gzdoom/code/p_things.c

267 lines
4.7 KiB
C
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1998-12-22 00:00:00 +00:00
// [RH] new file to deal with general things
#include "doomtype.h"
#include "p_local.h"
#include "info.h"
#include "s_sound.h"
#include "tables.h"
#include "doomstat.h"
// List of spawnable things for the Thing_Spawn and Thing_Projectile specials.
int SpawnableThings[] = {
0,
MT_SHOTGUY,
MT_CHAINGUY,
MT_BRUISER,
MT_POSSESSED,
MT_TROOP,
MT_BABY,
MT_SPIDER,
MT_SERGEANT,
MT_SHADOWS,
MT_TROOPSHOT,
MT_CLIP,
MT_MISC22, // Shells
0,
0,
0,
0,
0,
0,
MT_HEAD,
MT_UNDEAD,
MT_BRIDGE,
MT_MISC3, // Armor bonus
MT_MISC10, // Stim pack
MT_MISC11, // Medkit
MT_MISC12, // Soul sphere
0,
MT_SHOTGUN,
MT_CHAINGUN,
MT_MISC27, // Rocket launcher
MT_MISC28, // Plasma gun
MT_MISC25, // BFG
MT_MISC26, // Chainsaw
MT_SUPERSHOTGUN,
0,
0,
0,
0,
0,
0,
0,
0, // T_MORPHBLAST
0, // T_ROCK1
0, // T_ROCK2
0, // T_ROCK3
0, // T_DIRT1
0, // T_DIRT2
0, // T_DIRT3
0, // T_DIRT4
0, // T_DIRT5
0, // T_DIRT6
MT_PLASMA,
0, // T_POISONDART
MT_TRACER,
0, // T_STAINEDGLASS1
0, // T_STAINEDGLASS2
0, // T_STAINEDGLASS3
0, // T_STAINEDGLASS4
0, // T_STAINEDGLASS5
0, // T_STAINEDGLASS6
0, // T_STAINEDGLASS7
0, // T_STAINEDGLASS8
0, // T_STAINEDGLASS9
0, // T_STAINEDGLASS0
0,
0,
0,
0,
MT_MISC0, // Green armor
MT_MISC1, // Blue armor
0,
0,
0,
0,
0,
MT_MISC20, // Energy cell
0,
0,
0,
0,
0,
0,
0,
0,
0,
MT_MISC4, // Blue key card
MT_MISC5, // Red key card
MT_MISC6, // Yellow key card
MT_MISC7, // Yellow skull key
MT_MISC8, // Red skull key
MT_MISC9, // Blue skull key
0,
0,
0,
0,
0,
0,
0,
MT_FIRE,
0,
MT_STEALTHBRUISER,
MT_STEALTHKNIGHT,
MT_STEALTHZOMBIE,
MT_STEALTHSHOTGUY,
0,
0,
0,
0,
0,
0,
MT_SKULL,
MT_VILE,
MT_FATSO,
MT_KNIGHT,
MT_CYBORG,
MT_PAIN,
MT_WOLFSS,
MT_STEALTHBABY,
MT_STEALTHVILE,
MT_STEALTHHEAD,
MT_STEALTHCHAINGUY,
MT_STEALTHSERGEANT,
MT_STEALTHIMP,
MT_STEALTHFATSO,
MT_STEALTHUNDEAD,
MT_BARREL,
MT_HEADSHOT,
MT_ROCKET,
MT_BFG,
MT_ARACHPLAZ,
MT_BLOOD,
MT_PUFF,
MT_MEGA, // Mega sphere
MT_INV,
MT_MISC13, // Berserk
MT_INS, // Blur sphere
MT_MISC14, // Rad suit
MT_MISC15, // Computer map
MT_MISC16, // Light amp
MT_MISC17, // Box of ammo
MT_MISC18, // Rocket
MT_MISC19, // Box of rockets
MT_MISC21, // Battery pack
MT_MISC23, // Box of shells
MT_MISC24, // Backpack
MT_MISC68, // Guts
MT_MISC71, // Blood pool
MT_MISC84, // Pool o' blood 1
MT_MISC85, // Pool o' blood 2
MT_MISC77, // Flaming barrel
MT_MISC86 // Brains
};
const int NumSpawnableThings = sizeof(SpawnableThings);
BOOL P_Thing_Spawn (int tid, int type, angle_t angle, BOOL fog)
{
int rtn = 0;
int kind;
mobj_t *spot = NULL, *mobj;
if (type >= NumSpawnableThings)
return false;
if ( (kind = SpawnableThings[type]) == 0)
return false;
if ((mobjinfo[kind].flags & MF_COUNTKILL) && (dmflags & DF_NO_MONSTERS))
return true;
while ( (spot = P_FindMobjByTid (spot, tid)) ) {
if (spot->type != MT_MAPSPOT && spot->type != MT_MAPSPOTGRAV)
continue;
mobj = P_SpawnMobj (spot->x, spot->y, spot->z, kind, 0);
if (mobj) {
if (P_TeleportMove (mobj, spot->x, spot->y, spot->z, false)) {
rtn++;
mobj->angle = angle;
if (fog)
S_StartSound (P_SpawnMobj (spot->x, spot->y, spot->z, MT_TFOG, 0), "misc/teleport", 32);
} else {
P_RemoveMobj (mobj);
}
}
}
return rtn != 0;
}
BOOL P_Thing_Projectile (int tid, int type, angle_t angle,
fixed_t speed, fixed_t vspeed, BOOL gravity)
{
int rtn = 0;
int kind;
mobj_t *spot = NULL, *mobj;
if (type >= NumSpawnableThings)
return false;
if ( (kind = SpawnableThings[type]) == 0)
return false;
if ((mobjinfo[kind].flags & MF_COUNTKILL) && (dmflags & DF_NO_MONSTERS))
return true;
while ( (spot = P_FindMobjByTid (spot, tid)) ) {
if (spot->type != MT_MAPSPOT && spot->type != MT_MAPSPOTGRAV)
continue;
mobj = P_SpawnMobj (spot->x, spot->y, spot->z, kind, 0);
if (mobj) {
rtn++;
mobj->angle = angle;
if (gravity)
mobj->flags &= ~MF_NOGRAVITY;
else
mobj->flags |= MF_NOGRAVITY;
mobj->momx = FixedMul (speed, finecosine[angle>>ANGLETOFINESHIFT]);
mobj->momy = FixedMul (speed, finesine[angle>>ANGLETOFINESHIFT]);
mobj->momz = vspeed;
// If thing isn't a missile, then don't keep it around
// if there's already something in its spot.
if ((mobj->flags & (MF_MISSILE|MF_SOLID) == MF_SOLID)
&& !P_TeleportMove (mobj, spot->x, spot->y, spot->z, false)) {
P_RemoveMobj (mobj);
}
}
}
return rtn;
}
BOOL P_ActivateMobj (mobj_t *mobj)
{
if (mobj->flags & MF_COUNTKILL) {
mobj->flags2 &= !(MF2_DORMANT | MF2_INVULNERABLE | MF2_INDESTRUCTABLE);
return true;
}
return false;
}
BOOL P_DeactivateMobj (mobj_t *mobj)
{
if (mobj->flags & MF_COUNTKILL) {
mobj->flags2 |= MF2_DORMANT | MF2_INVULNERABLE | MF2_INDESTRUCTABLE;
return true;
}
return false;
}