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Diffstat (limited to 'src/heretic/p_mobj.c')
-rw-r--r-- | src/heretic/p_mobj.c | 1633 |
1 files changed, 1633 insertions, 0 deletions
diff --git a/src/heretic/p_mobj.c b/src/heretic/p_mobj.c new file mode 100644 index 00000000..e07ecf45 --- /dev/null +++ b/src/heretic/p_mobj.c @@ -0,0 +1,1633 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 1993-2008 Raven Software +// Copyright(C) 2008 Simon Howard +// +// 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 + +#include "doomdef.h" +#include "i_system.h" +#include "m_random.h" +#include "p_local.h" +#include "sounds.h" +#include "s_sound.h" + +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 +}; + +//---------------------------------------------------------------------------- +// +// FUNC P_SetMobjState +// +// Returns true if the mobj is still present. +// +//---------------------------------------------------------------------------- + +boolean P_SetMobjState(mobj_t * mobj, statenum_t state) +{ + state_t *st; + + if (state == S_NULL) + { // Remove mobj + mobj->state = (state_t *) 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); +} + +//---------------------------------------------------------------------------- +// +// FUNC P_SetMobjStateNF +// +// Same as P_SetMobjState, but does not call the state function. +// +//---------------------------------------------------------------------------- + +boolean P_SetMobjStateNF(mobj_t * mobj, statenum_t state) +{ + state_t *st; + + if (state == S_NULL) + { // Remove mobj + mobj->state = (state_t *) 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); +} + +//---------------------------------------------------------------------------- +// +// PROC P_ExplodeMissile +// +//---------------------------------------------------------------------------- + +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); + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_FloorBounceMissile +// +//---------------------------------------------------------------------------- + +void P_FloorBounceMissile(mobj_t * mo) +{ + mo->momz = -mo->momz; + P_SetMobjState(mo, mobjinfo[mo->type].deathstate); +} + +//---------------------------------------------------------------------------- +// +// PROC P_ThrustMobj +// +//---------------------------------------------------------------------------- + +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]); +} + +//---------------------------------------------------------------------------- +// +// FUNC P_FaceMobj +// +// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs +// to turn counter clockwise. 'delta' is set to the amount 'source' +// needs to turn. +// +//---------------------------------------------------------------------------- + +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 > ANG180) + { + *delta = ANG_MAX - diff; + return (0); + } + else + { + *delta = diff; + return (1); + } + } + else + { + diff = angle1 - angle2; + if (diff > ANG180) + { + *delta = ANG_MAX - diff; + return (1); + } + else + { + *delta = diff; + return (0); + } + } +} + +//---------------------------------------------------------------------------- +// +// FUNC P_SeekerMissile +// +// The missile special1 field must be mobj_t *target. Returns true if +// target was tracked, false if not. +// +//---------------------------------------------------------------------------- + +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); +} + +//---------------------------------------------------------------------------- +// +// PROC P_XYMovement +// +//---------------------------------------------------------------------------- + +#define STOPSPEED 0x1000 +#define FRICTION_NORMAL 0xe800 +#define FRICTION_LOW 0xf900 +#define FRICTION_FLY 0xeb00 + +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); + } + } +} + + +/* +=============== += += P_ZMovement += +=============== +*/ + +void P_ZMovement(mobj_t * mo) +{ + 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; + } +// +// 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]; + } + +// +// 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); + // haleyjd: removed externdriver crap + mo->player->centering = true; + } + 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; + } + } +} + + +/* +================ += += P_NightmareRespawn += +================ +*/ + +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 + + +// 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); + +// 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); + +// spawn the new monster + 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; + +// remove the old monster + P_RemoveMobj(mobj); +} + +//---------------------------------------------------------------------------- +// +// PROC P_BlasterMobjThinker +// +// Thinker for the ultra-fast blaster PL2 ripper-spawning missile. +// +//---------------------------------------------------------------------------- + +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; + } + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC P_MobjThinker +// +//---------------------------------------------------------------------------- + +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; + } + } + +// +// 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); + } +} + +/* +=============== += += 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; + 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); +} + +/* +=============== += += P_RemoveMobj += +=============== +*/ + +void P_RemoveMobj(mobj_t * mobj) +{ +// unlink from sector and block lists + P_UnsetThingPosition(mobj); +// stop any playing sound + S_StopSound(mobj); +// free block + P_RemoveThinker((thinker_t *) mobj); +} + +//============================================================================= + + +/* +============ += += 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, 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; + } +} + +//---------------------------------------------------------------------------- +// +// PROC 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, 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; + } + + // 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; + +// 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 keys and players in deathmatch + if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH) + return; + +// don't spawn any monsters if -nomonsters + 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 (gamemode == shareware) + { // Don't place on map in shareware version + return; + } + break; + case MT_WMACE: + if (gamemode != 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; + } +} + +/* +=============================================================================== + + GAME SPAWN FUNCTIONS + +=============================================================================== +*/ + +//--------------------------------------------------------------------------- +// +// PROC P_SpawnPuff +// +//--------------------------------------------------------------------------- + +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 = (fixed_t)(.8 * FRACUNIT); + default: + break; + } +} + +/* +================ += += 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 (damage <= 12 && damage >= 9) + P_SetMobjState (th,S_BLOOD2); + else if (damage < 9) + P_SetMobjState (th,S_BLOOD3); +} +*/ + +//--------------------------------------------------------------------------- +// +// PROC P_BloodSplatter +// +//--------------------------------------------------------------------------- + +void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator) +{ + 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; +} + +//--------------------------------------------------------------------------- +// +// PROC P_RipperBlood +// +//--------------------------------------------------------------------------- + +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; +} + +//--------------------------------------------------------------------------- +// +// FUNC P_GetThingFloorType +// +//--------------------------------------------------------------------------- + +int P_GetThingFloorType(mobj_t * thing) +{ + return (TerrainTypes[thing->subsector->sector->floorpic]); +/* + if(thing->subsector->sector->floorpic + == W_GetNumForName("FLTWAWA1")-firstflat) + { + return(FLOOR_WATER); + } + else + { + return(FLOOR_SOLID); + } +*/ +} + +//--------------------------------------------------------------------------- +// +// FUNC P_HitFloor +// +//--------------------------------------------------------------------------- + +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); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_CheckMissileSpawn +// +// Returns true if the missile is at a valid spawn point, otherwise +// explodes it and returns false. +// +//--------------------------------------------------------------------------- + +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); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_SpawnMissile +// +// Returns NULL if the missile exploded immediately, otherwise returns +// a mobj_t pointer to the missile. +// +//--------------------------------------------------------------------------- + +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); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_SpawnMissileAngle +// +// Returns NULL if the missile exploded immediately, otherwise returns +// a mobj_t pointer to the missile. +// +//--------------------------------------------------------------------------- + +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); +} + +/* +================ += += P_SpawnPlayerMissile += += Tries to aim at a nearby monster +================ +*/ + +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); +} + +//--------------------------------------------------------------------------- +// +// PROC P_SPMAngle +// +//--------------------------------------------------------------------------- + +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; + +// +// 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); +} + +//--------------------------------------------------------------------------- +// +// PROC A_ContMobjSound +// +//--------------------------------------------------------------------------- + +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; + } +} |