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authorSimon Howard2008-09-05 00:02:14 +0000
committerSimon Howard2008-09-05 00:02:14 +0000
commitc7ddc423f67236a99956960cf9fe89abf077839b (patch)
tree61322034e9d75f1c1a409d1e14ca21ee5c6025c2 /src/heretic/p_mobj.c
parent0774dce204c2c01622c59819e2a29590a1b50e46 (diff)
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Reformat (beautify) Raven sources and add GPL headers.
Subversion-branch: /branches/raven-branch Subversion-revision: 1197
Diffstat (limited to 'src/heretic/p_mobj.c')
-rw-r--r--src/heretic/p_mobj.c2439
1 files changed, 1238 insertions, 1201 deletions
diff --git a/src/heretic/p_mobj.c b/src/heretic/p_mobj.c
index 6a9232de..aff11167 100644
--- a/src/heretic/p_mobj.c
+++ b/src/heretic/p_mobj.c
@@ -1,3 +1,25 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+//
+// 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.
+//
+//-----------------------------------------------------------------------------
// P_mobj.c
@@ -6,30 +28,29 @@
#include "sounds.h"
#include "soundst.h"
-void G_PlayerReborn (int player);
-void P_SpawnMapThing (mapthing_t *mthing);
+void G_PlayerReborn(int player);
+void P_SpawnMapThing(mapthing_t * mthing);
mobjtype_t PuffType;
mobj_t *MissileMobj;
-static fixed_t FloatBobOffsets[64] =
-{
- 0, 51389, 102283, 152192,
- 200636, 247147, 291278, 332604,
- 370727, 405280, 435929, 462380,
- 484378, 501712, 514213, 521763,
- 524287, 521763, 514213, 501712,
- 484378, 462380, 435929, 405280,
- 370727, 332604, 291278, 247147,
- 200636, 152192, 102283, 51389,
- -1, -51390, -102284, -152193,
- -200637, -247148, -291279, -332605,
- -370728, -405281, -435930, -462381,
- -484380, -501713, -514215, -521764,
- -524288, -521764, -514214, -501713,
- -484379, -462381, -435930, -405280,
- -370728, -332605, -291279, -247148,
- -200637, -152193, -102284, -51389
+static fixed_t FloatBobOffsets[64] = {
+ 0, 51389, 102283, 152192,
+ 200636, 247147, 291278, 332604,
+ 370727, 405280, 435929, 462380,
+ 484378, 501712, 514213, 521763,
+ 524287, 521763, 514213, 501712,
+ 484378, 462380, 435929, 405280,
+ 370727, 332604, 291278, 247147,
+ 200636, 152192, 102283, 51389,
+ -1, -51390, -102284, -152193,
+ -200637, -247148, -291279, -332605,
+ -370728, -405281, -435930, -462381,
+ -484380, -501713, -514215, -521764,
+ -524288, -521764, -514214, -501713,
+ -484379, -462381, -435930, -405280,
+ -370728, -332605, -291279, -247148,
+ -200637, -152193, -102284, -51389
};
//----------------------------------------------------------------------------
@@ -40,26 +61,26 @@ static fixed_t FloatBobOffsets[64] =
//
//----------------------------------------------------------------------------
-boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
+boolean P_SetMobjState(mobj_t * mobj, statenum_t state)
{
- state_t *st;
-
- if(state == S_NULL)
- { // Remove mobj
- mobj->state = S_NULL;
- P_RemoveMobj(mobj);
- return(false);
- }
- st = &states[state];
- mobj->state = st;
- mobj->tics = st->tics;
- mobj->sprite = st->sprite;
- mobj->frame = st->frame;
- if(st->action)
- { // Call action function
- st->action(mobj);
- }
- return(true);
+ state_t *st;
+
+ if (state == S_NULL)
+ { // Remove mobj
+ mobj->state = S_NULL;
+ P_RemoveMobj(mobj);
+ return (false);
+ }
+ st = &states[state];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+ if (st->action)
+ { // Call action function
+ st->action(mobj);
+ }
+ return (true);
}
//----------------------------------------------------------------------------
@@ -70,22 +91,22 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
//
//----------------------------------------------------------------------------
-boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state)
+boolean P_SetMobjStateNF(mobj_t * mobj, statenum_t state)
{
- state_t *st;
-
- if(state == S_NULL)
- { // Remove mobj
- mobj->state = S_NULL;
- P_RemoveMobj(mobj);
- return(false);
- }
- st = &states[state];
- mobj->state = st;
- mobj->tics = st->tics;
- mobj->sprite = st->sprite;
- mobj->frame = st->frame;
- return(true);
+ state_t *st;
+
+ if (state == S_NULL)
+ { // Remove mobj
+ mobj->state = S_NULL;
+ P_RemoveMobj(mobj);
+ return (false);
+ }
+ st = &states[state];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+ return (true);
}
//----------------------------------------------------------------------------
@@ -94,23 +115,23 @@ boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state)
//
//----------------------------------------------------------------------------
-void P_ExplodeMissile(mobj_t *mo)
+void P_ExplodeMissile(mobj_t * mo)
{
- if(mo->type == MT_WHIRLWIND)
- {
- if(++mo->special2 < 60)
- {
- return;
- }
- }
- mo->momx = mo->momy = mo->momz = 0;
- P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
- //mo->tics -= P_Random()&3;
- mo->flags &= ~MF_MISSILE;
- if(mo->info->deathsound)
- {
- S_StartSound(mo, mo->info->deathsound);
- }
+ if (mo->type == MT_WHIRLWIND)
+ {
+ if (++mo->special2 < 60)
+ {
+ return;
+ }
+ }
+ mo->momx = mo->momy = mo->momz = 0;
+ P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
+ //mo->tics -= P_Random()&3;
+ mo->flags &= ~MF_MISSILE;
+ if (mo->info->deathsound)
+ {
+ S_StartSound(mo, mo->info->deathsound);
+ }
}
//----------------------------------------------------------------------------
@@ -119,10 +140,10 @@ void P_ExplodeMissile(mobj_t *mo)
//
//----------------------------------------------------------------------------
-void P_FloorBounceMissile(mobj_t *mo)
+void P_FloorBounceMissile(mobj_t * mo)
{
- mo->momz = -mo->momz;
- P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
+ mo->momz = -mo->momz;
+ P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
}
//----------------------------------------------------------------------------
@@ -131,11 +152,11 @@ void P_FloorBounceMissile(mobj_t *mo)
//
//----------------------------------------------------------------------------
-void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move)
+void P_ThrustMobj(mobj_t * mo, angle_t angle, fixed_t move)
{
- angle >>= ANGLETOFINESHIFT;
- mo->momx += FixedMul(move, finecosine[angle]);
- mo->momy += FixedMul(move, finesine[angle]);
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx += FixedMul(move, finecosine[angle]);
+ mo->momy += FixedMul(move, finesine[angle]);
}
//----------------------------------------------------------------------------
@@ -148,42 +169,42 @@ void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move)
//
//----------------------------------------------------------------------------
-int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta)
+int P_FaceMobj(mobj_t * source, mobj_t * target, angle_t * delta)
{
- angle_t diff;
- angle_t angle1;
- angle_t angle2;
-
- angle1 = source->angle;
- angle2 = R_PointToAngle2(source->x, source->y, target->x, target->y);
- if(angle2 > angle1)
- {
- diff = angle2-angle1;
- if(diff > ANGLE_180)
- {
- *delta = ANGLE_MAX-diff;
- return(0);
- }
- else
- {
- *delta = diff;
- return(1);
- }
- }
- else
- {
- diff = angle1-angle2;
- if(diff > ANGLE_180)
- {
- *delta = ANGLE_MAX-diff;
- return(1);
- }
- else
- {
- *delta = diff;
- return(0);
- }
- }
+ angle_t diff;
+ angle_t angle1;
+ angle_t angle2;
+
+ angle1 = source->angle;
+ angle2 = R_PointToAngle2(source->x, source->y, target->x, target->y);
+ if (angle2 > angle1)
+ {
+ diff = angle2 - angle1;
+ if (diff > ANGLE_180)
+ {
+ *delta = ANGLE_MAX - diff;
+ return (0);
+ }
+ else
+ {
+ *delta = diff;
+ return (1);
+ }
+ }
+ else
+ {
+ diff = angle1 - angle2;
+ if (diff > ANGLE_180)
+ {
+ *delta = ANGLE_MAX - diff;
+ return (1);
+ }
+ else
+ {
+ *delta = diff;
+ return (0);
+ }
+ }
}
//----------------------------------------------------------------------------
@@ -195,56 +216,56 @@ int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta)
//
//----------------------------------------------------------------------------
-boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax)
+boolean P_SeekerMissile(mobj_t * actor, angle_t thresh, angle_t turnMax)
{
- int dir;
- int dist;
- angle_t delta;
- angle_t angle;
- mobj_t *target;
-
- target = (mobj_t *)actor->special1;
- if(target == NULL)
- {
- return(false);
- }
- if(!(target->flags&MF_SHOOTABLE))
- { // Target died
- actor->special1 = 0;
- return(false);
- }
- dir = P_FaceMobj(actor, target, &delta);
- if(delta > thresh)
- {
- delta >>= 1;
- if(delta > turnMax)
- {
- delta = turnMax;
- }
- }
- if(dir)
- { // Turn clockwise
- actor->angle += delta;
- }
- else
- { // Turn counter clockwise
- actor->angle -= delta;
- }
- angle = actor->angle>>ANGLETOFINESHIFT;
- actor->momx = FixedMul(actor->info->speed, finecosine[angle]);
- actor->momy = FixedMul(actor->info->speed, finesine[angle]);
- if(actor->z+actor->height < target->z ||
- target->z+target->height < actor->z)
- { // Need to seek vertically
- dist = P_AproxDistance(target->x-actor->x, target->y-actor->y);
- dist = dist/actor->info->speed;
- if(dist < 1)
- {
- dist = 1;
- }
- actor->momz = (target->z-actor->z)/dist;
- }
- return(true);
+ int dir;
+ int dist;
+ angle_t delta;
+ angle_t angle;
+ mobj_t *target;
+
+ target = (mobj_t *) actor->special1;
+ if (target == NULL)
+ {
+ return (false);
+ }
+ if (!(target->flags & MF_SHOOTABLE))
+ { // Target died
+ actor->special1 = 0;
+ return (false);
+ }
+ dir = P_FaceMobj(actor, target, &delta);
+ if (delta > thresh)
+ {
+ delta >>= 1;
+ if (delta > turnMax)
+ {
+ delta = turnMax;
+ }
+ }
+ if (dir)
+ { // Turn clockwise
+ actor->angle += delta;
+ }
+ else
+ { // Turn counter clockwise
+ actor->angle -= delta;
+ }
+ angle = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(actor->info->speed, finecosine[angle]);
+ actor->momy = FixedMul(actor->info->speed, finesine[angle]);
+ if (actor->z + actor->height < target->z ||
+ target->z + target->height < actor->z)
+ { // Need to seek vertically
+ dist = P_AproxDistance(target->x - actor->x, target->y - actor->y);
+ dist = dist / actor->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ actor->momz = (target->z - actor->z) / dist;
+ }
+ return (true);
}
//----------------------------------------------------------------------------
@@ -258,186 +279,196 @@ boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax)
#define FRICTION_LOW 0xf900
#define FRICTION_FLY 0xeb00
-void P_XYMovement(mobj_t *mo)
+void P_XYMovement(mobj_t * mo)
{
- fixed_t ptryx, ptryy;
- player_t *player;
- fixed_t xmove, ymove;
- int special;
- static int windTab[3] = {2048*5, 2048*10, 2048*25};
-
- if(!mo->momx && !mo->momy)
- {
- if(mo->flags&MF_SKULLFLY)
- { // A flying mobj slammed into something
- mo->flags &= ~MF_SKULLFLY;
- mo->momx = mo->momy = mo->momz = 0;
- P_SetMobjState(mo, mo->info->seestate);
- }
- return;
- }
- special = mo->subsector->sector->special;
- if(mo->flags2&MF2_WINDTHRUST)
- {
- switch(special)
- {
- case 40: case 41: case 42: // Wind_East
- P_ThrustMobj(mo, 0, windTab[special-40]);
- break;
- case 43: case 44: case 45: // Wind_North
- P_ThrustMobj(mo, ANG90, windTab[special-43]);
- break;
- case 46: case 47: case 48: // Wind_South
- P_ThrustMobj(mo, ANG270, windTab[special-46]);
- break;
- case 49: case 50: case 51: // Wind_West
- P_ThrustMobj(mo, ANG180, windTab[special-49]);
- break;
- }
- }
- 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;
- 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->flags2&MF2_SLIDE)
- { // 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)
- { // Hack to prevent missiles exploding against the sky
- if(mo->type == MT_BLOODYSKULL)
- {
- mo->momx = mo->momy = 0;
- mo->momz = -FRACUNIT;
- }
- else
- {
- P_RemoveMobj(mo);
- }
- return;
- }
- P_ExplodeMissile(mo);
- }
- //else if(mo->info->crashstate)
- //{
- // mo->momx = mo->momy = 0;
- // P_SetMobjState(mo, mo->info->crashstate);
- // return;
- //}
- else
- {
- mo->momx = mo->momy = 0;
- }
- }
- } while(xmove || ymove);
-
- // Friction
-
- 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))
- { // No friction for missiles
- return;
- }
- if(mo->z > mo->floorz && !(mo->flags2&MF2_FLY) && !(mo->flags2&MF2_ONMOBJ))
- { // No friction when falling
- return;
- }
- if(mo->flags&MF_CORPSE)
- { // Don't 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.forwardmove == 0
- && player->cmd.sidemove == 0)))
- { // If in a walking frame, stop moving
- if(player)
- {
- if(player->chickenTics)
- {
- if((unsigned)((player->mo->state-states)
- -S_CHICPLAY_RUN1) < 4)
- {
- P_SetMobjState(player->mo, S_CHICPLAY);
- }
- }
- else
- {
- if((unsigned)((player->mo->state-states)
- -S_PLAY_RUN1) < 4)
- {
- P_SetMobjState(player->mo, S_PLAY);
- }
- }
- }
- mo->momx = 0;
- mo->momy = 0;
- }
- else
- {
- if(mo->flags2&MF2_FLY && !(mo->z <= mo->floorz)
- &&!(mo->flags2&MF2_ONMOBJ))
- {
- mo->momx = FixedMul(mo->momx, FRICTION_FLY);
- mo->momy = FixedMul(mo->momy, FRICTION_FLY);
- }
- else if(special == 15) // Friction_Low
- {
- mo->momx = FixedMul(mo->momx, FRICTION_LOW);
- mo->momy = FixedMul(mo->momy, FRICTION_LOW);
- }
- else
- {
- mo->momx = FixedMul(mo->momx, FRICTION_NORMAL);
- mo->momy = FixedMul(mo->momy, FRICTION_NORMAL);
- }
- }
+ fixed_t ptryx, ptryy;
+ player_t *player;
+ fixed_t xmove, ymove;
+ int special;
+ static int windTab[3] = { 2048 * 5, 2048 * 10, 2048 * 25 };
+
+ if (!mo->momx && !mo->momy)
+ {
+ if (mo->flags & MF_SKULLFLY)
+ { // A flying mobj slammed into something
+ mo->flags &= ~MF_SKULLFLY;
+ mo->momx = mo->momy = mo->momz = 0;
+ P_SetMobjState(mo, mo->info->seestate);
+ }
+ return;
+ }
+ special = mo->subsector->sector->special;
+ if (mo->flags2 & MF2_WINDTHRUST)
+ {
+ switch (special)
+ {
+ case 40:
+ case 41:
+ case 42: // Wind_East
+ P_ThrustMobj(mo, 0, windTab[special - 40]);
+ break;
+ case 43:
+ case 44:
+ case 45: // Wind_North
+ P_ThrustMobj(mo, ANG90, windTab[special - 43]);
+ break;
+ case 46:
+ case 47:
+ case 48: // Wind_South
+ P_ThrustMobj(mo, ANG270, windTab[special - 46]);
+ break;
+ case 49:
+ case 50:
+ case 51: // Wind_West
+ P_ThrustMobj(mo, ANG180, windTab[special - 49]);
+ break;
+ }
+ }
+ 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;
+ 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->flags2 & MF2_SLIDE)
+ { // 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)
+ { // Hack to prevent missiles exploding against the sky
+ if (mo->type == MT_BLOODYSKULL)
+ {
+ mo->momx = mo->momy = 0;
+ mo->momz = -FRACUNIT;
+ }
+ else
+ {
+ P_RemoveMobj(mo);
+ }
+ return;
+ }
+ P_ExplodeMissile(mo);
+ }
+ //else if(mo->info->crashstate)
+ //{
+ // mo->momx = mo->momy = 0;
+ // P_SetMobjState(mo, mo->info->crashstate);
+ // return;
+ //}
+ else
+ {
+ mo->momx = mo->momy = 0;
+ }
+ }
+ }
+ while (xmove || ymove);
+
+ // Friction
+
+ 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))
+ { // No friction for missiles
+ return;
+ }
+ if (mo->z > mo->floorz && !(mo->flags2 & MF2_FLY)
+ && !(mo->flags2 & MF2_ONMOBJ))
+ { // No friction when falling
+ return;
+ }
+ if (mo->flags & MF_CORPSE)
+ { // Don't 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.forwardmove == 0
+ && player->cmd.sidemove == 0)))
+ { // If in a walking frame, stop moving
+ if (player)
+ {
+ if (player->chickenTics)
+ {
+ if ((unsigned) ((player->mo->state - states)
+ - S_CHICPLAY_RUN1) < 4)
+ {
+ P_SetMobjState(player->mo, S_CHICPLAY);
+ }
+ }
+ else
+ {
+ if ((unsigned) ((player->mo->state - states)
+ - S_PLAY_RUN1) < 4)
+ {
+ P_SetMobjState(player->mo, S_PLAY);
+ }
+ }
+ }
+ mo->momx = 0;
+ mo->momy = 0;
+ }
+ else
+ {
+ if (mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && !(mo->flags2 & MF2_ONMOBJ))
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_FLY);
+ mo->momy = FixedMul(mo->momy, FRICTION_FLY);
+ }
+ else if (special == 15) // Friction_Low
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_LOW);
+ mo->momy = FixedMul(mo->momy, FRICTION_LOW);
+ }
+ else
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_NORMAL);
+ mo->momy = FixedMul(mo->momy, FRICTION_NORMAL);
+ }
+ }
}
@@ -449,139 +480,140 @@ void P_XYMovement(mobj_t *mo)
===============
*/
-void P_ZMovement(mobj_t *mo)
+void P_ZMovement(mobj_t * mo)
{
- int dist;
- int delta;
+ int dist;
+ int delta;
//
// check for smooth step up
//
- if (mo->player && mo->z < mo->floorz)
- {
- mo->player->viewheight -= mo->floorz-mo->z;
- mo->player->deltaviewheight = (VIEWHEIGHT - mo->player->viewheight)>>3;
- }
+ if (mo->player && mo->z < mo->floorz)
+ {
+ mo->player->viewheight -= mo->floorz - mo->z;
+ mo->player->deltaviewheight =
+ (VIEWHEIGHT - mo->player->viewheight) >> 3;
+ }
//
// adjust height
//
- mo->z += mo->momz;
- if(mo->flags&MF_FLOAT && mo->target)
- { // float down towards target if too close
- if(!(mo->flags&MF_SKULLFLY) && !(mo->flags&MF_INFLOAT))
- {
- dist = P_AproxDistance(mo->x-mo->target->x, mo->y-mo->target->y);
- delta =( mo->target->z+(mo->height>>1))-mo->z;
- if (delta < 0 && dist < -(delta*3))
- mo->z -= FLOATSPEED;
- else if (delta > 0 && dist < (delta*3))
- mo->z += FLOATSPEED;
- }
- }
- if(mo->player && mo->flags2&MF2_FLY && !(mo->z <= mo->floorz)
- && leveltime&2)
- {
- mo->z += finesine[(FINEANGLES/20*leveltime>>2)&FINEMASK];
- }
+ mo->z += mo->momz;
+ if (mo->flags & MF_FLOAT && mo->target)
+ { // float down towards target if too close
+ if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
+ {
+ dist =
+ P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
+ delta = (mo->target->z + (mo->height >> 1)) - mo->z;
+ if (delta < 0 && dist < -(delta * 3))
+ mo->z -= FLOATSPEED;
+ else if (delta > 0 && dist < (delta * 3))
+ mo->z += FLOATSPEED;
+ }
+ }
+ if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && leveltime & 2)
+ {
+ mo->z += finesine[(FINEANGLES / 20 * leveltime >> 2) & FINEMASK];
+ }
//
// clip movement
//
- if(mo->z <= mo->floorz)
- { // Hit the floor
- if(mo->flags&MF_MISSILE)
- {
- mo->z = mo->floorz;
- if(mo->flags2&MF2_FLOORBOUNCE)
- {
- P_FloorBounceMissile(mo);
- return;
- }
- else if(mo->type == MT_MNTRFX2)
- { // Minotaur floor fire can go up steps
- return;
- }
- else
- {
- P_ExplodeMissile(mo);
- return;
- }
- }
- if(mo->z-mo->momz > mo->floorz)
- { // Spawn splashes, etc.
- P_HitFloor(mo);
- }
- mo->z = mo->floorz;
- if(mo->momz < 0)
- {
- if(mo->player && mo->momz < -GRAVITY*8
- && !(mo->flags2&MF2_FLY)) // squat down
- {
- mo->player->deltaviewheight = mo->momz>>3;
- S_StartSound(mo, sfx_plroof);
+ if (mo->z <= mo->floorz)
+ { // Hit the floor
+ if (mo->flags & MF_MISSILE)
+ {
+ mo->z = mo->floorz;
+ if (mo->flags2 & MF2_FLOORBOUNCE)
+ {
+ P_FloorBounceMissile(mo);
+ return;
+ }
+ else if (mo->type == MT_MNTRFX2)
+ { // Minotaur floor fire can go up steps
+ return;
+ }
+ else
+ {
+ P_ExplodeMissile(mo);
+ return;
+ }
+ }
+ if (mo->z - mo->momz > mo->floorz)
+ { // Spawn splashes, etc.
+ P_HitFloor(mo);
+ }
+ mo->z = mo->floorz;
+ if (mo->momz < 0)
+ {
+ if (mo->player && mo->momz < -GRAVITY * 8 && !(mo->flags2 & MF2_FLY)) // squat down
+ {
+ mo->player->deltaviewheight = mo->momz >> 3;
+ S_StartSound(mo, sfx_plroof);
#ifdef __WATCOMC__
- if(!useexterndriver)
- {
- mo->player->centering = true;
- }
+ if (!useexterndriver)
+ {
+ mo->player->centering = true;
+ }
#else
- mo->player->centering = true;
+ mo->player->centering = true;
#endif
- }
- mo->momz = 0;
- }
- if(mo->flags&MF_SKULLFLY)
- { // The skull slammed into something
- mo->momz = -mo->momz;
- }
- if(mo->info->crashstate && (mo->flags&MF_CORPSE))
- {
- P_SetMobjState(mo, mo->info->crashstate);
- return;
- }
- }
- else if(mo->flags2&MF2_LOGRAV)
- {
- if(mo->momz == 0)
- mo->momz = -(GRAVITY>>3)*2;
- else
- mo->momz -= GRAVITY>>3;
- }
- 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)
- {
- if(mo->subsector->sector->ceilingpic == skyflatnum)
- {
- if(mo->type == MT_BLOODYSKULL)
- {
- mo->momx = mo->momy = 0;
- mo->momz = -FRACUNIT;
- }
- else
- {
- P_RemoveMobj(mo);
- }
- return;
- }
- P_ExplodeMissile(mo);
- return;
- }
- }
+ }
+ mo->momz = 0;
+ }
+ if (mo->flags & MF_SKULLFLY)
+ { // The skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->info->crashstate && (mo->flags & MF_CORPSE))
+ {
+ P_SetMobjState(mo, mo->info->crashstate);
+ return;
+ }
+ }
+ else if (mo->flags2 & MF2_LOGRAV)
+ {
+ if (mo->momz == 0)
+ mo->momz = -(GRAVITY >> 3) * 2;
+ else
+ mo->momz -= GRAVITY >> 3;
+ }
+ 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)
+ {
+ if (mo->subsector->sector->ceilingpic == skyflatnum)
+ {
+ if (mo->type == MT_BLOODYSKULL)
+ {
+ mo->momx = mo->momy = 0;
+ mo->momz = -FRACUNIT;
+ }
+ else
+ {
+ P_RemoveMobj(mo);
+ }
+ return;
+ }
+ P_ExplodeMissile(mo);
+ return;
+ }
+ }
}
@@ -593,49 +625,50 @@ void P_ZMovement(mobj_t *mo)
================
*/
-void P_NightmareRespawn (mobj_t *mobj)
+void P_NightmareRespawn(mobj_t * mobj)
{
- fixed_t x,y,z;
- subsector_t *ss;
- mobj_t *mo;
- mapthing_t *mthing;
-
- x = mobj->spawnpoint.x << FRACBITS;
- y = mobj->spawnpoint.y << FRACBITS;
-
- if (!P_CheckPosition (mobj, x, y) )
- return; // somthing is occupying it's position
+ fixed_t x, y, z;
+ subsector_t *ss;
+ mobj_t *mo;
+ mapthing_t *mthing;
+
+ x = mobj->spawnpoint.x << FRACBITS;
+ y = mobj->spawnpoint.y << FRACBITS;
+
+ if (!P_CheckPosition(mobj, x, y))
+ return; // somthing is occupying it's position
// spawn a teleport fog at old spot
- mo = P_SpawnMobj (mobj->x, mobj->y,
- mobj->subsector->sector->floorheight+TELEFOGHEIGHT, MT_TFOG);
- S_StartSound (mo, sfx_telept);
+ mo = P_SpawnMobj(mobj->x, mobj->y,
+ mobj->subsector->sector->floorheight + TELEFOGHEIGHT,
+ MT_TFOG);
+ 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+TELEFOGHEIGHT, MT_TFOG);
- S_StartSound (mo, sfx_telept);
+ ss = R_PointInSubsector(x, y);
+ mo = P_SpawnMobj(x, y, ss->sector->floorheight + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(mo, sfx_telept);
// spawn the new monster
- mthing = &mobj->spawnpoint;
-
+ mthing = &mobj->spawnpoint;
+
// spawn it
- if (mobj->info->flags & MF_SPAWNCEILING)
- z = ONCEILINGZ;
- else
- z = ONFLOORZ;
- 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;
-
+ if (mobj->info->flags & MF_SPAWNCEILING)
+ z = ONCEILINGZ;
+ else
+ z = ONFLOORZ;
+ 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_RemoveMobj(mobj);
}
//----------------------------------------------------------------------------
@@ -646,70 +679,69 @@ void P_NightmareRespawn (mobj_t *mobj)
//
//----------------------------------------------------------------------------
-void P_BlasterMobjThinker(mobj_t *mobj)
+void P_BlasterMobjThinker(mobj_t * mobj)
{
- int i;
- fixed_t xfrac;
- fixed_t yfrac;
- fixed_t zfrac;
- fixed_t z;
- boolean changexy;
-
- // Handle movement
- if(mobj->momx || mobj->momy ||
- (mobj->z != mobj->floorz) || mobj->momz)
- {
- xfrac = mobj->momx>>3;
- yfrac = mobj->momy>>3;
- zfrac = mobj->momz>>3;
- changexy = xfrac || yfrac;
- for(i = 0; i < 8; i++)
- {
- if(changexy)
- {
- if(!P_TryMove(mobj, mobj->x+xfrac, mobj->y+yfrac))
- { // Blocked move
- P_ExplodeMissile(mobj);
- return;
- }
- }
- mobj->z += zfrac;
- if(mobj->z <= mobj->floorz)
- { // Hit the floor
- mobj->z = mobj->floorz;
- P_HitFloor(mobj);
- P_ExplodeMissile(mobj);
- return;
- }
- if(mobj->z+mobj->height > mobj->ceilingz)
- { // Hit the ceiling
- mobj->z = mobj->ceilingz-mobj->height;
- P_ExplodeMissile(mobj);
- return;
- }
- if(changexy && (P_Random() < 64))
- {
- z = mobj->z-8*FRACUNIT;
- if(z < mobj->floorz)
- {
- z = mobj->floorz;
- }
- P_SpawnMobj(mobj->x, mobj->y, z, MT_BLASTERSMOKE);
- }
- }
- }
- // Advance the state
- if(mobj->tics != -1)
- {
- mobj->tics--;
- while(!mobj->tics)
- {
- if(!P_SetMobjState(mobj, mobj->state->nextstate))
- { // mobj was removed
- return;
- }
- }
- }
+ int i;
+ fixed_t xfrac;
+ fixed_t yfrac;
+ fixed_t zfrac;
+ fixed_t z;
+ boolean changexy;
+
+ // Handle movement
+ if (mobj->momx || mobj->momy || (mobj->z != mobj->floorz) || mobj->momz)
+ {
+ xfrac = mobj->momx >> 3;
+ yfrac = mobj->momy >> 3;
+ zfrac = mobj->momz >> 3;
+ changexy = xfrac || yfrac;
+ for (i = 0; i < 8; i++)
+ {
+ if (changexy)
+ {
+ if (!P_TryMove(mobj, mobj->x + xfrac, mobj->y + yfrac))
+ { // Blocked move
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ }
+ mobj->z += zfrac;
+ if (mobj->z <= mobj->floorz)
+ { // Hit the floor
+ mobj->z = mobj->floorz;
+ P_HitFloor(mobj);
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ if (mobj->z + mobj->height > mobj->ceilingz)
+ { // Hit the ceiling
+ mobj->z = mobj->ceilingz - mobj->height;
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ if (changexy && (P_Random() < 64))
+ {
+ z = mobj->z - 8 * FRACUNIT;
+ if (z < mobj->floorz)
+ {
+ z = mobj->floorz;
+ }
+ P_SpawnMobj(mobj->x, mobj->y, z, MT_BLASTERSMOKE);
+ }
+ }
+ }
+ // Advance the state
+ if (mobj->tics != -1)
+ {
+ mobj->tics--;
+ while (!mobj->tics)
+ {
+ if (!P_SetMobjState(mobj, mobj->state->nextstate))
+ { // mobj was removed
+ return;
+ }
+ }
+ }
}
//----------------------------------------------------------------------------
@@ -718,106 +750,107 @@ void P_BlasterMobjThinker(mobj_t *mobj)
//
//----------------------------------------------------------------------------
-void P_MobjThinker(mobj_t *mobj)
+void P_MobjThinker(mobj_t * mobj)
{
- mobj_t *onmo;
-
- // Handle X and Y momentums
- if(mobj->momx || mobj->momy || (mobj->flags&MF_SKULLFLY))
- {
- P_XYMovement(mobj);
- if(mobj->thinker.function == (think_t)-1)
- { // mobj was removed
- return;
- }
- }
- if(mobj->flags2&MF2_FLOATBOB)
- { // Floating item bobbing motion
- mobj->z = mobj->floorz+FloatBobOffsets[(mobj->health++)&63];
- }
- else if((mobj->z != mobj->floorz) || mobj->momz)
- { // Handle Z momentum and gravity
- if(mobj->flags2&MF2_PASSMOBJ)
- {
- if(!(onmo = P_CheckOnmobj(mobj)))
- {
- P_ZMovement(mobj);
- }
- else
- {
- if(mobj->player && mobj->momz < 0)
- {
- mobj->flags2 |= MF2_ONMOBJ;
- mobj->momz = 0;
- }
- if(mobj->player && (onmo->player || onmo->type == MT_POD))
- {
- mobj->momx = onmo->momx;
- mobj->momy = onmo->momy;
- if(onmo->z < onmo->floorz)
- {
- mobj->z += onmo->floorz-onmo->z;
- if(onmo->player)
- {
- onmo->player->viewheight -= onmo->floorz-onmo->z;
- onmo->player->deltaviewheight = (VIEWHEIGHT-
- onmo->player->viewheight)>>3;
- }
- onmo->z = onmo->floorz;
- }
- }
- }
- }
- else
- {
- P_ZMovement(mobj);
- }
- if(mobj->thinker.function == (think_t)-1)
- { // mobj was removed
- return;
- }
- }
+ mobj_t *onmo;
+
+ // Handle X and Y momentums
+ if (mobj->momx || mobj->momy || (mobj->flags & MF_SKULLFLY))
+ {
+ P_XYMovement(mobj);
+ if (mobj->thinker.function == (think_t) - 1)
+ { // mobj was removed
+ return;
+ }
+ }
+ if (mobj->flags2 & MF2_FLOATBOB)
+ { // Floating item bobbing motion
+ mobj->z = mobj->floorz + FloatBobOffsets[(mobj->health++) & 63];
+ }
+ else if ((mobj->z != mobj->floorz) || mobj->momz)
+ { // Handle Z momentum and gravity
+ if (mobj->flags2 & MF2_PASSMOBJ)
+ {
+ if (!(onmo = P_CheckOnmobj(mobj)))
+ {
+ P_ZMovement(mobj);
+ }
+ else
+ {
+ if (mobj->player && mobj->momz < 0)
+ {
+ mobj->flags2 |= MF2_ONMOBJ;
+ mobj->momz = 0;
+ }
+ if (mobj->player && (onmo->player || onmo->type == MT_POD))
+ {
+ mobj->momx = onmo->momx;
+ mobj->momy = onmo->momy;
+ if (onmo->z < onmo->floorz)
+ {
+ mobj->z += onmo->floorz - onmo->z;
+ if (onmo->player)
+ {
+ onmo->player->viewheight -=
+ onmo->floorz - onmo->z;
+ onmo->player->deltaviewheight =
+ (VIEWHEIGHT - onmo->player->viewheight) >> 3;
+ }
+ onmo->z = onmo->floorz;
+ }
+ }
+ }
+ }
+ else
+ {
+ P_ZMovement(mobj);
+ }
+ if (mobj->thinker.function == (think_t) - 1)
+ { // mobj was removed
+ return;
+ }
+ }
//
// cycle through states, calling action functions at transitions
//
- if(mobj->tics != -1)
- {
- mobj->tics--;
- // you can cycle through multiple states in a tic
- while(!mobj->tics)
- {
- if(!P_SetMobjState(mobj, mobj->state->nextstate))
- { // mobj was removed
- return;
- }
- }
- }
- else
- { // Check for monster 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);
- }
+ if (mobj->tics != -1)
+ {
+ mobj->tics--;
+ // you can cycle through multiple states in a tic
+ while (!mobj->tics)
+ {
+ if (!P_SetMobjState(mobj, mobj->state->nextstate))
+ { // mobj was removed
+ return;
+ }
+ }
+ }
+ else
+ { // Check for monster 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);
+ }
}
/*
@@ -830,81 +863,83 @@ void P_MobjThinker(mobj_t *mobj)
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;
- fixed_t space;
-
- 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->flags2 = info->flags2;
- mobj->damage = info->damage;
- mobj->health = info->spawnhealth;
- if(gameskill != sk_nightmare)
- {
- mobj->reactiontime = info->reactiontime;
- }
- mobj->lastlook = P_Random()%MAXPLAYERS;
-
- // Set the state, but do not use P_SetMobjState, because action
- // routines can't be called yet. If the spawnstate has an action
- // routine, it will not be called.
- 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 if(z == FLOATRANDZ)
- {
- space = ((mobj->ceilingz)-(mobj->info->height))-mobj->floorz;
- if(space > 48*FRACUNIT)
- {
- space -= 40*FRACUNIT;
- mobj->z = ((space*P_Random())>>8)+mobj->floorz+40*FRACUNIT;
- }
- else
- {
- mobj->z = mobj->floorz;
- }
- }
- else
- {
- mobj->z = z;
- }
- if(mobj->flags2&MF2_FOOTCLIP && P_GetThingFloorType(mobj) != FLOOR_SOLID
- && mobj->floorz == mobj->subsector->sector->floorheight)
- {
- mobj->flags2 |= MF2_FEETARECLIPPED;
- }
- else
- {
- mobj->flags2 &= ~MF2_FEETARECLIPPED;
- }
-
- mobj->thinker.function = P_MobjThinker;
- P_AddThinker(&mobj->thinker);
- return(mobj);
+ mobj_t *mobj;
+ state_t *st;
+ mobjinfo_t *info;
+ fixed_t space;
+
+ 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->flags2 = info->flags2;
+ mobj->damage = info->damage;
+ mobj->health = info->spawnhealth;
+ if (gameskill != sk_nightmare)
+ {
+ mobj->reactiontime = info->reactiontime;
+ }
+ mobj->lastlook = P_Random() % MAXPLAYERS;
+
+ // Set the state, but do not use P_SetMobjState, because action
+ // routines can't be called yet. If the spawnstate has an action
+ // routine, it will not be called.
+ 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 if (z == FLOATRANDZ)
+ {
+ space = ((mobj->ceilingz) - (mobj->info->height)) - mobj->floorz;
+ if (space > 48 * FRACUNIT)
+ {
+ space -= 40 * FRACUNIT;
+ mobj->z =
+ ((space * P_Random()) >> 8) + mobj->floorz + 40 * FRACUNIT;
+ }
+ else
+ {
+ mobj->z = mobj->floorz;
+ }
+ }
+ else
+ {
+ mobj->z = z;
+ }
+ if (mobj->flags2 & MF2_FOOTCLIP
+ && P_GetThingFloorType(mobj) != FLOOR_SOLID
+ && mobj->floorz == mobj->subsector->sector->floorheight)
+ {
+ mobj->flags2 |= MF2_FEETARECLIPPED;
+ }
+ else
+ {
+ mobj->flags2 &= ~MF2_FEETARECLIPPED;
+ }
+
+ mobj->thinker.function = P_MobjThinker;
+ P_AddThinker(&mobj->thinker);
+ return (mobj);
}
/*
@@ -915,14 +950,14 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
===============
*/
-void P_RemoveMobj(mobj_t *mobj)
+void P_RemoveMobj(mobj_t * mobj)
{
// unlink from sector and block lists
- P_UnsetThingPosition (mobj);
+ P_UnsetThingPosition(mobj);
// stop any playing sound
- S_StopSound(mobj);
+ S_StopSound(mobj);
// free block
- P_RemoveThinker((thinker_t *)mobj);
+ P_RemoveThinker((thinker_t *) mobj);
}
//=============================================================================
@@ -938,63 +973,63 @@ void P_RemoveMobj(mobj_t *mobj)
============
*/
-void P_SpawnPlayer(mapthing_t *mthing)
+void P_SpawnPlayer(mapthing_t * mthing)
{
- player_t *p;
- fixed_t x,y,z;
- mobj_t *mobj;
- int i;
- extern int playerkeys;
-
- if (!playeringame[mthing->type-1])
- return; // not playing
-
- 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);
- if (mthing->type > 1) // set color translations for player sprites
- 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->chickenTics = 0;
- p->rain1 = NULL;
- p->rain2 = NULL;
- p->extralight = 0;
- p->fixedcolormap = 0;
- p->viewheight = VIEWHEIGHT;
- P_SetupPsprites(p); // setup gun psprite
- if(deathmatch)
- { // Give all keys in death match mode
- for(i = 0; i < NUMKEYS; i++)
- {
- p->keys[i] = true;
- if(p == &players[consoleplayer])
- {
- playerkeys = 7;
- UpdateState |= I_STATBAR;
- }
- }
- }
- else if(p == &players[consoleplayer])
- {
- playerkeys = 0;
- UpdateState |= I_STATBAR;
- }
+ player_t *p;
+ fixed_t x, y, z;
+ mobj_t *mobj;
+ int i;
+ extern int playerkeys;
+
+ if (!playeringame[mthing->type - 1])
+ return; // not playing
+
+ 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);
+ if (mthing->type > 1) // set color translations for player sprites
+ 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->chickenTics = 0;
+ p->rain1 = NULL;
+ p->rain2 = NULL;
+ p->extralight = 0;
+ p->fixedcolormap = 0;
+ p->viewheight = VIEWHEIGHT;
+ P_SetupPsprites(p); // setup gun psprite
+ if (deathmatch)
+ { // Give all keys in death match mode
+ for (i = 0; i < NUMKEYS; i++)
+ {
+ p->keys[i] = true;
+ if (p == &players[consoleplayer])
+ {
+ playerkeys = 7;
+ UpdateState |= I_STATBAR;
+ }
+ }
+ }
+ else if (p == &players[consoleplayer])
+ {
+ playerkeys = 0;
+ UpdateState |= I_STATBAR;
+ }
}
//----------------------------------------------------------------------------
@@ -1005,147 +1040,147 @@ void P_SpawnPlayer(mapthing_t *mthing)
//
//----------------------------------------------------------------------------
-void P_SpawnMapThing(mapthing_t *mthing)
+void P_SpawnMapThing(mapthing_t * mthing)
{
- int i;
- int bit;
- mobj_t *mobj;
- fixed_t x, y, z;
+ int i;
+ int bit;
+ mobj_t *mobj;
+ fixed_t x, y, 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;
- }
-
- // Ambient sound sequences
- if(mthing->type >= 1200 && mthing->type < 1300)
- {
- P_AddAmbientSfx(mthing->type-1200);
- return;
- }
+ if (mthing->type == 11)
+ {
+ if (deathmatch_p < &deathmatchstarts[10])
+ {
+ memcpy(deathmatch_p, mthing, sizeof(*mthing));
+ deathmatch_p++;
+ }
+ return;
+ }
- // Check for boss spots
- if(mthing->type == 56) // Monster_BossSpot
- {
- P_AddBossSpot(mthing->x<<FRACBITS, mthing->y<<FRACBITS,
- ANG45*(mthing->angle/45));
- 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;
+ }
+
+ // Ambient sound sequences
+ if (mthing->type >= 1200 && mthing->type < 1300)
+ {
+ P_AddAmbientSfx(mthing->type - 1200);
+ return;
+ }
+
+ // Check for boss spots
+ if (mthing->type == 56) // Monster_BossSpot
+ {
+ P_AddBossSpot(mthing->x << FRACBITS, mthing->y << FRACBITS,
+ ANG45 * (mthing->angle / 45));
+ return;
+ }
// check for apropriate skill level
- if (!netgame && (mthing->options & 16) )
- return;
-
- if (gameskill == sk_baby)
- bit = 1;
- else if (gameskill == sk_nightmare)
- bit = 4;
- else
- bit = 1<<(gameskill-1);
- if (!(mthing->options & bit) )
- return;
-
+ if (!netgame && (mthing->options & 16))
+ return;
+
+ if (gameskill == sk_baby)
+ bit = 1;
+ else if (gameskill == sk_nightmare)
+ bit = 4;
+ else
+ bit = 1 << (gameskill - 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);
-
+ 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 keys and players in deathmatch
- if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
- return;
-
+ if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
+ return;
+
// don't spawn any monsters if -nomonsters
- if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL) )
- return;
+ if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL))
+ return;
// spawn it
- switch(i)
- { // Special stuff
- case MT_WSKULLROD:
- case MT_WPHOENIXROD:
- case MT_AMSKRDWIMPY:
- case MT_AMSKRDHEFTY:
- case MT_AMPHRDWIMPY:
- case MT_AMPHRDHEFTY:
- case MT_AMMACEWIMPY:
- case MT_AMMACEHEFTY:
- case MT_ARTISUPERHEAL:
- case MT_ARTITELEPORT:
- case MT_ITEMSHIELD2:
- if(shareware)
- { // Don't place on map in shareware version
- return;
- }
- break;
- case MT_WMACE:
- if(!shareware)
- { // Put in the mace spot list
- P_AddMaceSpot(mthing);
- return;
- }
- return;
- default:
- break;
- }
- x = mthing->x<<FRACBITS;
- y = mthing->y<<FRACBITS;
- if(mobjinfo[i].flags&MF_SPAWNCEILING)
- {
- z = ONCEILINGZ;
- }
- else if(mobjinfo[i].flags2&MF2_SPAWNFLOAT)
- {
- z = FLOATRANDZ;
- }
- else
- {
- z = ONFLOORZ;
- }
- mobj = P_SpawnMobj(x, y, z, i);
- if(mobj->flags2&MF2_FLOATBOB)
- { // Seed random starting index for bobbing motion
- mobj->health = P_Random();
- }
- if(mobj->tics > 0)
- {
- mobj->tics = 1+(P_Random()%mobj->tics);
- }
- if(mobj->flags&MF_COUNTKILL)
- {
- totalkills++;
- mobj->spawnpoint = *mthing;
- }
- if(mobj->flags&MF_COUNTITEM)
- {
- totalitems++;
- }
- mobj->angle = ANG45*(mthing->angle/45);
- if(mthing->options&MTF_AMBUSH)
- {
- mobj->flags |= MF_AMBUSH;
- }
+ switch (i)
+ { // Special stuff
+ case MT_WSKULLROD:
+ case MT_WPHOENIXROD:
+ case MT_AMSKRDWIMPY:
+ case MT_AMSKRDHEFTY:
+ case MT_AMPHRDWIMPY:
+ case MT_AMPHRDHEFTY:
+ case MT_AMMACEWIMPY:
+ case MT_AMMACEHEFTY:
+ case MT_ARTISUPERHEAL:
+ case MT_ARTITELEPORT:
+ case MT_ITEMSHIELD2:
+ if (shareware)
+ { // Don't place on map in shareware version
+ return;
+ }
+ break;
+ case MT_WMACE:
+ if (!shareware)
+ { // Put in the mace spot list
+ P_AddMaceSpot(mthing);
+ return;
+ }
+ return;
+ default:
+ break;
+ }
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+ if (mobjinfo[i].flags & MF_SPAWNCEILING)
+ {
+ z = ONCEILINGZ;
+ }
+ else if (mobjinfo[i].flags2 & MF2_SPAWNFLOAT)
+ {
+ z = FLOATRANDZ;
+ }
+ else
+ {
+ z = ONFLOORZ;
+ }
+ mobj = P_SpawnMobj(x, y, z, i);
+ if (mobj->flags2 & MF2_FLOATBOB)
+ { // Seed random starting index for bobbing motion
+ mobj->health = P_Random();
+ }
+ if (mobj->tics > 0)
+ {
+ mobj->tics = 1 + (P_Random() % mobj->tics);
+ }
+ if (mobj->flags & MF_COUNTKILL)
+ {
+ totalkills++;
+ mobj->spawnpoint = *mthing;
+ }
+ if (mobj->flags & MF_COUNTITEM)
+ {
+ totalitems++;
+ }
+ mobj->angle = ANG45 * (mthing->angle / 45);
+ if (mthing->options & MTF_AMBUSH)
+ {
+ mobj->flags |= MF_AMBUSH;
+ }
}
/*
@@ -1166,26 +1201,26 @@ extern fixed_t attackrange;
void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z)
{
- mobj_t *puff;
-
- z += ((P_Random()-P_Random())<<10);
- puff = P_SpawnMobj(x, y, z, PuffType);
- if(puff->info->attacksound)
- {
- S_StartSound(puff, puff->info->attacksound);
- }
- switch(PuffType)
- {
- case MT_BEAKPUFF:
- case MT_STAFFPUFF:
- puff->momz = FRACUNIT;
- break;
- case MT_GAUNTLETPUFF1:
- case MT_GAUNTLETPUFF2:
- puff->momz = .8*FRACUNIT;
- default:
- break;
- }
+ mobj_t *puff;
+
+ z += ((P_Random() - P_Random()) << 10);
+ puff = P_SpawnMobj(x, y, z, PuffType);
+ if (puff->info->attacksound)
+ {
+ S_StartSound(puff, puff->info->attacksound);
+ }
+ switch (PuffType)
+ {
+ case MT_BEAKPUFF:
+ case MT_STAFFPUFF:
+ puff->momz = FRACUNIT;
+ break;
+ case MT_GAUNTLETPUFF1:
+ case MT_GAUNTLETPUFF2:
+ puff->momz = .8 * FRACUNIT;
+ default:
+ break;
+ }
}
/*
@@ -1219,15 +1254,15 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage)
//
//---------------------------------------------------------------------------
-void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator)
+void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator)
{
- mobj_t *mo;
+ mobj_t *mo;
- mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER);
- mo->target = originator;
- mo->momx = (P_Random()-P_Random())<<9;
- mo->momy = (P_Random()-P_Random())<<9;
- mo->momz = FRACUNIT*2;
+ mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER);
+ mo->target = originator;
+ mo->momx = (P_Random() - P_Random()) << 9;
+ mo->momy = (P_Random() - P_Random()) << 9;
+ mo->momz = FRACUNIT * 2;
}
//---------------------------------------------------------------------------
@@ -1236,19 +1271,19 @@ void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator)
//
//---------------------------------------------------------------------------
-void P_RipperBlood(mobj_t *mo)
+void P_RipperBlood(mobj_t * mo)
{
- mobj_t *th;
- fixed_t x, y, z;
-
- x = mo->x+((P_Random()-P_Random())<<12);
- y = mo->y+((P_Random()-P_Random())<<12);
- z = mo->z+((P_Random()-P_Random())<<12);
- th = P_SpawnMobj(x, y, z, MT_BLOOD);
- th->flags |= MF_NOGRAVITY;
- th->momx = mo->momx>>1;
- th->momy = mo->momy>>1;
- th->tics += P_Random()&3;
+ mobj_t *th;
+ fixed_t x, y, z;
+
+ x = mo->x + ((P_Random() - P_Random()) << 12);
+ y = mo->y + ((P_Random() - P_Random()) << 12);
+ z = mo->z + ((P_Random() - P_Random()) << 12);
+ th = P_SpawnMobj(x, y, z, MT_BLOOD);
+ th->flags |= MF_NOGRAVITY;
+ th->momx = mo->momx >> 1;
+ th->momy = mo->momy >> 1;
+ th->tics += P_Random() & 3;
}
//---------------------------------------------------------------------------
@@ -1257,9 +1292,9 @@ void P_RipperBlood(mobj_t *mo)
//
//---------------------------------------------------------------------------
-int P_GetThingFloorType(mobj_t *thing)
+int P_GetThingFloorType(mobj_t * thing)
{
- return(TerrainTypes[thing->subsector->sector->floorpic]);
+ return (TerrainTypes[thing->subsector->sector->floorpic]);
/*
if(thing->subsector->sector->floorpic
== W_GetNumForName("FLTWAWA1")-firstflat)
@@ -1279,41 +1314,41 @@ int P_GetThingFloorType(mobj_t *thing)
//
//---------------------------------------------------------------------------
-int P_HitFloor(mobj_t *thing)
+int P_HitFloor(mobj_t * thing)
{
- mobj_t *mo;
-
- if(thing->floorz != thing->subsector->sector->floorheight)
- { // don't splash if landing on the edge above water/lava/etc....
- return(FLOOR_SOLID);
- }
- switch(P_GetThingFloorType(thing))
- {
- case FLOOR_WATER:
- P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
- mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH);
- mo->target = thing;
- mo->momx = (P_Random()-P_Random())<<8;
- mo->momy = (P_Random()-P_Random())<<8;
- mo->momz = 2*FRACUNIT+(P_Random()<<8);
- S_StartSound(mo, sfx_gloop);
- return(FLOOR_WATER);
- case FLOOR_LAVA:
- P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
- mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE);
- mo->momz = FRACUNIT+(P_Random()<<7);
- S_StartSound(mo, sfx_burn);
- return(FLOOR_LAVA);
- case FLOOR_SLUDGE:
- P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH);
- mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGECHUNK);
- mo->target = thing;
- mo->momx = (P_Random()-P_Random())<<8;
- mo->momy = (P_Random()-P_Random())<<8;
- mo->momz = FRACUNIT+(P_Random()<<8);
- return(FLOOR_SLUDGE);
- }
- return(FLOOR_SOLID);
+ mobj_t *mo;
+
+ if (thing->floorz != thing->subsector->sector->floorheight)
+ { // don't splash if landing on the edge above water/lava/etc....
+ return (FLOOR_SOLID);
+ }
+ switch (P_GetThingFloorType(thing))
+ {
+ case FLOOR_WATER:
+ P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH);
+ mo->target = thing;
+ mo->momx = (P_Random() - P_Random()) << 8;
+ mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momz = 2 * FRACUNIT + (P_Random() << 8);
+ S_StartSound(mo, sfx_gloop);
+ return (FLOOR_WATER);
+ case FLOOR_LAVA:
+ P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE);
+ mo->momz = FRACUNIT + (P_Random() << 7);
+ S_StartSound(mo, sfx_burn);
+ return (FLOOR_LAVA);
+ case FLOOR_SLUDGE:
+ P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGECHUNK);
+ mo->target = thing;
+ mo->momx = (P_Random() - P_Random()) << 8;
+ mo->momy = (P_Random() - P_Random()) << 8;
+ mo->momz = FRACUNIT + (P_Random() << 8);
+ return (FLOOR_SLUDGE);
+ }
+ return (FLOOR_SOLID);
}
//---------------------------------------------------------------------------
@@ -1325,21 +1360,21 @@ int P_HitFloor(mobj_t *thing)
//
//---------------------------------------------------------------------------
-boolean P_CheckMissileSpawn(mobj_t *missile)
+boolean P_CheckMissileSpawn(mobj_t * missile)
{
- //missile->tics -= P_Random()&3;
-
- // move a little forward so an angle can be computed if it
- // immediately explodes
- missile->x += (missile->momx>>1);
- missile->y += (missile->momy>>1);
- missile->z += (missile->momz>>1);
- if(!P_TryMove(missile, missile->x, missile->y))
- {
- P_ExplodeMissile(missile);
- return(false);
- }
- return(true);
+ //missile->tics -= P_Random()&3;
+
+ // move a little forward so an angle can be computed if it
+ // immediately explodes
+ missile->x += (missile->momx >> 1);
+ missile->y += (missile->momy >> 1);
+ missile->z += (missile->momz >> 1);
+ if (!P_TryMove(missile, missile->x, missile->y))
+ {
+ P_ExplodeMissile(missile);
+ return (false);
+ }
+ return (true);
}
//---------------------------------------------------------------------------
@@ -1351,59 +1386,59 @@ boolean P_CheckMissileSpawn(mobj_t *missile)
//
//---------------------------------------------------------------------------
-mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
+mobj_t *P_SpawnMissile(mobj_t * source, mobj_t * dest, mobjtype_t type)
{
- fixed_t z;
- mobj_t *th;
- angle_t an;
- int dist;
-
- switch(type)
- {
- case MT_MNTRFX1: // Minotaur swing attack missile
- z = source->z+40*FRACUNIT;
- break;
- case MT_MNTRFX2: // Minotaur floor fire missile
- z = ONFLOORZ;
- break;
- case MT_SRCRFX1: // Sorcerer Demon fireball
- z = source->z+48*FRACUNIT;
- break;
- case MT_KNIGHTAXE: // Knight normal axe
- case MT_REDAXE: // Knight red power axe
- z = source->z+36*FRACUNIT;
- break;
- default:
- z = source->z+32*FRACUNIT;
- break;
- }
- if(source->flags2&MF2_FEETARECLIPPED)
- {
- z -= FOOTCLIPSIZE;
- }
- th = P_SpawnMobj(source->x, source->y, z, type);
- if(th->info->seesound)
- {
- S_StartSound(th, th->info->seesound);
- }
- th->target = source; // Originator
- an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
- if(dest->flags&MF_SHADOW)
- { // Invisible target
- an += (P_Random()-P_Random())<<21;
- }
- 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;
- return(P_CheckMissileSpawn(th) ? th : NULL);
+ fixed_t z;
+ mobj_t *th;
+ angle_t an;
+ int dist;
+
+ switch (type)
+ {
+ case MT_MNTRFX1: // Minotaur swing attack missile
+ z = source->z + 40 * FRACUNIT;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire missile
+ z = ONFLOORZ;
+ break;
+ case MT_SRCRFX1: // Sorcerer Demon fireball
+ z = source->z + 48 * FRACUNIT;
+ break;
+ case MT_KNIGHTAXE: // Knight normal axe
+ case MT_REDAXE: // Knight red power axe
+ z = source->z + 36 * FRACUNIT;
+ break;
+ default:
+ z = source->z + 32 * FRACUNIT;
+ break;
+ }
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ th = P_SpawnMobj(source->x, source->y, z, type);
+ if (th->info->seesound)
+ {
+ S_StartSound(th, th->info->seesound);
+ }
+ th->target = source; // Originator
+ an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
+ if (dest->flags & MF_SHADOW)
+ { // Invisible target
+ an += (P_Random() - P_Random()) << 21;
+ }
+ 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;
+ return (P_CheckMissileSpawn(th) ? th : NULL);
}
//---------------------------------------------------------------------------
@@ -1415,43 +1450,43 @@ mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
//
//---------------------------------------------------------------------------
-mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type,
- angle_t angle, fixed_t momz)
+mobj_t *P_SpawnMissileAngle(mobj_t * source, mobjtype_t type,
+ angle_t angle, fixed_t momz)
{
- fixed_t z;
- mobj_t *mo;
-
- switch(type)
- {
- case MT_MNTRFX1: // Minotaur swing attack missile
- z = source->z+40*FRACUNIT;
- break;
- case MT_MNTRFX2: // Minotaur floor fire missile
- z = ONFLOORZ;
- break;
- case MT_SRCRFX1: // Sorcerer Demon fireball
- z = source->z+48*FRACUNIT;
- break;
- default:
- z = source->z+32*FRACUNIT;
- break;
- }
- if(source->flags2&MF2_FEETARECLIPPED)
- {
- z -= FOOTCLIPSIZE;
- }
- mo = P_SpawnMobj(source->x, source->y, z, type);
- if(mo->info->seesound)
- {
- S_StartSound(mo, mo->info->seesound);
- }
- mo->target = source; // Originator
- mo->angle = angle;
- angle >>= ANGLETOFINESHIFT;
- mo->momx = FixedMul(mo->info->speed, finecosine[angle]);
- mo->momy = FixedMul(mo->info->speed, finesine[angle]);
- mo->momz = momz;
- return(P_CheckMissileSpawn(mo) ? mo : NULL);
+ fixed_t z;
+ mobj_t *mo;
+
+ switch (type)
+ {
+ case MT_MNTRFX1: // Minotaur swing attack missile
+ z = source->z + 40 * FRACUNIT;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire missile
+ z = ONFLOORZ;
+ break;
+ case MT_SRCRFX1: // Sorcerer Demon fireball
+ z = source->z + 48 * FRACUNIT;
+ break;
+ default:
+ z = source->z + 32 * FRACUNIT;
+ break;
+ }
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ mo = P_SpawnMobj(source->x, source->y, z, type);
+ if (mo->info->seesound)
+ {
+ S_StartSound(mo, mo->info->seesound);
+ }
+ mo->target = source; // Originator
+ mo->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx = FixedMul(mo->info->speed, finecosine[angle]);
+ mo->momy = FixedMul(mo->info->speed, finesine[angle]);
+ mo->momz = momz;
+ return (P_CheckMissileSpawn(mo) ? mo : NULL);
}
/*
@@ -1463,66 +1498,67 @@ mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type,
================
*/
-mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type)
+mobj_t *P_SpawnPlayerMissile(mobj_t * source, mobjtype_t type)
{
- angle_t an;
- fixed_t x, y, z, slope;
-
- // Try to find a target
- 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 = ((source->player->lookdir)<<FRACBITS)/173;
- }
- }
- x = source->x;
- y = source->y;
- z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;
- if(source->flags2&MF2_FEETARECLIPPED)
- {
- z -= FOOTCLIPSIZE;
- }
- MissileMobj = P_SpawnMobj(x, y, z, type);
- if(MissileMobj->info->seesound)
- {
- S_StartSound(MissileMobj, MissileMobj->info->seesound);
- }
- MissileMobj->target = source;
- MissileMobj->angle = an;
- MissileMobj->momx = FixedMul(MissileMobj->info->speed,
- finecosine[an>>ANGLETOFINESHIFT]);
- MissileMobj->momy = FixedMul(MissileMobj->info->speed,
- finesine[an>>ANGLETOFINESHIFT]);
- MissileMobj->momz = FixedMul(MissileMobj->info->speed, slope);
- if(MissileMobj->type == MT_BLASTERFX1)
- { // Ultra-fast ripper spawning missile
- MissileMobj->x += (MissileMobj->momx>>3);
- MissileMobj->y += (MissileMobj->momy>>3);
- MissileMobj->z += (MissileMobj->momz>>3);
- }
- else
- { // Normal missile
- MissileMobj->x += (MissileMobj->momx>>1);
- MissileMobj->y += (MissileMobj->momy>>1);
- MissileMobj->z += (MissileMobj->momz>>1);
- }
- if(!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))
- { // Exploded immediately
- P_ExplodeMissile(MissileMobj);
- return(NULL);
- }
- return(MissileMobj);
+ angle_t an;
+ fixed_t x, y, z, slope;
+
+ // Try to find a target
+ 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 = ((source->player->lookdir) << FRACBITS) / 173;
+ }
+ }
+ x = source->x;
+ y = source->y;
+ z = source->z + 4 * 8 * FRACUNIT +
+ ((source->player->lookdir) << FRACBITS) / 173;
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ MissileMobj = P_SpawnMobj(x, y, z, type);
+ if (MissileMobj->info->seesound)
+ {
+ S_StartSound(MissileMobj, MissileMobj->info->seesound);
+ }
+ MissileMobj->target = source;
+ MissileMobj->angle = an;
+ MissileMobj->momx = FixedMul(MissileMobj->info->speed,
+ finecosine[an >> ANGLETOFINESHIFT]);
+ MissileMobj->momy = FixedMul(MissileMobj->info->speed,
+ finesine[an >> ANGLETOFINESHIFT]);
+ MissileMobj->momz = FixedMul(MissileMobj->info->speed, slope);
+ if (MissileMobj->type == MT_BLASTERFX1)
+ { // Ultra-fast ripper spawning missile
+ MissileMobj->x += (MissileMobj->momx >> 3);
+ MissileMobj->y += (MissileMobj->momy >> 3);
+ MissileMobj->z += (MissileMobj->momz >> 3);
+ }
+ else
+ { // Normal missile
+ MissileMobj->x += (MissileMobj->momx >> 1);
+ MissileMobj->y += (MissileMobj->momy >> 1);
+ MissileMobj->z += (MissileMobj->momz >> 1);
+ }
+ if (!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))
+ { // Exploded immediately
+ P_ExplodeMissile(MissileMobj);
+ return (NULL);
+ }
+ return (MissileMobj);
}
//---------------------------------------------------------------------------
@@ -1531,50 +1567,51 @@ mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type)
//
//---------------------------------------------------------------------------
-mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle)
+mobj_t *P_SPMAngle(mobj_t * source, mobjtype_t type, angle_t angle)
{
- mobj_t *th;
- angle_t an;
- fixed_t x, y, z, slope;
+ mobj_t *th;
+ angle_t an;
+ fixed_t x, y, z, slope;
//
// see which target is to be aimed at
//
- an = 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 = angle;
- slope = ((source->player->lookdir)<<FRACBITS)/173;
- }
- }
- x = source->x;
- y = source->y;
- z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;
- if(source->flags2&MF2_FEETARECLIPPED)
- {
- z -= FOOTCLIPSIZE;
- }
- 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);
- return(P_CheckMissileSpawn(th) ? th : NULL);
+ an = 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 = angle;
+ slope = ((source->player->lookdir) << FRACBITS) / 173;
+ }
+ }
+ x = source->x;
+ y = source->y;
+ z = source->z + 4 * 8 * FRACUNIT +
+ ((source->player->lookdir) << FRACBITS) / 173;
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ 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);
+ return (P_CheckMissileSpawn(th) ? th : NULL);
}
//---------------------------------------------------------------------------
@@ -1583,17 +1620,17 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle)
//
//---------------------------------------------------------------------------
-void A_ContMobjSound(mobj_t *actor)
+void A_ContMobjSound(mobj_t * actor)
{
- switch(actor->type)
- {
- case MT_KNIGHTAXE:
- S_StartSound(actor, sfx_kgtatk);
- break;
- case MT_MUMMYFX1:
- S_StartSound(actor, sfx_mumhed);
- break;
- default:
- break;
- }
+ switch (actor->type)
+ {
+ case MT_KNIGHTAXE:
+ S_StartSound(actor, sfx_kgtatk);
+ break;
+ case MT_MUMMYFX1:
+ S_StartSound(actor, sfx_mumhed);
+ break;
+ default:
+ break;
+ }
}