is closest to TAG_ITER_THINGS(bossid, j) { mo2 = mapthings[j].mobj; if (!mo2) continue; if (mo2->type != MT_BOSS3WAYPOINT) continue; if (mobj->health <= mobj->info->damage && !mapthings[j].args[1]) continue; // don't jump to center dist = P_AproxDistance(players[i].mo->x - mo2->x, players[i].mo->y - mo2->y); if (!(closestNum == -1 || dist < closestdist)) continue; closestNum = mapthings[j].args[1]; closestdist = dist; foundgoop = true; } waypointNum = closestNum; break; } } if (!foundgoop) { // Don't jump to the center when health is low. // Force the player to beat you with missiles. if (mobj->z <= 1056*FRACUNIT || mobj->health <= mobj->info->damage) waypointNum = 1 + P_RandomKey(4); else waypointNum = 0; } if (mobj->tracer && mobj->tracer->type == MT_BOSS3WAYPOINT && mobj->tracer->spawnpoint && mobj->tracer->spawnpoint->args[1] == waypointNum) { if (P_RandomChance(FRACUNIT/2)) waypointNum++; else waypointNum--; if (mobj->health <= mobj->info->damage) waypointNum = ((waypointNum + 3) % 4) + 1; // plus four to avoid modulo being negative, minus one to avoid waypoint #0 else waypointNum = ((waypointNum + 5) % 5); } // Scan mapthings to find the waypoint to use TAG_ITER_THINGS(bossid, i) { mo2 = mapthings[i].mobj; if (!mo2) continue; if (mo2->type != MT_BOSS3WAYPOINT) continue; if (mapthings[i].args[1] != waypointNum) continue; hitspot = mo2; break; } if (!hitspot) { CONS_Debug(DBG_GAMELOGIC, "BlackEggman unable to find waypoint #%d!\n", waypointNum); P_SetMobjState(mobj, mobj->info->spawnstate); return; } P_SetTarget(&mobj->tracer, hitspot); mobj->angle = R_PointToAngle2(mobj->x, mobj->y, hitspot->x, hitspot->y); an = mobj->angle; an >>= ANGLETOFINESHIFT; dist = P_AproxDistance(hitspot->x - mobj->x, hitspot->y - mobj->y); horizontal = dist / airtime; vertical = (gravity*airtime)/2; mobj->momx = FixedMul(horizontal, FINECOSINE(an)); mobj->momy = FixedMul(horizontal, FINESINE(an)); mobj->momz = vertical; // mobj->momz = 10*FRACUNIT; } else if (mobj->state == &states[S_BLACKEGG_JUMP2] && mobj->z <= mobj->floorz) { // BANG! onto the ground INT32 i,j; fixed_t ns; fixed_t x,y,z; mobj_t *mo2; S_StartSound(0, sfx_befall); z = mobj->floorz; for (j = 0; j < 2; j++) { for (i = 0; i < 32; i++) { const angle_t fa = (i*FINEANGLES/16) & FINEMASK; ns = 64 * FRACUNIT; x = mobj->x + FixedMul(FINESINE(fa),ns); y = mobj->y + FixedMul(FINECOSINE(fa),ns); mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE); ns = 16 * FRACUNIT; mo2->momx = FixedMul(FINESINE(fa),ns); mo2->momy = FixedMul(FINECOSINE(fa),ns); } z -= 32*FRACUNIT; } // Hurt player?? for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo) continue; if (players[i].mo->health <= 0) continue; if (P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y) > mobj->radius*4) continue; if (players[i].mo->z > mobj->z + 128*FRACUNIT) continue; if (players[i].mo->z < mobj->z - 64*FRACUNIT) continue; P_DamageMobj(players[i].mo, mobj, mobj, 1, 0); // 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)); } #define vectorise 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);\ mobj->flags2 &= ~MF2_INVERTAIMABLE;\ // 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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_BOSS9GATHERPOINT) { if (last) P_SetTarget(&last->hnext, mo2); else P_SetTarget(&mobj->hnext, mo2); P_SetTarget(&mo2->hprev, last); last = mo2; } } } if (mobj->health <= 0) return; if ((statenum_t)(mobj->state-states) == mobj->info->meleestate) { P_InstaThrust(mobj, mobj->angle, -4*FRACUNIT); P_TryMove(mobj, mobj->x+mobj->momx, mobj->y+mobj->momy, true); mobj->momz -= gravity; if (mobj->z < mobj->watertop || mobj->z < (mobj->floorz + 16*FRACUNIT)) { mobj->watertop = mobj->floorz + 32*FRACUNIT; P_SetMobjState(mobj, mobj->info->spawnstate); } return; } if ((!mobj->target || !(mobj->target->flags & MF_SHOOTABLE))) { if (mobj->hprev) { P_RemoveMobj(mobj->hprev); P_SetTarget(&mobj->hprev, NULL); } P_BossTargetPlayer(mobj, false); if (mobj->target && (!P_IsObjectOnGround(mobj->target) || mobj->target->player->pflags & PF_SPINNING)) P_SetTarget(&mobj->target, NULL); // Wait for them to hit the ground first if (!mobj->target) // Still no target, aww. { // Reset the boss. if (mobj->hprev) { P_RemoveMobj(mobj->hprev); P_SetTarget(&mobj->hprev, NULL); } P_SetMobjState(mobj, mobj->info->spawnstate); mobj->fuse = 0; mobj->momx = FixedDiv(mobj->momx, FRACUNIT + (FRACUNIT>>2)); mobj->momy = FixedDiv(mobj->momy, FRACUNIT + (FRACUNIT>>2)); mobj->momz = FixedDiv(mobj->momz, FRACUNIT + (FRACUNIT>>2)); mobj->watertop = mobj->floorz + 32*FRACUNIT; mobj->momz = (mobj->watertop - mobj->z)>>3; mobj->threshold = 0; mobj->movecount = 0; mobj->flags = mobj->info->flags; return; } else if (!mobj->fuse) mobj->fuse = 8*TICRATE; } // AI goes here. { angle_t angle; if (mobj->threshold || mobj->movecount) 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; // wtf? // 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; // Alter your energy bubble's size/position if (mobj->health > mobj->info->damage) { if (mobj->hprev) { mobj->hprev->destscale = FRACUNIT + (2*TICRATE - mobj->fuse)*(FRACUNIT/2)/TICRATE + FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT),FRACUNIT/2); P_SetScale(mobj->hprev, mobj->hprev->destscale); P_MoveOrigin(mobj->hprev, mobj->x, mobj->y, mobj->z + mobj->height/2 - mobj->hprev->height/2); mobj->hprev->momx = mobj->momx; mobj->hprev->momy = mobj->momy; mobj->hprev->momz = mobj->momz; } // Firin' mah lazors - INDICATOR if (mobj->fuse > TICRATE/2) { tic_t shoottime, worktime, calctime; shoottime = (TICRATE/((mobj->extravalue1 == 3) ? 8 : 4)); shoottime += (shoottime>>1); worktime = shoottime*(mobj->threshold/2); calctime = mobj->fuse-(TICRATE/2); if (calctime <= worktime && (calctime % shoottime == 0)) { mobj_t *missile; missile = P_SpawnMissile(mobj, mobj->target, MT_MSGATHER); S_StopSound(missile); if (mobj->extravalue1 >= 2) P_SetScale(missile, FRACUNIT>>1); missile->destscale = missile->scale>>1; missile->fuse = TICRATE/2; missile->scalespeed = abs(missile->destscale - missile->scale)/missile->fuse; missile->z -= missile->height/2; missile->momx *= -1; missile->momy *= -1; missile->momz *= -1; if (mobj->extravalue1 == 2) { UINT8 i; mobj_t *spread; 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; P_SetScale(spread, missile->scale); spread->destscale = missile->destscale; spread->scalespeed = missile->scalespeed; spread->fuse = missile->fuse; P_UnsetThingPosition(spread); spread->x -= spread->fuse*spread->momx; spread->y -= spread->fuse*spread->momy; spread->z -= spread->fuse*spread->momz; P_SetThingPosition(spread); } P_InstaThrust(missile,missile->angle,-missile->info->speed); } else if (mobj->extravalue1 >= 3) { UINT8 i; mobj_t *spread; mobj->target->z -= (4*missile->height); for (i = 0; i < 5; i++) { if (i != 2) { spread = P_SpawnMissile(mobj, mobj->target, missile->type); P_SetScale(spread, missile->scale); spread->destscale = missile->destscale; spread->fuse = missile->fuse; spread->z -= spread->height/2; spread->momx *= -1; spread->momy *= -1; spread->momz *= -1; P_UnsetThingPosition(spread); spread->x -= spread->fuse*spread->momx; spread->y -= spread->fuse*spread->momy; spread->z -= spread->fuse*spread->momz; P_SetThingPosition(spread); } mobj->target->z += missile->height*2; } mobj->target->z -= (6*missile->height); } P_UnsetThingPosition(missile); missile->x -= missile->fuse*missile->momx; missile->y -= missile->fuse*missile->momy; missile->z -= missile->fuse*missile->momz; P_SetThingPosition(missile); S_StartSound(mobj, sfx_s3kb3); } } } // up... mobj->z += mobj->height/2; // 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 && dist) { mobj_t *missile = P_SpawnMissile(spawner, mobj, MT_MSGATHER); missile->fuse = (dist/P_AproxDistance(missile->momx, missile->momy)); if (missile->fuse <= 0) // Prevents a division by zero when calculating missile->scalespeed missile->fuse = 1; if (missile->fuse > mobj->fuse) P_RemoveMobj(missile); if (mobj->health > mobj->info->damage) { P_SetScale(missile, FRACUNIT/3); missile->color = SKINCOLOR_MAGENTA; // sonic OVA/4 purple power } else { P_SetScale(missile, FRACUNIT/5); missile->color = SKINCOLOR_SUNSET; // sonic cd electric power } missile->destscale = missile->scale*2; missile->scalespeed = abs(missile->scale - missile->destscale)/missile->fuse; missile->colorized = true; } // ...then down. easier than changing the missile's momz after-the-fact mobj->z -= mobj->height/2; } // Pre-threshold reactiontime stuff for attack phases if (mobj->reactiontime && mobj->movecount == 3) { mobj->reactiontime--; 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 if (mobj->target->floorz > mobj->floorz) mobj->watertop = mobj->target->floorz + 16*FRACUNIT; else mobj->watertop = mobj->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); if (!mobj->reactiontime) S_StartSound(mobj, sfx_zoom); // zoom! } } // else -- Pausing between energy ball shots return; } // threshold is used for attacks/maneuvers. if (mobj->threshold && mobj->movecount != 2) { 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) { missile->destscale = FRACUNIT>>1; P_SetScale(missile, missile->destscale); } missile->fuse = 3*TICRATE; missile->z -= missile->height/2; if (mobj->extravalue1 == 2) { UINT8 i; mobj_t *spread; 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 = missile->fuse; } P_InstaThrust(missile,missile->angle,missile->info->speed); } else if (mobj->extravalue1 >= 3) { UINT8 i; mobj_t *spread; mobj->target->z -= (2*missile->height); for (i = 0; i < 5; i++) { if (i != 2) { spread = P_SpawnMissile(mobj, mobj->target, missile->type); spread->destscale = FRACUNIT>>1; P_SetScale(spread, spread->destscale); spread->fuse = missile->fuse; spread->z -= spread->height/2; } mobj->target->z += missile->height; } mobj->target->z -= (3*missile->height); } } else { P_SetMobjState(mobj, mobj->state->nextstate); if (mobj->extravalue1 == 3) mobj->reactiontime = TICRATE/8; else mobj->reactiontime = TICRATE/4; } mobj->threshold--; return; } // 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) { // failed bounce! S_StartSound(mobj, sfx_mspogo); P_BounceMove(mobj); mobj->angle = R_PointToAngle2(mobj->momx, mobj->momy,0,0); mobj->momz = 4*FRACUNIT; mobj->flags &= ~MF_PAIN; mobj->fuse = 8*TICRATE; mobj->movecount = 0; P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_CYBRAKDEMON_VILE_EXPLOSION); P_SetMobjState(mobj, mobj->info->meleestate); } else if (!(mobj->threshold%4)) { // We've decided to lock onto the player this bounce. P_SetMobjState(mobj, mobj->state->nextstate); S_StartSound(mobj, sfx_s3k5a); mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x + mobj->target->momx*4, mobj->target->y + mobj->target->momy*4); mobj->reactiontime = TICRATE - 5*(mobj->info->damage - mobj->health); // targetting time } else { // No homing, just use P_BounceMove S_StartSound(mobj, sfx_s3kaa); // make the bounces distinct... P_BounceMove(mobj); mobj->angle = R_PointToAngle2(0,0,mobj->momx,mobj->momy); mobj->reactiontime = 1; // TICRATE/4; // just a pause before you bounce away } mobj->momx = mobj->momy = 0; } return; } P_SpawnGhostMobj(mobj)->colorized = false; // 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) { S_StartSound(mobj, sfx_mspogo); P_BounceMove(mobj); mobj->angle = R_PointToAngle2(mobj->momx, mobj->momy,0,0); } 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->movecount == 1 || mobj->movecount == 2) { // 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); } if (mobj->state == states+mobj->info->raisestate) return; } if (mobj->fuse == 0) { mobj->flags2 &= ~MF2_INVERTAIMABLE; // 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 S_StartSound(mobj, sfx_beflap); 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->hprev, shield); P_SetTarget(&shield->target, mobj); // Attack 2: Energy shot! switch (mobj->health) { case 8: // shoot once default: mobj->extravalue1 = 0; mobj->threshold = 2; break; case 7: // spread shot (vertical) mobj->extravalue1 = 4; mobj->threshold = 2; break; case 6: // three shots mobj->extravalue1 = 1; mobj->threshold = 3*2; break; case 5: // spread shot (horizontal) mobj->extravalue1 = 2; mobj->threshold = 2; break; case 4: // machine gun mobj->extravalue1 = 3; mobj->threshold = 5*2; break; } } else { /*mobj_t *shield = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_MSSHIELD_FRONT); P_SetTarget(&mobj->tracer, shield); P_SetTarget(&shield->target, mobj); shield->height -= 20*FRACUNIT; // different offset... P_SetMobjState(shield, S_MSSHIELD_F2);*/ P_SetMobjState(mobj, S_METALSONIC_BOUNCE); //P_LinedefExecute(LE_PINCHPHASE, mobj, NULL); -- why does this happen twice? see case 2... } mobj->fuse = 3*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!! S_StopSound(mobj); if (mobj->hprev) { P_RemoveMobj(mobj->hprev); P_SetTarget(&mobj->hprev, NULL); } if (mobj->health <= mobj->info->damage) { // Attack 1: Pinball dash! if (mobj->health == 1) mobj->movedir = 0; else mobj->movedir = 2; if (mobj->info->seesound) S_StartSound(mobj, mobj->info->seesound); P_SetMobjState(mobj, mobj->info->seestate); if (mobj->movedir == 2) mobj->threshold = 12; // bounce 12 times else mobj->threshold = 24; // bounce 24 times if (mobj->floorz >= mobj->target->floorz) mobj->watertop = mobj->floorz + 16*FRACUNIT; else mobj->watertop = mobj->target->floorz + 16*FRACUNIT; if (mobj->spawnpoint) P_LinedefExecute(mobj->spawnpoint->args[4], mobj, NULL); #if 0 whoosh = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_GHOST); // done here so the offset is correct whoosh->frame = FF_FULLBRIGHT; whoosh->sprite = SPR_ARMA; whoosh->destscale = whoosh->scale<<1; whoosh->scalespeed = FixedMul(whoosh->scalespeed, whoosh->scale); whoosh->height = 38*whoosh->scale; whoosh->fuse = 10; whoosh->color = SKINCOLOR_SUNSET; whoosh->colorized = true; whoosh->flags |= MF_NOCLIPHEIGHT; #endif P_SetMobjState(mobj->tracer, S_JETFUMEFLASH); P_SetScale(mobj->tracer, mobj->scale << 1); } else { // Attack 2: Energy shot! mobj->movedir = 1; // looking for the number of things to fire? that's done in case 1 now } break; } case 3: // Return to idle. if (mobj->floorz >= mobj->target->floorz) mobj->watertop = mobj->floorz + 32*FRACUNIT; else mobj->watertop = mobj->target->floorz + 32*FRACUNIT; P_SetMobjState(mobj, mobj->info->spawnstate); mobj->flags &= ~MF_PAIN; mobj->fuse = 8*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); if (mobj->flags2 & MF2_CLASSICPUSH) mobj->flags2 &= ~MF2_CLASSICPUSH; // a missile caught us in PIT_CheckThing! else { // Check if we're being attacked if (!mobj->target || !mobj->target->player || !P_PlayerCanDamage(mobj->target->player, mobj)) goto nodanger; if (mobj->target->x+mobj->target->radius+abs(mobj->target->momx*2) < mobj->x-mobj->radius) goto nodanger; if (mobj->target->x-mobj->target->radius-abs(mobj->target->momx*2) > mobj->x+mobj->radius) goto nodanger; if (mobj->target->y+mobj->target->radius+abs(mobj->target->momy*2) < mobj->y-mobj->radius) goto nodanger; if (mobj->target->y-mobj->target->radius-abs(mobj->target->momy*2) > mobj->y+mobj->radius) goto nodanger; if (mobj->target->z+mobj->target->height+mobj->target->momz*2 < mobj->z) goto nodanger; if (mobj->target->z+mobj->target->momz*2 > mobj->z+mobj->height) goto nodanger; } // An incoming attack is detected! What should we do?! // Go into vector form! vectorise; return; nodanger: mobj->flags2 |= MF2_INVERTAIMABLE; // 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 && !(mobj->target->player && mobj->target->player->homing)) P_Thrust(mobj, mobj->angle, -4*FRACUNIT); else if (dist > 180*FRACUNIT) P_Thrust(mobj, mobj->angle, FRACUNIT); else P_Thrust(mobj, mobj->angle + ANGLE_90, FINECOSINE((((angle_t)(leveltime*ANG1))>>ANGLETOFINESHIFT) & FINEMASK)>>1); mobj->momz += P_AproxDistance(mobj->momx, mobj->momy)/12; // Move up higher the faster you're going. } } } #undef vectorise // // 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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) 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); matrix_t m; vector4_t v; vector4_t 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.x = FixedMul(FINECOSINE(fa),fuse); v.y = 0; v.z = FixedMul(FINESINE(fa),fuse); v.a = FRACUNIT; FM_RotateX(&m, FixedAngle(mobj->target->movedir*FRACUNIT)); FV4_Copy(&v, FM_MultMatrixVec4(&m, &v, &res)); FM_RotateZ(&m, FixedAngle(mobj->target->movecount*FRACUNIT)); FV4_Copy(&v, FM_MultMatrixVec4(&m, &v, &res)); finalx = x + v.x; finaly = y + v.y; finalz = z + v.z; 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; matrix_t m; vector4_t v; vector4_t 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.x = FixedMul(FINECOSINE(fa),radius); v.y = 0; v.z = FixedMul(FINESINE(fa),radius); v.a = FRACUNIT; FM_RotateX(&m, rotangle); FV4_Copy(&v, FM_MultMatrixVec4(&m, &v, &res)); FM_RotateZ(&m, closestangle); FV4_Copy(&v, FM_MultMatrixVec4(&m, &v, &res)); finalx = x + v.x; finaly = y + v.y; finalz = z + v.z; 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; matrix_t m; vector4_t v; vector4_t 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.x = FixedMul(FINECOSINE(fa),radius); v.y = 0; v.z = FixedMul(FINESINE(fa),radius); v.a = FRACUNIT; FM_RotateX(&m, rotangle); FV4_Copy(&v, FM_MultMatrixVec4(&m, &v, &res)); FM_RotateZ(&m, closestangle); FV4_Copy(&v, FM_MultMatrixVec4(&m, &v, &res)); finalx = x + v.x; finaly = y + v.y; finalz = z + v.z; mobj = P_SpawnMobj(finalx, finaly, finalz, type); mobj->z -= mobj->height>>1; // change angle mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y); // change slope dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z); if (dist < 1) dist = 1; mobjx = mobj->x; mobjy = mobj->y; mobjz = mobj->z; // set to special state if (nstate != S_NULL) P_SetMobjState(mobj, nstate); mobj->momx = FixedMul(FixedDiv(x - mobjx, dist), 5*FRACUNIT); mobj->momy = FixedMul(FixedDiv(y - mobjy, dist), 5*FRACUNIT); mobj->momz = FixedMul(FixedDiv(z - mobjz, dist), 5*FRACUNIT); mobj->fuse = (radius>>(FRACBITS+2)) + 1; if (spawncenter) { mobj->x = x; mobj->y = y; mobj->z = z; } if (mobj->fuse <= 1) mobj->fuse = 2; mobj->flags |= MF_NOCLIPTHING; mobj->flags &= ~MF_SPECIAL; if (mobj->fuse > 7) mobj->tics = mobj->fuse - 7; else mobj->tics = 1; } } // // P_SetScale // // Sets the sprite scaling // void P_SetScale(mobj_t *mobj, fixed_t newscale) { player_t *player; fixed_t oldscale; if (!mobj) return; oldscale = mobj->scale; //keep for adjusting stuff below mobj->scale = newscale; mobj->radius = FixedMul(FixedDiv(mobj->radius, oldscale), newscale); mobj->height = FixedMul(FixedDiv(mobj->height, oldscale), newscale); player = mobj->player; if (player) { G_GhostAddScale(newscale); player->viewheight = FixedMul(FixedDiv(player->viewheight, oldscale), newscale); // Nonono don't calculate viewheight elsewhere, this is the best place for it! } } void P_Attract(mobj_t *source, mobj_t *dest, boolean nightsgrab) // Home in on your target { fixed_t dist, ndist, speedmul; angle_t vangle; fixed_t tx = dest->x; fixed_t ty = dest->y; fixed_t tz = dest->z + (dest->height/2); // Aim for center fixed_t xydist = P_AproxDistance(tx - source->x, ty - source->y); 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(xydist, tz - source->z); if (dist < 1) dist = 1; if (nightsgrab && source->movefactor) { source->movefactor += FRACUNIT/2; if (dist < source->movefactor) { source->momx = source->momy = source->momz = 0; P_MoveOrigin(source, tx, ty, tz); } else { vangle = R_PointToAngle2(source->z, 0, tz, xydist); source->momx = FixedMul(FINESINE(vangle >> ANGLETOFINESHIFT), FixedMul(FINECOSINE(source->angle >> ANGLETOFINESHIFT), source->movefactor)); source->momy = FixedMul(FINESINE(vangle >> ANGLETOFINESHIFT), FixedMul(FINESINE(source->angle >> ANGLETOFINESHIFT), source->movefactor)); source->momz = FixedMul(FINECOSINE(vangle >> ANGLETOFINESHIFT), source->movefactor); } } else { 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; thing->movefactor = 0; return; } if (!thing->tracer->player) return; P_Attract(thing, thing->tracer, true); } // // P_MaceRotate // Spins a hnext-chain of objects around its centerpoint, side to side or periodically. // void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot) { matrix_t m; vector4_t unit_lengthways, unit_sideways, pos_lengthways, pos_sideways; vector4_t res; fixed_t radius, dist = 0, zstore; angle_t fa; boolean dosound = false; mobj_t *mobj = center->hnext, *hnext = NULL; INT32 lastthreshold = -1; // needs to never be equal at start of loop fixed_t lastfriction = INT32_MIN; // ditto; almost certainly never, but... INT32 rot; INT32 prevrot; FV4_Load(&pos_sideways, 0, 0, 0, 0); FV4_Load(&unit_sideways, 0, 0, 0, 0); FV4_Load(&pos_lengthways, 0, 0, 0, 0); while (mobj) { if (P_MobjWasRemoved(mobj) || !mobj->health) { mobj = mobj->hnext; continue; } mobj->momx = mobj->momy = mobj->momz = 0; if (mobj->threshold != lastthreshold || mobj->friction != lastfriction) { rot = (baserot + mobj->threshold) & FINEMASK; prevrot = (baseprevrot + mobj->threshold) & FINEMASK; FV4_Load(&pos_lengthways, 0, 0, 0, 0); dist = ((mobj->info->speed) ? mobj->info->speed : mobjinfo[MT_SMALLMACECHAIN].speed); dist = ((center->scale == FRACUNIT) ? dist : FixedMul(dist, center->scale)); fa = (FixedAngle(center->movefactor*FRACUNIT) >> ANGLETOFINESHIFT); radius = FixedMul(dist, FINECOSINE(fa)); unit_lengthways.y = -FixedMul(dist, FINESINE(fa)); unit_lengthways.a = FRACUNIT; // Swinging Chain. if (center->flags2 & MF2_STRONGBOX) { fixed_t swingmag = FixedMul(FINECOSINE(rot), center->lastlook << FRACBITS); fixed_t prevswingmag = FINECOSINE(prevrot); if ((prevswingmag > 0) != (swingmag > 0)) // just passed its lowest point dosound = true; fa = ((FixedAngle(swingmag) >> ANGLETOFINESHIFT) + mobj->friction) & FINEMASK; unit_lengthways.x = FixedMul(FINESINE(fa), -radius); unit_lengthways.z = FixedMul(FINECOSINE(fa), -radius); } // Rotating Chain. else { angle_t prevfa = (prevrot + mobj->friction) & FINEMASK; fa = (rot + mobj->friction) & FINEMASK; if (!(prevfa > (FINEMASK/2)) && (fa > (FINEMASK/2))) // completed a full swing dosound = true; unit_lengthways.x = FixedMul(FINECOSINE(fa), radius); unit_lengthways.z = FixedMul(FINESINE(fa), radius); } // Calculate the angle matrixes for the link. FM_RotateX(&m, center->threshold << ANGLETOFINESHIFT); FV4_Copy(&unit_lengthways, FM_MultMatrixVec4(&m, &unit_lengthways, &res)); FM_RotateZ(&m, center->angle); FV4_Copy(&unit_lengthways, FM_MultMatrixVec4(&m, &unit_lengthways, &res)); lastthreshold = mobj->threshold; lastfriction = mobj->friction; } if (dosound && (mobj->flags2 & MF2_BOSSNOTRAP)) { S_StartSound(mobj, mobj->info->activesound); dosound = false; } if (pos_sideways.a != mobj->movefactor) { if (!unit_sideways.a) { unit_sideways.y = dist; unit_sideways.x = unit_sideways.z = 0; unit_sideways.a = FRACUNIT; FM_RotateX(&m, center->threshold << ANGLETOFINESHIFT); FV4_Copy(&unit_sideways, FM_MultMatrixVec4(&m, &unit_sideways, &res)); FM_RotateZ(&m, center->angle); FV4_Copy(&unit_sideways, FM_MultMatrixVec4(&m, &unit_sideways, &res)); } if (pos_sideways.a > mobj->movefactor) { do { pos_sideways.x -= unit_sideways.x; pos_sideways.y -= unit_sideways.y; pos_sideways.z -= unit_sideways.z; } while ((--pos_sideways.a) != mobj->movefactor); } else { do { pos_sideways.x += unit_sideways.x; pos_sideways.y += unit_sideways.y; pos_sideways.z += unit_sideways.z; } while ((++pos_sideways.a) != mobj->movefactor); } } hnext = mobj->hnext; // just in case the mobj is removed if (pos_lengthways.a > mobj->movecount) { do { pos_lengthways.x -= unit_lengthways.x; pos_lengthways.y -= unit_lengthways.y; pos_lengthways.z -= unit_lengthways.z; } while ((--pos_lengthways.a) != mobj->movecount); } else if (pos_lengthways.a < mobj->movecount) { do { pos_lengthways.x += unit_lengthways.x; pos_lengthways.y += unit_lengthways.y; pos_lengthways.z += unit_lengthways.z; } while ((++pos_lengthways.a) != mobj->movecount); } P_UnsetThingPosition(mobj); mobj->x = center->x; mobj->y = center->y; mobj->z = center->z; // Add on the appropriate distances to the center's co-ordinates. if (pos_lengthways.a) { mobj->x += pos_lengthways.x; mobj->y += pos_lengthways.y; zstore = pos_lengthways.z + pos_sideways.z; } else zstore = pos_sideways.z; mobj->x += pos_sideways.x; mobj->y += pos_sideways.y; // Cut the height to align the link with the axis. if (mobj->type == MT_SMALLMACECHAIN || mobj->type == MT_BIGMACECHAIN || mobj->type == MT_SMALLGRABCHAIN || mobj->type == MT_BIGGRABCHAIN) zstore -= P_MobjFlip(mobj)*mobj->height/4; else zstore -= P_MobjFlip(mobj)*mobj->height/2; mobj->z += zstore; #if 0 // toaster's testing flashie! if (!(mobj->movecount & 1) && !(leveltime & TICRATE)) // I had a brainfart and the flashing isn't exactly what I expected it to be, but it's actually much more useful. mobj->flags2 ^= MF2_DONTDRAW; #endif P_SetThingPosition(mobj); #if 0 // toaster's height-clipping dealie! if (!pos_lengthways.a || P_MobjWasRemoved(mobj) || (mobj->flags & MF_NOCLIPHEIGHT)) goto cont; if ((fa = ((center->threshold & (FINEMASK/2)) << ANGLETOFINESHIFT)) > ANGLE_45 && fa < ANGLE_135) // only move towards center when the motion is towards/away from the ground, rather than alongside it goto cont; if (mobj->subsector->sector->ffloors) P_AdjustMobjFloorZ_FFloors(mobj, mobj->subsector->sector, 2); if (mobj->floorz > mobj->z) zstore = (mobj->floorz - zstore); else if (mobj->ceilingz < mobj->z) zstore = (mobj->ceilingz - mobj->height - zstore); else goto cont; zstore = FixedDiv(zstore, dist); // Still needs work... scaling factor is wrong! P_UnsetThingPosition(mobj); mobj->x -= FixedMul(unit_lengthways.x, zstore); mobj->y -= FixedMul(unit_lengthways.y, zstore); P_SetThingPosition(mobj); cont: #endif mobj = hnext; } } 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] & SH_FORCEHP)) { thing->movecount = (thing->target->player->powers[pw_shield] & SH_FORCEHP); if (thing->movecount < 1) { if (thing->info->painstate) P_SetMobjState(thing,thing->info->painstate); else thing->flags2 |= MF2_SHADOW; } else { if (thing->info->painstate) P_SetMobjState(thing,thing->info->spawnstate); else thing->flags2 &= ~MF2_SHADOW; } } thing->flags |= MF_NOCLIPHEIGHT; thing->eflags = (thing->eflags & ~MFE_VERTICALFLIP)|(thing->target->eflags & MFE_VERTICALFLIP); P_SetScale(thing, FixedMul(thing->target->scale, thing->target->player->shieldscale)); thing->destscale = thing->scale; 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]->threshold); P_SetTarget(&shields[i], NULL); } numshields = 0; } static boolean P_AddShield(mobj_t *thing) { shieldtype_t shield = thing->threshold; if (!thing->target || thing->target->health <= 0 || !thing->target->player || (thing->target->player->powers[pw_shield] & SH_NOSTACK) == SH_NONE || thing->target->player->powers[pw_super] || thing->target->player->powers[pw_invulnerability] > 1) { P_RemoveMobj(thing); return false; } if (!(shield & SH_FORCE)) { // Regular shields check for themselves only if ((shieldtype_t)(thing->target->player->powers[pw_shield] & SH_NOSTACK) != shield) { P_RemoveMobj(thing); return false; } } else if (!(thing->target->player->powers[pw_shield] & SH_FORCE)) { // Force shields check for any force shield P_RemoveMobj(thing); return false; } // Queue has been hit... why?!? if (numshields >= MAXPLAYERS*2) return P_ShieldLook(thing, thing->info->speed); 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 (P_MobjWasRemoved(mo->target)) { P_RemoveMobj(mo); continue; } if (!splitscreen /*&& rendermode != render_soft*/) { angle_t viewingangle; if (players[displayplayer].awayviewtics && players[displayplayer].awayviewmobj != NULL && !P_MobjWasRemoved(players[displayplayer].awayviewmobj)) 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->player ? mo->target->player->drawangle : mo->target->angle) + mo->movedir; 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) continue; P_SetTarget(&mo->hnext, thing->hnext); P_SetTarget(&thing->hnext, NULL); return; } } // 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) { if (koopa->spawnpoint) EV_DoCeiling(koopa->spawnpoint->args[0], NULL, raiseToHighest); 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); } } // Spawns and chains the minecart sides. static void P_SpawnMinecartSegments(mobj_t *mobj, boolean mode) { fixed_t x = mobj->x; fixed_t y = mobj->y; fixed_t z = mobj->z; mobj_t *prevseg = mobj; mobj_t *seg; UINT8 i; for (i = 0; i < 4; i++) { seg = P_SpawnMobj(x, y, z, MT_MINECARTSEG); P_SetMobjState(seg, (statenum_t)(S_MINECARTSEG_FRONT + i)); if (i >= 2) seg->extravalue1 = (i == 2) ? -18 : 18; // make -20/20 when papersprite projection fixed else { seg->extravalue2 = (i == 0) ? 24 : -24; seg->cusval = -90; } if (!mode) seg->frame &= ~FF_ANIMATE; P_SetTarget(&prevseg->tracer, seg); prevseg = seg; } } // Updates the chained segments. static void P_UpdateMinecartSegments(mobj_t *mobj) { mobj_t *seg = mobj->tracer; fixed_t x = mobj->x; fixed_t y = mobj->y; fixed_t z = mobj->z; angle_t ang = mobj->angle; angle_t fa = (ang >> ANGLETOFINESHIFT) & FINEMASK; fixed_t c = FINECOSINE(fa); fixed_t s = FINESINE(fa); INT32 dx, dy; INT32 sang; while (seg) { dx = seg->extravalue1; dy = seg->extravalue2; sang = seg->cusval; P_MoveOrigin(seg, x + s*dx + c*dy, y - c*dx + s*dy, z); seg->angle = ang + FixedAngle(FRACUNIT*sang); seg->flags2 = (seg->flags2 & ~MF2_DONTDRAW) | (mobj->flags2 & MF2_DONTDRAW); seg = seg->tracer; } } void P_HandleMinecartSegments(mobj_t *mobj) { if (!mobj->tracer) P_SpawnMinecartSegments(mobj, (mobj->type == MT_MINECART)); P_UpdateMinecartSegments(mobj); } static void P_PyreFlyBurn(mobj_t *mobj, fixed_t hoffs, INT16 vrange, mobjtype_t mobjtype, fixed_t momz) { angle_t fa = (FixedAngle(P_RandomKey(360)*FRACUNIT) >> ANGLETOFINESHIFT) & FINEMASK; fixed_t xoffs = FixedMul(FINECOSINE(fa), mobj->radius + hoffs); fixed_t yoffs = FixedMul(FINESINE(fa), mobj->radius + hoffs); fixed_t zoffs = P_RandomRange(-vrange, vrange)*FRACUNIT; mobj_t *particle = P_SpawnMobjFromMobj(mobj, xoffs, yoffs, zoffs, mobjtype); particle->momz = momz; particle->flags2 |= MF2_LINKDRAW; P_SetTarget(&particle->tracer, mobj); } static void P_MobjScaleThink(mobj_t *mobj) { fixed_t oldheight = mobj->height; UINT8 correctionType = 0; // Don't correct Z position, just gain height if (mobj->flags & MF_NOCLIPHEIGHT || (mobj->z > mobj->floorz && mobj->z + mobj->height < mobj->ceilingz)) 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) { default: break; } } static void P_MaceSceneryThink(mobj_t *mobj) { angle_t oldmovedir = mobj->movedir; // Always update movedir to prevent desyncing (in the traditional sense, not the netplay sense). mobj->movedir = (mobj->movedir + mobj->lastlook) & FINEMASK; // If too far away and not deliberately spitting in the face of optimisation, don't think! if (!(mobj->flags2 & MF2_BOSSNOTRAP)) { UINT8 i; // Quick! Look through players! Don't move unless a player is relatively close by. // The below is selected based on CEZ2's first room. I promise you it is a coincidence that it looks like the weed number. for (i = 0; i < MAXPLAYERS; ++i) if (playeringame[i] && players[i].mo && P_AproxDistance(P_AproxDistance(mobj->x - players[i].mo->x, mobj->y - players[i].mo->y), mobj->z - players[i].mo->z) < (4200 << FRACBITS)) break; // Stop looking. if (i == MAXPLAYERS) { if (!(mobj->flags2 & MF2_BEYONDTHEGRAVE)) { mobj_t *ref = mobj; // stop/hide all your babies while ((ref = ref->hnext)) { ref->eflags = (((ref->flags & MF_NOTHINK) ? 0 : 1) | ((ref->flags & MF_NOCLIPTHING) ? 0 : 2) | ((ref->flags2 & MF2_DONTDRAW) ? 0 : 4)); // oh my god this is nasty. ref->flags |= MF_NOTHINK|MF_NOCLIPTHING; ref->flags2 |= MF2_DONTDRAW; ref->momx = ref->momy = ref->momz = 0; } mobj->flags2 |= MF2_BEYONDTHEGRAVE; } return; // don't make bubble! } else if (mobj->flags2 & MF2_BEYONDTHEGRAVE) { mobj_t *ref = mobj; // start/show all your babies while ((ref = ref->hnext)) { if (ref->eflags & 1) ref->flags &= ~MF_NOTHINK; if (ref->eflags & 2) ref->flags &= ~MF_NOCLIPTHING; if (ref->eflags & 4) ref->flags2 &= ~MF2_DONTDRAW; ref->eflags = 0; // le sign } mobj->flags2 &= ~MF2_BEYONDTHEGRAVE; } } // Okay, time to MOVE P_MaceRotate(mobj, mobj->movedir, oldmovedir); } static boolean P_DrownNumbersSceneryThink(mobj_t *mobj) { if (!mobj->target) { P_RemoveMobj(mobj); return false; } if (!mobj->target->player || !(mobj->target->player->powers[pw_underwater] || mobj->target->player->powers[pw_spacetime])) { P_RemoveMobj(mobj); return false; } 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--; return true; } static void P_FlameJetSceneryThink(mobj_t *mobj) { mobj_t *flame; fixed_t strength; if (!(mobj->flags2 & MF2_FIRING)) return; if ((leveltime & 3) != 0) return; // 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); P_SetMobjState(flame, S_FLAMEJETFLAME4); flame->angle = mobj->angle; if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side flame->momz = mobj->fuse << (FRACBITS - 2); else flame->angle += FixedAngle(mobj->fuse<movedir ? mobj->movedir : 80)<<(FRACBITS-2); P_InstaThrust(flame, flame->angle, strength); S_StartSound(flame, sfx_fire); } static void P_VerticalFlameJetSceneryThink(mobj_t *mobj) { mobj_t *flame; fixed_t strength; if (!(mobj->flags2 & MF2_FIRING)) return; if ((leveltime & 3) != 0) return; // 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 = (mobj->movedir ? mobj->movedir : 80)<<(FRACBITS-2); // If deaf'd, the object spawns on the ceiling. if (mobj->flags2 & MF2_AMBUSH) { mobj->z = mobj->ceilingz - mobj->height; flame->momz = -strength; } else { flame->momz = strength; P_SetMobjState(flame, S_FLAMEJETFLAME7); } P_InstaThrust(flame, mobj->angle, FixedDiv(mobj->fuse*FRACUNIT, 3*FRACUNIT)); S_StartSound(flame, sfx_fire); } static boolean P_ParticleGenSceneryThink(mobj_t *mobj) { if (!mobj->lastlook) return false; if (!mobj->threshold) return false; if (--mobj->fuse <= 0) { INT32 i = 0; mobj_t *spawn; fixed_t bottomheight, topheight; INT32 type = mobj->threshold, line = mobj->cvmem; mobj->fuse = (tic_t)mobj->reactiontime; if (line != -1) { bottomheight = lines[line].frontsector->floorheight; topheight = lines[line].frontsector->ceilingheight - mobjinfo[(mobjtype_t)type].height; } else if (mobj->flags2 & MF2_OBJECTFLIP) { bottomheight = mobj->z - mobj->extravalue1; topheight = mobj->z - mobjinfo[(mobjtype_t)type].height; } else { bottomheight = mobj->z; topheight = mobj->z + mobj->extravalue1 - mobjinfo[(mobjtype_t)type].height; } if (mobj->waterbottom != bottomheight || mobj->watertop != topheight) { if (mobj->movefactor && (topheight > bottomheight)) mobj->health = (tic_t)(FixedDiv((topheight - bottomheight), abs(mobj->movefactor)) >> FRACBITS); else mobj->health = 0; if (line != -1) mobj->z = ((mobj->flags2 & MF2_OBJECTFLIP) ? topheight : bottomheight); } if (!mobj->health) return false; for (i = 0; i < mobj->lastlook; i++) { spawn = P_SpawnMobj( mobj->x + FixedMul(FixedMul(mobj->friction, mobj->scale), FINECOSINE(mobj->angle >> ANGLETOFINESHIFT)), mobj->y + FixedMul(FixedMul(mobj->friction, mobj->scale), FINESINE(mobj->angle >> ANGLETOFINESHIFT)), mobj->z, (mobjtype_t)mobj->threshold); P_SetScale(spawn, mobj->scale); spawn->momz = FixedMul(mobj->movefactor, spawn->scale); spawn->destscale = spawn->scale/100; spawn->scalespeed = spawn->scale/mobj->health; spawn->tics = (tic_t)mobj->health; spawn->flags2 |= (mobj->flags2 & MF2_OBJECTFLIP); spawn->angle += P_RandomKey(36)*ANG10; // irrelevant for default objects but might make sense for some custom ones mobj->angle += mobj->movedir; } mobj->angle += (angle_t)mobj->movecount; } return true; } static void P_RosySceneryThink(mobj_t *mobj) { UINT8 i; fixed_t pdist = 1700*mobj->scale, work, actualwork; player_t *player = NULL; statenum_t stat = (mobj->state - states); for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (!players[i].mo) continue; if (players[i].bot == BOT_2PAI || players[i].bot == BOT_2PHUMAN) continue; if (!players[i].mo->health) continue; actualwork = work = FixedHypot(mobj->x - players[i].mo->x, mobj->y - players[i].mo->y); if (player) { if (players[i].skin == 0 || players[i].skin == 5) work = (2*work)/3; if (work >= pdist) continue; } pdist = actualwork; player = &players[i]; } if (stat == S_ROSY_JUMP || stat == S_ROSY_PAIN) { if (P_IsObjectOnGround(mobj)) { mobj->momx = mobj->momy = 0; if (player && mobj->cvmem < (-2*TICRATE)) stat = S_ROSY_UNHAPPY; else stat = S_ROSY_WALK; P_SetMobjState(mobj, stat); } else if (P_MobjFlip(mobj)*mobj->momz < 0) mobj->frame = mobj->state->frame + mobj->state->var1; } if (!player) { if ((stat < S_ROSY_IDLE1 || stat > S_ROSY_IDLE4) && stat != S_ROSY_JUMP) { mobj->momx = mobj->momy = 0; P_SetMobjState(mobj, S_ROSY_IDLE1); } } else { boolean dojump = false, targonground, love, makeheart = false; if (mobj->target != player->mo) P_SetTarget(&mobj->target, player->mo); // Tatsuru: Don't try to hug them if they're above or below you! targonground = (P_IsObjectOnGround(mobj->target) && (player->panim == PA_IDLE || player->panim == PA_WALK || player->panim == PA_RUN) && player->mo->z == mobj->z); love = (player->skin == 0 || player->skin == 5); switch (stat) { case S_ROSY_IDLE1: case S_ROSY_IDLE2: case S_ROSY_IDLE3: case S_ROSY_IDLE4: dojump = true; break; case S_ROSY_JUMP: case S_ROSY_PAIN: // handled above break; case S_ROSY_WALK: { fixed_t x = mobj->x, y = mobj->y, z = mobj->z; angle_t angletoplayer = R_PointToAngle2(x, y, mobj->target->x, mobj->target->y); boolean allowed = P_TryMove(mobj, mobj->target->x, mobj->target->y, false); P_UnsetThingPosition(mobj); mobj->x = x; mobj->y = y; mobj->z = z; P_SetThingPosition(mobj); if (allowed) { fixed_t mom, max; P_Thrust(mobj, angletoplayer, (3*FRACUNIT) >> 1); mom = FixedHypot(mobj->momx, mobj->momy); max = pdist; if ((--mobj->extravalue1) <= 0) { if (++mobj->frame > mobj->state->frame + mobj->state->var1) mobj->frame = mobj->state->frame; if (mom > 12*mobj->scale) mobj->extravalue1 = 2; else if (mom > 6*mobj->scale) mobj->extravalue1 = 3; else mobj->extravalue1 = 4; } if (max < (mobj->radius + mobj->target->radius)) { mobj->momx = mobj->target->player->cmomx; mobj->momy = mobj->target->player->cmomy; if ((mobj->cvmem > TICRATE && !player->exiting) || !targonground) P_SetMobjState(mobj, (stat = S_ROSY_STND)); else { mobj->target->momx = mobj->momx; mobj->target->momy = mobj->momy; P_SetMobjState(mobj, (stat = S_ROSY_HUG)); S_StartSound(mobj, sfx_cdpcm6); mobj->angle = angletoplayer; } } else { max /= 3; if (max > 30*mobj->scale) max = 30*mobj->scale; if (mom > max && max > mobj->scale) { max = FixedDiv(max, mom); mobj->momx = FixedMul(mobj->momx, max); mobj->momy = FixedMul(mobj->momy, max); } if (abs(mobj->momx) > mobj->scale || abs(mobj->momy) > mobj->scale) mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy); } } else dojump = true; } break; case S_ROSY_HUG: if (targonground) { player->pflags |= PF_STASIS; if (mobj->cvmem < 5*TICRATE) mobj->cvmem++; if (love && !(leveltime & 7)) makeheart = true; } else { if (mobj->cvmem < (love ? 5*TICRATE : 0)) { P_SetMobjState(mobj, (stat = S_ROSY_PAIN)); S_StartSound(mobj, sfx_cdpcm7); } else P_SetMobjState(mobj, (stat = S_ROSY_JUMP)); var1 = var2 = 0; A_DoNPCPain(mobj); mobj->cvmem -= TICRATE; } break; case S_ROSY_STND: if ((pdist > (mobj->radius + mobj->target->radius + 3*(mobj->scale + mobj->target->scale)))) P_SetMobjState(mobj, (stat = S_ROSY_WALK)); else if (!targonground) ; else { if (love && !(leveltime & 15)) makeheart = true; if (player->exiting || --mobj->cvmem < TICRATE) { P_SetMobjState(mobj, (stat = S_ROSY_HUG)); S_StartSound(mobj, sfx_cdpcm6); mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); mobj->target->momx = mobj->momx; mobj->target->momy = mobj->momy; } } break; case S_ROSY_UNHAPPY: default: break; } if (stat == S_ROSY_HUG) { if (player->panim != PA_IDLE) P_SetPlayerMobjState(mobj->target, S_PLAY_STND); player->pflags |= PF_STASIS; } if (dojump) { P_SetMobjState(mobj, S_ROSY_JUMP); mobj->z += P_MobjFlip(mobj); mobj->momx = mobj->momy = 0; P_SetObjectMomZ(mobj, 6 << FRACBITS, false); S_StartSound(mobj, sfx_cdfm02); } if (makeheart) { mobj_t *cdlhrt = P_SpawnMobjFromMobj(mobj, 0, 0, mobj->height, MT_CDLHRT); cdlhrt->destscale = (5*mobj->scale) >> 4; P_SetScale(cdlhrt, cdlhrt->destscale); cdlhrt->fuse = (5*TICRATE) >> 1; cdlhrt->momz = mobj->scale; P_SetTarget(&cdlhrt->target, mobj); cdlhrt->extravalue1 = mobj->x; cdlhrt->extravalue2 = mobj->y; } } } static void P_MobjSceneryThink(mobj_t *mobj) { if (LUA_HookMobj(mobj, MOBJ_HOOK(MobjThinker))) return; if (P_MobjWasRemoved(mobj)) return; if ((mobj->flags2 & MF2_SHIELD) && !P_AddShield(mobj)) return; switch (mobj->type) { case MT_BOSSJUNK: mobj->flags2 ^= MF2_DONTDRAW; break; case MT_MACEPOINT: case MT_CHAINMACEPOINT: case MT_SPRINGBALLPOINT: case MT_CHAINPOINT: case MT_FIREBARPOINT: case MT_CUSTOMMACEPOINT: case MT_HIDDEN_SLING: P_MaceSceneryThink(mobj); break; 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_PITY_ORB: case MT_WHIRLWIND_ORB: case MT_ARMAGEDDON_ORB: if (!(mobj->flags2 & MF2_SHIELD)) return; break; case MT_ATTRACT_ORB: if (!(mobj->flags2 & MF2_SHIELD)) return; if (/*(mobj->target) -- the following is implicit by P_AddShield && (mobj->target->player) && */ (mobj->target->player->homing) && (mobj->target->player->pflags & PF_SHIELDABILITY)) { P_SetMobjState(mobj, mobj->info->painstate); mobj->tics++; } break; case MT_ELEMENTAL_ORB: if (!(mobj->flags2 & MF2_SHIELD)) return; if (mobj->tracer /* && mobj->target -- the following is implicit by P_AddShield && mobj->target->player && (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL */ && mobj->target->player->pflags & PF_SHIELDABILITY && ((statenum_t)(mobj->tracer->state - states) < mobj->info->raisestate || (mobj->tracer->state->nextstate < mobj->info->raisestate && mobj->tracer->tics == 1))) { P_SetMobjState(mobj, mobj->info->painstate); mobj->tics++; P_SetMobjState(mobj->tracer, mobj->info->raisestate); mobj->tracer->tics++; } break; case MT_FORCE_ORB: if (!(mobj->flags2 & MF2_SHIELD)) return; if (/* && mobj->target -- the following is implicit by P_AddShield && mobj->target->player && (mobj->target->player->powers[pw_shield] & SH_FORCE) && */ (mobj->target->player->pflags & PF_SHIELDABILITY)) { mobj_t *whoosh = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_GHOST); // done here so the offset is correct P_SetMobjState(whoosh, mobj->info->raisestate); whoosh->destscale = whoosh->scale << 1; whoosh->scalespeed = FixedMul(whoosh->scalespeed, whoosh->scale); whoosh->height = 38*whoosh->scale; whoosh->fuse = 10; whoosh->flags |= MF_NOCLIPHEIGHT; whoosh->momz = mobj->target->momz; // Stay reasonably centered for a few frames mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh } /* FALLTHRU */ case MT_FLAMEAURA_ORB: if (!(mobj->flags2 & MF2_SHIELD)) return; if ((statenum_t)(mobj->state - states) < mobj->info->painstate) mobj->angle = mobj->target->angle; // implicitly okay because of P_AddShield if (mobj->tracer /* && mobj->target -- the following is implicit by P_AddShield && mobj->target->player && (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_FLAMEAURA */ && mobj->target->player->pflags & PF_SHIELDABILITY && ((statenum_t)(mobj->tracer->state - states) < mobj->info->raisestate || (mobj->tracer->state->nextstate < mobj->info->raisestate && mobj->tracer->tics == 1))) { P_SetMobjState(mobj, mobj->info->painstate); mobj->tics++; P_SetMobjState(mobj->tracer, mobj->info->raisestate); mobj->tracer->tics++; } break; case MT_BUBBLEWRAP_ORB: if (!(mobj->flags2 & MF2_SHIELD)) return; if (mobj->tracer /* && mobj->target -- the following is implicit by P_AddShield && mobj->target->player && (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP */ ) { if (mobj->target->player->pflags & PF_SHIELDABILITY && ((statenum_t)(mobj->state - states) < mobj->info->painstate || (mobj->state->nextstate < mobj->info->painstate && mobj->tics == 1))) { P_SetMobjState(mobj, mobj->info->painstate); mobj->tics++; P_SetMobjState(mobj->tracer, mobj->info->raisestate); mobj->tracer->tics++; } else if (mobj->target->eflags & MFE_JUSTHITFLOOR && (statenum_t)(mobj->state - states) == mobj->info->painstate) { P_SetMobjState(mobj, mobj->info->painstate + 1); mobj->tics++; P_SetMobjState(mobj->tracer, mobj->info->raisestate + 1); mobj->tracer->tics++; } } break; case MT_THUNDERCOIN_ORB: if (!(mobj->flags2 & MF2_SHIELD)) return; if (mobj->tracer /* && mobj->target -- the following is implicit by P_AddShield && mobj->target->player && (mobj->target->player->powers[pw_shield] & SH_NOSTACK) == SH_THUNDERCOIN */ && (mobj->target->player->pflags & PF_SHIELDABILITY)) { P_SetMobjState(mobj, mobj->info->painstate); mobj->tics++; P_SetMobjState(mobj->tracer, mobj->info->raisestate); mobj->tracer->tics++; mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal spark } break; case MT_WATERDROP: P_SceneryCheckWater(mobj); if (((!(mobj->eflags & MFE_VERTICALFLIP) && (mobj->z <= mobj->floorz || mobj->z <= mobj->watertop)) || (mobj->eflags & MFE_VERTICALFLIP && mobj->z + mobj->height >= mobj->ceilingz)) && mobj->health > 0) { mobj->health = 0; P_SetMobjState(mobj, mobj->info->deathstate); S_StartSound(mobj, mobj->info->deathsound + P_RandomKey(mobj->info->mass)); return; } break; case MT_BUBBLES: P_SceneryCheckWater(mobj); break; case MT_SMALLBUBBLE: case MT_MEDIUMBUBBLE: case MT_EXTRALARGEBUBBLE: // start bubble dissipate P_SceneryCheckWater(mobj); if (P_MobjWasRemoved(mobj)) // bubble was removed by not being in water return; if (!(mobj->eflags & MFE_UNDERWATER) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height >= mobj->ceilingz) || (mobj->eflags & MFE_VERTICALFLIP && mobj->z <= mobj->floorz) || (P_CheckDeathPitCollide(mobj)) || --mobj->fuse <= 0) // Bubbles eventually dissipate if they can't reach the surface. { // no playing sound: no point; the object is being removed P_RemoveMobj(mobj); return; } break; case MT_LOCKON: if (!mobj->target) { P_RemoveMobj(mobj); return; } mobj->flags2 &= ~MF2_DONTDRAW; mobj->x = mobj->target->x; mobj->y = mobj->target->y; mobj->eflags |= (mobj->target->eflags & MFE_VERTICALFLIP); mobj->destscale = mobj->target->destscale; P_SetScale(mobj, mobj->target->scale); if (!(mobj->eflags & MFE_VERTICALFLIP)) mobj->z = mobj->target->z + mobj->target->height + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale); else mobj->z = mobj->target->z - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale) - mobj->height; mobj->old_z = mobj->z; break; case MT_LOCKONINF: if (!(mobj->flags2 & MF2_STRONGBOX)) { mobj->threshold = mobj->z; mobj->flags2 |= MF2_STRONGBOX; } if (!(mobj->eflags & MFE_VERTICALFLIP)) mobj->z = mobj->threshold + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale); else mobj->z = mobj->threshold - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale); mobj->old_z = mobj->z; break; case MT_DROWNNUMBERS: if (!P_DrownNumbersSceneryThink(mobj)) return; break; case MT_FLAMEJET: P_FlameJetSceneryThink(mobj); break; case MT_VERTICALFLAMEJET: P_VerticalFlameJetSceneryThink(mobj); break; case MT_FLICKY_01_CENTER: case MT_FLICKY_02_CENTER: case MT_FLICKY_03_CENTER: case MT_FLICKY_04_CENTER: case MT_FLICKY_05_CENTER: case MT_FLICKY_06_CENTER: case MT_FLICKY_07_CENTER: case MT_FLICKY_08_CENTER: case MT_FLICKY_09_CENTER: case MT_FLICKY_10_CENTER: case MT_FLICKY_11_CENTER: case MT_FLICKY_12_CENTER: case MT_FLICKY_13_CENTER: case MT_FLICKY_14_CENTER: case MT_FLICKY_15_CENTER: case MT_FLICKY_16_CENTER: case MT_SECRETFLICKY_01_CENTER: case MT_SECRETFLICKY_02_CENTER: if (mobj->tracer && (mobj->flags & MF_NOCLIPTHING) && (mobj->flags & MF_GRENADEBOUNCE)) // for now: only do this bounce routine if flicky is in-place. \todo allow in all movements { if (!(mobj->tracer->flags2 & MF2_OBJECTFLIP) && mobj->tracer->z <= mobj->tracer->floorz) mobj->tracer->momz = 7*FRACUNIT; else if ((mobj->tracer->flags2 & MF2_OBJECTFLIP) && mobj->tracer->z >= mobj->tracer->ceilingz - mobj->tracer->height) mobj->tracer->momz = -7*FRACUNIT; } break; case MT_SEED: if (P_MobjFlip(mobj)*mobj->momz < mobj->info->speed) mobj->momz = P_MobjFlip(mobj)*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: case MT_WOODDEBRIS: case MT_BRICKDEBRIS: case MT_BROKENROBOT: if (((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z <= P_FloorzAtPos(mobj->x, mobj->y, mobj->z, mobj->height)) || (mobj->eflags & MFE_VERTICALFLIP && mobj->z + mobj->height >= P_CeilingzAtPos(mobj->x, mobj->y, mobj->z, mobj->height))) && mobj->state != &states[mobj->info->deathstate]) { P_SetMobjState(mobj, mobj->info->deathstate); return; } break; case MT_PARTICLEGEN: if (!P_ParticleGenSceneryThink(mobj)) return; break; case MT_FSGNA: if (mobj->movedir) mobj->angle += mobj->movedir; break; case MT_ROSY: P_RosySceneryThink(mobj); break; case MT_CDLHRT: { if (mobj->cvmem < 24) mobj->cvmem++; mobj->movedir += ANG10; P_UnsetThingPosition(mobj); mobj->x = mobj->extravalue1 + P_ReturnThrustX(mobj, mobj->movedir, mobj->cvmem*mobj->scale); mobj->y = mobj->extravalue2 + P_ReturnThrustY(mobj, mobj->movedir, mobj->cvmem*mobj->scale); P_SetThingPosition(mobj); if (!mobj->fuse) { if (!LUA_HookMobj(mobj, MOBJ_HOOK(MobjFuse))) P_RemoveMobj(mobj); return; } if (mobj->fuse < 0) return; if (mobj->fuse < 6) mobj->frame = (mobj->frame & ~FF_TRANSMASK) | ((10 - (mobj->fuse*2)) << (FF_TRANSSHIFT)); mobj->fuse--; } break; case MT_FINISHFLAG: { if (!mobj->target || mobj->target->player->playerstate == PST_DEAD || !cv_exitmove.value) { P_RemoveMobj(mobj); return; } if (!camera.chase) mobj->flags2 |= MF2_DONTDRAW; else mobj->flags2 &= ~MF2_DONTDRAW; P_UnsetThingPosition(mobj); { fixed_t radius = FixedMul(10*mobj->info->speed, mobj->target->scale); angle_t fa; mobj->angle += FixedAngle(mobj->info->speed); fa = mobj->angle >> ANGLETOFINESHIFT; mobj->x = mobj->target->x + FixedMul(FINECOSINE(fa),radius); mobj->y = mobj->target->y + FixedMul(FINESINE(fa),radius); mobj->z = mobj->target->z + mobj->target->height/2; } P_SetThingPosition(mobj); P_SetScale(mobj, mobj->target->scale); } break; case MT_TUTORIALFLOWER: mobj->angle += FixedAngle(3*FRACUNIT); break; case MT_VWREF: case MT_VWREB: { INT32 strength; ++mobj->movedir; mobj->frame &= ~FF_TRANSMASK; strength = min(mobj->fuse, (INT32)mobj->movedir)*3; if (strength < 10) mobj->frame |= ((10 - strength) << (FF_TRANSSHIFT)); } /* FALLTHRU */ default: if (mobj->fuse) { // Scenery object fuse! Very basic! mobj->fuse--; if (!mobj->fuse) { if (!LUA_HookMobj(mobj, MOBJ_HOOK(MobjFuse))) P_RemoveMobj(mobj); return; } } break; } P_SceneryThinker(mobj); } static boolean P_MobjPushableThink(mobj_t *mobj) { 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->eflags & MFE_TOUCHLAVA) && (mobj->eflags & (MFE_UNDERWATER | MFE_TOUCHWATER))) { P_KillMobj(mobj, NULL, NULL, 0); return false; } return true; } static boolean P_MobjBossThink(mobj_t *mobj) { if (LUA_HookMobj(mobj, MOBJ_HOOK(BossThinker))) { if (P_MobjWasRemoved(mobj)) return false; } else if (P_MobjWasRemoved(mobj)) return false; else switch (mobj->type) { case MT_EGGMOBILE: if (mobj->health < mobj->info->damage + 1 && leveltime & 2) { fixed_t rad = mobj->radius >> FRACBITS; fixed_t hei = mobj->height >> FRACBITS; mobj_t *particle = P_SpawnMobjFromMobj(mobj, P_RandomRange(rad, -rad) << FRACBITS, P_RandomRange(rad, -rad) << FRACBITS, P_RandomRange(hei / 2, hei) << FRACBITS, MT_SMOKE); P_SetObjectMomZ(particle, 2 << FRACBITS, false); particle->momz += mobj->momz; } if (mobj->flags2 & MF2_SKULLFLY) #if 1 P_SpawnGhostMobj(mobj); #else // all the way back from final demo... MT_THOK isn't even the same size anymore! { 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: if (mobj->health < mobj->info->damage + 1 && leveltime & 2) { fixed_t rad = mobj->radius >> FRACBITS; fixed_t hei = mobj->height >> FRACBITS; mobj_t *particle = P_SpawnMobjFromMobj(mobj, P_RandomRange(rad, -rad) << FRACBITS, P_RandomRange(rad, -rad) << FRACBITS, P_RandomRange(hei/2, hei) << FRACBITS, MT_SMOKE); P_SetObjectMomZ(particle, 2 << FRACBITS, false); particle->momz += mobj->momz; } P_Boss2Thinker(mobj); break; case MT_EGGMOBILE3: if (mobj->health < mobj->info->damage + 1 && leveltime & 2) { fixed_t rad = mobj->radius >> FRACBITS; fixed_t hei = mobj->height >> FRACBITS; mobj_t *particle = P_SpawnMobjFromMobj(mobj, P_RandomRange(rad, -rad) << FRACBITS, P_RandomRange(rad, -rad) << FRACBITS, P_RandomRange(hei/2, hei) << FRACBITS, MT_SMOKE); P_SetObjectMomZ(particle, 2 << FRACBITS, false); particle->momz += mobj->momz; } P_Boss3Thinker(mobj); break; case MT_EGGMOBILE4: if (mobj->health < mobj->info->damage + 1 && leveltime & 2) { fixed_t rad = mobj->radius >> FRACBITS; fixed_t hei = mobj->height >> FRACBITS; mobj_t* particle = P_SpawnMobjFromMobj(mobj, P_RandomRange(rad, -rad) << FRACBITS, P_RandomRange(rad, -rad) << FRACBITS, P_RandomRange(hei/2, hei) << FRACBITS, MT_SMOKE); P_SetObjectMomZ(particle, 2 << FRACBITS, false); particle->momz += mobj->momz; } P_Boss4Thinker(mobj); break; case MT_FANG: P_Boss5Thinker(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) { if (mobj->extravalue1) { if (!(--mobj->extravalue1)) { if (mobj->target) { mobj->momz = FixedMul(FixedDiv(mobj->target->z - mobj->z, P_AproxDistance(mobj->x - mobj->target->x, mobj->y - mobj->target->y)), mobj->scale << 1); mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); } else mobj->momz = 8*mobj->scale; } else mobj->angle += mobj->movedir; } else if (mobj->target) P_InstaThrust(mobj, mobj->angle, FixedMul(12*FRACUNIT, mobj->scale)); } if (mobj->type == MT_CYBRAKDEMON && !mobj->health) { if (!(mobj->tics & 1)) { var1 = 2; var2 = 0; A_BossScream(mobj); } if (P_CheckDeathPitCollide(mobj)) { P_RemoveMobj(mobj); return false; } if (mobj->momz && mobj->z + mobj->momz <= mobj->floorz) { S_StartSound(mobj, sfx_befall); if (mobj->state != states + S_CYBRAKDEMON_DIE8) P_SetMobjState(mobj, S_CYBRAKDEMON_DIE8); } } return true; } static boolean P_MobjDeadThink(mobj_t *mobj) { switch (mobj->type) { case MT_BLUESPHERE: if ((mobj->tics >> 2) + 1 > 0 && (mobj->tics >> 2) + 1 <= tr_trans60) // tr_trans50 through tr_trans90, shifting once every second frame mobj->frame = (NUMTRANSMAPS - ((mobj->tics >> 2) + 1)) << FF_TRANSSHIFT; else // tr_trans60 otherwise mobj->frame = tr_trans60 << FF_TRANSSHIFT; break; case MT_EGGCAPSULE: if (mobj->z <= mobj->floorz) { P_RemoveMobj(mobj); return false; } break; case MT_FAKEMOBILE: if (mobj->scale == mobj->destscale) { if (!mobj->fuse) { S_StartSound(mobj, sfx_s3k77); mobj->flags2 |= MF2_DONTDRAW; mobj->fuse = TICRATE; } return false; } if (!mobj->reactiontime) { if (P_RandomChance(FRACUNIT/2)) mobj->movefactor = FRACUNIT; else mobj->movefactor = -FRACUNIT; if (P_RandomChance(FRACUNIT/2)) mobj->movedir = ANG20; else mobj->movedir = -ANG20; mobj->reactiontime = 5; } mobj->momz += mobj->movefactor; mobj->angle += mobj->movedir; P_InstaThrust(mobj, mobj->angle, -mobj->info->speed); mobj->reactiontime--; break; case MT_EGGSHIELD: mobj->flags2 ^= MF2_DONTDRAW; break; case MT_EGGTRAP: // Egg Capsule animal release if (mobj->fuse > 0)// && mobj->fuse < TICRATE-(TICRATE/7)) { INT32 i; fixed_t x, y, z; fixed_t ns; mobj_t* mo2; mobj_t* flicky; z = mobj->subsector->sector->floorheight + FRACUNIT + (P_RandomKey(64) << FRACBITS); for (i = 0; i < 3; i++) { const angle_t fa = P_RandomKey(FINEANGLES) & 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); P_SetMobjStateNF(mo2, S_XPLD_EGGTRAP); // so the flickies don't lose their target if they spawn ns = 4*FRACUNIT; mo2->momx = FixedMul(FINESINE(fa), ns); mo2->momy = FixedMul(FINECOSINE(fa), ns); mo2->angle = fa << ANGLETOFINESHIFT; if (!i && !(mobj->fuse & 2)) S_StartSound(mo2, mobj->info->deathsound); flicky = P_InternalFlickySpawn(mo2, 0, 8*FRACUNIT, false, -1); if (!flicky) break; P_SetTarget(&flicky->target, mo2); flicky->momx = mo2->momx; flicky->momy = mo2->momy; } 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->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 false; } } else // Apply gravity to fall downwards. { if (mobj->player && !(mobj->fuse % 8) && (mobj->player->charflags & SF_MACHINE)) { fixed_t r = mobj->radius >> FRACBITS; mobj_t *explosion = P_SpawnMobj( mobj->x + (P_RandomRange(r, -r) << FRACBITS), mobj->y + (P_RandomRange(r, -r) << FRACBITS), mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS), MT_SONIC3KBOSSEXPLODE); S_StartSound(explosion, sfx_s3kb4); } if (mobj->movedir == DMG_DROWNED) P_SetObjectMomZ(mobj, -FRACUNIT/2, true); // slower fall from drowning else P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true); } break; case MT_METALSONIC_RACE: { if (!(mobj->fuse % 8)) { fixed_t r = mobj->radius >> FRACBITS; mobj_t *explosion = P_SpawnMobj( mobj->x + (P_RandomRange(r, -r) << FRACBITS), mobj->y + (P_RandomRange(r, -r) << FRACBITS), mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS), MT_SONIC3KBOSSEXPLODE); S_StartSound(explosion, sfx_s3kb4); } P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true); } break; default: break; } return true; } // Angle-to-tracer to trigger a linedef exec // See Linedef Exec 457 (Track mobj angle to point) static void P_TracerAngleThink(mobj_t *mobj) { angle_t looking; angle_t ang; if (!mobj->tracer) return; if (!mobj->extravalue2) return; // mobj->lastlook - Don't disable behavior after first failure // mobj->extravalue1 - Angle tolerance // mobj->extravalue2 - Exec tag upon failure // mobj->cvval - Allowable failure delay // mobj->cvmem - Failure timer if (mobj->player) looking = ( mobj->player->cmd.angleturn << 16 );/* fixes CS_LMAOGALOG */ else looking = mobj->angle; ang = looking - R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y); // \todo account for distance between mobj and tracer // Because closer mobjs can be facing beyond the angle tolerance // yet tracer is still in the camera view // failure state: mobj is not facing tracer // Reasaonable defaults: ANGLE_67h, ANGLE_292h if (ang >= (angle_t)mobj->extravalue1 && ang <= ANGLE_MAX - (angle_t)mobj->extravalue1) { if (mobj->cvmem) mobj->cvmem--; else { INT32 exectag = mobj->extravalue2; // remember this before we erase the values if (mobj->lastlook) mobj->cvmem = mobj->cusval; // reset timer for next failure else { // disable after first failure mobj->eflags &= ~MFE_TRACERANGLE; mobj->lastlook = mobj->extravalue1 = mobj->extravalue2 = mobj->cvmem = mobj->cusval = 0; } P_LinedefExecute(exectag, mobj, NULL); } } else mobj->cvmem = mobj->cusval; // reset failure timer } static void P_ArrowThink(mobj_t *mobj) { if (mobj->flags & MF_MISSILE) { // Calculate the angle of movement. /* momz / | / | / | 0------dist(momx,momy) */ fixed_t dist = P_AproxDistance(mobj->momx, mobj->momy); angle_t angle = R_PointToAngle2(0, 0, dist, mobj->momz); if (angle > ANG20 && angle <= ANGLE_180) mobj->frame = 2; else if (angle < ANG340 && angle > ANGLE_180) mobj->frame = 0; else mobj->frame = 1; if (!(mobj->extravalue1) && (mobj->momz < 0)) { mobj->extravalue1 = 1; S_StartSound(mobj, mobj->info->activesound); } if (leveltime & 1) { mobj_t *dust = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_PARTICLE); dust->tics = 18; dust->scalespeed = 4096; dust->destscale = FRACUNIT/32; } } else mobj->flags2 ^= MF2_DONTDRAW; } static void P_BumbleboreThink(mobj_t *mobj) { statenum_t st = mobj->state - states; if (st == S_BUMBLEBORE_FLY1 || st == S_BUMBLEBORE_FLY2) { if (!mobj->target) P_SetMobjState(mobj, mobj->info->spawnstate); else if (P_MobjFlip(mobj)*((mobj->z + (mobj->height >> 1)) - (mobj->target->z + (mobj->target->height >> 1))) > 0 && R_PointToDist2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) <= 32*FRACUNIT) { mobj->momx >>= 1; mobj->momy >>= 1; if (++mobj->movefactor == 4) { S_StartSound(mobj, mobj->info->seesound); mobj->momx = mobj->momy = mobj->momz = 0; mobj->flags = (mobj->flags|MF_PAIN) & ~MF_NOGRAVITY; P_SetMobjState(mobj, mobj->info->meleestate); } } else mobj->movefactor = 0; } else if (st == S_BUMBLEBORE_RAISE || st == S_BUMBLEBORE_FALL2) // no _FALL1 because it's an 0-tic { if (P_IsObjectOnGround(mobj)) { S_StopSound(mobj); S_StartSound(mobj, mobj->info->attacksound); mobj->flags = (mobj->flags | MF_NOGRAVITY) & ~MF_PAIN; mobj->momx = mobj->momy = mobj->momz = 0; P_SetMobjState(mobj, mobj->info->painstate); } else { mobj->angle += ANGLE_22h; mobj->frame = mobj->state->frame + ((mobj->tics & 2) >> 1); } } else if (st == S_BUMBLEBORE_STUCK2 && mobj->tics < TICRATE) mobj->frame = mobj->state->frame + ((mobj->tics & 2) >> 1); } static boolean P_HangsterThink(mobj_t *mobj) { statenum_t st = mobj->state - states; //ghost image trail when flying down if (st == S_HANGSTER_SWOOP1 || st == S_HANGSTER_SWOOP2) { P_SpawnGhostMobj(mobj); //curve when in line with target, otherwise curve to avoid crashing into floor if ((mobj->z - mobj->floorz <= 80*FRACUNIT) || (mobj->target && (mobj->z - mobj->target->z <= 80*FRACUNIT))) P_SetMobjState(mobj, (st = S_HANGSTER_ARC1)); } //swoop arc movement stuff if (st == S_HANGSTER_ARC1) { A_FaceTarget(mobj); P_Thrust(mobj, mobj->angle, 1*FRACUNIT); } else if (st == S_HANGSTER_ARC2) P_Thrust(mobj, mobj->angle, 2*FRACUNIT); else if (st == S_HANGSTER_ARC3) P_Thrust(mobj, mobj->angle, 4*FRACUNIT); //if movement has stopped while flying (like hitting a wall), fly up immediately else if (st == S_HANGSTER_FLY1 && !mobj->momx && !mobj->momy) { mobj->extravalue1 = 0; P_SetMobjState(mobj, S_HANGSTER_ARCUP1); } //after swooping back up, check for ceiling else if ((st == S_HANGSTER_RETURN1 || st == S_HANGSTER_RETURN2) && mobj->momz == 0 && mobj->ceilingz == (mobj->z + mobj->height)) { P_SetMobjState(mobj, (st = S_HANGSTER_RETURN3)); mobj->momx = mobj->momy = 0; } //should you roost on a ceiling with F_SKY1 as its flat, disappear forever if (st == S_HANGSTER_RETURN3 && mobj->momz == 0 && mobj->ceilingz == (mobj->z + mobj->height) && mobj->subsector->sector->ceilingpic == skyflatnum && mobj->subsector->sector->ceilingheight == mobj->ceilingz) { P_RemoveMobj(mobj); return false; } return true; } static boolean P_JetFume1Think(mobj_t *mobj) { 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 false; } 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) { boolean dashmod = ((mobj->target->flags & MF_PAIN) && (mobj->target->health <= mobj->target->info->damage)); 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; mobj->destscale = mobj->target->scale; if (!(dashmod && mobj->target->state == states + S_METALSONIC_BOUNCE)) { mobj->destscale = (mobj->destscale + FixedDiv(R_PointToDist2(0, 0, mobj->target->momx, mobj->target->momy), 36*mobj->target->scale))/3; } 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); if (dashmod) { mobj->color = SKINCOLOR_SUNSET; if (mobj->target->movecount == 3 && !mobj->target->reactiontime && (mobj->target->movedir == 0 || mobj->target->movedir == 2)) P_SpawnGhostMobj(mobj); } else mobj->color = SKINCOLOR_ICY; } mobj->fuse++; return true; } static boolean P_EggRobo1Think(mobj_t *mobj) { #define SPECTATORRADIUS (96*mobj->scale) if (!(mobj->flags2 & MF2_STRONGBOX)) { mobj->cusval = mobj->x; // eat my SOCs, p_mobj.h warning, we have lua now mobj->cvmem = mobj->y; // ditto mobj->movedir = mobj->angle; mobj->threshold = P_MobjFlip(mobj)*10*mobj->scale; if (mobj->threshold < 0) mobj->threshold += (mobj->ceilingz - mobj->height); else mobj->threshold += mobj->floorz; var1 = 4; A_BossJetFume(mobj); mobj->flags2 |= MF2_STRONGBOX; } if (mobj->state == &states[mobj->info->deathstate]) // todo: make map actually set health to 0 for these { if (mobj->movecount) { if (!(--mobj->movecount)) S_StartSound(mobj, mobj->info->deathsound); } else { mobj->momz += P_MobjFlip(mobj)*mobj->scale; if (mobj->momz > 0) { if (mobj->z + mobj->momz > mobj->ceilingz + (1000 << FRACBITS)) { P_RemoveMobj(mobj); return false; } } else if (mobj->z + mobj->height + mobj->momz < mobj->floorz - (1000 << FRACBITS)) { P_RemoveMobj(mobj); return false; } } } else { fixed_t basex = mobj->cusval, basey = mobj->cvmem; if (mobj->spawnpoint && mobj->spawnpoint->args[0] != TMED_NONE) { angle_t sideang = mobj->movedir + ((mobj->spawnpoint->args[0] == TMED_LEFT) ? ANGLE_90 : -ANGLE_90); fixed_t oscillate = FixedMul(FINESINE(((leveltime * ANG1) >> (ANGLETOFINESHIFT + 2)) & FINEMASK), 250*mobj->scale); basex += P_ReturnThrustX(mobj, sideang, oscillate); basey += P_ReturnThrustY(mobj, sideang, oscillate); } mobj->z = mobj->threshold + FixedMul(FINESINE(((leveltime + mobj->movecount)*ANG2 >> (ANGLETOFINESHIFT - 2)) & FINEMASK), 8*mobj->scale); if (mobj->state != &states[mobj->info->meleestate]) { boolean didmove = false; if (mobj->state == &states[mobj->info->spawnstate]) { UINT8 i; fixed_t dist = INT32_MAX; for (i = 0; i < MAXPLAYERS; i++) { fixed_t compdist; if (!playeringame[i]) continue; if (players[i].spectator) continue; if (!players[i].mo) continue; if (!players[i].mo->health) continue; if (P_PlayerInPain(&players[i])) continue; if (players[i].mo->z > mobj->z + mobj->height + 8*mobj->scale) continue; if (players[i].mo->z + players[i].mo->height < mobj->z - 8*mobj->scale) continue; compdist = P_AproxDistance( players[i].mo->x + players[i].mo->momx - basex, players[i].mo->y + players[i].mo->momy - basey); if (compdist >= dist) continue; dist = compdist; P_SetTarget(&mobj->target, players[i].mo); } if (dist < (SPECTATORRADIUS << 1)) { didmove = true; mobj->frame = 3 + ((leveltime & 2) >> 1); mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); if (P_AproxDistance( mobj->x - basex, mobj->y - basey) < mobj->scale) S_StartSound(mobj, mobj->info->seesound); P_MoveOrigin(mobj, (15*(mobj->x >> 4)) + (basex >> 4) + P_ReturnThrustX(mobj, mobj->angle, SPECTATORRADIUS >> 4), (15*(mobj->y >> 4)) + (basey >> 4) + P_ReturnThrustY(mobj, mobj->angle, SPECTATORRADIUS >> 4), mobj->z); } else { angle_t diff = (mobj->movedir - mobj->angle); if (diff > ANGLE_180) diff = InvAngle(InvAngle(diff)/8); else diff /= 8; mobj->angle += diff; dist = FINECOSINE(((leveltime + mobj->movecount)*ANG2 >> (ANGLETOFINESHIFT - 2)) & FINEMASK); if (abs(dist) < FRACUNIT/2) mobj->frame = 0; else mobj->frame = (dist > 0) ? 1 : 2; } } if (!didmove) { if (P_AproxDistance(mobj->x - basex, mobj->y - basey) < mobj->scale) P_MoveOrigin(mobj, basex, basey, mobj->z); else P_MoveOrigin(mobj, (15*(mobj->x >> 4)) + (basex >> 4), (15*(mobj->y >> 4)) + (basey >> 4), mobj->z); } } } return true; #undef SPECTATORRADIUS } static void P_NiGHTSDroneThink(mobj_t *mobj) { mobj_t *goalpost = NULL; mobj_t *sparkle = NULL; mobj_t *droneman = NULL; boolean flip = mobj->flags2 & MF2_OBJECTFLIP; boolean topaligned = (mobj->flags & MF_SLIDEME) && !(mobj->flags & MF_GRENADEBOUNCE); boolean middlealigned = (mobj->flags & MF_GRENADEBOUNCE) && !(mobj->flags & MF_SLIDEME); boolean bottomoffsetted = !(mobj->flags & MF_SLIDEME) && !(mobj->flags & MF_GRENADEBOUNCE); boolean flipchanged = false; fixed_t dronemanoffset, goaloffset, sparkleoffset, droneboxmandiff, dronemangoaldiff; if (mobj->target && mobj->target->type == MT_NIGHTSDRONE_GOAL) { goalpost = mobj->target; if (goalpost->target && goalpost->target->type == MT_NIGHTSDRONE_SPARKLING) sparkle = goalpost->target; if (goalpost->tracer && goalpost->tracer->type == MT_NIGHTSDRONE_MAN) droneman = goalpost->tracer; } if (!goalpost || !sparkle || !droneman) return; // did NIGHTSDRONE position, scale, flip, or flags change? all elements need to be synced droneboxmandiff = max(mobj->height - droneman->height, 0); dronemangoaldiff = max(droneman->height - goalpost->height, 0); if (!(goalpost->flags2 & MF2_OBJECTFLIP) && (mobj->flags2 & MF2_OBJECTFLIP)) { goalpost->eflags |= MFE_VERTICALFLIP; goalpost->flags2 |= MF2_OBJECTFLIP; sparkle->eflags |= MFE_VERTICALFLIP; sparkle->flags2 |= MF2_OBJECTFLIP; droneman->eflags |= MFE_VERTICALFLIP; droneman->flags2 |= MF2_OBJECTFLIP; flipchanged = true; } else if ((goalpost->flags2 & MF2_OBJECTFLIP) && !(mobj->flags2 & MF2_OBJECTFLIP)) { goalpost->eflags &= ~MFE_VERTICALFLIP; goalpost->flags2 &= ~MF2_OBJECTFLIP; sparkle->eflags &= ~MFE_VERTICALFLIP; sparkle->flags2 &= ~MF2_OBJECTFLIP; droneman->eflags &= ~MFE_VERTICALFLIP; droneman->flags2 &= ~MF2_OBJECTFLIP; flipchanged = true; } if (goalpost->destscale != mobj->destscale || goalpost->movefactor != mobj->z || goalpost->friction != mobj->height || flipchanged || goalpost->threshold != (INT32)(mobj->flags & (MF_SLIDEME|MF_GRENADEBOUNCE))) { goalpost->destscale = sparkle->destscale = droneman->destscale = mobj->destscale; // straight copy-pasta from P_SpawnMapThing, case MT_NIGHTSDRONE if (!flip) { if (topaligned) // Align droneman to top of hitbox { dronemanoffset = droneboxmandiff; goaloffset = dronemangoaldiff/2 + dronemanoffset; } else if (middlealigned) // Align droneman to center of hitbox { dronemanoffset = droneboxmandiff/2; goaloffset = dronemangoaldiff/2 + dronemanoffset; } else if (bottomoffsetted) { dronemanoffset = 24*FRACUNIT; goaloffset = dronemangoaldiff + dronemanoffset; } else { dronemanoffset = 0; goaloffset = dronemangoaldiff/2 + dronemanoffset; } sparkleoffset = goaloffset - FixedMul(15*FRACUNIT, mobj->scale); } else { if (topaligned) // Align droneman to top of hitbox { dronemanoffset = 0; goaloffset = dronemangoaldiff/2 + dronemanoffset; } else if (middlealigned) // Align droneman to center of hitbox { dronemanoffset = droneboxmandiff/2; goaloffset = dronemangoaldiff/2 + dronemanoffset; } else if (bottomoffsetted) { dronemanoffset = droneboxmandiff - FixedMul(24*FRACUNIT, mobj->scale); goaloffset = dronemangoaldiff + dronemanoffset; } else { dronemanoffset = droneboxmandiff; goaloffset = dronemangoaldiff/2 + dronemanoffset; } sparkleoffset = goaloffset + FixedMul(15*FRACUNIT, mobj->scale); } P_MoveOrigin(goalpost, mobj->x, mobj->y, mobj->z + goaloffset); P_MoveOrigin(sparkle, mobj->x, mobj->y, mobj->z + sparkleoffset); if (goalpost->movefactor != mobj->z || goalpost->friction != mobj->height) { P_MoveOrigin(droneman, mobj->x, mobj->y, mobj->z + dronemanoffset); goalpost->movefactor = mobj->z; goalpost->friction = mobj->height; } goalpost->threshold = mobj->flags & (MF_SLIDEME|MF_GRENADEBOUNCE); } else { if (goalpost->x != mobj->x || goalpost->y != mobj->y) { P_MoveOrigin(goalpost, mobj->x, mobj->y, goalpost->z); P_MoveOrigin(sparkle, mobj->x, mobj->y, sparkle->z); } if (droneman->x != mobj->x || droneman->y != mobj->y) P_MoveOrigin(droneman, mobj->x, mobj->y, droneman->z >= mobj->floorz && droneman->z <= mobj->ceilingz ? droneman->z : mobj->z); } // now toggle states! // GOAL mode? if (sparkle->state >= &states[S_NIGHTSDRONE_SPARKLING1] && sparkle->state <= &states[S_NIGHTSDRONE_SPARKLING16]) { INT32 i; boolean bonustime = false; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].bonustime && players[i].powers[pw_carry] == CR_NIGHTSMODE) { bonustime = true; break; } if (!bonustime) { CONS_Debug(DBG_NIGHTSBASIC, "Removing goal post\n"); if (goalpost && goalpost->state != &states[S_INVISIBLE]) P_SetMobjState(goalpost, S_INVISIBLE); if (sparkle && sparkle->state != &states[S_INVISIBLE]) P_SetMobjState(sparkle, S_INVISIBLE); } } // Invisible/bouncing mode. else { INT32 i; boolean bonustime = false; fixed_t zcomp; // Bouncy bouncy! if (!flip) { if (topaligned) zcomp = droneboxmandiff + mobj->z; else if (middlealigned) zcomp = (droneboxmandiff/2) + mobj->z; else if (bottomoffsetted) zcomp = mobj->z + FixedMul(24*FRACUNIT, mobj->scale); else zcomp = mobj->z; } else { if (topaligned) zcomp = mobj->z; else if (middlealigned) zcomp = (droneboxmandiff/2) + mobj->z; else if (bottomoffsetted) zcomp = mobj->z + droneboxmandiff - FixedMul(24*FRACUNIT, mobj->scale); else zcomp = mobj->z + droneboxmandiff; } droneman->angle += ANG10; if (!flip && droneman->z <= zcomp) droneman->momz = FixedMul(5*FRACUNIT, droneman->scale); else if (flip && droneman->z >= zcomp) droneman->momz = FixedMul(-5*FRACUNIT, droneman->scale); // state switching logic for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].bonustime && players[i].powers[pw_carry] == CR_NIGHTSMODE) { bonustime = true; break; } if (bonustime) { CONS_Debug(DBG_NIGHTSBASIC, "Adding goal post\n"); if (!(droneman->flags2 & MF2_DONTDRAW)) droneman->flags2 |= MF2_DONTDRAW; if (goalpost->state == &states[S_INVISIBLE]) P_SetMobjState(goalpost, mobjinfo[goalpost->type].meleestate); if (sparkle->state == &states[S_INVISIBLE]) P_SetMobjState(sparkle, mobjinfo[sparkle->type].meleestate); } else if (!G_IsSpecialStage(gamemap)) { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].powers[pw_carry] != CR_NIGHTSMODE) { bonustime = true; // variable reuse break; } if (bonustime) { // show droneman if at least one player is non-nights if (goalpost->state != &states[S_INVISIBLE]) P_SetMobjState(goalpost, S_INVISIBLE); if (sparkle->state != &states[S_INVISIBLE]) P_SetMobjState(sparkle, S_INVISIBLE); if (droneman->state != &states[mobjinfo[droneman->type].meleestate]) P_SetMobjState(droneman, mobjinfo[droneman->type].meleestate); if (droneman->flags2 & MF2_DONTDRAW) droneman->flags2 &= ~MF2_DONTDRAW; } else { // else, hide it if (!(droneman->flags2 & MF2_DONTDRAW)) droneman->flags2 |= MF2_DONTDRAW; } } } } static boolean P_TurretThink(mobj_t *mobj) { P_MobjCheckWater(mobj); P_CheckPosition(mobj, mobj->x, mobj->y); if (P_MobjWasRemoved(mobj)) return false; mobj->floorz = tmfloorz; mobj->ceilingz = tmceilingz; mobj->floorrover = tmfloorrover; mobj->ceilingrover = tmceilingrover; 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; } return true; } static void P_SaloonDoorThink(mobj_t *mobj) { fixed_t x = mobj->tracer->x; fixed_t y = mobj->tracer->y; fixed_t z = mobj->tracer->z; angle_t oang = FixedAngle(mobj->extravalue1); angle_t fa = (oang >> ANGLETOFINESHIFT) & FINEMASK; fixed_t c0 = -96*FINECOSINE(fa); fixed_t s0 = -96*FINESINE(fa); angle_t fma; fixed_t c, s; angle_t angdiff; // Adjust angular speed fixed_t da = AngleFixed(mobj->angle - oang); if (da > 180*FRACUNIT) da -= 360*FRACUNIT; mobj->extravalue2 = 8*(mobj->extravalue2 - da/32)/9; // Update angle mobj->angle += FixedAngle(mobj->extravalue2); angdiff = mobj->angle - FixedAngle(mobj->extravalue1); if (angdiff > (ANGLE_90 - ANG2) && angdiff < ANGLE_180) { mobj->angle = FixedAngle(mobj->extravalue1) + (ANGLE_90 - ANG2); mobj->extravalue2 /= 2; } else if (angdiff < (ANGLE_270 + ANG2) && angdiff >= ANGLE_180) { mobj->angle = FixedAngle(mobj->extravalue1) + (ANGLE_270 + ANG2); mobj->extravalue2 /= 2; } // Update position fma = (mobj->angle >> ANGLETOFINESHIFT) & FINEMASK; c = 48*FINECOSINE(fma); s = 48*FINESINE(fma); P_MoveOrigin(mobj, x + c0 + c, y + s0 + s, z); } static void P_PyreFlyThink(mobj_t *mobj) { fixed_t hdist; mobj->extravalue1 = (mobj->extravalue1 + 3) % 360; mobj->z += FINESINE(((mobj->extravalue1 * ANG1) >> ANGLETOFINESHIFT) & FINEMASK); if (!(mobj->flags2 & MF2_BOSSNOTRAP)) P_LookForPlayers(mobj, true, false, 1500*FRACUNIT); if (!mobj->target) return; if (mobj->extravalue2 == 1) P_PyreFlyBurn(mobj, 0, 20, MT_SMOKE, 4*FRACUNIT); else if (mobj->extravalue2 == 2) { INT32 fireradius = min(100 - mobj->fuse, 52); P_PyreFlyBurn(mobj, P_RandomRange(0, fireradius) << FRACBITS, 20, MT_FLAMEPARTICLE, 4*FRACUNIT); P_PyreFlyBurn(mobj, fireradius*FRACUNIT, 40, MT_PYREFLY_FIRE, 0); } hdist = R_PointToDist2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); if (hdist > 1500*FRACUNIT) { mobj->flags2 &= ~MF2_BOSSNOTRAP; P_SetTarget(&mobj->target, NULL); return; } if (!(mobj->flags2 & MF2_BOSSNOTRAP) && hdist <= 450*FRACUNIT) mobj->flags2 |= MF2_BOSSNOTRAP; if (!(mobj->flags2 & MF2_BOSSNOTRAP)) return; if (hdist < 1000*FRACUNIT) { //Aim for player z position. If too close to floor/ceiling, aim just above/below them. fixed_t destz = min(max(mobj->target->z, mobj->target->floorz + 70*FRACUNIT), mobj->target->ceilingz - 80*FRACUNIT - mobj->height); fixed_t dist = P_AproxDistance(hdist, destz - mobj->z); P_InstaThrust(mobj, R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y), 2*FRACUNIT); mobj->momz = FixedMul(FixedDiv(destz - mobj->z, dist), 2*FRACUNIT); } else { mobj->momx = 0; mobj->momy = 0; mobj->momz = 0; } } static void P_PterabyteThink(mobj_t *mobj) { if (mobj->extravalue1 & 4) // Cooldown after grabbing { if (mobj->movefactor) mobj->movefactor--; else { P_SetTarget(&mobj->target, NULL); mobj->extravalue1 &= 3; } } if ((mobj->extravalue1 & 3) == 0) // Hovering { fixed_t vdist, hdist, time; fixed_t hspeed = 3*mobj->info->speed; angle_t fa; var1 = 1; var2 = 0; A_CapeChase(mobj); if (mobj->target) return; // Still carrying a player or in cooldown P_LookForPlayers(mobj, true, false, 256*FRACUNIT); if (!mobj->target) return; if (mobj->target->player->powers[pw_flashing]) { P_SetTarget(&mobj->target, NULL); return; } vdist = mobj->z - mobj->target->z - mobj->target->height; if (P_MobjFlip(mobj)*vdist <= 0) { P_SetTarget(&mobj->target, NULL); return; } hdist = R_PointToDist2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); if (hdist > 450*FRACUNIT) { P_SetTarget(&mobj->target, NULL); return; } P_SetMobjState(mobj, S_PTERABYTE_SWOOPDOWN); mobj->extravalue1++; S_StartSound(mobj, mobj->info->attacksound); time = FixedDiv(hdist, hspeed); mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); fa = (mobj->angle >> ANGLETOFINESHIFT) & FINEMASK; mobj->momx = FixedMul(FINECOSINE(fa), hspeed); mobj->momy = FixedMul(FINESINE(fa), hspeed); mobj->momz = -2*FixedDiv(vdist, time); mobj->extravalue2 = -FixedDiv(mobj->momz, time); //Z accel mobj->movecount = time >> FRACBITS; mobj->reactiontime = mobj->movecount; } else if ((mobj->extravalue1 & 3) == 1) // Swooping { mobj->reactiontime--; mobj->momz += mobj->extravalue2; if (mobj->reactiontime) return; if (mobj->state - states == S_PTERABYTE_SWOOPDOWN) { P_SetMobjState(mobj, S_PTERABYTE_SWOOPUP); mobj->reactiontime = mobj->movecount; } else if (mobj->state - states == S_PTERABYTE_SWOOPUP) { P_SetMobjState(mobj, S_PTERABYTE_FLY1); mobj->extravalue1++; if (mobj->target && mobj->target->tracer != mobj) P_SetTarget(&mobj->target, NULL); // Failed to grab the target mobj->momx = mobj->momy = mobj->momz = 0; } } else // Returning { var1 = 2*mobj->info->speed; var2 = 1; A_HomingChase(mobj); if (P_AproxDistance(mobj->x - mobj->tracer->x, mobj->y - mobj->tracer->y) <= mobj->info->speed) { mobj->extravalue1 -= 2; mobj->momx = mobj->momy = mobj->momz = 0; } } } static void P_DragonbomberThink(mobj_t *mobj) { #define DRAGONTURNSPEED ANG2 mobj->movecount = (mobj->movecount + 9) % 360; P_SetObjectMomZ(mobj, 4*FINESINE(((mobj->movecount*ANG1) >> ANGLETOFINESHIFT) & FINEMASK), false); if (mobj->threshold > 0) // are we dropping mines? { mobj->threshold--; if (mobj->threshold == 0) // if the timer hits 0, look for a mine to drop! { mobj_t *segment = mobj; while (segment->tracer != NULL && !P_MobjWasRemoved(segment->tracer) && segment->tracer->state == &states[segment->tracer->info->spawnstate]) segment = segment->tracer; if (segment != mobj) // found an unactivated segment? { mobj_t *mine = P_SpawnMobjFromMobj(segment, 0, 0, 0, segment->info->painchance); mine->angle = segment->angle; P_InstaThrust(mine, mobj->angle, P_AproxDistance(mobj->momx, mobj->momy) >> 1); P_SetObjectMomZ(mine, -2*FRACUNIT, true); S_StartSound(mine, mine->info->seesound); P_SetMobjState(segment, segment->info->raisestate); mobj->threshold = mobj->info->painchance; } } } if (mobj->target) // Are we chasing a player? { fixed_t dist = P_AproxDistance(mobj->x - mobj->target->x, mobj->y - mobj->target->y); if (dist > 2000*mobj->scale) // Not anymore! P_SetTarget(&mobj->target, NULL); else { fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale); fixed_t z = mobj->target->z + (mobj->height >> 1) + (mobj->flags & MFE_VERTICALFLIP ? -128*mobj->scale : 128*mobj->scale + mobj->target->height); angle_t diff = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) - mobj->angle; if (diff > ANGLE_180) mobj->angle -= DRAGONTURNSPEED; else mobj->angle += DRAGONTURNSPEED; if (!mobj->threshold && dist < 512*mobj->scale) // Close enough to drop bombs { mobj->threshold = mobj->info->painchance; } mobj->momz += max(min(z - mobj->z, vspeed), -vspeed); } } else // Can we find a player to chase? { if (mobj->tracer == NULL || mobj->tracer->state != &states[mobj->tracer->info->spawnstate] || !P_LookForPlayers(mobj, true, false, 2000*mobj->scale)) // if not, circle around the spawnpoint { if (!mobj->spawnpoint) // unless we don't have one, in which case uhhh just circle around wherever we currently are I guess?? mobj->angle += DRAGONTURNSPEED; else { boolean flip = mobj->spawnpoint->options & MTF_OBJECTFLIP; fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale); fixed_t x = mobj->spawnpoint->x << FRACBITS; fixed_t y = mobj->spawnpoint->y << FRACBITS; fixed_t z = (flip ? P_GetSectorCeilingZAt : P_GetSectorFloorZAt)(R_PointInSubsector(x, y)->sector, x, y) + (flip ? -1 : 1)*(mobj->spawnpoint->z << FRACBITS); angle_t diff = R_PointToAngle2(mobj->x, mobj->y, x, y) - mobj->angle; if (diff > ANGLE_180) mobj->angle -= DRAGONTURNSPEED; else mobj->angle += DRAGONTURNSPEED; mobj->momz += max(min(z - mobj->z, vspeed), -vspeed); } } } P_InstaThrust(mobj, mobj->angle, FixedMul(mobj->info->speed, mobj->scale)); #undef DRAGONTURNSPEED } static mobj_t *pushmobj; #define PUSH_FACTOR 7 static inline boolean PIT_PushThing(mobj_t *thing) { if (thing->eflags & MFE_PUSHED) return false; if (thing->player && thing->player->powers[pw_carry] == CR_ROPEHANG) return false; if (!pushmobj) return false; if (!pushmobj->spawnpoint) return false; // Allow this to affect pushable objects at some point? if (thing->player && !(thing->flags & (MF_NOGRAVITY|MF_NOCLIP))) { INT32 dist; INT32 speed; INT32 sx = pushmobj->x; INT32 sy = pushmobj->y; INT32 sz = pushmobj->z; fixed_t radius = pushmobj->spawnpoint->args[0] << FRACBITS; if (pushmobj->spawnpoint->args[2] & TMPP_NOZFADE) dist = P_AproxDistance(thing->x - sx, thing->y - sy); else { // Make sure the Z is in range if (thing->z < sz - radius || thing->z > sz + radius) return false; dist = P_AproxDistance(P_AproxDistance(thing->x - sx, thing->y - sy), thing->z - sz); } speed = (abs(pushmobj->spawnpoint->args[1]) - ((dist>>FRACBITS)>>1))<<(FRACBITS - PUSH_FACTOR - 1); // If speed <= 0, you're outside the effective radius. You also have // to be able to see the push/pull source point. // Written with bits and pieces of P_HomingAttack if ((speed > 0) && (P_CheckSight(thing, pushmobj))) { fixed_t tmpmomx, tmpmomy, tmpmomz; if (pushmobj->spawnpoint->args[2] & TMPP_PUSHZ) { tmpmomx = FixedMul(FixedDiv(sx - thing->x, dist), speed); tmpmomy = FixedMul(FixedDiv(sy - thing->y, dist), speed); tmpmomz = FixedMul(FixedDiv(sz - thing->z, dist), speed); } else { angle_t pushangle = R_PointToAngle2(thing->x, thing->y, sx, sy) >> ANGLETOFINESHIFT; tmpmomx = FixedMul(speed, FINECOSINE(pushangle)); tmpmomy = FixedMul(speed, FINESINE(pushangle)); tmpmomz = 0; } if (pushmobj->spawnpoint->args[1] > 0) // away! { tmpmomx *= -1; tmpmomy *= -1; tmpmomz *= -1; } thing->momx += tmpmomx; thing->momy += tmpmomy; thing->momz += tmpmomz; if (thing->player) { thing->player->cmomx += tmpmomx; thing->player->cmomy += tmpmomy; thing->player->cmomx = FixedMul(thing->player->cmomx, 0xe800); thing->player->cmomy = FixedMul(thing->player->cmomy, 0xe800); } } } if (!(pushmobj->spawnpoint->args[2] & TMPP_NONEXCLUSIVE)) thing->eflags |= MFE_PUSHED; return true; } static void P_PointPushThink(mobj_t *mobj) { INT32 xl, xh, yl, yh, bx, by; fixed_t radius; if (!mobj->spawnpoint) return; // Seek out all pushable things within the force radius of this // point pusher. Crosses sectors, so use blockmap. radius = mobj->spawnpoint->args[0] << FRACBITS; pushmobj = mobj; xl = (unsigned)(mobj->x - radius - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; xh = (unsigned)(mobj->x + radius - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; yl = (unsigned)(mobj->y - radius - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; yh = (unsigned)(mobj->y + radius - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) P_BlockThingsIterator(bx, by, PIT_PushThing); } static boolean P_MobjRegularThink(mobj_t *mobj) { if ((mobj->flags & MF_ENEMY) && (mobj->state->nextstate == mobj->info->spawnstate && mobj->tics == 1)) mobj->flags2 &= ~MF2_FRET; if (mobj->eflags & MFE_TRACERANGLE) P_TracerAngleThink(mobj); switch (mobj->type) { case MT_WALLSPIKEBASE: if (!mobj->target) { P_RemoveMobj(mobj); return false; } mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK); #if 0 if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle { mobj_t* target = mobj->target; // shortcut const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale); P_UnsetThingPosition(mobj); mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius); mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius); P_SetThingPosition(mobj); mobj->angle = target->angle + ANGLE_90; } #endif break; case MT_FALLINGROCK: // Despawn rocks here in case zmovement code can't do so (blame slopes) if (!mobj->momx && !mobj->momy && !mobj->momz && ((mobj->eflags & MFE_VERTICALFLIP) ? mobj->z + mobj->height >= mobj->ceilingz : mobj->z <= mobj->floorz)) { P_RemoveMobj(mobj); return false; } P_MobjCheckWater(mobj); break; case MT_ARROW: P_ArrowThink(mobj); break; 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_BUGGLE: mobj->eflags |= MFE_UNDERWATER; //P_MobjCheckWater(mobj); // solely for MFE_UNDERWATER for A_FlickySpawn { 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) { var1 = mobj->info->speed; var2 = 1; // Home in on the target. A_HomingChase(mobj); if (mobj->z < mobj->floorz) mobj->z = mobj->floorz; if (leveltime % mobj->info->painchance == 0) S_StartSound(mobj, mobj->info->activesound); if ((statenum_t)(mobj->state - states) != mobj->info->seestate) P_SetMobjState(mobj, mobj->info->seestate); } else { // Try to find a player P_LookForPlayers(mobj, true, true, mobj->radius*16); mobj->momx >>= 1; mobj->momy >>= 1; mobj->momz >>= 1; if ((statenum_t)(mobj->state - states) != mobj->info->spawnstate) P_SetMobjState(mobj, mobj->info->spawnstate); } } break; case MT_BUMBLEBORE: P_BumbleboreThink(mobj); break; case MT_BIGMINE: mobj->extravalue1 += 3; mobj->extravalue1 %= 360; P_UnsetThingPosition(mobj); mobj->z += FINESINE(mobj->extravalue1*(FINEMASK + 1)/360); P_SetThingPosition(mobj); break; case MT_FLAME: if (mobj->flags2 & MF2_BOSSNOTRAP) { if (!mobj->target || P_MobjWasRemoved(mobj->target)) { if (mobj->tracer && !P_MobjWasRemoved(mobj->tracer)) P_RemoveMobj(mobj->tracer); P_RemoveMobj(mobj); return false; } mobj->z = mobj->target->z + mobj->target->momz; if (!(mobj->eflags & MFE_VERTICALFLIP)) mobj->z += mobj->target->height; } if (mobj->tracer && !P_MobjWasRemoved(mobj->tracer)) { mobj->tracer->z = mobj->z + P_MobjFlip(mobj)*20*mobj->scale; if (mobj->eflags & MFE_VERTICALFLIP) mobj->tracer->z += mobj->height; } break; case MT_WAVINGFLAG1: case MT_WAVINGFLAG2: { fixed_t base = (leveltime << (FRACBITS + 1)); mobj_t *seg = mobj->tracer, *prev = mobj; mobj->movedir = mobj->angle + ((((FINESINE((FixedAngle(base << 1) >> ANGLETOFINESHIFT) & FINEMASK) + FINESINE((FixedAngle(base << 4) >> ANGLETOFINESHIFT) & FINEMASK)) >> 1) + FINESINE((FixedAngle(base*9) >> ANGLETOFINESHIFT) & FINEMASK) + FINECOSINE(((FixedAngle(base*9)) >> ANGLETOFINESHIFT) & FINEMASK)) << 12); //*2^12 while (seg) { seg->movedir = seg->angle; seg->angle = prev->movedir; P_UnsetThingPosition(seg); seg->x = prev->x + P_ReturnThrustX(prev, prev->angle, prev->radius); seg->y = prev->y + P_ReturnThrustY(prev, prev->angle, prev->radius); seg->z = prev->z + prev->height - (seg->scale >> 1); P_SetThingPosition(seg); prev = seg; seg = seg->tracer; } } break; case MT_SPINCUSHION: if (mobj->target && mobj->state - states >= S_SPINCUSHION_AIM1 && mobj->state - states <= S_SPINCUSHION_AIM5) mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y); break; case MT_CRUSHCLAW: if (mobj->state - states == S_CRUSHCLAW_STAY && mobj->target) { mobj_t *chain = mobj->target->target; SINT8 sign = ((mobj->tics & 1) ? mobj->tics : -(SINT8)(mobj->tics)); while (chain) { chain->z = chain->movefactor + sign*mobj->scale; sign = -sign; chain = chain->target; } } break; case MT_SMASHINGSPIKEBALL: mobj->momx = mobj->momy = 0; if (mobj->state - states == S_SMASHSPIKE_FALL && P_IsObjectOnGround(mobj)) { P_SetMobjState(mobj, S_SMASHSPIKE_STOMP1); S_StartSound(mobj, sfx_spsmsh); } else if (mobj->state - states == S_SMASHSPIKE_RISE2 && P_MobjFlip(mobj)*(mobj->z - mobj->movecount) >= 0) { mobj->momz = 0; P_SetMobjState(mobj, S_SMASHSPIKE_FLOAT); } break; case MT_HANGSTER: if (!P_HangsterThink(mobj)) return false; break; case MT_LHRT: mobj->momx = FixedMul(mobj->momx, mobj->extravalue2); mobj->momy = FixedMul(mobj->momy, mobj->extravalue2); 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].spheres > 0) { 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 false; } P_MoveOrigin(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 false; } break; case MT_KOOPA: P_KoopaThinker(mobj); break; case MT_FIREBALL: if (P_AproxDistance(mobj->momx, mobj->momy) <= 16*FRACUNIT) // Once fireballs lose enough speed, kill them { P_KillMobj(mobj, NULL, NULL, 0); return false; } break; case MT_REDRING: if (((mobj->z < mobj->floorz) || (mobj->z + mobj->height > mobj->ceilingz)) && mobj->flags & MF_MISSILE) { P_ExplodeMissile(mobj); return false; } break; case MT_BOSSFLYPOINT: return false; case MT_NIGHTSCORE: mobj->color = (UINT16)(leveltime % SKINCOLOR_WHITE); break; case MT_JETFUME1: if (!P_JetFume1Think(mobj)) return false; 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 false; } P_UnsetThingPosition(mobj); mobj->x = mobj->target->x; mobj->y = mobj->target->y; mobj->z = mobj->target->z - 50*mobj->target->scale; mobj->floorz = mobj->z; mobj->ceilingz = mobj->z + mobj->height; P_SetThingPosition(mobj); } break; case MT_EGGROBO1: if (!P_EggRobo1Think(mobj)) return false; break; case MT_EGGROBO1JET: { if (!mobj->target || P_MobjWasRemoved(mobj->target) // if you have no target || (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 false; } mobj->flags2 ^= MF2_DONTDRAW; P_UnsetThingPosition(mobj); mobj->x = mobj->target->x + P_ReturnThrustX(mobj, mobj->target->angle + ANGLE_90, mobj->movefactor*mobj->target->scale) - P_ReturnThrustX(mobj, mobj->target->angle, 19*mobj->target->scale); mobj->y = mobj->target->y + P_ReturnThrustY(mobj, mobj->target->angle + ANGLE_90, mobj->movefactor*mobj->target->scale) - P_ReturnThrustY(mobj, mobj->target->angle, 19*mobj->target->scale); mobj->z = mobj->target->z; if (mobj->target->eflags & MFE_VERTICALFLIP) mobj->z += (mobj->target->height - mobj->height); mobj->floorz = mobj->z; mobj->ceilingz = mobj->z + mobj->height; P_SetThingPosition(mobj); } break; case MT_NIGHTSDRONE: P_NiGHTSDroneThink(mobj); break; case MT_PLAYER: if (mobj->player) P_PlayerMobjThinker(mobj); return false; 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_REDTEAMRING: case MT_BLUETEAMRING: P_KillRingsInLava(mobj); if (P_MobjWasRemoved(mobj)) return false; /* FALLTHRU */ case MT_COIN: case MT_BLUESPHERE: case MT_BOMBSPHERE: case MT_NIGHTSCHIP: case MT_NIGHTSSTAR: // No need to check water. Who cares? P_RingThinker(mobj); if (mobj->flags2 & MF2_NIGHTSPULL) P_NightsItemChase(mobj); else A_AttractChase(mobj); return false; // Flung items case MT_FLINGRING: P_KillRingsInLava(mobj); if (P_MobjWasRemoved(mobj)) return false; /* FALLTHRU */ case MT_FLINGCOIN: case MT_FLINGBLUESPHERE: case MT_FLINGNIGHTSCHIP: if (mobj->flags2 & MF2_NIGHTSPULL) P_NightsItemChase(mobj); else A_AttractChase(mobj); break; case MT_EMBLEM: if (mobj->flags2 & MF2_NIGHTSPULL) P_NightsItemChase(mobj); break; case MT_SHELL: if (mobj->threshold && mobj->threshold != TICRATE) mobj->threshold--; if (mobj->threshold >= TICRATE) { mobj->angle += ((mobj->movedir == 1) ? ANGLE_22h : ANGLE_337h); P_InstaThrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), (mobj->info->speed*mobj->scale)); } break; case MT_TURRET: if (!P_TurretThink(mobj)) return false; break; case MT_BLUEFLAG: case MT_REDFLAG: if (P_MobjTouchingSectorSpecialFlag(mobj, SSF_RETURNFLAG)) mobj->fuse = 1; // Return to base. break; case MT_SPINDUST: // Spindash dust mobj->momx = FixedMul(mobj->momx, (3*FRACUNIT)/4); // originally 50000 mobj->momy = FixedMul(mobj->momy, (3*FRACUNIT)/4); // same //mobj->momz = mobj->momz+P_MobjFlip(mobj)/3; // no meaningful change in value to be frank if (mobj->state >= &states[S_SPINDUST_BUBBLE1] && mobj->state <= &states[S_SPINDUST_BUBBLE4]) // bubble dust! { P_MobjCheckWater(mobj); if (mobj->watertop != mobj->subsector->sector->floorheight - 1000*FRACUNIT && mobj->z + mobj->height >= mobj->watertop - 5*FRACUNIT) mobj->flags2 |= MF2_DONTDRAW; } break; case MT_TRAINDUSTSPAWNER: if (leveltime % 5 == 0) { mobj_t* traindust = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_PARTICLE); traindust->flags = MF_SCENERY; P_SetMobjState(traindust, S_TRAINDUST); traindust->frame = P_RandomRange(0, 8)|FF_TRANS90; traindust->angle = mobj->angle; traindust->tics = TICRATE*4; traindust->destscale = FRACUNIT*64; traindust->scalespeed = FRACUNIT/24; P_SetScale(traindust, FRACUNIT*6); } break; case MT_TRAINSTEAMSPAWNER: if (leveltime % 5 == 0) { mobj_t *steam = P_SpawnMobj(mobj->x + FRACUNIT*P_SignedRandom()/2, mobj->y + FRACUNIT*P_SignedRandom()/2, mobj->z, MT_PARTICLE); P_SetMobjState(steam, S_TRAINSTEAM); steam->frame = P_RandomRange(0, 1)|FF_TRANS90; steam->tics = TICRATE*8; steam->destscale = FRACUNIT*64; steam->scalespeed = FRACUNIT/8; P_SetScale(steam, FRACUNIT*16); steam->momx = P_SignedRandom()*32; steam->momy = -64*FRACUNIT; steam->momz = 2*FRACUNIT; } break; case MT_CANARIVORE_GAS: { fixed_t momz; if (mobj->flags2 & MF2_AMBUSH) { mobj->momx = FixedMul(mobj->momx, 50*FRACUNIT/51); mobj->momy = FixedMul(mobj->momy, 50*FRACUNIT/51); break; } if (mobj->eflags & MFE_VERTICALFLIP) { if ((mobj->z + mobj->height + mobj->momz) <= mobj->ceilingz) break; } else { if ((mobj->z + mobj->momz) >= mobj->floorz) break; } momz = abs(mobj->momz); if (R_PointToDist2(0, 0, mobj->momx, mobj->momy) < momz) P_InstaThrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), momz); mobj->flags2 |= MF2_AMBUSH; break; } case MT_SALOONDOOR: if (!mobj->tracer) // Door center is gone or not spawned? { P_RemoveMobj(mobj); // Die return false; } P_SaloonDoorThink(mobj); break; case MT_MINECARTSPAWNER: P_HandleMinecartSegments(mobj); if (!mobj->fuse || mobj->fuse > TICRATE) break; if (mobj->fuse == 2) { mobj->fuse = 0; break; } mobj->flags2 ^= MF2_DONTDRAW; break; case MT_LAVAFALLROCK: if (P_IsObjectOnGround(mobj)) P_RemoveMobj(mobj); break; case MT_PYREFLY: P_PyreFlyThink(mobj); break; case MT_PTERABYTE: P_PterabyteThink(mobj); break; case MT_DRAGONBOMBER: P_DragonbomberThink(mobj); break; case MT_MINUS: if (P_IsObjectOnGround(mobj)) mobj->rollangle = 0; else mobj->rollangle = R_PointToAngle2(0, 0, P_MobjFlip(mobj)*mobj->momz, (mobj->scale << 1) - min(abs(mobj->momz), mobj->scale << 1)); break; case MT_PUSH: P_PointPushThink(mobj); break; case MT_SPINFIRE: if (mobj->flags & MF_NOGRAVITY) { if (mobj->eflags & MFE_VERTICALFLIP) mobj->z = mobj->ceilingz - mobj->height; else mobj->z = mobj->floorz; } else if ((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z <= mobj->floorz) || ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height >= mobj->ceilingz)) { mobj->flags |= MF_NOGRAVITY; mobj->momx = 8; // this is a hack which is used to ensure it still behaves as a missile and can damage others mobj->momy = mobj->momz = 0; mobj->z = ((mobj->eflags & MFE_VERTICALFLIP) ? mobj->ceilingz - mobj->height : mobj->floorz); } /* FALLTHRU */ default: // check mobj against possible water content, before movement code P_MobjCheckWater(mobj); // Extinguish fire objects in water if ((mobj->flags & MF_FIRE) && !(mobj->eflags & MFE_TOUCHLAVA) && (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) { P_KillMobj(mobj, NULL, NULL, 0); return false; } break; } return true; } static void P_FiringThink(mobj_t *mobj) { if (!mobj->target) return; if (mobj->health <= 0) return; if (mobj->state->action.acp1 == (actionf_p1)A_Boss1Laser) { if (mobj->state->tics > 1) { var1 = mobj->state->var1; var2 = mobj->state->var2 & 65535; mobj->state->action.acp1(mobj); } } else if (leveltime & 1) // Fire mode { mobj_t *missile; if (mobj->target->player && mobj->target->player->powers[pw_carry] == CR_NIGHTSMODE) { 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); } static void P_MonitorFuseThink(mobj_t *mobj) { mobj_t *newmobj; // Special case for ALL monitors. // If a box's speed is nonzero, it's allowed to respawn as a WRM/SRM. if (mobj->info->speed != 0 && (mobj->flags2 & (MF2_AMBUSH|MF2_STRONGBOX))) { mobjtype_t spawnchance[64]; INT32 numchoices = 0, i = 0; // This define should make it a lot easier to organize and change monitor weights #define SETMONITORCHANCES(type, strongboxamt, weakboxamt) \ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) spawnchance[numchoices++] = type // Type SRM WRM SETMONITORCHANCES(MT_SNEAKERS_BOX, 0, 10); // Super Sneakers SETMONITORCHANCES(MT_INVULN_BOX, 2, 0); // Invincibility SETMONITORCHANCES(MT_WHIRLWIND_BOX, 3, 8); // Whirlwind Shield SETMONITORCHANCES(MT_ELEMENTAL_BOX, 3, 8); // Elemental Shield SETMONITORCHANCES(MT_ATTRACT_BOX, 2, 0); // Attraction Shield SETMONITORCHANCES(MT_FORCE_BOX, 3, 3); // Force Shield SETMONITORCHANCES(MT_ARMAGEDDON_BOX, 2, 0); // Armageddon Shield SETMONITORCHANCES(MT_MIXUP_BOX, 0, 1); // Teleporters SETMONITORCHANCES(MT_RECYCLER_BOX, 0, 1); // Recycler SETMONITORCHANCES(MT_1UP_BOX, 1, 1); // 1-Up // ======================================= // Total 16 32 #undef SETMONITORCHANCES i = P_RandomKey(numchoices); // Gotta love those random numbers! newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, spawnchance[i]); } else newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->type); // Transfer flags2 (ambush, strongbox, objectflip) newmobj->flags2 = mobj->flags2; P_RemoveMobj(mobj); // make sure they disappear } static void P_FlagFuseThink(mobj_t *mobj) { subsector_t *ss; fixed_t x, y, z; mobj_t* flagmo; if (!mobj->spawnpoint) return; x = mobj->spawnpoint->x << FRACBITS; y = mobj->spawnpoint->y << FRACBITS; z = mobj->spawnpoint->z << FRACBITS; ss = R_PointInSubsector(x, y); if (mobj->spawnpoint->options & MTF_OBJECTFLIP) z = ss->sector->ceilingheight - mobjinfo[mobj->type].height - z; else z = ss->sector->floorheight + z; 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 \205Red flag\200 has returned to base.\n")); // Assumedly in splitscreen players will be on opposing teams if (players[consoleplayer].ctfteam == 1 || splitscreen) S_StartSound(NULL, sfx_hoop1); else if (players[consoleplayer].ctfteam == 2) S_StartSound(NULL, sfx_hoop3); redflag = flagmo; } else // MT_BLUEFLAG { if (!(mobj->flags2 & MF2_JUSTATTACKED)) CONS_Printf(M_GetText("The \204Blue flag\200 has returned to base.\n")); // Assumedly in splitscreen players will be on opposing teams if (players[consoleplayer].ctfteam == 2 || splitscreen) S_StartSound(NULL, sfx_hoop1); else if (players[consoleplayer].ctfteam == 1) S_StartSound(NULL, sfx_hoop3); blueflag = flagmo; } } static boolean P_FuseThink(mobj_t *mobj) { if (mobj->type == MT_SNAPPER_HEAD || mobj->type == MT_SNAPPER_LEG || mobj->type == MT_MINECARTSEG) mobj->flags2 ^= MF2_DONTDRAW; mobj->fuse--; if (mobj->fuse) return true; if (LUA_HookMobj(mobj, MOBJ_HOOK(MobjFuse)) || P_MobjWasRemoved(mobj)) ; else if (mobj->info->flags & MF_MONITOR) { P_MonitorFuseThink(mobj); return false; } else 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_LHRT: P_KillMobj(mobj, NULL, NULL, 0); break; case MT_BLUEFLAG: case MT_REDFLAG: P_FlagFuseThink(mobj); P_RemoveMobj(mobj); return false; case MT_FANG: if (mobj->flags2 & MF2_SLIDEPUSH) { var1 = 0; var2 = 0; A_BossDeath(mobj); return false; } P_SetMobjState(mobj, mobj->state->nextstate); if (P_MobjWasRemoved(mobj)) return false; break; case MT_METALSONIC_BATTLE: break; // don't remove case MT_SPIKE: case MT_WALLSPIKE: P_SetMobjState(mobj, mobj->state->nextstate); mobj->fuse = mobj->spawnpoint ? mobj->spawnpoint->args[0] : mobj->info->speed; break; case MT_NIGHTSCORE: P_RemoveMobj(mobj); return false; case MT_LAVAFALL: if (mobj->state - states == S_LAVAFALL_DORMANT) { mobj->fuse = 30; P_SetMobjState(mobj, S_LAVAFALL_TELL); S_StartSound(mobj, mobj->info->seesound); } else if (mobj->state - states == S_LAVAFALL_TELL) { mobj->fuse = 40; P_SetMobjState(mobj, S_LAVAFALL_SHOOT); S_StopSound(mobj); S_StartSound(mobj, mobj->info->attacksound); } else { mobj->fuse = 30; P_SetMobjState(mobj, S_LAVAFALL_DORMANT); S_StopSound(mobj); } return false; case MT_PYREFLY: if (mobj->health <= 0) break; mobj->extravalue2 = (mobj->extravalue2 + 1) % 3; if (mobj->extravalue2 == 0) { P_SetMobjState(mobj, mobj->info->spawnstate); mobj->fuse = 100; S_StopSound(mobj); S_StartSound(mobj, sfx_s3k8c); } else if (mobj->extravalue2 == 1) { mobj->fuse = 50; S_StartSound(mobj, sfx_s3ka3); } else { P_SetMobjState(mobj, mobj->info->meleestate); mobj->fuse = 100; S_StopSound(mobj); S_StartSound(mobj, sfx_s3kc2l); } return false; case MT_PLAYER: break; // don't remove default: P_SetMobjState(mobj, mobj->info->xdeathstate); // will remove the mobj if S_NULL. break; // Looking for monitors? They moved to a special condition above. } return !P_MobjWasRemoved(mobj); } // // P_MobjThinker // void P_MobjThinker(mobj_t *mobj) { I_Assert(mobj != NULL); I_Assert(!P_MobjWasRemoved(mobj)); if (mobj->flags & MF_NOTHINK) return; if ((mobj->flags & MF_BOSS) && mobj->spawnpoint && (bossdisabled & (1<spawnpoint->args[0]))) 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); if (mobj->hnext && P_MobjWasRemoved(mobj->hnext)) P_SetTarget(&mobj->hnext, NULL); if (mobj->hprev && P_MobjWasRemoved(mobj->hprev)) P_SetTarget(&mobj->hprev, NULL); mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG); tmfloorthing = tmhitthing = NULL; // Sector flag MSF_TRIGGERLINE_MOBJ allows ANY mobj to trigger a linedef exec P_CheckMobjTrigger(mobj, false); if (mobj->scale != mobj->destscale) P_MobjScaleThink(mobj); // Slowly scale up/down to reach your destscale. if ((mobj->type == MT_GHOST || mobj->type == MT_THOK) && mobj->fuse > 0) // Not guaranteed to be MF_SCENERY or not MF_SCENERY! { if (mobj->flags2 & MF2_BOSSNOTRAP) // "fast" flag { if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - (2*mobj->fuse)/3) // fade out when nearing the end of fuse... mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - (2*mobj->fuse)/3) << FF_TRANSSHIFT); } else { if ((signed)((mobj->frame & FF_TRANSMASK) >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - mobj->fuse / 2) // fade out when nearing the end of fuse... mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << FF_TRANSSHIFT); } } // Special thinker for scenery objects if (mobj->flags & MF_SCENERY) { P_MobjSceneryThink(mobj); return; } // Check for a Lua thinker first if (!mobj->player) { if (LUA_HookMobj(mobj, MOBJ_HOOK(MobjThinker)) || P_MobjWasRemoved(mobj)) return; } else if (!mobj->player->spectator) { // You cannot short-circuit the player thinker like you can other thinkers. LUA_HookMobj(mobj, MOBJ_HOOK(MobjThinker)); if (P_MobjWasRemoved(mobj)) return; } // 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)) { if (!P_MobjPushableThink(mobj)) return; } else if (mobj->flags & MF_BOSS) { if (!P_MobjBossThink(mobj)) return; } else if (mobj->health <= 0) // Dead things think differently than the living. { if (!P_MobjDeadThink(mobj)) return; } else { if (!P_MobjRegularThink(mobj)) return; } if (P_MobjWasRemoved(mobj)) return; if (mobj->flags2 & MF2_FIRING) P_FiringThink(mobj); if (mobj->type == MT_AMBIENT) { if (leveltime % mobj->health) return; if (mobj->threshold) S_StartSound(mobj, mobj->threshold); return; } // Check fuse if (mobj->fuse && !P_FuseThink(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; } // Sliding physics for slidey mobjs! if (mobj->type == MT_FLINGRING || mobj->type == MT_FLINGCOIN || mobj->type == MT_FLINGBLUESPHERE || mobj->type == MT_FLINGNIGHTSCHIP || 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); } if (mobj->flags & (MF_ENEMY|MF_BOSS) && mobj->health && P_CheckDeathPitCollide(mobj)) // extra pit check in case these didn't have momz { P_KillMobj(mobj, NULL, NULL, DMG_DEATHPIT); return; } // Crush enemies! if (mobj->ceilingz - mobj->floorz < mobj->height) { if (( (mobj->flags & (MF_ENEMY|MF_BOSS) && mobj->flags & MF_SHOOTABLE) || mobj->type == MT_EGGSHIELD) && !(mobj->flags & MF_NOCLIPHEIGHT) && mobj->health > 0) { P_KillMobj(mobj, NULL, NULL, DMG_CRUSHED); 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) { I_Assert(mobj != NULL); I_Assert(!P_MobjWasRemoved(mobj)); P_CheckMobjTrigger(mobj, true); // 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->type == MT_MINECART && mobj->health) { // If player is ded, remove this minecart if (!mobj->target || P_MobjWasRemoved(mobj->target) || !mobj->target->health || !mobj->target->player || mobj->target->player->powers[pw_carry] != CR_MINECART) { P_KillMobj(mobj, NULL, NULL, 0); return; } } 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; mobj->floorrover = tmfloorrover; mobj->ceilingrover = tmceilingrover; } else { mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug mobj->eflags &= ~MFE_JUSTHITFLOOR; } P_CycleMobjState(mobj); } // // GAME SPAWN FUNCTIONS // static fixed_t P_DefaultMobjShadowScale (mobj_t *thing) { switch (thing->type) { case MT_PLAYER: case MT_METALSONIC_RACE: case MT_ROLLOUTROCK: case MT_EGGMOBILE4_MACE: case MT_SMALLMACE: case MT_BIGMACE: case MT_SMALLGRABCHAIN: case MT_BIGGRABCHAIN: case MT_YELLOWSPRINGBALL: case MT_REDSPRINGBALL: return FRACUNIT; case MT_RING: case MT_FLINGRING: case MT_COIN: case MT_FLINGCOIN: case MT_BLUESPHERE: case MT_FLINGBLUESPHERE: case MT_BOMBSPHERE: case MT_REDTEAMRING: case MT_BLUETEAMRING: case MT_REDFLAG: case MT_BLUEFLAG: case MT_EMBLEM: case MT_TOKEN: case MT_EMERALD1: case MT_EMERALD2: case MT_EMERALD3: case MT_EMERALD4: case MT_EMERALD5: case MT_EMERALD6: case MT_EMERALD7: case MT_EMERHUNT: case MT_FLINGEMERALD: return 2*FRACUNIT/3; case MT_FLICKY_01: case MT_FLICKY_02: case MT_FLICKY_03: case MT_FLICKY_04: case MT_FLICKY_05: case MT_FLICKY_06: case MT_FLICKY_07: case MT_FLICKY_08: case MT_FLICKY_09: case MT_FLICKY_10: case MT_FLICKY_11: case MT_FLICKY_12: case MT_FLICKY_13: case MT_FLICKY_14: case MT_FLICKY_15: case MT_FLICKY_16: case MT_SECRETFLICKY_01: case MT_SECRETFLICKY_02: return FRACUNIT; default: if (thing->flags & (MF_ENEMY|MF_BOSS)) return FRACUNIT; else return 0; } } // // P_SpawnMobj // mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) { const mobjinfo_t *info = &mobjinfo[type]; SINT8 sc = -1; state_t *st; mobj_t *mobj; if (type == MT_NULL) { #if 0 #ifdef PARANOIA I_Error("Tried to spawn MT_NULL\n"); #endif return NULL; #endif // Hack: Some code assumes that P_SpawnMobj can never return NULL // So replace MT_NULL with MT_RAY in the meantime // Remove when dealt properly CONS_Debug(DBG_GAMELOGIC, "Tried to spawn MT_NULL, using MT_RAY\n"); type = MT_RAY; } 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 ? info->spawnhealth : 1); mobj->reactiontime = info->reactiontime; mobj->lastlook = -1; // stuff moved in P_enemy.P_LookForPlayer // do not set the state with P_SetMobjState, // because action routines can not be called yet st = &states[info->spawnstate]; mobj->state = st; mobj->tics = st->tics; mobj->sprite = st->sprite; mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits.. P_SetupStateAnimation(mobj, st); mobj->friction = ORIG_FRICTION; mobj->movefactor = FRACUNIT; // 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; // Sprite rendering mobj->blendmode = AST_TRANSLUCENT; mobj->spritexscale = mobj->spriteyscale = mobj->scale; mobj->spritexoffset = mobj->spriteyoffset = 0; mobj->floorspriteslope = NULL; // set subsector and/or block links P_SetThingPosition(mobj); I_Assert(mobj->subsector != NULL); mobj->floorz = P_GetSectorFloorZAt (mobj->subsector->sector, x, y); mobj->ceilingz = P_GetSectorCeilingZAt(mobj->subsector->sector, x, y); mobj->floorrover = NULL; mobj->ceilingrover = NULL; // Tells MobjCheckWater that the water height was not set. mobj->watertop = INT32_MAX; if (z == ONFLOORZ) { mobj->z = mobj->floorz; if (mobj->type == MT_UNIDUS) mobj->z += FixedMul(mobj->info->mass, mobj->scale); // defaults onground if (mobj->z == mobj->floorz) mobj->eflags |= MFE_ONGROUND; } else if (z == ONCEILINGZ) { mobj->z = mobj->ceilingz - mobj->height; if (mobj->type == MT_UNIDUS) mobj->z -= FixedMul(mobj->info->mass, mobj->scale); // defaults onground if (mobj->z + mobj->height == mobj->ceilingz) mobj->eflags |= MFE_ONGROUND; } else mobj->z = z; // Set shadowscale here, before spawn hook so that Lua can change it mobj->shadowscale = P_DefaultMobjShadowScale(mobj); // DANGER! This can cause P_SpawnMobj to return NULL! // Avoid using P_RemoveMobj on the newly created mobj in "MobjSpawn" Lua hooks! if (LUA_HookMobj(mobj, MOBJ_HOOK(MobjSpawn))) { if (P_MobjWasRemoved(mobj)) return NULL; } else if (P_MobjWasRemoved(mobj)) return NULL; else switch (mobj->type) { case MT_ALTVIEWMAN: if (titlemapinaction) mobj->flags &= ~MF_NOTHINK; break; case MT_LOCKONINF: P_SetScale(mobj, (mobj->destscale = 3*mobj->scale)); break; case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE: mobj->fuse = mobj->info->painchance; 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_FAKEMOBILE: case MT_EGGSHIELD: mobj->flags2 |= MF2_INVERTAIMABLE; 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_CRUSHSTACEAN: { mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_CRUSHCLAW); bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);; P_SetTarget(&mobj->tracer, bigmeatyclaw); P_SetTarget(&bigmeatyclaw->tracer, mobj); mobj->reactiontime >>= 1; } break; case MT_BANPYURA: { mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_BANPSPRING); bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);; P_SetTarget(&mobj->tracer, bigmeatyclaw); P_SetTarget(&bigmeatyclaw->tracer, mobj); mobj->reactiontime >>= 1; } break; case MT_BIGMINE: mobj->extravalue1 = FixedHypot(mobj->x, mobj->y)>>FRACBITS; break; case MT_WAVINGFLAG1: case MT_WAVINGFLAG2: { mobj_t *prev = mobj, *cur; UINT8 i; for (i = 0; i <= 16; i++) // probably should be < but staying authentic to the Lua version { cur = P_SpawnMobjFromMobj(mobj, 0, 0, 0, ((mobj->type == MT_WAVINGFLAG1) ? MT_WAVINGFLAGSEG1 : MT_WAVINGFLAGSEG2));; P_SetTarget(&prev->tracer, cur); cur->extravalue1 = i; prev = cur; } } break; case MT_EGGMOBILE2: // Special condition for the 2nd boss. mobj->watertop = mobj->info->speed; break; case MT_EGGMOBILE3: mobj->movefactor = -512*FRACUNIT; mobj->flags2 |= MF2_CLASSICPUSH; break; case MT_EGGMOBILE4: mobj->flags2 |= MF2_INVERTAIMABLE; break; case MT_FLICKY_08: mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_AQUA); break; case MT_BALLOON: mobj->color = SKINCOLOR_RED; break; case MT_EGGROBO1: mobj->movecount = P_RandomKey(13); mobj->color = SKINCOLOR_RUBY + P_RandomKey(numskincolors - SKINCOLOR_RUBY); break; case MT_HIVEELEMENTAL: mobj->extravalue1 = 5; break; case MT_SMASHINGSPIKEBALL: mobj->movecount = mobj->z; break; case MT_SPINBOBERT: { mobj_t *fire; fire = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_SPINBOBERT_FIRE1); P_SetTarget(&fire->target, mobj); P_SetTarget(&mobj->hnext, fire); fire = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_SPINBOBERT_FIRE2); P_SetTarget(&fire->target, mobj); P_SetTarget(&mobj->hprev, fire); } 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_NIGHTSDRONE: nummaprings = -1; // no perfect bonus, rings are free break; case MT_EGGCAPSULE: mobj->reactiontime = 0; mobj->extravalue1 = mobj->cvmem =\ mobj->cusval = mobj->movecount =\ mobj->lastlook = mobj->extravalue2 = -1; break; case MT_REDTEAMRING: mobj->color = skincolor_redteam; break; case MT_BLUETEAMRING: mobj->color = skincolor_blueteam; break; case MT_RING: case MT_COIN: case MT_NIGHTSSTAR: if (nummaprings >= 0) nummaprings++; break; case MT_METALSONIC_RACE: mobj->skin = &skins[5]; /* FALLTHRU */ case MT_METALSONIC_BATTLE: mobj->color = skins[5].prefcolor; sc = 5; break; case MT_FANG: sc = 4; break; case MT_ROSY: sc = 3; break; case MT_CORK: mobj->flags2 |= MF2_SUPERFIRE; break; case MT_FBOMB: mobj->flags2 |= MF2_EXPLOSION; break; case MT_OILLAMP: { mobj_t* overlay = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_OVERLAY); P_SetTarget(&overlay->target, mobj); P_SetMobjState(overlay, S_OILLAMPFLARE); break; } case MT_TNTBARREL: mobj->momx = 1; //stack hack mobj->flags2 |= MF2_INVERTAIMABLE; break; case MT_MINECARTEND: P_SetTarget(&mobj->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_MINECARTENDSOLID)); mobj->tracer->angle = mobj->angle + ANGLE_90; break; case MT_TORCHFLOWER: { mobj_t *fire = P_SpawnMobjFromMobj(mobj, 0, 0, 46*FRACUNIT, MT_FLAME); P_SetTarget(&mobj->target, fire); break; } case MT_PYREFLY: mobj->extravalue1 = (FixedHypot(mobj->x, mobj->y)/FRACUNIT) % 360; mobj->extravalue2 = 0; mobj->fuse = 100; break; case MT_SIGN: P_SetTarget(&mobj->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_OVERLAY)); P_SetTarget(&mobj->tracer->target, mobj); P_SetMobjState(mobj->tracer, S_SIGNBOARD); mobj->tracer->movedir = ANGLE_90; default: break; } if (sc != -1 && !(mobj->flags2 & MF2_SLIDEPUSH)) { UINT8 i; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (players[i].skin == sc) { mobj->color = SKINCOLOR_SILVER; mobj->colorized = true; mobj->flags2 |= MF2_SLIDEPUSH; break; } } } if (!(mobj->flags & MF_NOTHINK)) P_AddThinker(THINK_MOBJ, &mobj->thinker); if (mobj->skin) // correct inadequecies above. { mobj->sprite2 = P_GetSkinSprite2(mobj->skin, (mobj->frame & FF_FRAMEMASK), NULL); mobj->frame &= ~FF_FRAMEMASK; } // 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; astate = st; 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); R_AddMobjInterpolator(mobj); 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.. P_SetupStateAnimation((mobj_t*)mobj, st); // set subsector and/or block links P_SetPrecipitationThingPosition(mobj); mobj->floorz = starting_floorz = P_GetSectorFloorZAt (mobj->subsector->sector, x, y); mobj->ceilingz = P_GetSectorCeilingZAt(mobj->subsector->sector, x, y); mobj->floorrover = NULL; mobj->ceilingrover = NULL; mobj->z = z; mobj->momz = mobjinfo[type].speed; mobj->thinker.function.acp1 = (actionf_p1)P_NullPrecipThinker; P_AddThinker(THINK_PRECIP, &mobj->thinker); CalculatePrecipFloor(mobj); if (mobj->floorz != starting_floorz) mobj->precipflags |= PCF_FOF; else if (mobj->subsector->sector->damagetype == SD_DEATHPITNOTILT || mobj->subsector->sector->damagetype == SD_DEATHPITTILT || mobj->subsector->sector->floorpic == skyflatnum) mobj->precipflags |= PCF_PIT; R_ResetPrecipitationMobjInterpolationState(mobj); 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->precipflags |= PCF_RAIN; //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; } void *P_CreateFloorSpriteSlope(mobj_t *mobj) { if (mobj->floorspriteslope) Z_Free(mobj->floorspriteslope); mobj->floorspriteslope = Z_Calloc(sizeof(pslope_t), PU_LEVEL, NULL); mobj->floorspriteslope->normal.z = FRACUNIT; return (void *)mobj->floorspriteslope; } void P_RemoveFloorSpriteSlope(mobj_t *mobj) { if (mobj->floorspriteslope) Z_Free(mobj->floorspriteslope); mobj->floorspriteslope = NULL; } // // 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); if (P_MobjWasRemoved(mobj)) return; // something already removing this mobj. mobj->thinker.function.acp1 = (actionf_p1)P_RemoveThinkerDelayed; // shh. no recursing. LUA_HookMobj(mobj, MOBJ_HOOK(MobjRemoved)); mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker; // needed for P_UnsetThingPosition, etc. to work. // Rings only, please! if (mobj->spawnpoint && (mobj->type == MT_RING || mobj->type == MT_COIN || mobj->type == MT_NIGHTSSTAR || 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); if (mobj->player && mobj->player->followmobj) { P_RemoveMobj(mobj->player->followmobj); P_SetTarget(&mobj->player->followmobj, NULL); } 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; P_RemoveFloorSpriteSlope(mobj); // 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)); if (mobj->hnext && !P_MobjWasRemoved(mobj->hnext)) P_SetTarget(&mobj->hnext->hprev, mobj->hprev); if (mobj->hprev && !P_MobjWasRemoved(mobj->hprev)) P_SetTarget(&mobj->hprev->hnext, mobj->hnext); P_SetTarget(&mobj->hnext, P_SetTarget(&mobj->hprev, NULL)); // DBG: set everything in mobj_t to 0xFF instead of leaving it. debug memory error. #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 R_RemoveMobjInterpolator(mobj); // free block if (!mobj->thinker.next) { // Uh-oh, the mobj doesn't think, P_RemoveThinker would never go through! INT32 prevreferences; if (!mobj->thinker.references) { Z_Free(mobj); // No refrrences? Can be removed immediately! :D return; } prevreferences = mobj->thinker.references; P_AddThinker(THINK_MOBJ, (thinker_t *)mobj); mobj->thinker.references = prevreferences; } 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 if (((thinker_t *)mobj)->function.acp1 == (actionf_p1)P_NullPrecipThinker) { P_UnsetPrecipThingPosition((precipmobj_t *)mobj); if (precipsector_list) { P_DelPrecipSeclist(precipsector_list); precipsector_list = NULL; } } else { // 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); R_RemoveMobjInterpolator(mobj); // free block // Here we use the same code as R_RemoveThinkerDelayed, but without reference counting (we're removing everything so it shouldn't matter) and without touching currentthinker since we aren't in P_RunThinkers { thinker_t *thinker = (thinker_t *)mobj; thinker_t *next = thinker->next; (next->prev = thinker->prev)->next = next; Z_Free(thinker); } } static CV_PossibleValue_t respawnitemtime_cons_t[] = {{1, "MIN"}, {300, "MAX"}, {0, NULL}}; consvar_t cv_itemrespawntime = CVAR_INIT ("respawnitemtime", "30", CV_SAVE|CV_NETVAR|CV_CHEAT, respawnitemtime_cons_t, NULL); consvar_t cv_itemrespawn = CVAR_INIT ("respawnitem", "On", CV_SAVE|CV_NETVAR, CV_OnOff, NULL); static CV_PossibleValue_t flagtime_cons_t[] = {{0, "MIN"}, {300, "MAX"}, {0, NULL}}; consvar_t cv_flagtime = CVAR_INIT ("flagtime", "30", CV_SAVE|CV_NETVAR|CV_CHEAT, flagtime_cons_t, NULL); void P_SpawnPrecipitation(void) { INT32 i, mrand; fixed_t basex, basey, x, y, height; subsector_t *precipsector = NULL; precipmobj_t *rainmo = NULL; if (dedicated || !(cv_drawdist_precip.value) || curWeather == PRECIP_NONE || curWeather == PRECIP_STORM_NORAIN) 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; x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<>3); y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<>3); precipsector = R_PointInSubsectorOrNull(x, y); // No sector? Stop wasting time, // move on to the next entry in the blockmap if (!precipsector) continue; // 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)) == !(precipsector->sector->flags & MSF_INVERTPRECIP)) 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) == !(precipsector->sector->flags & MSF_INVERTPRECIP)) continue; rainmo = P_SpawnRainMobj(x, y, height, MT_RAIN); if (curWeather == PRECIP_BLANK) rainmo->precipflags |= PCF_INVISIBLE; } // 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 (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); } } /** Returns corresponding mobj type from mapthing number. * \param mthingtype Mapthing number in question. * \return Mobj type; MT_UNKNOWN if nothing found. */ mobjtype_t P_GetMobjtype(UINT16 mthingtype) { mobjtype_t i; for (i = 0; i < NUMMOBJTYPES; i++) if (mthingtype == mobjinfo[i].doomednum) return i; return MT_UNKNOWN; } // // P_RespawnSpecials // void P_RespawnSpecials(void) { mapthing_t *mthing = NULL; // only respawn items when cv_itemrespawn is on if (!(netgame || multiplayer) // Never respawn in single player || (maptol & TOL_NIGHTS) // Never respawn in NiGHTs || !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) P_SpawnMapThing(mthing); // 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, false); // spawn as spectator determination if (!G_GametypeHasSpectators()) { p->spectator = p->outofcoop = (((multiplayer || netgame) && G_CoopGametype()) // only question status in coop && ((leveltime > 0 && ((G_IsSpecialStage(gamemap)) // late join special stage || (cv_coopstarposts.value == 2 && (p->jointime < 1 || p->outofcoop)))) // late join or die in new coop || (!P_GetLives(p) && p->lives <= 0))); // game over and can't redistribute lives } else { p->outofcoop = false; if (netgame && p->jointime < 1) { // Averted by GTR_NOSPECTATORSPAWN. p->spectator = (gametyperules & GTR_NOSPECTATORSPAWN) ? false : 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; } if ((netgame || multiplayer) && ((gametyperules & GTR_SPAWNINVUL) || leveltime) && !p->spectator && !(maptol & TOL_NIGHTS)) p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent mobj = P_SpawnMobj(0, 0, 0, MT_PLAYER); (mobj->player = p)->mo = mobj; mobj->angle = 0; // set color translations for player sprites mobj->color = p->skincolor; // set 'spritedef' override in mobj for player skins.. (see ProjectSprite) // (usefulness: when body mobj is detached from player (who respawns), // the dead body mobj retains the skin through the 'spritedef' override). mobj->skin = &skins[p->skin]; P_SetupStateAnimation(mobj, mobj->state); mobj->health = 1; p->playerstate = PST_LIVE; p->bonustime = false; p->realtime = leveltime; p->followitem = skins[p->skin].followitem; // Make sure player's stats are reset if they were in dashmode! if (p->dashmode) { p->dashmode = 0; p->normalspeed = skins[p->skin].normalspeed; p->jumpfactor = skins[p->skin].jumpfactor; } // Clear lastlinehit and lastsidehit p->lastsidehit = -1; p->lastlinehit = -1; //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 // Set bounds accurately. mobj->radius = FixedMul(skins[p->skin].radius, mobj->scale); mobj->height = P_GetPlayerHeight(p); if (!leveltime && !p->spectator && ((maptol & TOL_NIGHTS) == TOL_NIGHTS) != (G_IsSpecialStage(gamemap))) // non-special NiGHTS stage or special non-NiGHTS stage { if (maptol & TOL_NIGHTS) { if (p == players) // this is totally the wrong place to do this aaargh. { mobj_t *idya = P_SpawnMobjFromMobj(mobj, 0, 0, mobj->height, MT_GOTEMERALD); idya->health = 0; // for identification P_SetTarget(&idya->target, mobj); P_SetMobjState(idya, mobjinfo[MT_GOTEMERALD].missilestate); P_SetTarget(&mobj->tracer, idya); } } else if (sstimer) p->nightstime = sstimer; } // 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; P_SetPlayerAngle(p, mobj->angle); p->viewheight = 41*p->height/48; if (p->mo->eflags & MFE_VERTICALFLIP) p->viewz = p->mo->z + p->mo->height - p->viewheight; else p->viewz = p->mo->z + p->viewheight; if (playernum == consoleplayer) { // wake up the status bar ST_Start(); // wake up the heads up text HU_Start(); } p->drawangle = 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); if (p->pflags & PF_FINISHED) P_GiveFinishFlags(p); } // 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, ceilingspawn; 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<sector; floor = P_GetSectorFloorZAt (sector, x, y); ceiling = P_GetSectorCeilingZAt(sector, x, y); ceilingspawn = ceiling - mobjinfo[MT_PLAYER].height; if (mthing) { fixed_t offset = mthing->z << FRACBITS; // Setting the spawnpoint's args[0] will make the player start on the ceiling // Objectflip inverts if (!!(mthing->args[0]) ^ !!(mthing->options & MTF_OBJECTFLIP)) z = ceilingspawn - offset; else z = floor + offset; if (mthing->options & MTF_OBJECTFLIP) // flip the player! { mobj->eflags |= MFE_VERTICALFLIP; mobj->flags2 |= MF2_OBJECTFLIP; } if (mthing->args[0]) P_SetPlayerMobjState(mobj, S_PLAY_FALL); else if (metalrecording) P_SetPlayerMobjState(mobj, S_PLAY_WAIT); } else z = floor; if (z < floor) z = floor; else if (z > ceilingspawn) z = ceilingspawn; mobj->floorz = floor; mobj->ceilingz = ceiling; P_UnsetThingPosition(mobj); mobj->x = x; mobj->y = y; P_SetThingPosition(mobj); mobj->z = z; if (mobj->flags2 & MF2_OBJECTFLIP) { if (mobj->z + mobj->height == mobj->ceilingz) mobj->eflags |= MFE_ONGROUND; } else 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 = P_GetSectorFloorZAt (sector, mobj->x, mobj->y); ceiling = P_GetSectorCeilingZAt(sector, mobj->x, mobj->y); z = p->starpostz << FRACBITS; P_SetScale(mobj, (mobj->destscale = abs(p->starpostscale))); if (p->starpostscale < 0) { mobj->flags2 |= MF2_OBJECTFLIP; if (z >= ceiling) { mobj->eflags |= MFE_ONGROUND; z = ceiling; } z -= mobj->height; } else if (z <= floor) { mobj->eflags |= MFE_ONGROUND; z = floor; } mobj->floorz = floor; mobj->ceilingz = ceiling; mobj->z = z; mobj->angle = p->starpostangle; P_AfterPlayerSpawn(playernum); if (!(netgame || multiplayer)) leveltime = p->starposttime; } #define MAXHUNTEMERALDS 64 mapthing_t *huntemeralds[MAXHUNTEMERALDS]; INT32 numhuntemeralds; fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const fixed_t x, const fixed_t y, const fixed_t dz, const fixed_t offset, const boolean flip, const fixed_t scale) { const subsector_t *ss = R_PointInSubsector(x, y); // Axis objects snap to the floor. if (mobjtype == MT_AXIS || mobjtype == MT_AXISTRANSFER || mobjtype == MT_AXISTRANSFERLINE) return ONFLOORZ; // Establish height. if (flip) return P_GetSectorCeilingZAt(ss->sector, x, y) - dz - FixedMul(scale, offset + mobjinfo[mobjtype].height); else return P_GetSectorFloorZAt(ss->sector, x, y) + dz + FixedMul(scale, offset); } fixed_t P_GetMapThingSpawnHeight(const mobjtype_t mobjtype, const mapthing_t* mthing, const fixed_t x, const fixed_t y) { fixed_t dz = mthing->z << FRACBITS; // Base offset from the floor. fixed_t offset = 0; // Specific scaling object offset. boolean flip = (!!(mobjinfo[mobjtype].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP)); switch (mobjtype) { // Objects with a non-zero default height. case MT_CRAWLACOMMANDER: case MT_DETON: case MT_JETTBOMBER: case MT_JETTGUNNER: case MT_EGGMOBILE2: if (!dz) dz = 33*FRACUNIT; break; case MT_EGGMOBILE: if (!dz) dz = 128*FRACUNIT; break; case MT_GOLDBUZZ: case MT_REDBUZZ: if (!dz) dz = 288*FRACUNIT; break; // Horizontal springs, float additional units unless args[0] is set. case MT_YELLOWHORIZ: case MT_REDHORIZ: case MT_BLUEHORIZ: offset += mthing->args[0] ? 0 : 16*FRACUNIT; break; // Ring-like items, float additional units unless args[0] is set. case MT_SPIKEBALL: case MT_EMERHUNT: case MT_EMERALDSPAWN: case MT_TOKEN: case MT_EMBLEM: case MT_RING: case MT_REDTEAMRING: case MT_BLUETEAMRING: case MT_COIN: case MT_BLUESPHERE: case MT_BOMBSPHERE: case MT_NIGHTSCHIP: case MT_NIGHTSSTAR: offset += mthing->args[0] ? 0 : 24*FRACUNIT; break; // Remaining objects. default: if (P_WeaponOrPanel(mobjtype)) offset += mthing->args[0] ? 0 : 24*FRACUNIT; } if (!(dz + offset)) // Snap to the surfaces when there's no offset set. { if (flip) return ONCEILINGZ; else return ONFLOORZ; } return P_GetMobjSpawnHeight(mobjtype, x, y, dz, offset, flip, mthing->scale); } static boolean P_SpawnNonMobjMapThing(mapthing_t *mthing) { #if MAXPLAYERS > 32 You should think about modifying the deathmatch starts to take full advantage of this! #endif if (mthing->type <= MAXPLAYERS) // Player starts { // save spots for respawning in network games if (!metalrecording) playerstarts[mthing->type - 1] = mthing; return true; } else if (mthing->type == 33) // Match starts { if (numdmstarts < MAX_DM_STARTS) { deathmatchstarts[numdmstarts] = mthing; mthing->type = 0; numdmstarts++; } return true; } else if (mthing->type == 34) // Red CTF starts { if (numredctfstarts < MAXPLAYERS) { redctfstarts[numredctfstarts] = mthing; mthing->type = 0; numredctfstarts++; } return true; } else if (mthing->type == 35) // Blue CTF starts { if (numbluectfstarts < MAXPLAYERS) { bluectfstarts[numbluectfstarts] = mthing; mthing->type = 0; numbluectfstarts++; } return true; } else 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 true; } else if (mthing->type == 750 // Slope vertex point (formerly chaos spawn) || (mthing->type >= 600 && mthing->type <= 611) // Special placement patterns || mthing->type == 1713) // Hoops return true; // These are handled elsewhere. else if (mthing->type == mobjinfo[MT_EMERHUNT].doomednum) { // Emerald Hunt is Coop only. Don't spawn the emerald yet, but save the spawnpoint for later. if ((gametyperules & GTR_EMERALDHUNT) && numhuntemeralds < MAXHUNTEMERALDS) huntemeralds[numhuntemeralds++] = mthing; return true; } return false; } static boolean P_AllowMobjSpawn(mapthing_t* mthing, mobjtype_t i) { switch (i) { case MT_EMERALD1: case MT_EMERALD2: case MT_EMERALD3: case MT_EMERALD4: case MT_EMERALD5: case MT_EMERALD6: case MT_EMERALD7: if (!G_CoopGametype()) // Don't place emeralds in non-coop modes return false; if (metalrecording) return false; // Metal Sonic isn't for collecting emeralds. if (emeralds & mobjinfo[i].speed) // You already have this emerald! return false; break; case MT_EMERALDSPAWN: if (!cv_powerstones.value) return false; if (!(gametyperules & GTR_POWERSTONES)) return false; runemeraldmanager = true; break; case MT_ROSY: if (!(G_CoopGametype() || mthing->args[0])) return false; // she doesn't hang out here if (!(netgame || multiplayer) && players[consoleplayer].skin == 3) return false; // no doubles break; case MT_TOKEN: if (!(gametyperules & GTR_EMERALDTOKENS)) return false; // Gametype's not right if (tokenbits == 30) return false; // Too many tokens if (tokenlist & (1 << tokenbits++)) return false; // You already got this token break; case MT_EMBLEM: if (netgame || multiplayer) return false; // Single player if (modifiedgame && !savemoddata) return false; // No cheating!! break; default: break; } if (metalrecording) // Metal Sonic can't use these things. { if ((mobjinfo[i].flags & (MF_ENEMY|MF_BOSS)) || i == MT_TOKEN || i == MT_STARPOST || i == MT_RING || i == MT_BLUETEAMRING || i == MT_REDTEAMRING || i == MT_COIN || i == MT_BLUESPHERE || i == MT_BOMBSPHERE || i == MT_NIGHTSCHIP || i == MT_NIGHTSSTAR) return false; } if (((mobjinfo[i].flags & MF_ENEMY) || (mobjinfo[i].flags & MF_BOSS)) && !(gametyperules & GTR_SPAWNENEMIES)) return false; // No enemies in ringslinger modes if (!(gametyperules & GTR_ALLOWEXIT) && (i == MT_SIGN)) return false; // Don't spawn exit signs in wrong game modes if (!G_PlatformGametype() && (i == MT_STARPOST)) return false; // Don't spawn starposts in wrong game modes if (!G_RingSlingerGametype() || !cv_specialrings.value) if (P_WeaponOrPanel(i)) return false; // Don't place weapons/panels in non-ringslinger modes if (!(gametyperules & GTR_TEAMFLAGS)) // CTF specific things { if (i == MT_BLUEFLAG || i == MT_REDFLAG) return false; // 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 false; } } if (modeattacking) // Record Attack special stuff { // Don't spawn starposts that wouldn't be usable if (i == MT_STARPOST) return false; } if (ultimatemode) { if (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN || i == MT_NIGHTSSTAR || i == MT_NIGHTSCHIP || i == MT_PITY_BOX || i == MT_ELEMENTAL_BOX || i == MT_ATTRACT_BOX || i == MT_FORCE_BOX || i == MT_ARMAGEDDON_BOX || i == MT_WHIRLWIND_BOX || i == MT_FLAMEAURA_BOX || i == MT_BUBBLEWRAP_BOX || i == MT_THUNDERCOIN_BOX || i == MT_RING_BOX || i == MT_STARPOST) return false; // No rings or shields in Ultimate mode // Don't include the gold repeating boxes here please. // They're likely facets of the level's design and therefore required to progress. } return true; } #define nightsreplace ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) static mobjtype_t P_GetMobjtypeSubstitute(mapthing_t *mthing, mobjtype_t i) { // Altering monitor spawns via cvars // If MF_GRENADEBOUNCE is set in the monitor's info, // skip this step. (Used for gold monitors) // Yeah, this is a dirty hack. if ((mobjinfo[i].flags & (MF_MONITOR|MF_GRENADEBOUNCE)) == MF_MONITOR) { if (gametyperules & GTR_RACE) { // Set powerup boxes to user settings for competition. switch (cv_competitionboxes.value) { case 1: // Mystery return MT_MYSTERY_BOX; case 2: // Teleport return MT_MIXUP_BOX; case 3: // None return MT_NULL; // Don't spawn! default: return i; } } // Set powerup boxes to user settings for other netplay modes else if (!G_CoopGametype()) { switch (cv_matchboxes.value) { case 1: // Mystery return MT_MYSTERY_BOX; case 2: // Unchanging if (i == MT_MYSTERY_BOX) return MT_NULL; // don't spawn mthing->args[1] = TMMR_SAME; // no random respawning! return i; case 3: // Don't spawn return MT_NULL; default: return i; } } } if (nightsreplace) { if (i == MT_RING || i == MT_REDTEAMRING || i == MT_BLUETEAMRING || i == MT_COIN) return MT_NIGHTSSTAR; if (i == MT_BLUESPHERE) return MT_NIGHTSCHIP; } if (!(gametyperules & GTR_TEAMS)) { if (i == MT_BLUETEAMRING || i == MT_REDTEAMRING) return MT_RING; if (i == MT_RING_BLUEBOX || i == MT_RING_REDBOX) return MT_RING_BOX; } if (modeattacking && i == MT_1UP_BOX) // 1UPs -->> Score TVs { if (mthing->args[2]) return MT_SCORE10K_BOX; // 10,000 else return MT_SCORE1K_BOX; // 1,000 } return i; } static boolean P_SetupEmblem(mapthing_t *mthing, mobj_t *mobj) { INT32 j; emblem_t* emblem = M_GetLevelEmblems(gamemap); skincolornum_t emcolor; boolean validEmblem = true; while (emblem) { if ((emblem->type == ET_GLOBAL || emblem->type == ET_SKIN) && emblem->tag == Tag_FGet(&mthing->tags)) break; emblem = M_GetLevelEmblems(-1); } if (!emblem) { CONS_Debug(DBG_GAMELOGIC, "No map emblem for map %d with tag %d found!\n", gamemap, Tag_FGet(&mthing->tags)); return false; } j = emblem - emblemlocations; I_Assert(emblemlocations[j].sprite >= 'A' && emblemlocations[j].sprite <= 'Z'); P_SetMobjState(mobj, mobj->info->spawnstate + (emblemlocations[j].sprite - 'A')); mobj->health = j + 1; emcolor = M_GetEmblemColor(&emblemlocations[j]); // workaround for compiler complaint about bad function casting mobj->color = (UINT16)emcolor; validEmblem = !emblemlocations[j].collected; if (emblemlocations[j].type == ET_SKIN) { INT32 skinnum = M_EmblemSkinNum(&emblemlocations[j]); if (players[0].skin != skinnum) { validEmblem = false; } } if (validEmblem == false) { P_UnsetThingPosition(mobj); mobj->flags |= MF_NOCLIP; mobj->flags &= ~MF_SPECIAL; mobj->flags |= MF_NOBLOCKMAP; mobj->frame |= (tr_trans50 << FF_TRANSSHIFT); P_SetThingPosition(mobj); } else { mobj->frame &= ~FF_TRANSMASK; if (emblemlocations[j].type == ET_GLOBAL) { mobj->reactiontime = emblemlocations[j].var; if (emblemlocations[j].var & GE_NIGHTSITEM) { mobj->flags |= MF_NIGHTSITEM; mobj->flags &= ~MF_SPECIAL; mobj->flags2 |= MF2_DONTDRAW; } } } return true; } static boolean P_SetupMace(mapthing_t *mthing, mobj_t *mobj, boolean *doangle) { fixed_t mlength, mmaxlength, mlengthset, mspeed, mphase, myaw, mpitch, mminlength, mnumspokes, mpinch, mroll, mnumnospokes, mwidth, mwidthset, mmin, msound, radiusfactor, widthfactor; angle_t mspokeangle; mobjtype_t chainlink, macetype, firsttype, linktype; boolean mdosound, mdocenter, mchainlike = false; mobj_t *spawnee = NULL, *hprev = mobj; mobjflag_t mflagsapply; mobjflag2_t mflags2apply; mobjeflag_t meflagsapply; const size_t mthingi = (size_t)(mthing - mapthings); mlength = abs(mthing->args[0]); mnumspokes = mthing->args[1] + 1; mspokeangle = FixedAngle((360*FRACUNIT)/mnumspokes) >> ANGLETOFINESHIFT; mwidth = max(0, mthing->args[2]); mspeed = abs(mthing->args[3] << 4); mphase = mthing->args[4] % 360; mpinch = mthing->args[5] % 360; mnumnospokes = mthing->args[6]; mminlength = max(0, min(mlength - 1, mthing->args[7])); mpitch = mthing->pitch % 360; myaw = mthing->angle % 360; mroll = mthing->roll % 360; CONS_Debug(DBG_GAMELOGIC, "Mace/Chain (mapthing #%s):\n" "Length is %d (minus %d)\n" "Speed is %d\n" "Phase is %d\n" "Yaw is %d\n" "Pitch is %d\n" "No. of spokes is %d (%d antispokes)\n" "Pinch is %d\n" "Roll is %d\n" "Width is %d\n", sizeu1(mthingi), mlength, mminlength, mspeed, mphase, myaw, mpitch, mnumspokes, mnumnospokes, mpinch, mroll, mwidth); if (mnumnospokes > 0 && (mnumnospokes < mnumspokes)) mnumnospokes = mnumspokes/mnumnospokes; else mnumnospokes = ((mobj->type == MT_CHAINMACEPOINT) ? (mnumspokes) : 0); mobj->lastlook = mspeed; mobj->movecount = mobj->lastlook; mobj->angle = FixedAngle(myaw << FRACBITS); *doangle = false; mobj->threshold = (FixedAngle(mpitch << FRACBITS) >> ANGLETOFINESHIFT); mobj->movefactor = mpinch; mobj->movedir = 0; // Mobjtype selection switch (mobj->type) { case MT_SPRINGBALLPOINT: macetype = ((mthing->args[8] & TMM_DOUBLESIZE) ? MT_REDSPRINGBALL : MT_YELLOWSPRINGBALL); chainlink = MT_SMALLMACECHAIN; break; case MT_FIREBARPOINT: macetype = ((mthing->args[8] & TMM_DOUBLESIZE) ? MT_BIGFIREBAR : MT_SMALLFIREBAR); chainlink = MT_NULL; break; case MT_CUSTOMMACEPOINT: macetype = mthing->stringargs[0] ? get_number(mthing->stringargs[0]) : MT_NULL; chainlink = mthing->stringargs[1] ? get_number(mthing->stringargs[1]) : MT_NULL; break; case MT_CHAINPOINT: if (mthing->args[8] & TMM_DOUBLESIZE) { macetype = MT_BIGGRABCHAIN; chainlink = MT_BIGMACECHAIN; } else { macetype = MT_SMALLGRABCHAIN; chainlink = MT_SMALLMACECHAIN; } mchainlike = true; break; default: if (mthing->args[8] & TMM_DOUBLESIZE) { macetype = MT_BIGMACE; chainlink = MT_BIGMACECHAIN; } else { macetype = MT_SMALLMACE; chainlink = MT_SMALLMACECHAIN; } break; } if (!macetype && !chainlink) return true; if (mobj->type == MT_CHAINPOINT) { if (!mlength) return true; } else mlength++; firsttype = macetype; // Adjustable direction if (mthing->args[8] & TMM_ALLOWYAWCONTROL) mobj->flags |= MF_SLIDEME; // Swinging if (mthing->args[8] & TMM_SWING) { mobj->flags2 |= MF2_STRONGBOX; mmin = ((mnumnospokes > 1) ? 1 : 0); } else mmin = mnumspokes; // If over distance away, don't move UNLESS this flag is applied if (mthing->args[8] & TMM_ALWAYSTHINK) mobj->flags2 |= MF2_BOSSNOTRAP; // Make the links the same type as the end - repeated below if ((mobj->type != MT_CHAINPOINT) && (((mthing->args[8] & TMM_MACELINKS) == TMM_MACELINKS) != (mobj->type == MT_FIREBARPOINT))) // exclusive or { linktype = macetype; radiusfactor = 2; // Double the radius. } else radiusfactor = (((linktype = chainlink) == MT_NULL) ? 2 : 1); if (!mchainlike) mchainlike = (firsttype == chainlink); widthfactor = (mchainlike ? 1 : 2); mflagsapply = (mthing->args[8] & TMM_CLIP) ? 0 : (MF_NOCLIP|MF_NOCLIPHEIGHT); mflags2apply = ((mthing->options & MTF_OBJECTFLIP) ? MF2_OBJECTFLIP : 0); meflagsapply = ((mthing->options & MTF_OBJECTFLIP) ? MFE_VERTICALFLIP : 0); msound = (mchainlike ? 0 : (mwidth & 1)); // Quick and easy preparatory variable setting mphase = (FixedAngle(mphase << FRACBITS) >> ANGLETOFINESHIFT); mroll = (FixedAngle(mroll << FRACBITS) >> ANGLETOFINESHIFT); #define makemace(mobjtype, dist, moreflags2) {\ spawnee = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobjtype);\ P_SetTarget(&spawnee->tracer, mobj);\ spawnee->threshold = mphase;\ spawnee->friction = mroll;\ spawnee->movefactor = mwidthset;\ spawnee->movecount = dist;\ spawnee->angle = myaw;\ spawnee->flags |= (MF_NOGRAVITY|mflagsapply);\ spawnee->flags2 |= (mflags2apply|moreflags2);\ spawnee->eflags |= meflagsapply;\ P_SetTarget(&hprev->hnext, spawnee);\ P_SetTarget(&spawnee->hprev, hprev);\ hprev = spawnee;\ } mdosound = (mspeed && !(mthing->args[8] & TMM_SILENT)); mdocenter = (macetype && (mthing->args[8] & TMM_CENTERLINK)); // The actual spawning of spokes while (mnumspokes-- > 0) { // Offsets if (mthing->args[8] & TMM_SWING) // Swinging mroll = (mroll - mspokeangle) & FINEMASK; else // Spinning mphase = (mphase - mspokeangle) & FINEMASK; if (mnumnospokes && !(mnumspokes % mnumnospokes)) // Skipping a "missing" spoke { if (mobj->type != MT_CHAINMACEPOINT) continue; linktype = chainlink; firsttype = ((mthing->args[8] & TMM_DOUBLESIZE) ? MT_BIGGRABCHAIN : MT_SMALLGRABCHAIN); mmaxlength = 1 + (mlength - 1) * radiusfactor; radiusfactor = widthfactor = 1; } else { if (mobj->type == MT_CHAINMACEPOINT) { // Make the links the same type as the end - repeated above if (mthing->args[8] & TMM_MACELINKS) { linktype = macetype; radiusfactor = 2; } else radiusfactor = (((linktype = chainlink) == MT_NULL) ? 2 : 1); firsttype = macetype; widthfactor = 2; } mmaxlength = mlength; } mwidthset = mwidth; mlengthset = mminlength; if (mdocenter) // Innermost link makemace(linktype, 0, 0); // Out from the center... if (linktype) { while ((++mlengthset) < mmaxlength) makemace(linktype, radiusfactor*mlengthset, 0); } else mlengthset = mmaxlength; // Outermost mace/link if (firsttype) makemace(firsttype, radiusfactor*mlengthset, MF2_AMBUSH); if (!mwidth) { if (mdosound && mnumspokes <= mmin) // Can it make a sound? spawnee->flags2 |= MF2_BOSSNOTRAP; } else { // Across the bar! if (!firsttype) mwidthset = -mwidth; else if (mwidth > 0) { while ((mwidthset -= widthfactor) > -mwidth) { makemace(firsttype, radiusfactor*mlengthset, MF2_AMBUSH); if (mdosound && (mwidthset == msound) && mnumspokes <= mmin) // Can it make a sound? spawnee->flags2 |= MF2_BOSSNOTRAP; } } else { while ((mwidthset += widthfactor) < -mwidth) { makemace(firsttype, radiusfactor*mlengthset, MF2_AMBUSH); if (mdosound && (mwidthset == msound) && mnumspokes <= mmin) // Can it make a sound? spawnee->flags2 |= MF2_BOSSNOTRAP; } } mwidth = -mwidth; // Outermost mace/link again! if (firsttype) makemace(firsttype, radiusfactor*(mlengthset--), MF2_AMBUSH); // ...and then back into the center! if (linktype) while (mlengthset > mminlength) makemace(linktype, radiusfactor*(mlengthset--), 0); if (mdocenter) // Innermost link makemace(linktype, 0, 0); } } #undef makemace return true; } static boolean P_SetupParticleGen(mapthing_t *mthing, mobj_t *mobj) { fixed_t radius, speed, zdist; INT32 type, numdivisions, anglespeed, ticcount; angle_t angledivision; INT32 line; const size_t mthingi = (size_t)(mthing - mapthings); // Find the corresponding linedef special, using args[6] as tag line = mthing->args[6] ? Tag_FindLineSpecial(15, mthing->args[6]) : -1; type = mthing->stringargs[0] ? get_number(mthing->stringargs[0]) : MT_PARTICLE; ticcount = mthing->args[4]; if (ticcount < 1) ticcount = 3; numdivisions = mthing->args[0]; if (numdivisions) { radius = mthing->args[1] << FRACBITS; anglespeed = (mthing->args[3]) % 360; angledivision = 360/numdivisions; } else { numdivisions = 1; // Simple trick to make P_ParticleGenSceneryThink simpler. radius = 0; anglespeed = 0; angledivision = 0; } speed = abs(mthing->args[2]) << FRACBITS; if (mthing->options & MTF_OBJECTFLIP) speed *= -1; zdist = abs(mthing->args[5]) << FRACBITS; CONS_Debug(DBG_GAMELOGIC, "Particle Generator (mapthing #%s):\n" "Radius is %d\n" "Speed is %d\n" "Anglespeed is %d\n" "Numdivisions is %d\n" "Angledivision is %d\n" "Type is %d\n" "Tic separation is %d\n", sizeu1(mthingi), radius, speed, anglespeed, numdivisions, angledivision, type, ticcount); if (line == -1) CONS_Debug(DBG_GAMELOGIC, "Spawn Z is %d\nZ dist is %d\n", mobj->z, zdist); else CONS_Debug(DBG_GAMELOGIC, "Heights are taken from control sector\n"); mobj->angle = 0; mobj->movefactor = speed; mobj->lastlook = numdivisions; mobj->movedir = angledivision*ANG1; mobj->movecount = anglespeed*ANG1; mobj->friction = radius; mobj->threshold = type; mobj->reactiontime = ticcount; mobj->extravalue1 = zdist; mobj->cvmem = line; mobj->watertop = mobj->waterbottom = 0; return true; } static boolean P_SetupNiGHTSDrone(mapthing_t *mthing, mobj_t *mobj) { boolean flip = mthing->options & MTF_OBJECTFLIP; INT16 timelimit = mthing->args[0]; fixed_t hitboxheight = mthing->args[1] << FRACBITS; fixed_t hitboxradius = mthing->args[2] << FRACBITS; INT32 dronemanalignment = mthing->args[3]; fixed_t oldheight = mobj->height; fixed_t dronemanoffset, goaloffset, sparkleoffset, droneboxmandiff, dronemangoaldiff; if (timelimit > 0) mobj->health = timelimit; if (hitboxradius > 0) mobj->radius = hitboxradius; if (hitboxheight > 0) mobj->height = hitboxheight; else mobj->height = mobjinfo[MT_NIGHTSDRONE].height; if (mthing->args[4]) mobj->flags2 |= MF2_AMBUSH; //Kill player upon time up droneboxmandiff = max(mobj->height - mobjinfo[MT_NIGHTSDRONE_MAN].height, 0); dronemangoaldiff = max(mobjinfo[MT_NIGHTSDRONE_MAN].height - mobjinfo[MT_NIGHTSDRONE_GOAL].height, 0); if (flip && mobj->height != oldheight) P_MoveOrigin(mobj, mobj->x, mobj->y, mobj->z - (mobj->height - oldheight)); if (!flip) { switch (dronemanalignment) { case TMDA_BOTTOMOFFSET: default: dronemanoffset = FixedMul(24*FRACUNIT, mobj->scale); goaloffset = dronemangoaldiff + dronemanoffset; break; case TMDA_BOTTOM: dronemanoffset = 0; goaloffset = dronemangoaldiff/2 + dronemanoffset; break; case TMDA_MIDDLE: dronemanoffset = droneboxmandiff/2; goaloffset = dronemangoaldiff/2 + dronemanoffset; break; case TMDA_TOP: dronemanoffset = droneboxmandiff; goaloffset = dronemangoaldiff/2 + dronemanoffset; break; } sparkleoffset = goaloffset - FixedMul(15*FRACUNIT, mobj->scale); } else { mobj->eflags |= MFE_VERTICALFLIP; mobj->flags2 |= MF2_OBJECTFLIP; switch (dronemanalignment) { case TMDA_BOTTOMOFFSET: default: dronemanoffset = droneboxmandiff - FixedMul(24*FRACUNIT, mobj->scale); goaloffset = dronemangoaldiff + dronemanoffset; break; case TMDA_BOTTOM: dronemanoffset = droneboxmandiff; goaloffset = dronemangoaldiff/2 + dronemanoffset; break; case TMDA_MIDDLE: dronemanoffset = droneboxmandiff/2; goaloffset = dronemangoaldiff/2 + dronemanoffset; break; case TMDA_TOP: dronemanoffset = 0; goaloffset = dronemangoaldiff/2 + dronemanoffset; break; } sparkleoffset = goaloffset + FixedMul(15*FRACUNIT, mobj->scale); } // spawn visual elements { mobj_t *goalpost = P_SpawnMobjFromMobj(mobj, 0, 0, goaloffset, MT_NIGHTSDRONE_GOAL); mobj_t *sparkle = P_SpawnMobjFromMobj(mobj, 0, 0, sparkleoffset, MT_NIGHTSDRONE_SPARKLING); mobj_t *droneman = P_SpawnMobjFromMobj(mobj, 0, 0, dronemanoffset, MT_NIGHTSDRONE_MAN); P_SetTarget(&mobj->target, goalpost); P_SetTarget(&goalpost->target, sparkle); P_SetTarget(&goalpost->tracer, droneman); // correct Z position if (flip) { P_MoveOrigin(goalpost, goalpost->x, goalpost->y, mobj->z + goaloffset); P_MoveOrigin(sparkle, sparkle->x, sparkle->y, mobj->z + sparkleoffset); P_MoveOrigin(droneman, droneman->x, droneman->y, mobj->z + dronemanoffset); } // Remember position preference for later mobj->flags &= ~(MF_SLIDEME|MF_GRENADEBOUNCE); switch (dronemanalignment) { case TMDA_BOTTOMOFFSET: default: mobj->flags |= MF_SLIDEME|MF_GRENADEBOUNCE; break; case TMDA_BOTTOM: break; case TMDA_MIDDLE: mobj->flags |= MF_GRENADEBOUNCE; break; case TMDA_TOP: mobj->flags |= MF_SLIDEME; break; } // Remember old Z position and flags for correction detection goalpost->movefactor = mobj->z; goalpost->friction = mobj->height; goalpost->threshold = mobj->flags & (MF_SLIDEME|MF_GRENADEBOUNCE); } return true; } static boolean P_SetupBooster(mapthing_t* mthing, mobj_t* mobj, boolean strong) { angle_t angle = FixedAngle(mthing->angle << FRACBITS); fixed_t x1 = FINECOSINE((angle >> ANGLETOFINESHIFT) & FINEMASK); fixed_t y1 = FINESINE((angle >> ANGLETOFINESHIFT) & FINEMASK); fixed_t x2 = FINECOSINE(((angle + ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK); fixed_t y2 = FINESINE(((angle + ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK); statenum_t facestate = strong ? S_REDBOOSTERSEG_FACE : S_YELLOWBOOSTERSEG_FACE; statenum_t leftstate = strong ? S_REDBOOSTERSEG_LEFT : S_YELLOWBOOSTERSEG_LEFT; statenum_t rightstate = strong ? S_REDBOOSTERSEG_RIGHT : S_YELLOWBOOSTERSEG_RIGHT; statenum_t rollerstate = strong ? S_REDBOOSTERROLLER : S_YELLOWBOOSTERROLLER; mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG); seg->angle = angle - ANGLE_90; P_SetMobjState(seg, facestate); seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG); seg->angle = angle + ANGLE_90; P_SetMobjState(seg, facestate); seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG); seg->angle = angle; P_SetMobjState(seg, leftstate); seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG); seg->angle = angle; P_SetMobjState(seg, rightstate); seg = P_SpawnMobjFromMobj(mobj, 13*(x1 + x2), 13*(y1 + y2), 0, MT_BOOSTERROLLER); seg->angle = angle; P_SetMobjState(seg, rollerstate); seg = P_SpawnMobjFromMobj(mobj, 13*(x1 - x2), 13*(y1 - y2), 0, MT_BOOSTERROLLER); seg->angle = angle; P_SetMobjState(seg, rollerstate); seg = P_SpawnMobjFromMobj(mobj, -13*(x1 + x2), -13*(y1 + y2), 0, MT_BOOSTERROLLER); seg->angle = angle; P_SetMobjState(seg, rollerstate); seg = P_SpawnMobjFromMobj(mobj, -13*(x1 - x2), -13*(y1 - y2), 0, MT_BOOSTERROLLER); seg->angle = angle; P_SetMobjState(seg, rollerstate); return true; } static mobj_t *P_MakeSoftwareCorona(mobj_t *mo, INT32 height) { mobj_t *corona = P_SpawnMobjFromMobj(mo, 0, 0, height<sprite = SPR_FLAM; corona->frame = (FF_FULLBRIGHT|FF_TRANS90|12); corona->tics = -1; return corona; } static boolean P_MapAlreadyHasStarPost(mobj_t *mobj) { thinker_t *th; mobj_t *mo2; for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2 == mobj) continue; if (mo2->type == MT_STARPOST && mo2->health == mobj->health) return true; } return false; } static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean *doangle) { boolean override = LUA_HookMapThingSpawn(mobj, mthing); if (P_MobjWasRemoved(mobj)) return false; if (override) return true; switch (mobj->type) { case MT_EMBLEM: { if (!P_SetupEmblem(mthing, mobj)) return false; break; } case MT_SKYBOX: { mtag_t tag = Tag_FGet(&mthing->tags); if (tag < 0 || tag > 15) { CONS_Debug(DBG_GAMELOGIC, "P_SetupSpawnedMapThing: Skybox ID %d of mapthing %s is not between 0 and 15!\n", tag, sizeu1((size_t)(mthing - mapthings))); break; } if (mthing->args[0]) skyboxcenterpnts[tag] = mobj; else skyboxviewpnts[tag] = mobj; break; } case MT_EGGSTATUE: if (mthing->args[1]) { mobj->color = SKINCOLOR_GOLD; mobj->colorized = true; } break; case MT_EGGMOBILE2: if (!mthing->args[5]) mobj->flags2 |= MF2_AMBUSH; break; case MT_EGGMOBILE3: mobj->cusval = mthing->args[0]; break; case MT_BUBBLES: if (mthing->args[0]) mobj->flags2 |= MF2_AMBUSH; break; case MT_FAN: if (mthing->args[1] & TMF_INVISIBLE) { 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->args[1] & TMF_NODISTANCECHECK) mobj->flags2 |= MF2_AMBUSH; if (mthing->args[0]) mobj->health = mthing->args[0]; else mobj->health = FixedMul(mobj->subsector->sector->ceilingheight - mobj->subsector->sector->floorheight, 3*(FRACUNIT/4)) >> FRACBITS; break; case MT_FANG: if (mthing->args[5] & TMF_GRAYSCALE) { mobj->color = SKINCOLOR_SILVER; mobj->colorized = true; mobj->flags2 |= MF2_SLIDEPUSH; } if (mthing->args[5] & TMF_SKIPINTRO) mobj->flags2 |= MF2_AMBUSH; break; case MT_METALSONIC_BATTLE: if (mthing->args[5]) { mobj->color = SKINCOLOR_SILVER; mobj->colorized = true; mobj->flags2 |= MF2_SLIDEPUSH; } break; case MT_METALSONIC_RACE: case MT_ROSY: if (mthing->args[0]) { mobj->color = SKINCOLOR_SILVER; mobj->colorized = true; mobj->flags2 |= MF2_SLIDEPUSH; } break; case MT_BALLOON: if (mthing->stringargs[0]) mobj->color = get_number(mthing->stringargs[0]); if (mthing->args[0]) mobj->flags2 |= MF2_AMBUSH; break; case MT_FLAME: if (mthing->args[0]) { mobj_t *corona = P_MakeSoftwareCorona(mobj, 20); P_SetScale(corona, (corona->destscale = mobj->scale*3)); P_SetTarget(&mobj->tracer, corona); } break; case MT_FLAMEHOLDER: if (!(mthing->args[0] & TMFH_NOFLAME)) // Spawn the fire { mobj_t *flame = P_SpawnMobjFromMobj(mobj, 0, 0, mobj->height, MT_FLAME); P_SetTarget(&flame->target, mobj); flame->flags2 |= MF2_BOSSNOTRAP; if (mthing->args[0] & TMFH_CORONA) { mobj_t *corona = P_MakeSoftwareCorona(flame, 20); P_SetScale(corona, (corona->destscale = flame->scale*3)); P_SetTarget(&flame->tracer, corona); } } break; case MT_CANDLE: case MT_CANDLEPRICKET: if (mthing->args[0]) P_MakeSoftwareCorona(mobj, ((mobj->type == MT_CANDLE) ? 42 : 176)); break; case MT_JACKO1: case MT_JACKO2: case MT_JACKO3: if (!(mthing->args[0])) // take the torch out of the crafting recipe { mobj_t *overlay = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_OVERLAY); P_SetTarget(&overlay->target, mobj); P_SetMobjState(overlay, mobj->info->raisestate); } break; case MT_WATERDRIP: mobj->tics = 3*TICRATE + mthing->args[0]; break; case MT_FLAMEJET: case MT_VERTICALFLAMEJET: mobj->movecount = mthing->args[0]; mobj->threshold = mthing->args[1]; mobj->movedir = mthing->args[2]; if (mthing->args[3]) mobj->flags2 |= MF2_AMBUSH; break; case MT_MACEPOINT: case MT_CHAINMACEPOINT: case MT_SPRINGBALLPOINT: case MT_CHAINPOINT: case MT_FIREBARPOINT: case MT_CUSTOMMACEPOINT: if (!P_SetupMace(mthing, mobj, doangle)) return false; break; case MT_PARTICLEGEN: if (!P_SetupParticleGen(mthing, mobj)) return false; break; case MT_POPUPTURRET: mobj->threshold = mthing->args[0] ? mthing->args[0] : (TICRATE*2)-1; break; case MT_NIGHTSBUMPER: // Pitch of the bumper is set in 30 degree increments. mobj->threshold = ((mthing->pitch/30) + 3) % 12; P_SetMobjState(mobj, mobj->info->spawnstate + mobj->threshold); break; case MT_EGGCAPSULE: mobj->threshold = min(mthing->args[0], 7); mobj->health = mthing->args[1]; if (mobj->health <= 0) mobj->health = 20; // prevent 0 health break; case MT_TUBEWAYPOINT: { UINT8 sequence = mthing->args[0]; UINT8 id = mthing->args[1]; mobj->health = id; mobj->threshold = sequence; P_AddWaypoint(sequence, id, mobj); break; } case MT_IDEYAANCHOR: mobj->health = mthing->args[0]; break; case MT_NIGHTSDRONE: if (!P_SetupNiGHTSDrone(mthing, mobj)) return false; break; case MT_HIVEELEMENTAL: if (mthing->args[0]) mobj->extravalue1 = mthing->args[0]; break; case MT_GLAREGOYLE: case MT_GLAREGOYLEUP: case MT_GLAREGOYLEDOWN: case MT_GLAREGOYLELONG: mobj->tics += mthing->args[1]; // starting delay break; case MT_DSZSTALAGMITE: case MT_DSZ2STALAGMITE: case MT_KELP: if (mthing->args[0]) { // make mobj twice as big as normal P_SetScale(mobj, 2*mobj->scale); // not 2*FRACUNIT in case of something like the old ERZ3 mode mobj->destscale = mobj->scale; } break; case MT_THZTREE: { // Spawn the branches angle_t mobjangle = FixedAngle((mthing->angle % 113) << FRACBITS); P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_22h; P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_157h; P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_270; } break; case MT_TUTORIALPLANT: { INT32 i; mobj_t *segment; for (i = 0; i < 6; i++) { segment = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_TUTORIALLEAF); segment->angle = mobj->angle + FixedAngle(i*60*FRACUNIT); P_SetMobjState(segment, S_TUTORIALLEAF1 + mthing->args[0]); } for (i = 0; i < 3; i++) { segment = P_SpawnMobjFromMobj(mobj, 0, 0, 112*FRACUNIT, MT_TUTORIALFLOWER); segment->angle = mobj->angle + FixedAngle(i*120*FRACUNIT); P_SetMobjState(segment, S_TUTORIALFLOWER1 + mthing->args[0]); } P_SetMobjState(P_SpawnMobjFromMobj(mobj, 0, 0, 112*FRACUNIT, MT_TUTORIALFLOWERF), S_TUTORIALFLOWERF1 + mthing->args[0]); } break; case MT_CEZPOLE1: case MT_CEZPOLE2: { // Spawn the banner angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS); P_SpawnMobjFromMobj(mobj, P_ReturnThrustX(mobj, mobjangle, 4 << FRACBITS), P_ReturnThrustY(mobj, mobjangle, 4 << FRACBITS), 0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2))->angle = mobjangle + ANGLE_90; } break; case MT_HHZTREE_TOP: { // Spawn the branches angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS) & (ANGLE_90 - 1); mobj_t* leaf; #define doleaf(x, y) \ leaf = P_SpawnMobjFromMobj(mobj, x, y, 0, MT_HHZTREE_PART);\ leaf->angle = mobjangle;\ P_SetMobjState(leaf, leaf->info->seestate);\ mobjangle += ANGLE_90 doleaf(FRACUNIT, 0); doleaf(0, FRACUNIT); doleaf(-FRACUNIT, 0); doleaf(0, -FRACUNIT); #undef doleaf } break; case MT_SMASHINGSPIKEBALL: if (mthing->args[0] > 0) mobj->tics += mthing->args[0]; break; case MT_LAVAFALL: mobj->fuse = 30 + mthing->args[0]; if (mthing->args[1]) { P_SetScale(mobj, 2*mobj->scale); mobj->destscale = mobj->scale; } break; case MT_PYREFLY: //start on fire if args[0], otherwise behave normally if (mthing->args[0]) { P_SetMobjState(mobj, mobj->info->meleestate); mobj->extravalue2 = 2; S_StartSound(mobj, sfx_s3kc2l); } break; case MT_BIGFERN: { angle_t angle = FixedAngle(mthing->angle << FRACBITS); UINT8 j; for (j = 0; j < 8; j++) { angle_t fa = (angle >> ANGLETOFINESHIFT) & FINEMASK; fixed_t xoffs = FINECOSINE(fa); fixed_t yoffs = FINESINE(fa); mobj_t* leaf = P_SpawnMobjFromMobj(mobj, xoffs, yoffs, 0, MT_BIGFERNLEAF); leaf->angle = angle; angle += ANGLE_45; } break; } case MT_REDBOOSTER: case MT_YELLOWBOOSTER: if (!P_SetupBooster(mthing, mobj, mobj->type == MT_REDBOOSTER)) return false; break; case MT_AXIS: // Inverted if args[3] is set if (mthing->args[3]) mobj->flags2 |= MF2_AMBUSH; mobj->radius = abs(mthing->args[2]) << FRACBITS; // FALLTHRU case MT_AXISTRANSFER: case MT_AXISTRANSFERLINE: // Mare it belongs to mobj->threshold = min(mthing->args[0], 7); // # in the mare mobj->health = mthing->args[1]; mobj->flags2 |= MF2_AXIS; break; case MT_TOKEN: // We advanced tokenbits earlier due to the return check. // Subtract 1 here for the correct value. mobj->health = 1 << (tokenbits - 1); break; case MT_CYBRAKDEMON: if (mthing->args[6] & TMB_BARRIER) { mobj_t* elecmobj; elecmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_CYBRAKDEMON_ELECTRIC_BARRIER); P_SetTarget(&elecmobj->target, mobj); elecmobj->angle = FixedAngle(mthing->angle << FRACBITS); elecmobj->destscale = mobj->scale*2; P_SetScale(elecmobj, elecmobj->destscale); } break; case MT_STARPOST: mobj->health = mthing->args[0] + 1; if (!P_MapAlreadyHasStarPost(mobj)) numstarposts++; break; case MT_SPIKE: // Pop up spikes! if (mthing->args[0]) { mobj->flags &= ~MF_SCENERY; mobj->fuse = mthing->args[1]; } if (mthing->args[2] & TMSF_RETRACTED) P_SetMobjState(mobj, mobj->info->meleestate); // Use per-thing collision for spikes unless the intangible flag is checked. if (!(mthing->args[2] & TMSF_INTANGIBLE) && !metalrecording) { P_UnsetThingPosition(mobj); mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT); mobj->flags |= MF_SOLID; P_SetThingPosition(mobj); } break; case MT_WALLSPIKE: // Pop up spikes! if (mthing->args[0]) { mobj->flags &= ~MF_SCENERY; mobj->fuse = mthing->args[1]; } if (mthing->args[2] & TMSF_RETRACTED) P_SetMobjState(mobj, mobj->info->meleestate); // Use per-thing collision for spikes unless the intangible flag is checked. if (!(mthing->args[2] & TMSF_INTANGIBLE) && !metalrecording) { P_UnsetThingPosition(mobj); mobj->flags &= ~(MF_NOBLOCKMAP | MF_NOCLIPHEIGHT); mobj->flags |= MF_SOLID; P_SetThingPosition(mobj); } // spawn base { const angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS); // the mobj's own angle hasn't been set quite yet so... const fixed_t baseradius = mobj->radius - mobj->scale; mobj_t* base = P_SpawnMobj( mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius), mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius), mobj->z, MT_WALLSPIKEBASE); base->angle = mobjangle + ANGLE_90; base->destscale = mobj->destscale; P_SetScale(base, mobj->scale); P_SetTarget(&base->target, mobj); P_SetTarget(&mobj->tracer, base); } break; case MT_RING_BOX: //count 10 ring boxes into the number of rings equation too. if (nummaprings >= 0) nummaprings += 10; break; case MT_BIGTUMBLEWEED: case MT_LITTLETUMBLEWEED: if (mthing->args[0]) { fixed_t offset = FixedMul(16*FRACUNIT, mobj->scale); mobj->momx += P_RandomChance(FRACUNIT/2) ? offset : -offset; mobj->momy += P_RandomChance(FRACUNIT/2) ? offset : -offset; mobj->momz += offset; mobj->flags2 |= MF2_AMBUSH; } break; case MT_REDFLAG: redflag = mobj; rflagpoint = mobj->spawnpoint; break; case MT_BLUEFLAG: blueflag = mobj; bflagpoint = mobj->spawnpoint; break; case MT_NIGHTSSTAR: if (maptol & TOL_XMAS) P_SetMobjState(mobj, mobj->info->seestate); break; case MT_YELLOWDIAG: case MT_REDDIAG: case MT_BLUEDIAG: mobj->angle = FixedAngle(mthing->angle << FRACBITS); if (mthing->args[0] & TMDS_NOGRAVITY) mobj->flags |= MF_NOGRAVITY; if (mthing->args[0] & TMDS_ROTATEEXTRA) mobj->angle += ANGLE_22h; *doangle = false; break; case MT_AMBIENT: if (mthing->stringargs[0]) mobj->threshold = get_number(mthing->stringargs[0]); mobj->health = mthing->args[0] ? mthing->args[0] : TICRATE; break; case MT_GOLDBUZZ: case MT_REDBUZZ: case MT_JETTBOMBER: case MT_JETTGUNNER: case MT_ROBOHOOD: case MT_CRUSHSTACEAN: case MT_BANPYURA: case MT_BUMBLEBORE: case MT_CACOLANTERN: case MT_PIAN: if (mthing->args[0]) mobj->flags2 |= MF2_AMBUSH; break; case MT_EGGGUARD: if (mthing->args[1]) mobj->flags2 |= MF2_AMBUSH; break; case MT_STEAM: if (mthing->args[0]) mobj->flags2 |= MF2_AMBUSH; break; case MT_SALOONDOORCENTER: if (mthing->args[0]) mobj->flags2 |= MF2_AMBUSH; break; case MT_MINECARTSWITCHPOINT: if (mthing->args[0]) mobj->flags2 |= MF2_AMBUSH; break; case MT_ROLLOUTSPAWN: if (mthing->args[0]) mobj->flags2 |= MF2_AMBUSH; break; default: break; } if (mobj->flags & MF_BOSS) { if (mthing->args[1]) // No egg trap for this boss mobj->flags2 |= MF2_BOSSNOTRAP; } if (mobj->flags & MF_NIGHTSITEM) { // Requires you to be in bonus time to activate if (mthing->args[0] & TMNI_BONUSONLY) mobj->flags2 |= MF2_STRONGBOX; // Spawn already displayed if (mthing->args[0] & TMNI_REVEAL) { mobj->flags |= MF_SPECIAL; mobj->flags &= ~MF_NIGHTSITEM; } } if (mobj->flags & MF_PUSHABLE) { switch (mthing->args[0]) { case TMP_NORMAL: default: break; case TMP_SLIDE: mobj->flags2 |= MF2_SLIDEPUSH; mobj->flags |= MF_BOUNCE; break; case TMP_IMMOVABLE: mobj->flags &= ~MF_PUSHABLE; break; case TMP_CLASSIC: mobj->flags2 |= MF2_CLASSICPUSH; break; } } if (mobj->flags & MF_SPRING && mobj->info->painchance == 3) { if (mthing->args[0]) mobj->flags2 |= MF2_AMBUSH; } if ((mobj->flags & MF_MONITOR) && mobj->info->speed != 0) { switch (mthing->args[1]) { case TMMR_SAME: default: break; case TMMR_WEAK: mobj->flags2 |= MF2_AMBUSH; break; case TMMR_STRONG: mobj->flags2 |= MF2_STRONGBOX; } } return true; } static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y, fixed_t z, mobjtype_t i) { mobj_t *mobj = NULL; boolean doangle = true; mobj = P_SpawnMobj(x, y, z, i); mobj->spawnpoint = mthing; P_SetScale(mobj, FixedMul(mobj->scale, mthing->scale)); mobj->destscale = FixedMul(mobj->destscale, mthing->scale); if (!P_SetupSpawnedMapThing(mthing, mobj, &doangle)) return mobj; if (doangle) mobj->angle = FixedAngle(mthing->angle << FRACBITS); mobj->pitch = FixedAngle(mthing->pitch << FRACBITS); mobj->roll = FixedAngle(mthing->roll << FRACBITS); mthing->mobj = mobj; // Generic reverse gravity for individual objects flag. if (mthing->options & MTF_OBJECTFLIP) { mobj->eflags |= MFE_VERTICALFLIP; mobj->flags2 |= MF2_OBJECTFLIP; } // Final set of not being able to draw nightsitems. if (mobj->flags & MF_NIGHTSITEM) mobj->flags2 |= MF2_DONTDRAW; return mobj; } // // P_SpawnMapThing // The fields of the mapthing should // already be in host byte order. // mobj_t *P_SpawnMapThing(mapthing_t *mthing) { mobjtype_t i; mobj_t *mobj = NULL; fixed_t x, y, z; if (!mthing->type) return mobj; // Ignore type-0 things as NOPs if (mthing->type == 3328) // 3D Mode start Thing return mobj; if (!objectplacing && P_SpawnNonMobjMapThing(mthing)) return mobj; i = P_GetMobjtype(mthing->type); if (i == MT_UNKNOWN) CONS_Alert(CONS_WARNING, M_GetText("Unknown thing type %d placed at (%d, %d)\n"), mthing->type, mthing->x, mthing->y); // Skip all returning/substitution code in objectplace. if (!objectplacing) { if (!P_AllowMobjSpawn(mthing, i)) return mobj; i = P_GetMobjtypeSubstitute(mthing, i); if (i == MT_NULL) // Don't spawn mobj return mobj; } x = mthing->x << FRACBITS; y = mthing->y << FRACBITS; z = P_GetMapThingSpawnHeight(i, mthing, x, y); return P_SpawnMobjFromMapThing(mthing, x, y, z, i); } void P_SpawnHoop(mapthing_t *mthing) { if (metalrecording) return; mobj_t *mobj = NULL; mobj_t *nextmobj = NULL; mobj_t *hoopcenter; matrix_t pitchmatrix, yawmatrix; fixed_t radius = mthing->args[0] << FRACBITS; fixed_t sizefactor = 4*FRACUNIT; fixed_t hoopsize = radius/sizefactor; INT32 i; angle_t fa; vector4_t v, res; fixed_t x = mthing->x << FRACBITS; fixed_t y = mthing->y << FRACBITS; fixed_t z = P_GetMobjSpawnHeight(MT_HOOP, x, y, mthing->z << FRACBITS, 0, false, mthing->scale); hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER); hoopcenter->spawnpoint = mthing; hoopcenter->z -= hoopcenter->height/2; P_UnsetThingPosition(hoopcenter); hoopcenter->x = x; hoopcenter->y = y; P_SetThingPosition(hoopcenter); hoopcenter->movedir = mthing->pitch; FM_RotateX(&pitchmatrix, FixedAngle(hoopcenter->movedir << FRACBITS)); hoopcenter->movecount = mthing->angle; FM_RotateZ(&yawmatrix, FixedAngle(hoopcenter->movecount << FRACBITS)); // For the hoop when it flies away hoopcenter->extravalue1 = hoopsize; hoopcenter->extravalue2 = radius/12; // Create the hoop! for (i = 0; i < hoopsize; i++) { fa = i*(FINEANGLES/hoopsize); v.x = FixedMul(FINECOSINE(fa), radius); v.y = 0; v.z = FixedMul(FINESINE(fa), radius); v.a = FRACUNIT; FV4_Copy(&v, FM_MultMatrixVec4(&pitchmatrix, &v, &res)); FV4_Copy(&v, FM_MultMatrixVec4(&yawmatrix, &v, &res)); mobj = P_SpawnMobj(x + v.x, y + v.y, z + v.z, MT_HOOP); mobj->z -= mobj->height/2; if (maptol & TOL_XMAS) P_SetMobjState(mobj, mobj->info->seestate + (i & 1)); P_SetTarget(&mobj->target, hoopcenter); // Link the sprite to the center. mobj->fuse = 0; // Link all the sprites in the hoop together if (nextmobj) { P_SetTarget(&mobj->hprev, nextmobj); P_SetTarget(&mobj->hprev->hnext, mobj); } else P_SetTarget(&mobj->hprev, P_SetTarget(&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; radius = hoopsize*sizefactor; for (i = 0; i < hoopsize; i++) { fa = i*(FINEANGLES/hoopsize); v.x = FixedMul(FINECOSINE(fa), radius); v.y = 0; v.z = FixedMul(FINESINE(fa), radius); v.a = FRACUNIT; FV4_Copy(&v, FM_MultMatrixVec4(&pitchmatrix, &v, &res)); FV4_Copy(&v, FM_MultMatrixVec4(&yawmatrix, &v, &res)); mobj = P_SpawnMobj(x + v.x, y + v.y, z + v.z, MT_HOOPCOLLIDE); mobj->z -= mobj->height/2; // Link all the collision sprites together. P_SetTarget(&mobj->hnext, NULL); P_SetTarget(&mobj->hprev, nextmobj); P_SetTarget(&mobj->hprev->hnext, mobj); nextmobj = mobj; } } while (hoopsize >= 8); } void P_SetBonusTime(mobj_t *mobj) { if (!mobj) return; if (mobj->type != MT_BLUESPHERE && mobj->type != MT_NIGHTSCHIP) return; P_SetMobjState(mobj, mobj->info->raisestate); } static void P_SpawnItemRow(mapthing_t *mthing, mobjtype_t *itemtypes, UINT8 numitemtypes, INT32 numitems, fixed_t horizontalspacing, fixed_t verticalspacing, INT16 fixedangle, boolean bonustime) { mapthing_t dummything; mobj_t *mobj = NULL; fixed_t x = mthing->x << FRACBITS; fixed_t y = mthing->y << FRACBITS; fixed_t z = mthing->z << FRACBITS; INT32 r; angle_t angle = FixedAngle(fixedangle << FRACBITS); angle_t fineangle = (angle >> ANGLETOFINESHIFT) & FINEMASK; for (r = 0; r < numitemtypes; r++) { dummything = *mthing; dummything.type = mobjinfo[itemtypes[r]].doomednum; // Skip all returning/substitution code in objectplace. if (!objectplacing) { if (!P_AllowMobjSpawn(&dummything, itemtypes[r])) { itemtypes[r] = MT_NULL; continue; } itemtypes[r] = P_GetMobjtypeSubstitute(&dummything, itemtypes[r]); } } z = P_GetMobjSpawnHeight(itemtypes[0], x, y, z, 0, mthing->options & MTF_OBJECTFLIP, mthing->scale); for (r = 0; r < numitems; r++) { mobjtype_t itemtype = itemtypes[r % numitemtypes]; if (itemtype == MT_NULL) continue; dummything.type = mobjinfo[itemtype].doomednum; x += FixedMul(horizontalspacing, FINECOSINE(fineangle)); y += FixedMul(horizontalspacing, FINESINE(fineangle)); z += (mthing->options & MTF_OBJECTFLIP) ? -verticalspacing : verticalspacing; mobj = P_SpawnMobjFromMapThing(&dummything, x, y, z, itemtype); if (!mobj) continue; mobj->spawnpoint = NULL; if (bonustime) P_SetBonusTime(mobj); } } static void P_SpawnSingularItemRow(mapthing_t *mthing, mobjtype_t itemtype, INT32 numitems, fixed_t horizontalspacing, fixed_t verticalspacing, INT16 fixedangle, boolean bonustime) { mobjtype_t itemtypes[1] = { itemtype }; P_SpawnItemRow(mthing, itemtypes, 1, numitems, horizontalspacing, verticalspacing, fixedangle, bonustime); } static void P_SpawnItemCircle(mapthing_t *mthing, mobjtype_t *itemtypes, UINT8 numitemtypes, INT32 numitems, fixed_t size, boolean bonustime) { mapthing_t dummything; mobj_t* mobj = NULL; fixed_t x = mthing->x << FRACBITS; fixed_t y = mthing->y << FRACBITS; fixed_t z = mthing->z << FRACBITS; angle_t angle = FixedAngle(mthing->angle << FRACBITS); angle_t fa; INT32 i; matrix_t m; vector4_t v, res; for (i = 0; i < numitemtypes; i++) { dummything = *mthing; dummything.type = mobjinfo[itemtypes[i]].doomednum; // Skip all returning/substitution code in objectplace. if (!objectplacing) { if (!P_AllowMobjSpawn(&dummything, itemtypes[i])) { itemtypes[i] = MT_NULL; continue; } itemtypes[i] = P_GetMobjtypeSubstitute(&dummything, itemtypes[i]); } } z = P_GetMobjSpawnHeight(itemtypes[0], x, y, z, 0, false, mthing->scale); for (i = 0; i < numitems; i++) { mobjtype_t itemtype = itemtypes[i % numitemtypes]; if (itemtype == MT_NULL) continue; dummything.type = mobjinfo[itemtype].doomednum; fa = i*FINEANGLES/numitems; v.x = FixedMul(FINECOSINE(fa), size); v.y = 0; v.z = FixedMul(FINESINE(fa), size); v.a = FRACUNIT; FM_RotateZ(&m, angle); FV4_Copy(&v, FM_MultMatrixVec4(&m, &v, &res)); mobj = P_SpawnMobjFromMapThing(&dummything, x + v.x, y + v.y, z + v.z, itemtype); if (!mobj) continue; mobj->z -= mobj->height/2; mobj->spawnpoint = NULL; if (bonustime) P_SetBonusTime(mobj); } } static void P_ParseItemTypes(char *itemstring, mobjtype_t *itemtypes, UINT8 *numitemtypes) { char *tok; *numitemtypes = 0; if (itemstring) { char *stringcopy = Z_Malloc(strlen(itemstring) + 1, PU_LEVEL, NULL); M_Memcpy(stringcopy, itemstring, strlen(itemstring)); stringcopy[strlen(itemstring)] = '\0'; tok = strtok(stringcopy, " "); while (tok && *numitemtypes < 128) { itemtypes[*numitemtypes] = get_number(tok); tok = strtok(NULL, " "); (*numitemtypes)++; } Z_Free(stringcopy); } else { //If no types are supplied, default to ring itemtypes[0] = MT_RING; *numitemtypes = 1; } } void P_SpawnItemPattern(mapthing_t *mthing, boolean bonustime) { switch (mthing->type) { // Special placement patterns case 600: // 5 vertical rings (yellow spring) P_SpawnSingularItemRow(mthing, MT_RING, 5, 0, 64*FRACUNIT, 0, bonustime); return; case 601: // 5 vertical rings (red spring) P_SpawnSingularItemRow(mthing, MT_RING, 5, 0, 128*FRACUNIT, 0, bonustime); return; case 602: // 5 diagonal rings (yellow spring) P_SpawnSingularItemRow(mthing, MT_RING, 5, 64*FRACUNIT, 64*FRACUNIT, mthing->angle, bonustime); return; case 603: // 10 diagonal rings (red spring) P_SpawnSingularItemRow(mthing, MT_RING, 10, 64*FRACUNIT, 64*FRACUNIT, mthing->angle, bonustime); return; case 604: // Circle of rings (8 items) case 605: // Circle of rings (16 items) case 606: // Circle of blue spheres (8 items) case 607: // Circle of blue spheres (16 items) { INT32 numitems = (mthing->type & 1) ? 16 : 8; fixed_t size = (mthing->type & 1) ? 192*FRACUNIT : 96*FRACUNIT; mobjtype_t itemtypes[1] = { (mthing->type < 606) ? MT_RING : MT_BLUESPHERE }; P_SpawnItemCircle(mthing, itemtypes, 1, numitems, size, bonustime); return; } case 608: // Circle of rings and blue spheres (8 items) case 609: // Circle of rings and blue spheres (16 items) { INT32 numitems = (mthing->type & 1) ? 16 : 8; fixed_t size = (mthing->type & 1) ? 192*FRACUNIT : 96*FRACUNIT; mobjtype_t itemtypes[2] = { MT_RING, MT_BLUESPHERE }; P_SpawnItemCircle(mthing, itemtypes, 2, numitems, size, bonustime); return; } case 610: // Generic item row { mobjtype_t itemtypes[128]; //If you want to have a row with more than 128 different object types, you're crazy. UINT8 numitemtypes; if (!udmf) return; P_ParseItemTypes(mthing->stringargs[0], itemtypes, &numitemtypes); P_SpawnItemRow(mthing, itemtypes, numitemtypes, mthing->args[0], mthing->args[1] << FRACBITS, mthing->args[2] << FRACBITS, mthing->angle, bonustime); return; } case 611: // Generic item circle { mobjtype_t itemtypes[128]; //If you want to have a circle with more than 128 different object types, you're crazy. UINT8 numitemtypes; if (!udmf) return; CONS_Printf("Itemstring: %s\n", mthing->stringargs[0]); P_ParseItemTypes(mthing->stringargs[0], itemtypes, &numitemtypes); P_SpawnItemCircle(mthing, itemtypes, numitemtypes, mthing->args[0], mthing->args[1] << FRACBITS, bonustime); return; } default: 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, speed; // angle at which you fire, is player angle an = angle; if (allowaim) // aiming allowed? slope = AIMINGTOSLOPE(source->player->aiming); x = source->x; y = source->y; if (source->eflags & MFE_VERTICALFLIP) z = source->z + 2*source->height/3 - FixedMul(mobjinfo[type].height, source->scale); else z = source->z + source->height/3; th = P_SpawnMobj(x, y, z, type); if (source->eflags & MFE_VERTICALFLIP) th->flags2 |= MF2_OBJECTFLIP; th->destscale = source->scale; P_SetScale(th, source->scale); th->flags2 |= flags2; // The rail ring has no unique thrown object, so we must do this. if (th->info->seesound && !(th->flags2 & MF2_RAILRING)) S_StartSound(source, th->info->seesound); P_SetTarget(&th->target, source); speed = th->info->speed; if (source->player && source->player->charability == CA_FLY) speed = FixedMul(speed, 3*FRACUNIT/2); th->angle = an; th->momx = FixedMul(speed, FINECOSINE(an>>ANGLETOFINESHIFT)); th->momy = FixedMul(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(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; } // // P_SpawnMobjFromMobj // Spawns an object with offsets relative to the position of another object. // Scale, gravity flip, etc. is taken into account automatically. // mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zofs, mobjtype_t type) { mobj_t *newmobj; xofs = FixedMul(xofs, mobj->scale); yofs = FixedMul(yofs, mobj->scale); zofs = FixedMul(zofs, mobj->scale); newmobj = P_SpawnMobj(mobj->x + xofs, mobj->y + yofs, mobj->z + zofs, type); if (!newmobj) return NULL; if (mobj->eflags & MFE_VERTICALFLIP) { fixed_t elementheight = FixedMul(newmobj->info->height, mobj->scale); newmobj->eflags |= MFE_VERTICALFLIP; newmobj->flags2 |= MF2_OBJECTFLIP; newmobj->z = mobj->z + mobj->height - zofs - elementheight; newmobj->old_z = mobj->old_z + mobj->height - zofs - elementheight; newmobj->old_z2 = mobj->old_z2 + mobj->height - zofs - elementheight; } else { newmobj->old_z = mobj->old_z + zofs; newmobj->old_z2 = mobj->old_z2 + zofs; } newmobj->destscale = mobj->destscale; P_SetScale(newmobj, mobj->scale); newmobj->old_x2 = mobj->old_x2 + xofs; newmobj->old_y2 = mobj->old_y2 + yofs; newmobj->old_x = mobj->old_x + xofs; newmobj->old_y = mobj->old_y + yofs; // This angle hack is needed for Lua scripts that set the angle after // spawning, to avoid erroneous interpolation. if (mobj->player) { newmobj->old_angle2 = mobj->player->old_drawangle2; newmobj->old_angle = mobj->player->old_drawangle; } else { newmobj->old_angle2 = mobj->old_angle2; newmobj->old_angle = mobj->old_angle; } newmobj->old_scale2 = mobj->old_scale2; newmobj->old_scale = mobj->old_scale; newmobj->old_spritexscale = mobj->old_spritexscale; newmobj->old_spriteyscale = mobj->old_spriteyscale; newmobj->old_spritexoffset = mobj->old_spritexoffset; newmobj->old_spriteyoffset = mobj->old_spriteyoffset; return newmobj; }