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ZDoom 1.11.
This commit is contained in:
commit
f22beb0a2a
177 changed files with 69679 additions and 0 deletions
987
code/p_mobj.c
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987
code/p_mobj.c
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@ -0,0 +1,987 @@
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// Emacs style mode select -*- C++ -*-
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||||
//-----------------------------------------------------------------------------
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||||
//
|
||||
// $Id:$
|
||||
//
|
||||
// Copyright (C) 1993-1996 by id Software, Inc.
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||||
//
|
||||
// This source is available for distribution and/or modification
|
||||
// only under the terms of the DOOM Source Code License as
|
||||
// published by id Software. All rights reserved.
|
||||
//
|
||||
// The source is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
||||
// for more details.
|
||||
//
|
||||
// $Log:$
|
||||
//
|
||||
// DESCRIPTION:
|
||||
// Moving object handling. Spawn functions.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static const char
|
||||
rcsid[] = "$Id: p_mobj.c,v 1.5 1997/02/03 22:45:12 b1 Exp $";
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||||
|
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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"
|
||||
#include "sounds.h"
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||||
|
||||
#include "st_stuff.h"
|
||||
#include "hu_stuff.h"
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||||
|
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#include "s_sound.h"
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||||
|
||||
#include "doomstat.h"
|
||||
|
||||
|
||||
void G_PlayerReborn (int player);
|
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void P_SpawnMapThing (mapthing_t* mthing);
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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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int test;
|
||||
|
||||
boolean
|
||||
P_SetMobjState
|
||||
( mobj_t* mobj,
|
||||
statenum_t state )
|
||||
{
|
||||
state_t* st;
|
||||
|
||||
do
|
||||
{
|
||||
if (state == S_NULL)
|
||||
{
|
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mobj->state = (state_t *) S_NULL;
|
||||
P_RemoveMobj (mobj);
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return false;
|
||||
}
|
||||
|
||||
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;
|
||||
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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if (st->action.acp1)
|
||||
st->action.acp1(mobj);
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||||
|
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state = st->nextstate;
|
||||
} while (!mobj->tics);
|
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|
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return true;
|
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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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|
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P_SetMobjState (mo, mobjinfo[mo->type].deathstate);
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||||
|
||||
mo->tics -= P_Random()&3;
|
||||
|
||||
if (mo->tics < 1)
|
||||
mo->tics = 1;
|
||||
|
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mo->flags &= ~MF_MISSILE;
|
||||
|
||||
if (mo->info->deathsound)
|
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S_StartSound (mo, mo->info->deathsound);
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_XYMovement
|
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//
|
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#define STOPSPEED 0x1000
|
||||
#define FRICTION 0xe800
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|
||||
void P_XYMovement (mobj_t* mo)
|
||||
{
|
||||
fixed_t ptryx;
|
||||
fixed_t ptryy;
|
||||
player_t* player;
|
||||
fixed_t xmove;
|
||||
fixed_t ymove;
|
||||
|
||||
if (!mo->momx && !mo->momy)
|
||||
{
|
||||
if (mo->flags & MF_SKULLFLY)
|
||||
{
|
||||
// the skull slammed into something
|
||||
mo->flags &= ~MF_SKULLFLY;
|
||||
mo->momx = mo->momy = 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)
|
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mo->momy = MAXMOVE;
|
||||
else if (mo->momy < -MAXMOVE)
|
||||
mo->momy = -MAXMOVE;
|
||||
|
||||
xmove = mo->momx;
|
||||
ymove = mo->momy;
|
||||
|
||||
do
|
||||
{
|
||||
if (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;
|
||||
}
|
||||
|
||||
if (!P_TryMove (mo, ptryx, ptryy))
|
||||
{
|
||||
// blocked move
|
||||
if (mo->player)
|
||||
{ // try to slide along it
|
||||
P_SlideMove (mo);
|
||||
}
|
||||
else if (mo->flags & MF_MISSILE)
|
||||
{
|
||||
// explode a missile
|
||||
if (ceilingline &&
|
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ceilingline->backsector &&
|
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ceilingline->backsector->ceilingpic == skyflatnum)
|
||||
{
|
||||
// Hack to prevent missiles exploding
|
||||
// against the sky.
|
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// Does not handle sky floors.
|
||||
P_RemoveMobj (mo);
|
||||
return;
|
||||
}
|
||||
P_ExplodeMissile (mo);
|
||||
}
|
||||
else
|
||||
mo->momx = mo->momy = 0;
|
||||
}
|
||||
} while (xmove || ymove);
|
||||
|
||||
// slow down
|
||||
if (player && player->cheats & CF_NOMOMENTUM)
|
||||
{
|
||||
// debug option for no sliding at all
|
||||
mo->momx = mo->momy = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mo->flags & (MF_MISSILE | MF_SKULLFLY) )
|
||||
return; // no friction for missiles ever
|
||||
|
||||
if (mo->z > mo->floorz)
|
||||
return; // no friction when airborne
|
||||
|
||||
if (mo->flags & MF_CORPSE)
|
||||
{
|
||||
// do not stop sliding
|
||||
// if halfway off a step with some momentum
|
||||
if (mo->momx > FRACUNIT/4
|
||||
|| mo->momx < -FRACUNIT/4
|
||||
|| mo->momy > FRACUNIT/4
|
||||
|| mo->momy < -FRACUNIT/4)
|
||||
{
|
||||
if (mo->floorz != mo->subsector->sector->floorheight)
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (mo->momx > -STOPSPEED
|
||||
&& mo->momx < STOPSPEED
|
||||
&& mo->momy > -STOPSPEED
|
||||
&& mo->momy < STOPSPEED
|
||||
&& (!player
|
||||
|| (player->cmd.ucmd.forwardmove== 0
|
||||
&& player->cmd.ucmd.sidemove == 0 ) ) )
|
||||
{
|
||||
// if in a walking frame, stop moving
|
||||
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;
|
||||
mo->momy = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
mo->momx = FixedMul (mo->momx, FRICTION);
|
||||
mo->momy = FixedMul (mo->momy, FRICTION);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// P_ZMovement
|
||||
//
|
||||
void P_ZMovement (mobj_t* mo)
|
||||
{
|
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fixed_t dist;
|
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fixed_t delta;
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||||
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||||
// check for smooth step up
|
||||
if (mo->player && mo->z < mo->floorz)
|
||||
{
|
||||
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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|
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// adjust height
|
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mo->z += mo->momz;
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|
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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) )
|
||||
{
|
||||
dist = P_AproxDistance (mo->x - mo->target->x,
|
||||
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;
|
||||
else if (delta>0 && dist < (delta*3) )
|
||||
mo->z += FLOATSPEED;
|
||||
}
|
||||
|
||||
}
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|
||||
// clip movement
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if (mo->z <= mo->floorz)
|
||||
{
|
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// hit the floor
|
||||
|
||||
// Note (id):
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||||
// somebody left this after the setting momz to 0,
|
||||
// kinda useless there.
|
||||
if (mo->flags & MF_SKULLFLY)
|
||||
{
|
||||
// the skull slammed into something
|
||||
mo->momz = -mo->momz;
|
||||
}
|
||||
|
||||
if (mo->momz < 0)
|
||||
{
|
||||
if (mo->player
|
||||
&& 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;
|
||||
S_StartSound (mo, sfx_oof);
|
||||
}
|
||||
mo->momz = 0;
|
||||
}
|
||||
mo->z = mo->floorz;
|
||||
|
||||
if ( (mo->flags & MF_MISSILE)
|
||||
&& !(mo->flags & MF_NOCLIP) )
|
||||
{
|
||||
P_ExplodeMissile (mo);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (! (mo->flags & MF_NOGRAVITY) )
|
||||
{
|
||||
if (mo->momz == 0)
|
||||
mo->momz = -GRAVITY*2;
|
||||
else
|
||||
mo->momz -= GRAVITY;
|
||||
}
|
||||
|
||||
if (mo->z + mo->height > mo->ceilingz)
|
||||
{
|
||||
// hit the ceiling
|
||||
if (mo->momz > 0)
|
||||
mo->momz = 0;
|
||||
{
|
||||
mo->z = mo->ceilingz - mo->height;
|
||||
}
|
||||
|
||||
if (mo->flags & MF_SKULLFLY)
|
||||
{ // the skull slammed into something
|
||||
mo->momz = -mo->momz;
|
||||
}
|
||||
|
||||
if ( (mo->flags & MF_MISSILE)
|
||||
&& !(mo->flags & MF_NOCLIP) )
|
||||
{
|
||||
P_ExplodeMissile (mo);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// P_NightmareRespawn
|
||||
//
|
||||
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;
|
||||
|
||||
// somthing is occupying it's 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;
|
||||
|
||||
// spawn it
|
||||
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;
|
||||
|
||||
mo->reactiontime = 18;
|
||||
|
||||
// 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++;
|
||||
|
||||
if (mobj->movecount < 12*35)
|
||||
return;
|
||||
|
||||
if ( leveltime&31 )
|
||||
return;
|
||||
|
||||
if (P_Random () > 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;
|
||||
mobj->flags = info->flags;
|
||||
mobj->health = info->spawnhealth;
|
||||
|
||||
if (gameskill->value != sk_nightmare)
|
||||
mobj->reactiontime = info->reactiontime;
|
||||
|
||||
mobj->lastlook = P_Random () % 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;
|
||||
|
||||
// set subsector and/or block links
|
||||
P_SetThingPosition (mobj);
|
||||
|
||||
mobj->floorz = mobj->subsector->sector->floorheight;
|
||||
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
|
||||
|
||||
if (z == ONFLOORZ)
|
||||
mobj->z = mobj->floorz;
|
||||
else if (z == ONCEILINGZ)
|
||||
mobj->z = mobj->ceilingz - mobj->info->height;
|
||||
else
|
||||
mobj->z = z;
|
||||
|
||||
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
|
||||
|
||||
P_AddThinker (&mobj->thinker);
|
||||
|
||||
return mobj;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_RemoveMobj
|
||||
//
|
||||
mapthing_t itemrespawnque[ITEMQUESIZE];
|
||||
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;
|
||||
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);
|
||||
|
||||
// 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;
|
||||
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
|
||||
for (i=0 ; i< NUMMOBJTYPES ; i++)
|
||||
{
|
||||
if (mthing->type == mobjinfo[i].doomednum)
|
||||
break;
|
||||
}
|
||||
|
||||
// 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 que
|
||||
iquetail = (iquetail+1)&(ITEMQUESIZE-1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
// P_SpawnPlayer
|
||||
// Called when a player is spawned on the level.
|
||||
// Most of the player structure stays unchanged
|
||||
// between levels.
|
||||
//
|
||||
void P_SpawnPlayer (mapthing_t* mthing)
|
||||
{
|
||||
player_t* p;
|
||||
fixed_t x;
|
||||
fixed_t y;
|
||||
fixed_t z;
|
||||
|
||||
mobj_t* mobj;
|
||||
|
||||
int i;
|
||||
|
||||
// not playing?
|
||||
if (!playeringame[mthing->type-1])
|
||||
return;
|
||||
|
||||
p = &players[mthing->type-1];
|
||||
|
||||
if (p->playerstate == PST_REBORN)
|
||||
G_PlayerReborn (mthing->type-1);
|
||||
|
||||
x = mthing->x << FRACBITS;
|
||||
y = mthing->y << FRACBITS;
|
||||
z = ONFLOORZ;
|
||||
mobj = P_SpawnMobj (x,y,z, MT_PLAYER);
|
||||
|
||||
// set color translations for player sprites
|
||||
if (mthing->type > 1)
|
||||
mobj->flags |= (mthing->type-1)<<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;
|
||||
|
||||
// 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)
|
||||
{
|
||||
// wake up the status bar
|
||||
ST_Start ();
|
||||
// wake up the heads up text
|
||||
HU_Start ();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_SpawnMapThing
|
||||
// The fields of the mapthing should
|
||||
// already be in host byte order.
|
||||
//
|
||||
void P_SpawnMapThing (mapthing_t* mthing)
|
||||
{
|
||||
int i;
|
||||
int bit;
|
||||
mobj_t* mobj;
|
||||
fixed_t x;
|
||||
fixed_t y;
|
||||
fixed_t z;
|
||||
|
||||
// count deathmatch start positions
|
||||
if (mthing->type == 11)
|
||||
{
|
||||
if (deathmatch_p < &deathmatchstarts[10])
|
||||
{
|
||||
memcpy (deathmatch_p, mthing, sizeof(*mthing));
|
||||
deathmatch_p++;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// check for players specially
|
||||
if (mthing->type <= 4)
|
||||
{
|
||||
// save spots for respawning in network games
|
||||
playerstarts[mthing->type-1] = *mthing;
|
||||
if (!deathmatch)
|
||||
P_SpawnPlayer (mthing);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// check for apropriate skill level
|
||||
if (!netgame && (mthing->options & 16) )
|
||||
return;
|
||||
|
||||
if (gameskill->value == sk_baby)
|
||||
bit = 1;
|
||||
else if (gameskill->value == sk_nightmare)
|
||||
bit = 4;
|
||||
else
|
||||
bit = 1 << ((int)gameskill->value - 1);
|
||||
|
||||
if (!(mthing->options & bit) )
|
||||
return;
|
||||
|
||||
// find which type to spawn
|
||||
for (i=0 ; i< NUMMOBJTYPES ; i++)
|
||||
if (mthing->type == mobjinfo[i].doomednum)
|
||||
break;
|
||||
|
||||
if (i==NUMMOBJTYPES)
|
||||
I_Error ("P_SpawnMapThing: Unknown type %i at (%i, %i)",
|
||||
mthing->type,
|
||||
mthing->x, mthing->y);
|
||||
|
||||
// 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
|
||||
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 () % mobj->tics);
|
||||
if (mobj->flags & MF_COUNTKILL)
|
||||
totalkills++;
|
||||
if (mobj->flags & MF_COUNTITEM)
|
||||
totalitems++;
|
||||
|
||||
mobj->angle = ANG45 * (mthing->angle/45);
|
||||
if (mthing->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;
|
||||
|
||||
z += ((P_Random()-P_Random())<<10);
|
||||
|
||||
th = P_SpawnMobj (x,y,z, MT_PUFF);
|
||||
th->momz = FRACUNIT;
|
||||
th->tics -= P_Random()&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;
|
||||
|
||||
z += ((P_Random()-P_Random())<<10);
|
||||
th = P_SpawnMobj (x,y,z, MT_BLOOD);
|
||||
th->momz = FRACUNIT*2;
|
||||
th->tics -= P_Random()&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()&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);
|
||||
|
||||
if (!P_TryMove (th, th->x, th->y))
|
||||
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);
|
||||
|
||||
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)
|
||||
an += (P_Random()-P_Random())<<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;
|
||||
angle_t an;
|
||||
|
||||
fixed_t x;
|
||||
fixed_t y;
|
||||
fixed_t z;
|
||||
fixed_t slope;
|
||||
|
||||
// see which target is to be aimed at
|
||||
an = source->angle;
|
||||
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;
|
||||
slope = 0;
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue