dvr/app/jni/prboom/p_mobj.c

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2016-03-03 22:28:59 +00:00
/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2004 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Moving object handling. Spawn functions.
*
*-----------------------------------------------------------------------------*/
#include "doomdef.h"
#include "doomstat.h"
#include "m_random.h"
#include "r_main.h"
#include "p_maputl.h"
#include "p_map.h"
#include "p_tick.h"
#include "sounds.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "s_sound.h"
#include "info.h"
#include "g_game.h"
#include "p_inter.h"
#include "lprintf.h"
#include "r_demo.h"
//
// P_SetMobjState
// Returns true if the mobj is still present.
//
boolean P_SetMobjState(mobj_t* mobj,statenum_t state)
{
state_t* st;
// killough 4/9/98: remember states seen, to detect cycles:
static statenum_t seenstate_tab[NUMSTATES]; // fast transition table
statenum_t *seenstate = seenstate_tab; // pointer to table
static int recursion; // detects recursion
statenum_t i = state; // initial state
boolean ret = true; // return value
statenum_t tempstate[NUMSTATES]; // for use with recursion
if (recursion++) // if recursion detected,
memset(seenstate=tempstate,0,sizeof tempstate); // clear state table
do
{
if (state == S_NULL)
{
mobj->state = (state_t *) S_NULL;
P_RemoveMobj (mobj);
ret = false;
break; // killough 4/9/98
}
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
// Modified handling.
// Call action functions when the state is set
if (st->action)
st->action(mobj);
seenstate[state] = 1 + st->nextstate; // killough 4/9/98
state = st->nextstate;
} while (!mobj->tics && !seenstate[state]); // killough 4/9/98
if (ret && !mobj->tics) // killough 4/9/98: detect state cycles
doom_printf("Warning: State Cycle Detected");
if (!--recursion)
for (;(state=seenstate[i]);i=state-1)
seenstate[i] = 0; // killough 4/9/98: erase memory of states
return ret;
}
//
// P_ExplodeMissile
//
void P_ExplodeMissile (mobj_t* mo)
{
mo->momx = mo->momy = mo->momz = 0;
P_SetMobjState (mo, mobjinfo[mo->type].deathstate);
mo->tics -= P_Random(pr_explode)&3;
if (mo->tics < 1)
mo->tics = 1;
mo->flags &= ~MF_MISSILE;
if (mo->info->deathsound)
S_StartSound (mo, mo->info->deathsound);
}
//
// P_XYMovement
//
// Attempts to move something if it has momentum.
//
static void P_XYMovement (mobj_t* mo)
{
player_t *player;
fixed_t xmove, ymove;
//e6y
fixed_t oldx,oldy; // phares 9/10/98: reducing bobbing/momentum on ice
#if 0
fixed_t ptryx;
fixed_t ptryy;
fixed_t xmove;
fixed_t ymove;
fixed_t oldx,oldy; // phares 9/10/98: reducing bobbing/momentum on ice
// when up against walls
#endif
if (!(mo->momx | mo->momy)) // Any momentum?
{
if (mo->flags & MF_SKULLFLY)
{
// the skull slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->momz = 0;
P_SetMobjState (mo, mo->info->spawnstate);
}
return;
}
player = mo->player;
if (mo->momx > MAXMOVE)
mo->momx = MAXMOVE;
else if (mo->momx < -MAXMOVE)
mo->momx = -MAXMOVE;
if (mo->momy > MAXMOVE)
mo->momy = MAXMOVE;
else if (mo->momy < -MAXMOVE)
mo->momy = -MAXMOVE;
xmove = mo->momx;
ymove = mo->momy;
oldx = mo->x; // phares 9/10/98: new code to reduce bobbing/momentum
oldy = mo->y; // when on ice & up against wall. These will be compared
// to your x,y values later to see if you were able to move
do
{
fixed_t ptryx, ptryy;
// killough 8/9/98: fix bug in original Doom source:
// Large negative displacements were never considered.
// This explains the tendency for Mancubus fireballs
// to pass through walls.
// CPhipps - compatibility optioned
if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2 ||
(!comp[comp_moveblock]
&& (xmove < -MAXMOVE/2 || ymove < -MAXMOVE/2)))
{
ptryx = mo->x + xmove/2;
ptryy = mo->y + ymove/2;
xmove >>= 1;
ymove >>= 1;
}
else
{
ptryx = mo->x + xmove;
ptryy = mo->y + ymove;
xmove = ymove = 0;
}
// killough 3/15/98: Allow objects to drop off
if (!P_TryMove (mo, ptryx, ptryy, true))
{
// blocked move
// killough 8/11/98: bouncing off walls
// killough 10/98:
// Add ability for objects other than players to bounce on ice
if (!(mo->flags & MF_MISSILE) &&
mbf_features &&
(mo->flags & MF_BOUNCES ||
(!player && blockline &&
variable_friction && mo->z <= mo->floorz &&
P_GetFriction(mo, NULL) > ORIG_FRICTION)))
{
if (blockline)
{
fixed_t r = ((blockline->dx >> FRACBITS) * mo->momx +
(blockline->dy >> FRACBITS) * mo->momy) /
((blockline->dx >> FRACBITS)*(blockline->dx >> FRACBITS)+
(blockline->dy >> FRACBITS)*(blockline->dy >> FRACBITS));
fixed_t x = FixedMul(r, blockline->dx);
fixed_t y = FixedMul(r, blockline->dy);
// reflect momentum away from wall
mo->momx = x*2 - mo->momx;
mo->momy = y*2 - mo->momy;
// if under gravity, slow down in
// direction perpendicular to wall.
if (!(mo->flags & MF_NOGRAVITY))
{
mo->momx = (mo->momx + x)/2;
mo->momy = (mo->momy + y)/2;
}
}
else
mo->momx = mo->momy = 0;
}
else
if (player) // try to slide along it
P_SlideMove (mo);
else
if (mo->flags & MF_MISSILE)
{
// explode a missile
if (ceilingline &&
ceilingline->backsector &&
ceilingline->backsector->ceilingpic == skyflatnum)
if (demo_compatibility || // killough
mo->z > ceilingline->backsector->ceilingheight)
{
// Hack to prevent missiles exploding
// against the sky.
// Does not handle sky floors.
P_RemoveMobj (mo);
return;
}
P_ExplodeMissile (mo);
}
else // whatever else it is, it is now standing still in (x,y)
mo->momx = mo->momy = 0;
}
} while (xmove || ymove);
// slow down
#if 0 /* killough 10/98: this is unused code (except maybe in .deh files?) */
if (player && player->cheats & CF_NOMOMENTUM)
{
// debug option for no sliding at all
mo->momx = mo->momy = 0;
player->momx = player->momy = 0; /* killough 10/98 */
return;
}
#endif
/* no friction for missiles or skulls ever, no friction when airborne */
if (mo->flags & (MF_MISSILE | MF_SKULLFLY) || mo->z > mo->floorz)
return;
/* killough 8/11/98: add bouncers
* killough 9/15/98: add objects falling off ledges
* killough 11/98: only include bouncers hanging off ledges
*/
if (((mo->flags & MF_BOUNCES && mo->z > mo->dropoffz) ||
mo->flags & MF_CORPSE || mo->intflags & MIF_FALLING) &&
(mo->momx > FRACUNIT/4 || mo->momx < -FRACUNIT/4 ||
mo->momy > FRACUNIT/4 || mo->momy < -FRACUNIT/4) &&
mo->floorz != mo->subsector->sector->floorheight)
return; // do not stop sliding if halfway off a step with some momentum
// killough 11/98:
// Stop voodoo dolls that have come to rest, despite any
// moving corresponding player, except in old demos:
if (mo->momx > -STOPSPEED && mo->momx < STOPSPEED &&
mo->momy > -STOPSPEED && mo->momy < STOPSPEED &&
(!player || !(player->cmd.forwardmove | player->cmd.sidemove) ||
(player->mo != mo && compatibility_level >= lxdoom_1_compatibility)))
{
// if in a walking frame, stop moving
// killough 10/98:
// Don't affect main player when voodoo dolls stop, except in old demos:
// if ( player&&(unsigned)((player->mo->state - states)- S_PLAY_RUN1) < 4)
// P_SetMobjState (player->mo, S_PLAY);
if (player && (unsigned)(player->mo->state - states - S_PLAY_RUN1) < 4
&& (player->mo == mo || compatibility_level >= lxdoom_1_compatibility))
P_SetMobjState(player->mo, S_PLAY);
mo->momx = mo->momy = 0;
/* killough 10/98: kill any bobbing momentum too (except in voodoo dolls)
* cph - DEMOSYNC - needs compatibility check?
*/
if (player && player->mo == mo)
player->momx = player->momy = 0;
}
else
{
/* phares 3/17/98
*
* Friction will have been adjusted by friction thinkers for
* icy or muddy floors. Otherwise it was never touched and
* remained set at ORIG_FRICTION
*
* killough 8/28/98: removed inefficient thinker algorithm,
* instead using touching_sectorlist in P_GetFriction() to
* determine friction (and thus only when it is needed).
*
* killough 10/98: changed to work with new bobbing method.
* Reducing player momentum is no longer needed to reduce
* bobbing, so ice works much better now.
*
* cph - DEMOSYNC - need old code for Boom demos?
*/
//e6y
if (compatibility_level <= boom_201_compatibility)
{
// phares 3/17/98
// Friction will have been adjusted by friction thinkers for icy
// or muddy floors. Otherwise it was never touched and
// remained set at ORIG_FRICTION
mo->momx = FixedMul(mo->momx,mo->friction);
mo->momy = FixedMul(mo->momy,mo->friction);
mo->friction = ORIG_FRICTION; // reset to normal for next tic
}
else if (compatibility_level <= lxdoom_1_compatibility)
{
// phares 9/10/98: reduce bobbing/momentum when on ice & up against wall
if ((oldx == mo->x) && (oldy == mo->y)) // Did you go anywhere?
{ // No. Use original friction. This allows you to not bob so much
// if you're on ice, but keeps enough momentum around to break free
// when you're mildly stuck in a wall.
mo->momx = FixedMul(mo->momx,ORIG_FRICTION);
mo->momy = FixedMul(mo->momy,ORIG_FRICTION);
}
else
{ // Yes. Use stored friction.
mo->momx = FixedMul(mo->momx,mo->friction);
mo->momy = FixedMul(mo->momy,mo->friction);
}
mo->friction = ORIG_FRICTION; // reset to normal for next tic
}
else
{
fixed_t friction = P_GetFriction(mo, NULL);
mo->momx = FixedMul(mo->momx, friction);
mo->momy = FixedMul(mo->momy, friction);
/* killough 10/98: Always decrease player bobbing by ORIG_FRICTION.
* This prevents problems with bobbing on ice, where it was not being
* reduced fast enough, leading to all sorts of kludges being developed.
*/
if (player && player->mo == mo) /* Not voodoo dolls */
{
player->momx = FixedMul(player->momx, ORIG_FRICTION);
player->momy = FixedMul(player->momy, ORIG_FRICTION);
}
}
}
}
//
// P_ZMovement
//
// Attempt vertical movement.
static void P_ZMovement (mobj_t* mo)
{
/* killough 7/11/98:
* BFG fireballs bounced on floors and ceilings in Pre-Beta Doom
* killough 8/9/98: added support for non-missile objects bouncing
* (e.g. grenade, mine, pipebomb)
*/
if (mo->flags & MF_BOUNCES && mo->momz) {
mo->z += mo->momz;
if (mo->z <= mo->floorz) { /* bounce off floors */
mo->z = mo->floorz;
if (mo->momz < 0) {
mo->momz = -mo->momz;
if (!(mo->flags & MF_NOGRAVITY)) { /* bounce back with decay */
mo->momz = mo->flags & MF_FLOAT ? // floaters fall slowly
mo->flags & MF_DROPOFF ? // DROPOFF indicates rate
FixedMul(mo->momz, (fixed_t)(FRACUNIT*.85)) :
FixedMul(mo->momz, (fixed_t)(FRACUNIT*.70)) :
FixedMul(mo->momz, (fixed_t)(FRACUNIT*.45)) ;
/* Bring it to rest below a certain speed */
if (D_abs(mo->momz) <= mo->info->mass*(GRAVITY*4/256))
mo->momz = 0;
}
/* killough 11/98: touchy objects explode on impact */
if (mo->flags & MF_TOUCHY && mo->intflags & MIF_ARMED
&& mo->health > 0)
P_DamageMobj(mo, NULL, NULL, mo->health);
else if (mo->flags & MF_FLOAT && sentient(mo))
goto floater;
return;
}
} else if (mo->z >= mo->ceilingz - mo->height) {
/* bounce off ceilings */
mo->z = mo->ceilingz - mo->height;
if (mo->momz > 0) {
if (mo->subsector->sector->ceilingpic != skyflatnum)
mo->momz = -mo->momz; /* always bounce off non-sky ceiling */
else if (mo->flags & MF_MISSILE)
P_RemoveMobj(mo); /* missiles don't bounce off skies */
else if (mo->flags & MF_NOGRAVITY)
mo->momz = -mo->momz; // bounce unless under gravity
if (mo->flags & MF_FLOAT && sentient(mo))
goto floater;
return;
}
} else {
if (!(mo->flags & MF_NOGRAVITY)) /* free-fall under gravity */
mo->momz -= mo->info->mass*(GRAVITY/256);
if (mo->flags & MF_FLOAT && sentient(mo)) goto floater;
return;
}
/* came to a stop */
mo->momz = 0;
if (mo->flags & MF_MISSILE) {
if (ceilingline &&
ceilingline->backsector &&
ceilingline->backsector->ceilingpic == skyflatnum &&
mo->z > ceilingline->backsector->ceilingheight)
P_RemoveMobj(mo); /* don't explode on skies */
else
P_ExplodeMissile(mo);
}
if (mo->flags & MF_FLOAT && sentient(mo)) goto floater;
return;
}
/* killough 8/9/98: end bouncing object code */
// check for smooth step up
if (mo->player &&
mo->player->mo == mo && // killough 5/12/98: exclude voodoo dolls
mo->z < mo->floorz)
{
mo->player->viewheight -= mo->floorz-mo->z;
mo->player->deltaviewheight = (VIEWHEIGHT - mo->player->viewheight)>>3;
}
// adjust altitude
mo->z += mo->momz;
floater:
if ((mo->flags & MF_FLOAT) && mo->target)
// float down towards target if too close
if (!((mo->flags ^ MF_FLOAT) & (MF_FLOAT | MF_SKULLFLY | MF_INFLOAT)) &&
mo->target) /* killough 11/98: simplify */
{
fixed_t delta;
if (P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y) <
D_abs(delta = mo->target->z + (mo->height>>1) - mo->z)*3)
mo->z += delta < 0 ? -FLOATSPEED : FLOATSPEED;
}
// clip movement
if (mo->z <= mo->floorz)
{
// hit the floor
/* Note (id):
* somebody left this after the setting momz to 0,
* kinda useless there.
* cph - This was the a bug in the linuxdoom-1.10 source which
* caused it not to sync Doom 2 v1.9 demos. Someone
* added the above comment and moved up the following code. So
* demos would desync in close lost soul fights.
* cph - revised 2001/04/15 -
* This was a bug in the Doom/Doom 2 source; the following code
* is meant to make charging lost souls bounce off of floors, but it
* was incorrectly placed after momz was set to 0.
* However, this bug was fixed in Doom95, Final/Ultimate Doom, and
* the v1.10 source release (which is one reason why it failed to sync
* some Doom2 v1.9 demos)
* I've added a comp_soul compatibility option to make this behavior
* selectable for PrBoom v2.3+. For older demos, we do this here only
* if we're in a compatibility level above Doom 2 v1.9 (in which case we
* mimic the bug and do it further down instead)
*/
if (mo->flags & MF_SKULLFLY &&
(!comp[comp_soul] ||
(compatibility_level > doom2_19_compatibility &&
compatibility_level < prboom_4_compatibility)
))
mo->momz = -mo->momz; // the skull slammed into something
if (mo->momz < 0)
{
/* killough 11/98: touchy objects explode on impact */
if (mo->flags & MF_TOUCHY && mo->intflags & MIF_ARMED && mo->health > 0)
P_DamageMobj(mo, NULL, NULL, mo->health);
else
if (mo->player && /* killough 5/12/98: exclude voodoo dolls */
mo->player->mo == mo && mo->momz < -GRAVITY*8)
{
// Squat down.
// Decrease viewheight for a moment
// after hitting the ground (hard),
// and utter appropriate sound.
mo->player->deltaviewheight = mo->momz>>3;
if (mo->health > 0) /* cph - prevent "oof" when dead */
S_StartSound (mo, sfx_oof);
}
mo->momz = 0;
}
mo->z = mo->floorz;
/* cph 2001/04/15 -
* This is the buggy lost-soul bouncing code referenced above.
* We've already set momz = 0 normally by this point, so it's useless.
* However we might still have upward momentum, in which case this will
* incorrectly reverse it, so we might still need this for demo sync
*/
if (mo->flags & MF_SKULLFLY &&
compatibility_level <= doom2_19_compatibility)
mo->momz = -mo->momz; // the skull slammed into something
if ( (mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP) )
{
P_ExplodeMissile (mo);
return;
}
}
else // still above the floor // phares
if (!(mo->flags & MF_NOGRAVITY))
{
if (!mo->momz)
mo->momz = -GRAVITY;
mo->momz -= GRAVITY;
}
if (mo->z + mo->height > mo->ceilingz)
{
/* cph 2001/04/15 -
* Lost souls were meant to bounce off of ceilings;
* new comp_soul compatibility option added
*/
if (!comp[comp_soul] && mo->flags & MF_SKULLFLY)
mo->momz = -mo->momz; // the skull slammed into something
// hit the ceiling
if (mo->momz > 0)
mo->momz = 0;
mo->z = mo->ceilingz - mo->height;
/* cph 2001/04/15 -
* We might have hit a ceiling but had downward momentum (e.g. ceiling is
* lowering on us), so for old demos we must still do the buggy
* momentum reversal here
*/
if (comp[comp_soul] && mo->flags & MF_SKULLFLY)
mo->momz = -mo->momz; // the skull slammed into something
if ( (mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP) )
{
P_ExplodeMissile (mo);
return;
}
}
}
//
// P_NightmareRespawn
//
static void P_NightmareRespawn(mobj_t* mobj)
{
fixed_t x;
fixed_t y;
fixed_t z;
subsector_t* ss;
mobj_t* mo;
mapthing_t* mthing;
x = mobj->spawnpoint.x << FRACBITS;
y = mobj->spawnpoint.y << FRACBITS;
/* haleyjd: stupid nightmare respawning bug fix
*
* 08/09/00: compatibility added, time to ramble :)
* This fixes the notorious nightmare respawning bug that causes monsters
* that didn't spawn at level startup to respawn at the point (0,0)
* regardless of that point's nature. SMMU and Eternity need this for
* script-spawned things like Halif Swordsmythe, as well.
*
* cph - copied from eternity, except comp_respawnfix becomes comp_respawn
* and the logic is reversed (i.e. like the rest of comp_ it *disables*
* the fix)
*/
if(!comp[comp_respawn] && !x && !y)
{
// spawnpoint was zeroed out, so use point of death instead
x = mobj->x;
y = mobj->y;
}
// something is occupying its position?
if (!P_CheckPosition (mobj, x, y) )
return; // no respwan
// spawn a teleport fog at old spot
// because of removal of the body?
mo = P_SpawnMobj (mobj->x,
mobj->y,
mobj->subsector->sector->floorheight,
MT_TFOG);
// initiate teleport sound
S_StartSound (mo, sfx_telept);
// spawn a teleport fog at the new spot
ss = R_PointInSubsector (x,y);
mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_TFOG);
S_StartSound (mo, sfx_telept);
// spawn the new monster
mthing = &mobj->spawnpoint;
if (mobj->info->flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = ONFLOORZ;
// inherit attributes from deceased one
mo = P_SpawnMobj (x,y,z, mobj->type);
mo->spawnpoint = mobj->spawnpoint;
mo->angle = ANG45 * (mthing->angle/45);
if (mthing->options & MTF_AMBUSH)
mo->flags |= MF_AMBUSH;
/* killough 11/98: transfer friendliness from deceased */
mo->flags = (mo->flags & ~MF_FRIEND) | (mobj->flags & MF_FRIEND);
mo->reactiontime = 18;
// remove the old monster,
P_RemoveMobj (mobj);
}
//
// P_MobjThinker
//
void P_MobjThinker (mobj_t* mobj)
{
// killough 11/98:
// removed old code which looked at target references
// (we use pointer reference counting now)
mobj->PrevX = mobj->x;
mobj->PrevY = mobj->y;
mobj->PrevZ = mobj->z;
// momentum movement
if (mobj->momx | mobj->momy || mobj->flags & MF_SKULLFLY)
{
P_XYMovement(mobj);
if (mobj->thinker.function != P_MobjThinker) // cph - Must've been removed
return; // killough - mobj was removed
}
if (mobj->z != mobj->floorz || mobj->momz)
{
P_ZMovement(mobj);
if (mobj->thinker.function != P_MobjThinker) // cph - Must've been removed
return; // killough - mobj was removed
}
else
if (!(mobj->momx | mobj->momy) && !sentient(mobj))
{ // non-sentient objects at rest
mobj->intflags |= MIF_ARMED; // arm a mine which has come to rest
// killough 9/12/98: objects fall off ledges if they are hanging off
// slightly push off of ledge if hanging more than halfway off
if (mobj->z > mobj->dropoffz && // Only objects contacting dropoff
!(mobj->flags & MF_NOGRAVITY) && // Only objects which fall
!comp[comp_falloff]) // Not in old demos
P_ApplyTorque(mobj); // Apply torque
else
mobj->intflags &= ~MIF_FALLING, mobj->gear = 0; // Reset torque
}
// cycle through states,
// calling action functions at transitions
if (mobj->tics != -1)
{
mobj->tics--;
// you can cycle through multiple states in a tic
if (!mobj->tics)
if (!P_SetMobjState (mobj, mobj->state->nextstate) )
return; // freed itself
}
else
{
// check for nightmare respawn
if (! (mobj->flags & MF_COUNTKILL) )
return;
if (!respawnmonsters)
return;
mobj->movecount++;
if (mobj->movecount < 12*35)
return;
if (leveltime & 31)
return;
if (P_Random (pr_respawn) > 4)
return;
P_NightmareRespawn (mobj);
}
}
//
// P_SpawnMobj
//
mobj_t* P_SpawnMobj(fixed_t x,fixed_t y,fixed_t z,mobjtype_t type)
{
mobj_t* mobj;
state_t* st;
mobjinfo_t* info;
mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
memset (mobj, 0, sizeof (*mobj));
info = &mobjinfo[type];
mobj->type = type;
mobj->info = info;
mobj->x = x;
mobj->y = y;
mobj->radius = info->radius;
mobj->height = info->height; // phares
mobj->flags = info->flags;
/* killough 8/23/98: no friends, bouncers, or touchy things in old demos */
if (!mbf_features)
mobj->flags &= ~(MF_BOUNCES | MF_FRIEND | MF_TOUCHY);
else
if (type == MT_PLAYER) // Except in old demos, players
mobj->flags |= MF_FRIEND; // are always friends.
mobj->health = info->spawnhealth;
if (gameskill != sk_nightmare)
mobj->reactiontime = info->reactiontime;
mobj->lastlook = P_Random (pr_lastlook) % MAXPLAYERS;
// 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;
mobj->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
// set subsector and/or block links
P_SetThingPosition (mobj);
mobj->dropoffz = /* killough 11/98: for tracking dropoffs */
mobj->floorz = mobj->subsector->sector->floorheight;
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
mobj->z = z == ONFLOORZ ? mobj->floorz : z == ONCEILINGZ ?
mobj->ceilingz - mobj->height : z;
mobj->PrevX = mobj->x;
mobj->PrevY = mobj->y;
mobj->PrevZ = mobj->z;
mobj->thinker.function = P_MobjThinker;
//e6y
mobj->friction = ORIG_FRICTION; // phares 3/17/98
mobj->target = mobj->tracer = mobj->lastenemy = NULL;
P_AddThinker (&mobj->thinker);
if (!((mobj->flags ^ MF_COUNTKILL) & (MF_FRIEND | MF_COUNTKILL)))
totallive++;
return mobj;
}
static mapthing_t itemrespawnque[ITEMQUESIZE];
static int itemrespawntime[ITEMQUESIZE];
int iquehead;
int iquetail;
//
// P_RemoveMobj
//
void P_RemoveMobj (mobj_t* mobj)
{
if ((mobj->flags & MF_SPECIAL)
&& !(mobj->flags & MF_DROPPED)
&& (mobj->type != MT_INV)
&& (mobj->type != MT_INS))
{
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);
}
// unlink from sector and block lists
P_UnsetThingPosition (mobj);
// Delete all nodes on the current sector_list phares 3/16/98
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
// stop any playing sound
S_StopSound (mobj);
// killough 11/98:
//
// Remove any references to other mobjs.
//
// Older demos might depend on the fields being left alone, however,
// if multiple thinkers reference each other indirectly before the
// end of the current tic.
// CPhipps - only leave dead references in old demos; I hope lxdoom_1 level
// demos are rare and don't rely on this. I hope.
if ((compatibility_level >= lxdoom_1_compatibility) ||
(!demorecording && !demoplayback)) {
P_SetTarget(&mobj->target, NULL);
P_SetTarget(&mobj->tracer, NULL);
P_SetTarget(&mobj->lastenemy, NULL);
}
// free block
P_RemoveThinker (&mobj->thinker);
}
/*
* P_FindDoomedNum
*
* Finds a mobj type with a matching doomednum
*
* killough 8/24/98: rewrote to use hashing
*/
static PUREFUNC int P_FindDoomedNum(unsigned type)
{
static struct { int first, next; } *hash;
register int i;
if (!hash)
{
hash = Z_Malloc(sizeof *hash * NUMMOBJTYPES, PU_CACHE, (void **) &hash);
for (i=0; i<NUMMOBJTYPES; i++)
hash[i].first = NUMMOBJTYPES;
for (i=0; i<NUMMOBJTYPES; i++)
if (mobjinfo[i].doomednum != -1)
{
unsigned h = (unsigned) mobjinfo[i].doomednum % NUMMOBJTYPES;
hash[i].next = hash[h].first;
hash[h].first = i;
}
}
i = hash[type % NUMMOBJTYPES].first;
while ((i < NUMMOBJTYPES) && ((unsigned)mobjinfo[i].doomednum != type))
i = hash[i].next;
return i;
}
//
// P_RespawnSpecials
//
void P_RespawnSpecials (void)
{
fixed_t x;
fixed_t y;
fixed_t z;
subsector_t* ss;
mobj_t* mo;
mapthing_t* mthing;
int i;
// only respawn items in deathmatch
if (deathmatch != 2)
return;
// nothing left to respawn?
if (iquehead == iquetail)
return;
// wait at least 30 seconds
if (leveltime - itemrespawntime[iquetail] < 30*35)
return;
mthing = &itemrespawnque[iquetail];
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
// spawn a teleport fog at the new spot
ss = R_PointInSubsector (x,y);
mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_IFOG);
S_StartSound (mo, sfx_itmbk);
// find which type to spawn
/* killough 8/23/98: use table for faster lookup */
i = P_FindDoomedNum(mthing->type);
// spawn it
if (mobjinfo[i].flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = ONFLOORZ;
mo = P_SpawnMobj (x,y,z, i);
mo->spawnpoint = *mthing;
mo->angle = ANG45 * (mthing->angle/45);
// pull it from the queue
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.
//
extern byte playernumtotrans[MAXPLAYERS];
void P_SpawnPlayer (int n, const mapthing_t* mthing)
{
player_t* p;
fixed_t x;
fixed_t y;
fixed_t z;
mobj_t* mobj;
int i;
// not playing?
if (!playeringame[n])
return;
p = &players[n];
if (p->playerstate == PST_REBORN)
G_PlayerReborn (mthing->type-1);
/* cph 2001/08/14 - use the options field of memorised player starts to
* indicate whether the start really exists in the level.
*/
if (!mthing->options)
I_Error("P_SpawnPlayer: attempt to spawn player at unavailable start point");
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
z = ONFLOORZ;
mobj = P_SpawnMobj (x,y,z, MT_PLAYER);
// set color translations for player sprites
mobj->flags |= playernumtotrans[n]<<MF_TRANSSHIFT;
mobj->angle = ANG45 * (mthing->angle/45);
mobj->player = p;
mobj->health = p->health;
p->mo = mobj;
p->playerstate = PST_LIVE;
p->refire = 0;
p->message = NULL;
p->damagecount = 0;
p->bonuscount = 0;
p->extralight = 0;
p->fixedcolormap = 0;
p->viewheight = VIEWHEIGHT;
p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.
// setup gun psprite
P_SetupPsprites (p);
// give all cards in death match mode
if (deathmatch)
for (i = 0 ; i < NUMCARDS ; i++)
p->cards[i] = true;
if (mthing->type-1 == consoleplayer)
{
ST_Start(); // wake up the status bar
HU_Start(); // wake up the heads up text
}
R_SmoothPlaying_Reset(p); // e6y
}
/*
* P_IsDoomnumAllowed()
* Based on code taken from P_LoadThings() in src/p_setup.c Return TRUE
* if the thing in question is expected to be available in the gamemode used.
*/
boolean P_IsDoomnumAllowed(int doomnum)
{
// Do not spawn cool, new monsters if !commercial
if (gamemode != commercial)
switch(doomnum)
{
case 64: // Archvile
case 65: // Former Human Commando
case 66: // Revenant
case 67: // Mancubus
case 68: // Arachnotron
case 69: // Hell Knight
case 71: // Pain Elemental
case 84: // Wolf SS
case 88: // Boss Brain
case 89: // Boss Shooter
return false;
}
return true;
}
//
// P_SpawnMapThing
// The fields of the mapthing should
// already be in host byte order.
//
void P_SpawnMapThing (const mapthing_t* mthing)
{
int i;
//int bit;
mobj_t* mobj;
fixed_t x;
fixed_t y;
fixed_t z;
int options = mthing->options; /* cph 2001/07/07 - make writable copy */
// killough 2/26/98: Ignore type-0 things as NOPs
// phares 5/14/98: Ignore Player 5-8 starts (for now)
switch(mthing->type)
{
case 0:
case DEN_PLAYER5:
case DEN_PLAYER6:
case DEN_PLAYER7:
case DEN_PLAYER8:
return;
}
// killough 11/98: clear flags unused by Doom
//
// We clear the flags unused in Doom if we see flag mask 256 set, since
// it is reserved to be 0 under the new scheme. A 1 in this reserved bit
// indicates it's a Doom wad made by a Doom editor which puts 1's in
// bits that weren't used in Doom (such as HellMaker wads). So we should
// then simply ignore all upper bits.
if (demo_compatibility ||
(compatibility_level >= lxdoom_1_compatibility &&
options & MTF_RESERVED)) {
if (!demo_compatibility) // cph - Add warning about bad thing flags
lprintf(LO_WARN, "P_SpawnMapThing: correcting bad flags (%u) (thing type %d)\n",
options, mthing->type);
options &= MTF_EASY|MTF_NORMAL|MTF_HARD|MTF_AMBUSH|MTF_NOTSINGLE;
}
// count deathmatch start positions
// doom2.exe has at most 10 deathmatch starts
if (mthing->type == 11)
{
if (!(!compatibility || deathmatch_p-deathmatchstarts < 10)) {
return;
} else {
// 1/11/98 killough -- new code removes limit on deathmatch starts:
size_t offset = deathmatch_p - deathmatchstarts;
if (offset >= num_deathmatchstarts)
{
num_deathmatchstarts = num_deathmatchstarts ?
num_deathmatchstarts*2 : 16;
deathmatchstarts = realloc(deathmatchstarts,
num_deathmatchstarts *
sizeof(*deathmatchstarts));
deathmatch_p = deathmatchstarts + offset;
}
memcpy(deathmatch_p++, mthing, sizeof(*mthing));
(deathmatch_p-1)->options = 1;
return;
}
}
// check for players specially
if (mthing->type <= 4 && mthing->type > 0) // killough 2/26/98 -- fix crashes
{
#ifdef DOGS
// killough 7/19/98: Marine's best friend :)
if (!netgame && mthing->type > 1 && mthing->type <= dogs+1 &&
!players[mthing->type-1].secretcount)
{ // use secretcount to avoid multiple dogs in case of multiple starts
players[mthing->type-1].secretcount = 1;
// killough 10/98: force it to be a friend
options |= MTF_FRIEND;
if(HelperThing != -1) // haleyjd 9/22/99: deh substitution
{
int type = HelperThing - 1;
if(type >= 0 && type < NUMMOBJTYPES)
{
i = type;
}
else
{
doom_printf("Invalid value %i for helper, ignored.", HelperThing);
i = MT_DOGS;
}
}
else {
i = MT_DOGS;
}
goto spawnit;
}
#endif
// save spots for respawning in coop games
playerstarts[mthing->type-1] = *mthing;
/* cph 2006/07/24 - use the otherwise-unused options field to flag that
* this start is present (so we know which elements of the array are filled
* in, in effect). Also note that the call below to P_SpawnPlayer must use
* the playerstarts version with this field set */
playerstarts[mthing->type-1].options = 1;
if (!deathmatch)
P_SpawnPlayer (mthing->type-1, &playerstarts[mthing->type-1]);
return;
}
// check for apropriate skill level
/* jff "not single" thing flag */
if (!netgame && options & MTF_NOTSINGLE)
return;
//jff 3/30/98 implement "not deathmatch" thing flag
if (netgame && deathmatch && options & MTF_NOTDM)
return;
//jff 3/30/98 implement "not cooperative" thing flag
if (netgame && !deathmatch && options & MTF_NOTCOOP)
return;
// killough 11/98: simplify
if (gameskill == sk_baby || gameskill == sk_easy ?
!(options & MTF_EASY) :
gameskill == sk_hard || gameskill == sk_nightmare ?
!(options & MTF_HARD) : !(options & MTF_NORMAL))
return;
// find which type to spawn
// killough 8/23/98: use table for faster lookup
i = P_FindDoomedNum(mthing->type);
// phares 5/16/98:
// Do not abort because of an unknown thing. Ignore it, but post a
// warning message for the player.
if (i == NUMMOBJTYPES)
{
doom_printf("Unknown Thing type %i at (%i, %i)",mthing->type,mthing->x,mthing->y);
return;
}
// don't spawn keycards and players in deathmatch
if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
return;
// don't spawn any monsters if -nomonsters
if (nomonsters && (i == MT_SKULL || (mobjinfo[i].flags & MF_COUNTKILL)))
return;
// spawn it
#ifdef DOGS
spawnit:
#endif
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
if (mobjinfo[i].flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = ONFLOORZ;
mobj = P_SpawnMobj (x,y,z, i);
mobj->spawnpoint = *mthing;
if (mobj->tics > 0)
mobj->tics = 1 + (P_Random (pr_spawnthing) % mobj->tics);
if (!(mobj->flags & MF_FRIEND) &&
options & MTF_FRIEND &&
mbf_features)
{
mobj->flags |= MF_FRIEND; // killough 10/98:
P_UpdateThinker(&mobj->thinker); // transfer friendliness flag
}
/* killough 7/20/98: exclude friends */
if (!((mobj->flags ^ MF_COUNTKILL) & (MF_FRIEND | MF_COUNTKILL)))
totalkills++;
if (mobj->flags & MF_COUNTITEM)
totalitems++;
mobj->angle = ANG45 * (mthing->angle/45);
if (options & MTF_AMBUSH)
mobj->flags |= MF_AMBUSH;
}
//
// GAME SPAWN FUNCTIONS
//
//
// P_SpawnPuff
//
extern fixed_t attackrange;
void P_SpawnPuff(fixed_t x,fixed_t y,fixed_t z)
{
mobj_t* th;
// killough 5/5/98: remove dependence on order of evaluation:
int t = P_Random(pr_spawnpuff);
z += (t - P_Random(pr_spawnpuff))<<10;
th = P_SpawnMobj (x,y,z, MT_PUFF);
th->momz = FRACUNIT;
th->tics -= P_Random(pr_spawnpuff)&3;
if (th->tics < 1)
th->tics = 1;
// don't make punches spark on the wall
if (attackrange == MELEERANGE)
P_SetMobjState (th, S_PUFF3);
}
//
// P_SpawnBlood
//
void P_SpawnBlood(fixed_t x,fixed_t y,fixed_t z,int damage)
{
mobj_t* th;
// killough 5/5/98: remove dependence on order of evaluation:
int t = P_Random(pr_spawnblood);
z += (t - P_Random(pr_spawnblood))<<10;
th = P_SpawnMobj(x,y,z, MT_BLOOD);
th->momz = FRACUNIT*2;
th->tics -= P_Random(pr_spawnblood)&3;
if (th->tics < 1)
th->tics = 1;
if (damage <= 12 && damage >= 9)
P_SetMobjState (th,S_BLOOD2);
else if (damage < 9)
P_SetMobjState (th,S_BLOOD3);
}
//
// P_CheckMissileSpawn
// Moves the missile forward a bit
// and possibly explodes it right there.
//
void P_CheckMissileSpawn (mobj_t* th)
{
th->tics -= P_Random(pr_missile)&3;
if (th->tics < 1)
th->tics = 1;
// move a little forward so an angle can
// be computed if it immediately explodes
th->x += (th->momx>>1);
th->y += (th->momy>>1);
th->z += (th->momz>>1);
// killough 8/12/98: for non-missile objects (e.g. grenades)
if (!(th->flags & MF_MISSILE) && mbf_features)
return;
// killough 3/15/98: no dropoff (really = don't care for missiles)
if (!P_TryMove (th, th->x, th->y, false))
P_ExplodeMissile (th);
}
//
// P_SpawnMissile
//
mobj_t* P_SpawnMissile(mobj_t* source,mobj_t* dest,mobjtype_t type)
{
mobj_t* th;
angle_t an;
int dist;
th = P_SpawnMobj (source->x,source->y,source->z + 4*8*FRACUNIT,type);
if (th->info->seesound)
S_StartSound (th, th->info->seesound);
P_SetTarget(&th->target, source); // where it came from
an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);
// fuzzy player
if (dest->flags & MF_SHADOW)
{ // killough 5/5/98: remove dependence on order of evaluation:
int t = P_Random(pr_shadow);
an += (t - P_Random(pr_shadow))<<20;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul (th->info->speed, finecosine[an]);
th->momy = FixedMul (th->info->speed, finesine[an]);
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
dist = dist / th->info->speed;
if (dist < 1)
dist = 1;
th->momz = (dest->z - source->z) / dist;
P_CheckMissileSpawn (th);
return th;
}
//
// P_SpawnPlayerMissile
// Tries to aim at a nearby monster
//
void P_SpawnPlayerMissile(mobj_t* source,mobjtype_t type)
{
mobj_t *th;
fixed_t x, y, z, slope = 0;
// see which target is to be aimed at
angle_t an = source->angle;
// killough 7/19/98: autoaiming was not in original beta
{
// killough 8/2/98: prefer autoaiming at enemies
uint_64_t mask = mbf_features ? MF_FRIEND : 0;
do
{
slope = P_AimLineAttack(source, an, 16*64*FRACUNIT, mask);
if (!linetarget)
slope = P_AimLineAttack(source, an += 1<<26, 16*64*FRACUNIT, mask);
if (!linetarget)
slope = P_AimLineAttack(source, an -= 2<<26, 16*64*FRACUNIT, mask);
if (!linetarget)
an = source->angle, slope = 0;
}
while (mask && (mask=0, !linetarget)); // killough 8/2/98
}
x = source->x;
y = source->y;
z = source->z + 4*8*FRACUNIT;
th = P_SpawnMobj (x,y,z, type);
if (th->info->seesound)
S_StartSound (th, th->info->seesound);
P_SetTarget(&th->target, source);
th->angle = an;
th->momx = FixedMul(th->info->speed,finecosine[an>>ANGLETOFINESHIFT]);
th->momy = FixedMul(th->info->speed,finesine[an>>ANGLETOFINESHIFT]);
th->momz = FixedMul(th->info->speed,slope);
P_CheckMissileSpawn(th);
}