1998-04-07 00:00:00 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Moving object handling. Spawn functions.
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//
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//-----------------------------------------------------------------------------
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1998-04-07 00:00:00 +00:00
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#include "m_alloc.h"
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1998-04-07 00:00:00 +00:00
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#include "i_system.h"
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#include "z_zone.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "sounds.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "s_sound.h"
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#include "doomstat.h"
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1998-04-07 00:00:00 +00:00
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#include "v_video.h"
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#include "c_cvars.h"
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cvar_t *sv_gravity;
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cvar_t *sv_friction;
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1998-04-07 00:00:00 +00:00
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void G_PlayerReborn (int player);
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1998-07-14 00:00:00 +00:00
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void P_SpawnMapThing (mapthing2_t *mthing);
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1998-04-07 00:00:00 +00:00
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//
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// P_SetMobjState
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// Returns true if the mobj is still present.
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//
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1998-07-14 00:00:00 +00:00
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BOOL P_SetMobjState (mobj_t *mobj, statenum_t state)
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1998-04-07 00:00:00 +00:00
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{
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1998-07-14 00:00:00 +00:00
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state_t *st;
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// killough 4/9/98: remember states seen, to detect cycles:
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static statenum_t seenstate_tab[NUMSTATES]; // fast transition table
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statenum_t *seenstate = seenstate_tab; // pointer to table
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static int recursion; // detects recursion
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statenum_t i = state; // initial state
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BOOL ret = true; // return value
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statenum_t tempstate[NUMSTATES]; // for use with recursion
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if (recursion++) // if recursion detected,
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memset(seenstate=tempstate,0,sizeof tempstate); // clear state table
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1998-04-07 00:00:00 +00:00
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do
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{
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if (state == S_NULL)
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{
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mobj->state = (state_t *) S_NULL;
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P_RemoveMobj (mobj);
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1998-07-14 00:00:00 +00:00
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ret = false;
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break; // killough 4/9/98
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1998-04-07 00:00:00 +00:00
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}
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st = &states[state];
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mobj->state = st;
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame;
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// Modified handling.
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// Call action functions when the state is set
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1998-07-14 00:00:00 +00:00
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if (st->action.acp1)
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st->action.acp1(mobj);
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seenstate[state] = 1 + st->nextstate; // killough 4/9/98
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1998-04-07 00:00:00 +00:00
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state = st->nextstate;
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1998-07-14 00:00:00 +00:00
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} while (!mobj->tics && !seenstate[state]); // killough 4/9/98
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if (ret && !mobj->tics) // killough 4/9/98: detect state cycles
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Printf ("Warning: State Cycle Detected\n");
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if (!--recursion)
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for (;(state=seenstate[i]);i=state-1)
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seenstate[i] = 0; // killough 4/9/98: erase memory of states
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return ret;
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1998-04-07 00:00:00 +00:00
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}
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//
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// P_ExplodeMissile
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//
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void P_ExplodeMissile (mobj_t* mo)
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{
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mo->momx = mo->momy = mo->momz = 0;
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P_SetMobjState (mo, mobjinfo[mo->type].deathstate);
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1998-07-14 00:00:00 +00:00
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// [RH] If the object isn't translucent, don't change it.
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// Otherwise, make it 50% translucent.
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if (TransTable && !(mo->flags & MF_TRANSLUCBITS))
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1998-04-07 00:00:00 +00:00
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mo->flags |= MF_TRANSLUC50;
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1998-04-07 00:00:00 +00:00
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1998-07-14 00:00:00 +00:00
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mo->tics -= P_Random (pr_explodemissile) & 3;
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1998-04-07 00:00:00 +00:00
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if (mo->tics < 1)
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mo->tics = 1;
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mo->flags &= ~MF_MISSILE;
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if (mo->info->deathsound)
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S_StartSound (mo, mo->info->deathsound);
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}
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//
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// P_XYMovement
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//
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#define STOPSPEED 0x1000
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#define FRICTION 0xe800
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void P_XYMovement (mobj_t* mo)
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{
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fixed_t ptryx;
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fixed_t ptryy;
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player_t* player;
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fixed_t xmove;
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fixed_t ymove;
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if (!mo->momx && !mo->momy)
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{
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if (mo->flags & MF_SKULLFLY)
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{
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// the skull slammed into something
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mo->flags &= ~MF_SKULLFLY;
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mo->momx = mo->momy = mo->momz = 0;
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P_SetMobjState (mo, mo->info->spawnstate);
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}
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return;
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}
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player = mo->player;
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if (mo->momx > MAXMOVE)
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mo->momx = MAXMOVE;
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else if (mo->momx < -MAXMOVE)
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mo->momx = -MAXMOVE;
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if (mo->momy > MAXMOVE)
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mo->momy = MAXMOVE;
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else if (mo->momy < -MAXMOVE)
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mo->momy = -MAXMOVE;
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xmove = mo->momx;
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ymove = mo->momy;
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do
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{
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if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2)
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{
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ptryx = mo->x + xmove/2;
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ptryy = mo->y + ymove/2;
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xmove >>= 1;
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ymove >>= 1;
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}
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else
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{
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ptryx = mo->x + xmove;
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ptryy = mo->y + ymove;
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xmove = ymove = 0;
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}
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if (!P_TryMove (mo, ptryx, ptryy))
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{
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// blocked move
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if (mo->player)
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{ // try to slide along it
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P_SlideMove (mo);
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}
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else if (mo->flags & MF_MISSILE)
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{
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// explode a missile
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if (ceilingline &&
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ceilingline->backsector &&
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ceilingline->backsector->ceilingpic == skyflatnum)
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1998-07-14 00:00:00 +00:00
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if (olddemo ||
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mo->z > ceilingline->backsector->ceilingheight) //killough
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{
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// Hack to prevent missiles exploding against the sky.
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// Does not handle sky floors.
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P_RemoveMobj (mo);
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return;
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}
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1998-04-07 00:00:00 +00:00
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P_ExplodeMissile (mo);
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}
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else
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mo->momx = mo->momy = 0;
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}
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} while (xmove || ymove);
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// slow down
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if (player && player->cheats & CF_NOMOMENTUM)
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{
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// debug option for no sliding at all
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mo->momx = mo->momy = 0;
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return;
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}
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if (mo->flags & (MF_MISSILE | MF_SKULLFLY) )
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return; // no friction for missiles ever
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1998-07-14 00:00:00 +00:00
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if (!P_FindFloor (mo)) // [RH] Z-Check
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1998-04-07 00:00:00 +00:00
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return; // no friction when airborne
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if (mo->flags & MF_CORPSE)
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{
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// do not stop sliding
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// if halfway off a step with some momentum
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if (mo->momx > FRACUNIT/4
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|| mo->momx < -FRACUNIT/4
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|| mo->momy > FRACUNIT/4
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|| mo->momy < -FRACUNIT/4)
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{
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if (mo->floorz != mo->subsector->sector->floorheight)
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return;
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}
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}
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if (mo->momx > -STOPSPEED
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&& mo->momx < STOPSPEED
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&& mo->momy > -STOPSPEED
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&& mo->momy < STOPSPEED
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&& (!player
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|| (player->cmd.ucmd.forwardmove== 0
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&& player->cmd.ucmd.sidemove == 0 ) ) )
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{
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// if in a walking frame, stop moving
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if ( player&&(unsigned)((player->mo->state - states)- S_PLAY_RUN1) < 4)
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P_SetMobjState (player->mo, S_PLAY);
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mo->momx = 0;
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mo->momy = 0;
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}
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else
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{
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mo->momx = FixedMul (mo->momx, FRICTION);
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mo->momy = FixedMul (mo->momy, FRICTION);
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}
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}
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//
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// P_ZMovement
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//
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void P_ZMovement (mobj_t* mo)
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{
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fixed_t dist;
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fixed_t delta;
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1998-07-14 00:00:00 +00:00
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mobj_t *other;
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1998-04-07 00:00:00 +00:00
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// check for smooth step up
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if (mo->player && mo->z < mo->floorz)
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{
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mo->player->viewheight -= mo->floorz-mo->z;
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mo->player->deltaviewheight
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= (VIEWHEIGHT - mo->player->viewheight)>>3;
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}
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1998-07-14 00:00:00 +00:00
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1998-04-07 00:00:00 +00:00
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// adjust height
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mo->z += mo->momz;
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if ( mo->flags & MF_FLOAT
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&& mo->target)
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{
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// float down towards target if too close
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if ( !(mo->flags & MF_SKULLFLY)
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&& !(mo->flags & MF_INFLOAT) )
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{
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dist = P_AproxDistance (mo->x - mo->target->x,
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mo->y - mo->target->y);
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delta =(mo->target->z + (mo->height>>1)) - mo->z;
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if (delta<0 && dist < -(delta*3) )
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mo->z -= FLOATSPEED;
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else if (delta>0 && dist < (delta*3) )
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mo->z += FLOATSPEED;
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}
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}
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// clip movement
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1998-07-14 00:00:00 +00:00
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other = P_FindFloor (mo); // [RH] Z-Check
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if ((mo->flags & MF_MISSILE) && (other == mo->target) && (gametic < (signed)mo->targettic))
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other = NULL;
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if (other) {
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// hit the floor ([RH] or something else)
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1998-04-07 00:00:00 +00:00
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// Note (id):
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// somebody left this after the setting momz to 0,
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// kinda useless there.
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if (mo->flags & MF_SKULLFLY)
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{
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// the skull slammed into something
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mo->momz = -mo->momz;
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}
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if (mo->momz < 0)
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{
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if (mo->player
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1998-04-07 00:00:00 +00:00
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&& mo->momz < (fixed_t)(sv_gravity->value * -655.36))
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1998-04-07 00:00:00 +00:00
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{
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1998-07-14 00:00:00 +00:00
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// [RH] Andy Kempling's fall damage mod.
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// (adapted to work with ZDoom)
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// calculate the number of broken bones... (joke)
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// damage player according to the height fallen.
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//
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if (dmflags & (DF_YES_FALLING|DF_YES_FALLING_LOTS)) {
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fixed_t minvelocity;
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fixed_t damage;
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float divisor;
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if (dmflags & DF_YES_FALLING_LOTS) {
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// Original values
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minvelocity = -741455*4/3;
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divisor = -26214400.0f;
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} else {
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// Not-quite-so-damaging values
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minvelocity = -741455*5/3;
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divisor = -39321600.0f;
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}
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if (mo->momz < minvelocity) {
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damage = (fixed_t)((float)(mo->momz) * sv_gravity->value / divisor);
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if (other != (mobj_t *)-1) {
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// [RH] We landed on another thing. Give half the damage to it.
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damage >>= 1;
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P_DamageMobj (other, mo, mo, damage, MOD_FALLXFER);
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}
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if (mo->player) {
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// Monsters don't take falling damage
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P_DamageMobj(mo, mo, mo, damage, MOD_FALLING);
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}
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}
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}
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1998-04-07 00:00:00 +00:00
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// Squat down.
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|
|
// Decrease viewheight for a moment
|
|
|
|
// after hitting the ground (hard),
|
|
|
|
// and utter appropriate sound.
|
|
|
|
mo->player->deltaviewheight = mo->momz>>3;
|
|
|
|
S_StartSound (mo, sfx_oof);
|
|
|
|
}
|
|
|
|
mo->momz = 0;
|
|
|
|
}
|
1998-07-14 00:00:00 +00:00
|
|
|
if ( (mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP) )
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
1998-07-14 00:00:00 +00:00
|
|
|
if (other == (mobj_t *)-1) {
|
|
|
|
if (!olddemo && mo->subsector->sector->floorpic == skyflatnum) {
|
|
|
|
// [RH] Just remove the missile without exploding it
|
|
|
|
// if this is a sky floor.
|
|
|
|
P_RemoveMobj (mo);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
mo->z = mo->floorz;
|
|
|
|
}
|
1998-04-07 00:00:00 +00:00
|
|
|
P_ExplodeMissile (mo);
|
|
|
|
return;
|
|
|
|
}
|
1998-07-14 00:00:00 +00:00
|
|
|
|
|
|
|
P_StandOnThing (mo, other);
|
1998-04-07 00:00:00 +00:00
|
|
|
}
|
|
|
|
else if (! (mo->flags & MF_NOGRAVITY) )
|
|
|
|
{
|
|
|
|
if (mo->momz == 0)
|
1998-04-07 00:00:00 +00:00
|
|
|
mo->momz = (fixed_t)(sv_gravity->value * -163.84);
|
1998-04-07 00:00:00 +00:00
|
|
|
else
|
1998-04-07 00:00:00 +00:00
|
|
|
mo->momz -= (fixed_t)(sv_gravity->value * 81.92);
|
1998-04-07 00:00:00 +00:00
|
|
|
}
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
other = P_FindCeiling (mo); // [RH] Z-Check
|
|
|
|
if ((mo->flags & MF_MISSILE) && (other == mo->target) && (gametic < (signed)mo->targettic))
|
|
|
|
other = NULL;
|
|
|
|
|
|
|
|
if (other)
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
1998-07-14 00:00:00 +00:00
|
|
|
// hit the ceiling (or something else)
|
1998-04-07 00:00:00 +00:00
|
|
|
if (mo->momz > 0)
|
|
|
|
mo->momz = 0;
|
1998-07-14 00:00:00 +00:00
|
|
|
|
|
|
|
if ( (mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP) )
|
|
|
|
{
|
|
|
|
if (other == (mobj_t *)-1) {
|
|
|
|
if (!olddemo && mo->subsector->sector->ceilingpic == skyflatnum) {
|
|
|
|
// [RH] Just remove the missile without exploding it
|
|
|
|
// if this is a sky ceiling.
|
|
|
|
P_RemoveMobj (mo);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
mo->z = mo->ceilingz - mo->height;
|
|
|
|
}
|
|
|
|
P_ExplodeMissile (mo);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
1998-07-14 00:00:00 +00:00
|
|
|
if (other == (mobj_t *)-1)
|
|
|
|
mo->z = mo->ceilingz - mo->height;
|
|
|
|
else
|
|
|
|
mo->z = other->z - mo->height;
|
1998-04-07 00:00:00 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (mo->flags & MF_SKULLFLY)
|
|
|
|
{ // the skull slammed into something
|
|
|
|
mo->momz = -mo->momz;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_NightmareRespawn
|
|
|
|
//
|
1998-07-14 00:00:00 +00:00
|
|
|
void P_NightmareRespawn (mobj_t* mobj)
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
|
|
|
fixed_t x;
|
|
|
|
fixed_t y;
|
1998-07-14 00:00:00 +00:00
|
|
|
fixed_t z;
|
|
|
|
subsector_t* ss;
|
1998-04-07 00:00:00 +00:00
|
|
|
mobj_t* mo;
|
1998-07-14 00:00:00 +00:00
|
|
|
mapthing2_t* mthing;
|
|
|
|
int onfloor;
|
|
|
|
|
|
|
|
x = mobj->spawnpoint.x << FRACBITS;
|
|
|
|
y = mobj->spawnpoint.y << FRACBITS;
|
|
|
|
z = mobj->spawnpoint.z << FRACBITS;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
// something is occupying it's position?
|
1998-04-07 00:00:00 +00:00
|
|
|
if (!P_CheckPosition (mobj, x, y) )
|
1998-07-14 00:00:00 +00:00
|
|
|
return; // no respawn
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
// spawn a teleport fog at old spot
|
|
|
|
// because of removal of the body?
|
|
|
|
mo = P_SpawnMobj (mobj->x,
|
|
|
|
mobj->y,
|
1998-07-14 00:00:00 +00:00
|
|
|
0, MT_TFOG, ONFLOORZ);
|
1998-04-07 00:00:00 +00:00
|
|
|
// initiate teleport sound
|
|
|
|
S_StartSound (mo, sfx_telept);
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
ss = R_PointInSubsector (x,y);
|
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
// spawn a teleport fog at the new spot
|
1998-07-14 00:00:00 +00:00
|
|
|
if (mobj->info->flags & MF_SPAWNCEILING)
|
|
|
|
onfloor = ONCEILINGZ;
|
|
|
|
else
|
|
|
|
onfloor = ONFLOORZ;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
mo = P_SpawnMobj (x, y, z, MT_TFOG, onfloor);
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
S_StartSound (mo, sfx_telept);
|
|
|
|
|
|
|
|
// spawn the new monster
|
|
|
|
mthing = &mobj->spawnpoint;
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
// spawn it
|
1998-04-07 00:00:00 +00:00
|
|
|
// inherit attributes from deceased one
|
1998-07-14 00:00:00 +00:00
|
|
|
mo = P_SpawnMobj (x,y,z, mobj->type, onfloor);
|
|
|
|
mo->spawnpoint = mobj->spawnpoint;
|
1998-04-07 00:00:00 +00:00
|
|
|
mo->angle = ANG45 * (mthing->angle/45);
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
if (mthing->flags & MTF_AMBUSH)
|
1998-04-07 00:00:00 +00:00
|
|
|
mo->flags |= MF_AMBUSH;
|
|
|
|
|
|
|
|
mo->reactiontime = 18;
|
1998-07-14 00:00:00 +00:00
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
// remove the old monster,
|
|
|
|
P_RemoveMobj (mobj);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_MobjThinker
|
|
|
|
//
|
|
|
|
void P_MobjThinker (mobj_t* mobj)
|
|
|
|
{
|
|
|
|
// momentum movement
|
|
|
|
if (mobj->momx
|
|
|
|
|| mobj->momy
|
|
|
|
|| (mobj->flags&MF_SKULLFLY) )
|
|
|
|
{
|
|
|
|
P_XYMovement (mobj);
|
|
|
|
|
|
|
|
// FIXME: decent NOP/NULL/Nil function pointer please.
|
|
|
|
if (mobj->thinker.function.acv == (actionf_v) (-1))
|
|
|
|
return; // mobj was removed
|
|
|
|
}
|
|
|
|
if ( (mobj->z != mobj->floorz)
|
|
|
|
|| mobj->momz )
|
|
|
|
{
|
|
|
|
P_ZMovement (mobj);
|
|
|
|
|
|
|
|
// FIXME: decent NOP/NULL/Nil function pointer please.
|
|
|
|
if (mobj->thinker.function.acv == (actionf_v) (-1))
|
|
|
|
return; // mobj was removed
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 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++;
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
if (mobj->movecount < 12*TICRATE)
|
1998-04-07 00:00:00 +00:00
|
|
|
return;
|
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
if ( level.time&31 )
|
1998-04-07 00:00:00 +00:00
|
|
|
return;
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
if (P_Random (pr_mobjthinker) > 4)
|
1998-04-07 00:00:00 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
P_NightmareRespawn (mobj);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_SpawnMobj
|
1998-07-14 00:00:00 +00:00
|
|
|
// [RH] Since MapThings can now be stored with their own z-position,
|
|
|
|
// we now use a separate parameter to indicate if it should be
|
|
|
|
// spawned relative to the floor or ceiling.
|
1998-04-07 00:00:00 +00:00
|
|
|
//
|
1998-07-14 00:00:00 +00:00
|
|
|
mobj_t *P_SpawnMobj (fixed_t x, fixed_t y, fixed_t z, mobjtype_t type, int onfloor)
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
mobj->flags = info->flags;
|
|
|
|
mobj->health = info->spawnhealth;
|
|
|
|
|
|
|
|
if (gameskill->value != sk_nightmare)
|
|
|
|
mobj->reactiontime = info->reactiontime;
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
mobj->lastlook = P_Random (pr_spawnmobj) % MAXPLAYERS;
|
1998-04-07 00:00:00 +00:00
|
|
|
// 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;
|
|
|
|
|
|
|
|
// set subsector and/or block links
|
|
|
|
P_SetThingPosition (mobj);
|
|
|
|
|
|
|
|
mobj->floorz = mobj->subsector->sector->floorheight;
|
|
|
|
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
if (onfloor == ONFLOORZ)
|
|
|
|
mobj->z = mobj->floorz + z;
|
|
|
|
else if (onfloor == ONCEILINGZ)
|
|
|
|
mobj->z = mobj->ceilingz - mobj->height - z;
|
1998-04-07 00:00:00 +00:00
|
|
|
else
|
|
|
|
mobj->z = z;
|
|
|
|
|
|
|
|
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
|
|
|
|
|
|
|
|
P_AddThinker (&mobj->thinker);
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
// [RH] If it's an ambient sound, activate it
|
|
|
|
if (type >= MT_AMBIENT0 && type <= MT_AMBIENT63)
|
|
|
|
S_ActivateAmbient (mobj, type - MT_AMBIENT0);
|
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
return mobj;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_RemoveMobj
|
|
|
|
//
|
1998-07-14 00:00:00 +00:00
|
|
|
mapthing2_t itemrespawnque[ITEMQUESIZE];
|
1998-04-07 00:00:00 +00:00
|
|
|
int itemrespawntime[ITEMQUESIZE];
|
|
|
|
int iquehead;
|
|
|
|
int iquetail;
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
1998-04-07 00:00:00 +00:00
|
|
|
itemrespawntime[iquehead] = level.time;
|
1998-04-07 00:00:00 +00:00
|
|
|
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);
|
|
|
|
|
|
|
|
// stop any playing sound
|
|
|
|
S_StopSound (mobj);
|
|
|
|
|
|
|
|
// free block
|
|
|
|
P_RemoveThinker ((thinker_t*)mobj);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_RespawnSpecials
|
|
|
|
//
|
|
|
|
void P_RespawnSpecials (void)
|
|
|
|
{
|
|
|
|
fixed_t x;
|
|
|
|
fixed_t y;
|
|
|
|
fixed_t z;
|
|
|
|
|
|
|
|
subsector_t* ss;
|
|
|
|
mobj_t* mo;
|
1998-07-14 00:00:00 +00:00
|
|
|
mapthing2_t* mthing;
|
|
|
|
int onfloor;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// only respawn items in deathmatch
|
1998-07-14 00:00:00 +00:00
|
|
|
if (!deathmatch->value || !(dmflags & DF_ITEMS_RESPAWN))
|
|
|
|
return;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
// nothing left to respawn?
|
|
|
|
if (iquehead == iquetail)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// wait at least 30 seconds
|
1998-07-14 00:00:00 +00:00
|
|
|
if (level.time - itemrespawntime[iquetail] < 30*TICRATE)
|
1998-04-07 00:00:00 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
mthing = &itemrespawnque[iquetail];
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
x = mthing->x << FRACBITS;
|
|
|
|
y = mthing->y << FRACBITS;
|
|
|
|
z = mthing->z << FRACBITS;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
// find which type to spawn
|
|
|
|
for (i=0 ; i< NUMMOBJTYPES ; i++)
|
|
|
|
{
|
|
|
|
if (mthing->type == mobjinfo[i].doomednum)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mobjinfo[i].flags & MF_SPAWNCEILING)
|
1998-07-14 00:00:00 +00:00
|
|
|
onfloor = ONCEILINGZ;
|
1998-04-07 00:00:00 +00:00
|
|
|
else
|
1998-07-14 00:00:00 +00:00
|
|
|
onfloor = ONFLOORZ;
|
|
|
|
|
|
|
|
// spawn a teleport fog at the new spot
|
|
|
|
ss = R_PointInSubsector (x,y);
|
|
|
|
mo = P_SpawnMobj (x, y, z, MT_IFOG, onfloor);
|
|
|
|
S_StartSound (mo, sfx_itmbk);
|
1998-04-07 00:00:00 +00:00
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
// spawn it
|
|
|
|
mo = P_SpawnMobj (x,y,z, i, onfloor);
|
1998-04-07 00:00:00 +00:00
|
|
|
mo->spawnpoint = *mthing;
|
|
|
|
mo->angle = ANG45 * (mthing->angle/45);
|
|
|
|
|
|
|
|
// 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.
|
|
|
|
//
|
1998-07-14 00:00:00 +00:00
|
|
|
void P_SpawnPlayer (mapthing2_t *mthing)
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
1998-07-14 00:00:00 +00:00
|
|
|
player_t *p;
|
|
|
|
fixed_t x;
|
|
|
|
fixed_t y;
|
|
|
|
fixed_t z;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
mobj_t *mobj;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
int i;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
// not playing?
|
1998-07-14 00:00:00 +00:00
|
|
|
// [RH] Things 4001-? are also multiplayer starts.
|
|
|
|
if (mthing->type > 4000) {
|
|
|
|
if (!playeringame[mthing->type - 4001 + 4])
|
|
|
|
return;
|
|
|
|
else {
|
|
|
|
p = &players[mthing->type - 4001 + 4];
|
|
|
|
if (p->playerstate == PST_REBORN)
|
|
|
|
G_PlayerReborn (mthing->type - 4001 + 4);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (!playeringame[mthing->type-1])
|
|
|
|
return;
|
|
|
|
else {
|
|
|
|
p = &players[mthing->type-1];
|
|
|
|
if (p->playerstate == PST_REBORN)
|
|
|
|
G_PlayerReborn (mthing->type - 1);
|
|
|
|
}
|
|
|
|
}
|
1998-04-07 00:00:00 +00:00
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
x = mthing->x << FRACBITS;
|
|
|
|
y = mthing->y << FRACBITS;
|
|
|
|
z = mthing->z << FRACBITS;
|
|
|
|
mobj = P_SpawnMobj (x,y,z, MT_PLAYER, ONFLOORZ);
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
// set color translations for player sprites
|
1998-07-14 00:00:00 +00:00
|
|
|
// [RH] Different now: MF_TRANSLATION is not used.
|
|
|
|
mobj->palette = (struct palette_s *)(translationtables + (mthing->type-1)*256);
|
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
mobj->angle = ANG45 * (mthing->angle/45);
|
1998-04-07 00:00:00 +00:00
|
|
|
mobj->pitch = mobj->roll = 0;
|
1998-04-07 00:00:00 +00:00
|
|
|
mobj->player = p;
|
|
|
|
mobj->health = p->health;
|
|
|
|
|
|
|
|
p->mo = mobj;
|
1998-07-14 00:00:00 +00:00
|
|
|
p->playerstate = PST_LIVE;
|
1998-04-07 00:00:00 +00:00
|
|
|
p->refire = 0;
|
|
|
|
p->message = NULL;
|
|
|
|
p->damagecount = 0;
|
|
|
|
p->bonuscount = 0;
|
|
|
|
p->extralight = 0;
|
|
|
|
p->fixedcolormap = 0;
|
|
|
|
p->viewheight = VIEWHEIGHT;
|
|
|
|
|
|
|
|
// setup gun psprite
|
|
|
|
P_SetupPsprites (p);
|
1998-07-14 00:00:00 +00:00
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
// give all cards in death match mode
|
1998-07-14 00:00:00 +00:00
|
|
|
if (deathmatch->value)
|
1998-04-07 00:00:00 +00:00
|
|
|
for (i=0 ; i<NUMCARDS ; i++)
|
|
|
|
p->cards[i] = true;
|
1998-07-14 00:00:00 +00:00
|
|
|
|
|
|
|
if (consoleplayer ==
|
|
|
|
(mthing->type > 4000 ? mthing->type - 4001 + 4 : mthing->type - 1))
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
|
|
|
// wake up the status bar
|
|
|
|
ST_Start ();
|
|
|
|
// wake up the heads up text
|
1998-07-14 00:00:00 +00:00
|
|
|
HU_Start ();
|
1998-04-07 00:00:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_SpawnMapThing
|
|
|
|
// The fields of the mapthing should
|
|
|
|
// already be in host byte order.
|
|
|
|
//
|
1998-07-14 00:00:00 +00:00
|
|
|
void P_SpawnMapThing (mapthing2_t *mthing)
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int bit;
|
|
|
|
mobj_t* mobj;
|
|
|
|
fixed_t x;
|
|
|
|
fixed_t y;
|
|
|
|
fixed_t z;
|
1998-07-14 00:00:00 +00:00
|
|
|
int onfloor;
|
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
// count deathmatch start positions
|
|
|
|
if (mthing->type == 11)
|
|
|
|
{
|
1998-04-07 00:00:00 +00:00
|
|
|
if (deathmatch_p == &deathmatchstarts[MaxDeathmatchStarts]) {
|
|
|
|
// [RH] Get more deathmatchstarts
|
|
|
|
MaxDeathmatchStarts += 8;
|
1998-07-14 00:00:00 +00:00
|
|
|
deathmatchstarts = Realloc (deathmatchstarts, MaxDeathmatchStarts * sizeof(mapthing2_t));
|
1998-04-07 00:00:00 +00:00
|
|
|
deathmatch_p = &deathmatchstarts[MaxDeathmatchStarts - 8];
|
1998-04-07 00:00:00 +00:00
|
|
|
}
|
1998-04-07 00:00:00 +00:00
|
|
|
memcpy (deathmatch_p, mthing, sizeof(*mthing));
|
|
|
|
deathmatch_p++;
|
1998-04-07 00:00:00 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for players specially
|
1998-07-14 00:00:00 +00:00
|
|
|
if (mthing->type <= 4 && mthing->type > 0)
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
|
|
|
// save spots for respawning in network games
|
|
|
|
playerstarts[mthing->type-1] = *mthing;
|
1998-07-14 00:00:00 +00:00
|
|
|
if (!deathmatch->value)
|
1998-04-07 00:00:00 +00:00
|
|
|
P_SpawnPlayer (mthing);
|
|
|
|
|
|
|
|
return;
|
1998-07-14 00:00:00 +00:00
|
|
|
} else if (mthing->type >= 4001 && mthing->type <= 4001 + MAXPLAYERS - 4) {
|
|
|
|
// [RH] Multiplayer starts for players 5-?
|
|
|
|
playerstarts[mthing->type - 4001 + 4] = *mthing;
|
|
|
|
if (!deathmatch->value)
|
|
|
|
P_SpawnPlayer (mthing);
|
|
|
|
return;
|
1998-04-07 00:00:00 +00:00
|
|
|
}
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
if (netgame) {
|
|
|
|
if (deathmatch->value) {
|
|
|
|
if (!(mthing->flags & MTF_DEATHMATCH))
|
|
|
|
return;
|
|
|
|
} else {
|
|
|
|
if (!(mthing->flags & MTF_COOPERATIVE))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
} else if (!(mthing->flags & MTF_SINGLE))
|
1998-04-07 00:00:00 +00:00
|
|
|
return;
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
// check for apropriate skill level
|
1998-04-07 00:00:00 +00:00
|
|
|
if (gameskill->value == sk_baby)
|
|
|
|
bit = 1;
|
|
|
|
else if (gameskill->value == sk_nightmare)
|
|
|
|
bit = 4;
|
|
|
|
else
|
|
|
|
bit = 1 << ((int)gameskill->value - 1);
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
if (!(mthing->flags & bit) )
|
1998-04-07 00:00:00 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
// find which type to spawn
|
|
|
|
for (i=0 ; i< NUMMOBJTYPES ; i++)
|
|
|
|
if (mthing->type == mobjinfo[i].doomednum)
|
|
|
|
break;
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
if (i==NUMMOBJTYPES) {
|
|
|
|
// [RH] Don't die if the map tries to spawn an unknown thing
|
|
|
|
Printf ("Unknown type %i at (%i, %i)\n",
|
1998-04-07 00:00:00 +00:00
|
|
|
mthing->type,
|
|
|
|
mthing->x, mthing->y);
|
1998-07-14 00:00:00 +00:00
|
|
|
i = MT_UNKNOWNTHING;
|
|
|
|
}
|
|
|
|
// [RH] If the thing's corresponding sprite has no frames, also map
|
|
|
|
// it to the unknown thing.
|
|
|
|
else if (sprites[states[mobjinfo[i].spawnstate].sprite].numframes == 0) {
|
|
|
|
Printf ("Type %i at (%i, %i) has no frames\n",
|
|
|
|
mthing->type, mthing->x, mthing->y);
|
|
|
|
i = MT_UNKNOWNTHING;
|
|
|
|
}
|
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
// don't spawn keycards and players in deathmatch
|
1998-07-14 00:00:00 +00:00
|
|
|
if (deathmatch->value && mobjinfo[i].flags & MF_NOTDMATCH)
|
1998-04-07 00:00:00 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
// don't spawn any monsters if -nomonsters
|
1998-07-14 00:00:00 +00:00
|
|
|
if (dmflags & DF_NO_MONSTERS
|
1998-04-07 00:00:00 +00:00
|
|
|
&& ( i == MT_SKULL
|
|
|
|
|| (mobjinfo[i].flags & MF_COUNTKILL)) )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
// [RH] Other things that shouldn't be spawned depending on dmflags
|
|
|
|
if (deathmatch->value) {
|
|
|
|
spritenum_t sprite = states[mobjinfo[i].spawnstate].sprite;
|
|
|
|
|
|
|
|
if (dmflags & DF_NO_HEALTH) {
|
|
|
|
switch (sprite) {
|
|
|
|
case SPR_STIM:
|
|
|
|
case SPR_MEDI:
|
|
|
|
case SPR_PSTR:
|
|
|
|
case SPR_BON1:
|
|
|
|
case SPR_SOUL:
|
|
|
|
case SPR_MEGA:
|
|
|
|
return;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (dmflags & DF_NO_ITEMS) {
|
|
|
|
switch (sprite) {
|
|
|
|
case SPR_PINV:
|
|
|
|
case SPR_PSTR:
|
|
|
|
case SPR_PINS:
|
|
|
|
case SPR_SUIT:
|
|
|
|
case SPR_PMAP:
|
|
|
|
case SPR_PVIS:
|
|
|
|
return;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (dmflags & DF_NO_ARMOR) {
|
|
|
|
switch (sprite) {
|
|
|
|
case SPR_ARM1:
|
|
|
|
case SPR_ARM2:
|
|
|
|
case SPR_BON2:
|
|
|
|
case SPR_MEGA:
|
|
|
|
return;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
// spawn it
|
|
|
|
x = mthing->x << FRACBITS;
|
|
|
|
y = mthing->y << FRACBITS;
|
1998-07-14 00:00:00 +00:00
|
|
|
z = mthing->z << FRACBITS;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
if (mobjinfo[i].flags & MF_SPAWNCEILING)
|
1998-07-14 00:00:00 +00:00
|
|
|
onfloor = ONCEILINGZ;
|
1998-04-07 00:00:00 +00:00
|
|
|
else
|
1998-07-14 00:00:00 +00:00
|
|
|
onfloor = ONFLOORZ;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
mobj = P_SpawnMobj (x,y,z, i, onfloor);
|
1998-04-07 00:00:00 +00:00
|
|
|
mobj->spawnpoint = *mthing;
|
|
|
|
|
|
|
|
if (mobj->tics > 0)
|
1998-07-14 00:00:00 +00:00
|
|
|
mobj->tics = 1 + (P_Random (pr_spawnmapthing) % mobj->tics);
|
1998-04-07 00:00:00 +00:00
|
|
|
if (mobj->flags & MF_COUNTKILL)
|
1998-04-07 00:00:00 +00:00
|
|
|
level.total_monsters++;
|
1998-04-07 00:00:00 +00:00
|
|
|
if (mobj->flags & MF_COUNTITEM)
|
1998-04-07 00:00:00 +00:00
|
|
|
level.total_items++;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
mobj->angle = ANG45 * (mthing->angle/45);
|
1998-07-14 00:00:00 +00:00
|
|
|
if (mthing->flags & MTF_AMBUSH)
|
1998-04-07 00:00:00 +00:00
|
|
|
mobj->flags |= MF_AMBUSH;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// GAME SPAWN FUNCTIONS
|
|
|
|
//
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_SpawnPuff
|
|
|
|
//
|
|
|
|
extern fixed_t attackrange;
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
void P_SpawnPuff (fixed_t x, fixed_t y, fixed_t z)
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
1998-07-14 00:00:00 +00:00
|
|
|
mobj_t *th;
|
|
|
|
int t;
|
|
|
|
|
|
|
|
t = P_Random (pr_spawnpuff);
|
|
|
|
z += (t - P_Random (pr_spawnpuff)) << 10;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
th = P_SpawnMobj (x,y,z, MT_PUFF, 0);
|
1998-04-07 00:00:00 +00:00
|
|
|
th->momz = FRACUNIT;
|
1998-07-14 00:00:00 +00:00
|
|
|
th->tics -= P_Random (pr_spawnpuff) & 3;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
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
|
1998-07-14 00:00:00 +00:00
|
|
|
P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage)
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
1998-07-14 00:00:00 +00:00
|
|
|
mobj_t *th;
|
|
|
|
int t;
|
|
|
|
|
|
|
|
t = P_Random (pr_spawnblood);
|
|
|
|
z += (t - P_Random (pr_spawnblood)) << 10;
|
|
|
|
th = P_SpawnMobj (x,y,z, MT_BLOOD, 0);
|
1998-04-07 00:00:00 +00:00
|
|
|
th->momz = FRACUNIT*2;
|
1998-07-14 00:00:00 +00:00
|
|
|
th->tics -= P_Random (pr_spawnblood) & 3;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
1998-07-14 00:00:00 +00:00
|
|
|
th->tics -= P_Random (pr_checkmissilespawn) & 3;
|
1998-04-07 00:00:00 +00:00
|
|
|
if (th->tics < 1)
|
|
|
|
th->tics = 1;
|
1998-07-14 00:00:00 +00:00
|
|
|
|
|
|
|
// Give the missile time to get away from the shooter
|
|
|
|
th->targettic = gametic + 10;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
// move a little forward so an angle can
|
|
|
|
// be computed if it immediately explodes
|
1998-07-14 00:00:00 +00:00
|
|
|
th->x += th->momx>>1;
|
|
|
|
th->y += th->momy>>1;
|
|
|
|
th->z += th->momz>>1;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
if (!P_TryMove (th, th->x, th->y)) {
|
1998-04-07 00:00:00 +00:00
|
|
|
P_ExplodeMissile (th);
|
1998-07-14 00:00:00 +00:00
|
|
|
}
|
1998-04-07 00:00:00 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_SpawnMissile
|
|
|
|
//
|
1998-07-14 00:00:00 +00:00
|
|
|
mobj_t *P_SpawnMissile (mobj_t *source, mobj_t *dest, mobjtype_t type)
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
|
|
|
mobj_t* th;
|
|
|
|
angle_t an;
|
|
|
|
int dist;
|
|
|
|
|
|
|
|
th = P_SpawnMobj (source->x,
|
|
|
|
source->y,
|
1998-07-14 00:00:00 +00:00
|
|
|
source->z + 4*8*FRACUNIT, type, 0);
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
if (th->info->seesound)
|
|
|
|
S_StartSound (th, th->info->seesound);
|
|
|
|
|
|
|
|
th->target = source; // where it came from
|
|
|
|
an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);
|
|
|
|
|
|
|
|
// fuzzy player
|
1998-07-14 00:00:00 +00:00
|
|
|
if (dest->flags & MF_SHADOW) {
|
|
|
|
int t = P_Random (pr_spawnmissile);
|
|
|
|
an += (t - P_Random (pr_spawnmissile)) << 20;
|
|
|
|
}
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
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
|
|
|
|
//
|
1998-07-14 00:00:00 +00:00
|
|
|
void P_SpawnPlayerMissile (mobj_t *source, mobjtype_t type)
|
1998-04-07 00:00:00 +00:00
|
|
|
{
|
|
|
|
mobj_t* th;
|
|
|
|
angle_t an;
|
|
|
|
|
|
|
|
fixed_t x;
|
|
|
|
fixed_t y;
|
|
|
|
fixed_t z;
|
|
|
|
fixed_t slope;
|
1998-07-14 00:00:00 +00:00
|
|
|
fixed_t pitchslope;
|
|
|
|
|
|
|
|
pitchslope = FixedMul (source->pitch, -40960);
|
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
// see which target is to be aimed at
|
|
|
|
an = source->angle;
|
1998-04-07 00:00:00 +00:00
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
|
|
|
|
|
|
|
|
if (!linetarget)
|
|
|
|
{
|
|
|
|
an += 1<<26;
|
|
|
|
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
|
|
|
|
|
|
|
|
if (!linetarget)
|
|
|
|
{
|
|
|
|
an -= 2<<26;
|
|
|
|
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!linetarget)
|
|
|
|
{
|
|
|
|
an = source->angle;
|
1998-04-07 00:00:00 +00:00
|
|
|
// [RH] Use pitch to calculate slope instead of 0.
|
1998-07-14 00:00:00 +00:00
|
|
|
slope = pitchslope;
|
1998-04-07 00:00:00 +00:00
|
|
|
}
|
|
|
|
}
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
if (linetarget && source->player)
|
1998-07-14 00:00:00 +00:00
|
|
|
if (!(dmflags & DF_NO_FREELOOK)
|
|
|
|
&& abs(slope - pitchslope) > source->player->userinfo->aimdist) {
|
1998-04-07 00:00:00 +00:00
|
|
|
an = source->angle;
|
1998-07-14 00:00:00 +00:00
|
|
|
slope = pitchslope;
|
1998-04-07 00:00:00 +00:00
|
|
|
}
|
|
|
|
|
1998-04-07 00:00:00 +00:00
|
|
|
x = source->x;
|
|
|
|
y = source->y;
|
|
|
|
z = source->z + 4*8*FRACUNIT;
|
|
|
|
|
1998-07-14 00:00:00 +00:00
|
|
|
th = P_SpawnMobj (x,y,z, type, 0);
|
1998-04-07 00:00:00 +00:00
|
|
|
|
|
|
|
if (th->info->seesound)
|
|
|
|
S_StartSound (th, th->info->seesound);
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
1998-07-14 00:00:00 +00:00
|
|
|
|
|
|
|
// [RH] Throw gibs around (based on Q2 code)
|
|
|
|
|
|
|
|
#if 0 // Not used right now (Note that this code considers vectors to
|
|
|
|
// be expressed as fixed_t's.)
|
|
|
|
void VelocityForDamage (int damage, vec3_t v)
|
|
|
|
{
|
|
|
|
v[0] = 8 * crandom(pr_vel4dmg);
|
|
|
|
v[1] = 8 * crandom(pr_vel4dmg);
|
|
|
|
v[2] = 8 * FRACUNIT + (fixed_t)(P_Random(pr_vel4dmg) * (6553600/256));
|
|
|
|
|
|
|
|
if (damage < 50)
|
|
|
|
VectorScale (v, 0.7f, v);
|
|
|
|
else
|
|
|
|
VectorScale (v, 1.2f, v);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ClipGibVelocity (mobj_t *ent)
|
|
|
|
{
|
|
|
|
if (ent->momx < -15 * FRACUNIT)
|
|
|
|
ent->momx = -15 * FRACUNIT;
|
|
|
|
else if (ent->momx > 15 * FRACUNIT)
|
|
|
|
ent->momx = 15 * FRACUNIT;
|
|
|
|
if (ent->momy < -15 * FRACUNIT)
|
|
|
|
ent->momy = -15 * FRACUNIT;
|
|
|
|
else if (ent->momy > 15 * FRACUNIT)
|
|
|
|
ent->momy = 15 * FRACUNIT;
|
|
|
|
if (ent->momz < 6 * FRACUNIT)
|
|
|
|
ent->momz = 6 * FRACUNIT; // always some upwards
|
|
|
|
else if (ent->momz > 10 * FRACUNIT)
|
|
|
|
ent->momz = 10 * FRACUNIT;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ThrowGib (mobj_t *self, mobjtype_t gibtype, int damage)
|
|
|
|
{
|
|
|
|
mobj_t *gib;
|
|
|
|
vec3_t vd;
|
|
|
|
vec3_t selfvel;
|
|
|
|
vec3_t gibvel;
|
|
|
|
|
|
|
|
gib = P_SpawnMobj (self->x + crandom(pr_throwgib) * (self->radius >> (FRACBITS + 1)),
|
|
|
|
self->y + crandom(pr_throwgib) * (self->radius >> (FRACBITS + 1)),
|
|
|
|
self->z + (self->height >> 1) + crandom(pr_throwgib) * (self->height >> (FRACBITS + 1)),
|
|
|
|
gibtype,
|
|
|
|
0);
|
|
|
|
|
|
|
|
VelocityForDamage (damage, vd);
|
|
|
|
selfvel[0] = self->momx;
|
|
|
|
selfvel[1] = self->momy;
|
|
|
|
selfvel[2] = self->momz;
|
|
|
|
VectorMA (selfvel, 1.0, vd, gibvel);
|
|
|
|
gib->momx = gibvel[0];
|
|
|
|
gib->momy = gibvel[1];
|
|
|
|
gib->momz = gibvel[2];
|
|
|
|
ClipGibVelocity (gib);
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
void ThrowGib (mobj_t *self, mobjtype_t gibtype, int damage)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
#endif
|