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-rw-r--r--src/hexen/a_action.c1319
1 files changed, 1319 insertions, 0 deletions
diff --git a/src/hexen/a_action.c b/src/hexen/a_action.c
new file mode 100644
index 00000000..6508e472
--- /dev/null
+++ b/src/hexen/a_action.c
@@ -0,0 +1,1319 @@
+
+//**************************************************************************
+//**
+//** a_action.c : Heretic 2 : Raven Software, Corp.
+//**
+//** $RCSfile: a_action.c,v $
+//** $Revision: 1.86 $
+//** $Date: 96/03/22 13:15:33 $
+//** $Author: bgokey $
+//**
+//**************************************************************************
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "p_local.h"
+#include "soundst.h"
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+extern fixed_t FloatBobOffsets[64];
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+int orbitTableX[256]=
+{
+983025, 982725, 981825, 980340, 978255, 975600, 972330, 968490,
+964065, 959070, 953475, 947325, 940590, 933300, 925440, 917025,
+908055, 898545, 888495, 877905, 866775, 855135, 842985, 830310,
+817155, 803490, 789360, 774735, 759660, 744120, 728130, 711690,
+694845, 677565, 659880, 641805, 623340, 604500, 585285, 565725,
+545820, 525600, 505050, 484200, 463065, 441645, 419955, 398010,
+375840, 353430, 330810, 307995, 285000, 261825, 238485, 215010,
+191400, 167685, 143865, 119955, 95970, 71940, 47850, 23745,
+-375, -24495, -48600, -72690, -96720, -120705, -144600, -168420,
+-192150, -215745, -239220, -262545, -285720, -308715, -331530, -354135,
+-376530, -398700, -420630, -442320, -463725, -484860, -505695, -526230,
+-546450, -566340, -585885, -605085, -623925, -642375, -660435, -678105,
+-695370, -712215, -728625, -744600, -760125, -775200, -789795, -803925,
+-817575, -830715, -843375, -855510, -867135, -878235, -888810, -898845,
+-908340, -917295, -925695, -933540, -940815, -947520, -953670, -959235,
+-964215, -968625, -972450, -975690, -978330, -980400, -981870, -982740,
+-983025, -982725, -981825, -980340, -978255, -975600, -972330, -968490,
+-964065, -959070, -953475, -947325, -940590, -933300, -925440, -917025,
+-908055, -898545, -888495, -877905, -866775, -855135, -842985, -830310,
+-817155, -803490, -789360, -774735, -759660, -744120, -728130, -711690,
+-694845, -677565, -659880, -641805, -623340, -604485, -585285, -565725,
+-545820, -525600, -505050, -484200, -463065, -441645, -419955, -398010,
+-375840, -353430, -330810, -307995, -285000, -261825, -238485, -215010,
+-191400, -167685, -143865, -119955, -95970, -71940, -47850, -23745,
+375, 24495, 48600, 72690, 96720, 120705, 144600, 168420,
+192150, 215745, 239220, 262545, 285720, 308715, 331530, 354135,
+376530, 398700, 420630, 442320, 463725, 484860, 505695, 526230,
+546450, 566340, 585885, 605085, 623925, 642375, 660435, 678105,
+695370, 712215, 728625, 744600, 760125, 775200, 789795, 803925,
+817575, 830715, 843375, 855510, 867135, 878235, 888810, 898845,
+908340, 917295, 925695, 933540, 940815, 947520, 953670, 959235,
+964215, 968625, 972450, 975690, 978330, 980400, 981870, 982740
+};
+
+int orbitTableY[256]=
+{
+375, 24495, 48600, 72690, 96720, 120705, 144600, 168420,
+192150, 215745, 239220, 262545, 285720, 308715, 331530, 354135,
+376530, 398700, 420630, 442320, 463725, 484860, 505695, 526230,
+546450, 566340, 585885, 605085, 623925, 642375, 660435, 678105,
+695370, 712215, 728625, 744600, 760125, 775200, 789795, 803925,
+817575, 830715, 843375, 855510, 867135, 878235, 888810, 898845,
+908340, 917295, 925695, 933540, 940815, 947520, 953670, 959235,
+964215, 968625, 972450, 975690, 978330, 980400, 981870, 982740,
+983025, 982725, 981825, 980340, 978255, 975600, 972330, 968490,
+964065, 959070, 953475, 947325, 940590, 933300, 925440, 917025,
+908055, 898545, 888495, 877905, 866775, 855135, 842985, 830310,
+817155, 803490, 789360, 774735, 759660, 744120, 728130, 711690,
+694845, 677565, 659880, 641805, 623340, 604500, 585285, 565725,
+545820, 525600, 505050, 484200, 463065, 441645, 419955, 398010,
+375840, 353430, 330810, 307995, 285000, 261825, 238485, 215010,
+191400, 167685, 143865, 119955, 95970, 71940, 47850, 23745,
+-375, -24495, -48600, -72690, -96720, -120705, -144600, -168420,
+-192150, -215745, -239220, -262545, -285720, -308715, -331530, -354135,
+-376530, -398700, -420630, -442320, -463725, -484860, -505695, -526230,
+-546450, -566340, -585885, -605085, -623925, -642375, -660435, -678105,
+-695370, -712215, -728625, -744600, -760125, -775200, -789795, -803925,
+-817575, -830715, -843375, -855510, -867135, -878235, -888810, -898845,
+-908340, -917295, -925695, -933540, -940815, -947520, -953670, -959235,
+-964215, -968625, -972450, -975690, -978330, -980400, -981870, -982740,
+-983025, -982725, -981825, -980340, -978255, -975600, -972330, -968490,
+-964065, -959070, -953475, -947325, -940590, -933300, -925440, -917025,
+-908055, -898545, -888495, -877905, -866775, -855135, -842985, -830310,
+-817155, -803490, -789360, -774735, -759660, -744120, -728130, -711690,
+-694845, -677565, -659880, -641805, -623340, -604485, -585285, -565725,
+-545820, -525600, -505050, -484200, -463065, -441645, -419955, -398010,
+-375840, -353430, -330810, -307995, -285000, -261825, -238485, -215010,
+-191400, -167685, -143865, -119955, -95970, -71940, -47850, -23745
+};
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+//--------------------------------------------------------------------------
+//
+// Environmental Action routines
+//
+//--------------------------------------------------------------------------
+
+//==========================================================================
+//
+// A_DripBlood
+//
+//==========================================================================
+
+/*
+void A_DripBlood(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<11),
+ actor->y+((P_Random()-P_Random())<<11), actor->z, MT_BLOOD);
+ mo->momx = (P_Random()-P_Random())<<10;
+ mo->momy = (P_Random()-P_Random())<<10;
+ mo->flags2 |= MF2_LOGRAV;
+}
+*/
+
+//============================================================================
+//
+// A_PotteryExplode
+//
+//============================================================================
+
+void A_PotteryExplode(mobj_t *actor)
+{
+ mobj_t *mo=NULL;
+ int i;
+
+ for(i = (P_Random()&3)+3; i; i--)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_POTTERYBIT1);
+ P_SetMobjState(mo, mo->info->spawnstate+(P_Random()%5));
+ if(mo)
+ {
+ mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4);
+ mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
+ mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
+ }
+ }
+ S_StartSound(mo, SFX_POTTERY_EXPLODE);
+ if(actor->args[0])
+ { // Spawn an item
+ if(!nomonsters
+ || !(mobjinfo[TranslateThingType[actor->args[0]]].flags&MF_COUNTKILL))
+ { // Only spawn monsters if not -nomonsters
+ P_SpawnMobj(actor->x, actor->y, actor->z,
+ TranslateThingType[actor->args[0]]);
+ }
+ }
+ P_RemoveMobj(actor);
+}
+
+//============================================================================
+//
+// A_PotteryChooseBit
+//
+//============================================================================
+
+void A_PotteryChooseBit(mobj_t *actor)
+{
+ P_SetMobjState(actor, actor->info->deathstate+(P_Random()%5)+1);
+ actor->tics = 256+(P_Random()<<1);
+}
+
+//============================================================================
+//
+// A_PotteryCheck
+//
+//============================================================================
+
+void A_PotteryCheck(mobj_t *actor)
+{
+ int i;
+ mobj_t *pmo;
+
+ if(!netgame)
+ {
+ pmo = players[consoleplayer].mo;
+ if(P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x,
+ pmo->y, actor->x, actor->y)-pmo->angle) <= ANGLE_45))
+ { // Previous state (pottery bit waiting state)
+ P_SetMobjState(actor, actor->state-&states[0]-1);
+ }
+ else
+ {
+ return;
+ }
+ }
+ else
+ {
+ for(i = 0; i < MAXPLAYERS; i++)
+ {
+ if(!playeringame[i])
+ {
+ continue;
+ }
+ pmo = players[i].mo;
+ if(P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x,
+ pmo->y, actor->x, actor->y)-pmo->angle) <= ANGLE_45))
+ { // Previous state (pottery bit waiting state)
+ P_SetMobjState(actor, actor->state-&states[0]-1);
+ return;
+ }
+ }
+ }
+}
+
+//============================================================================
+//
+// A_CorpseBloodDrip
+//
+//============================================================================
+
+void A_CorpseBloodDrip(mobj_t *actor)
+{
+ if(P_Random() > 128)
+ {
+ return;
+ }
+ P_SpawnMobj(actor->x, actor->y, actor->z+actor->height/2,
+ MT_CORPSEBLOODDRIP);
+}
+
+//============================================================================
+//
+// A_CorpseExplode
+//
+//============================================================================
+
+void A_CorpseExplode(mobj_t *actor)
+{
+ mobj_t *mo;
+ int i;
+
+ for(i = (P_Random()&3)+3; i; i--)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
+ P_SetMobjState(mo, mo->info->spawnstate+(P_Random()%3));
+ if(mo)
+ {
+ mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4);
+ mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
+ mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
+ }
+ }
+ // Spawn a skull
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT);
+ P_SetMobjState(mo, S_CORPSEBIT_4);
+ if(mo)
+ {
+ mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4);
+ mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
+ mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
+ S_StartSound(mo, SFX_FIRED_DEATH);
+ }
+ P_RemoveMobj(actor);
+}
+
+//============================================================================
+//
+// A_LeafSpawn
+//
+//============================================================================
+
+void A_LeafSpawn(mobj_t *actor)
+{
+ mobj_t *mo;
+ int i;
+
+ for(i = (P_Random()&3)+1; i; i--)
+ {
+ mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<14), actor->y+
+ ((P_Random()-P_Random())<<14), actor->z+(P_Random()<<14),
+ MT_LEAF1+(P_Random()&1));
+ if(mo)
+ {
+ P_ThrustMobj(mo, actor->angle, (P_Random()<<9)+3*FRACUNIT);
+ mo->target = actor;
+ mo->special1 = 0;
+ }
+ }
+}
+
+//============================================================================
+//
+// A_LeafThrust
+//
+//============================================================================
+
+void A_LeafThrust(mobj_t *actor)
+{
+ if(P_Random() > 96)
+ {
+ return;
+ }
+ actor->momz += (P_Random()<<9)+FRACUNIT;
+}
+
+//============================================================================
+//
+// A_LeafCheck
+//
+//============================================================================
+
+void A_LeafCheck(mobj_t *actor)
+{
+ actor->special1++;
+ if(actor->special1 >= 20)
+ {
+ P_SetMobjState(actor, S_NULL);
+ return;
+ }
+ if(P_Random() > 64)
+ {
+ if(!actor->momx && !actor->momy)
+ {
+ P_ThrustMobj(actor, actor->target->angle,
+ (P_Random()<<9)+FRACUNIT);
+ }
+ return;
+ }
+ P_SetMobjState(actor, S_LEAF1_8);
+ actor->momz = (P_Random()<<9)+FRACUNIT;
+ P_ThrustMobj(actor, actor->target->angle, (P_Random()<<9)+2*FRACUNIT);
+ actor->flags |= MF_MISSILE;
+}
+
+/*
+#define ORBIT_RADIUS (15*FRACUNIT)
+void GenerateOrbitTable(void)
+{
+ int angle;
+
+ for (angle=0; angle<256; angle++)
+ {
+ orbitTableX[angle] = FixedMul(ORBIT_RADIUS, finecosine[angle<<5]);
+ orbitTableY[angle] = FixedMul(ORBIT_RADIUS, finesine[angle<<5]);
+ }
+
+ printf("int orbitTableX[256]=\n{\n");
+ for (angle=0; angle<256; angle+=8)
+ {
+ printf("%d, %d, %d, %d, %d, %d, %d, %d,\n",
+ orbitTableX[angle],
+ orbitTableX[angle+1],
+ orbitTableX[angle+2],
+ orbitTableX[angle+3],
+ orbitTableX[angle+4],
+ orbitTableX[angle+5],
+ orbitTableX[angle+6],
+ orbitTableX[angle+7]);
+ }
+ printf("};\n\n");
+
+ printf("int orbitTableY[256]=\n{\n");
+ for (angle=0; angle<256; angle+=8)
+ {
+ printf("%d, %d, %d, %d, %d, %d, %d, %d,\n",
+ orbitTableY[angle],
+ orbitTableY[angle+1],
+ orbitTableY[angle+2],
+ orbitTableY[angle+3],
+ orbitTableY[angle+4],
+ orbitTableY[angle+5],
+ orbitTableY[angle+6],
+ orbitTableY[angle+7]);
+ }
+ printf("};\n");
+}
+*/
+
+// New bridge stuff
+// Parent
+// special1 true == removing from world
+//
+// Child
+// target pointer to center mobj
+// args[0] angle of ball
+
+void A_BridgeOrbit(mobj_t *actor)
+{
+ if (actor->target->special1)
+ {
+ P_SetMobjState(actor, S_NULL);
+ }
+ actor->args[0]+=3;
+ actor->x = actor->target->x + orbitTableX[actor->args[0]];
+ actor->y = actor->target->y + orbitTableY[actor->args[0]];
+ actor->z = actor->target->z;
+}
+
+
+void A_BridgeInit(mobj_t *actor)
+{
+ byte startangle;
+ mobj_t *ball1, *ball2, *ball3;
+ fixed_t cx,cy,cz;
+
+// GenerateOrbitTable();
+
+ cx = actor->x;
+ cy = actor->y;
+ cz = actor->z;
+ startangle = P_Random();
+ actor->special1 = 0;
+
+ // Spawn triad into world
+ ball1 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
+ ball1->args[0] = startangle;
+ ball1->target = actor;
+
+ ball2 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
+ ball2->args[0] = (startangle+85)&255;
+ ball2->target = actor;
+
+ ball3 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL);
+ ball3->args[0] = (startangle+170)&255;
+ ball3->target = actor;
+
+ A_BridgeOrbit(ball1);
+ A_BridgeOrbit(ball2);
+ A_BridgeOrbit(ball3);
+}
+
+void A_BridgeRemove(mobj_t *actor)
+{
+ actor->special1 = true; // Removing the bridge
+ actor->flags &= ~MF_SOLID;
+ P_SetMobjState(actor, S_FREE_BRIDGE1);
+}
+
+
+//==========================================================================
+//
+// A_GhostOn
+//
+//==========================================================================
+
+/*
+void A_GhostOn(mobj_t *actor)
+{
+ actor->flags |= MF_SHADOW;
+}
+*/
+
+//==========================================================================
+//
+// A_GhostOff
+//
+//==========================================================================
+
+/*
+void A_GhostOff(mobj_t *actor)
+{
+ actor->flags &= ~MF_SHADOW;
+}
+*/
+
+//==========================================================================
+//
+// A_HideThing
+//
+//==========================================================================
+
+void A_HideThing(mobj_t *actor)
+{
+ actor->flags2 |= MF2_DONTDRAW;
+}
+
+//==========================================================================
+//
+// A_UnHideThing
+//
+//==========================================================================
+
+void A_UnHideThing(mobj_t *actor)
+{
+ actor->flags2 &= ~MF2_DONTDRAW;
+}
+
+//==========================================================================
+//
+// A_SetShootable
+//
+//==========================================================================
+
+void A_SetShootable(mobj_t *actor)
+{
+ actor->flags2 &= ~MF2_NONSHOOTABLE;
+ actor->flags |= MF_SHOOTABLE;
+}
+
+//==========================================================================
+//
+// A_UnSetShootable
+//
+//==========================================================================
+
+void A_UnSetShootable(mobj_t *actor)
+{
+ actor->flags2 |= MF2_NONSHOOTABLE;
+ actor->flags &= ~MF_SHOOTABLE;
+}
+
+//==========================================================================
+//
+// A_SetAltShadow
+//
+//==========================================================================
+
+void A_SetAltShadow(mobj_t *actor)
+{
+ actor->flags &= ~MF_SHADOW;
+ actor->flags |= MF_ALTSHADOW;
+}
+
+//==========================================================================
+//
+// A_UnSetAltShadow
+//
+//==========================================================================
+
+/*
+void A_UnSetAltShadow(mobj_t *actor)
+{
+ actor->flags &= ~MF_ALTSHADOW;
+}
+*/
+
+//--------------------------------------------------------------------------
+//
+// Sound Action Routines
+//
+//--------------------------------------------------------------------------
+
+//==========================================================================
+//
+// A_ContMobjSound
+//
+//==========================================================================
+
+void A_ContMobjSound(mobj_t *actor)
+{
+ switch(actor->type)
+ {
+ case MT_SERPENTFX:
+ S_StartSound(actor, SFX_SERPENTFX_CONTINUOUS);
+ break;
+ case MT_HAMMER_MISSILE:
+ S_StartSound(actor, SFX_FIGHTER_HAMMER_CONTINUOUS);
+ break;
+ case MT_QUAKE_FOCUS:
+ S_StartSound(actor, SFX_EARTHQUAKE);
+ break;
+ default:
+ break;
+ }
+}
+
+//==========================================================================
+//
+// PROC A_ESound
+//
+//==========================================================================
+
+void A_ESound(mobj_t *mo)
+{
+ int sound;
+
+ switch(mo->type)
+ {
+ case MT_SOUNDWIND:
+ sound = SFX_WIND;
+ break;
+ default:
+ sound = SFX_NONE;
+ break;
+ }
+ S_StartSound(mo, sound);
+}
+
+
+
+//==========================================================================
+// Summon Minotaur -- see p_enemy for variable descriptions
+//==========================================================================
+
+
+void A_Summon(mobj_t *actor)
+{
+ mobj_t *mo;
+ mobj_t *master;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_MINOTAUR);
+ if (mo)
+ {
+ if(P_TestMobjLocation(mo) == false || !actor->special1)
+ { // Didn't fit - change back to artifact
+ P_SetMobjState(mo, S_NULL);
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SUMMONMAULATOR);
+ if (mo) mo->flags2 |= MF2_DROPPED;
+ return;
+ }
+
+ memcpy((void *)mo->args, &leveltime, sizeof(leveltime));
+ master = (mobj_t *)actor->special1;
+ if (master->flags&MF_CORPSE)
+ { // Master dead
+ mo->special1 = 0; // No master
+ }
+ else
+ {
+ mo->special1 = actor->special1; // Pointer to master (mobj_t *)
+ P_GivePower(master->player, pw_minotaur);
+ }
+
+ // Make smoke puff
+ P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKE);
+ S_StartSound(actor, SFX_MAULATOR_ACTIVE);
+ }
+}
+
+
+
+//==========================================================================
+// Fog Variables:
+//
+// args[0] Speed (0..10) of fog
+// args[1] Angle of spread (0..128)
+// args[2] Frequency of spawn (1..10)
+// args[3] Lifetime countdown
+// args[4] Boolean: fog moving?
+// special1 Internal: Counter for spawn frequency
+// special2 Internal: Index into floatbob table
+//
+//==========================================================================
+
+void A_FogSpawn(mobj_t *actor)
+{
+ mobj_t *mo=NULL;
+ angle_t delta;
+
+ if (actor->special1-- > 0) return;
+
+ actor->special1 = actor->args[2]; // Reset frequency count
+
+ switch(P_Random()%3)
+ {
+ case 0:
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHS);
+ break;
+ case 1:
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHM);
+ break;
+ case 2:
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHL);
+ break;
+ }
+
+ if (mo)
+ {
+ delta = actor->args[1];
+ if (delta==0) delta=1;
+ mo->angle = actor->angle + (((P_Random()%delta)-(delta>>1))<<24);
+ mo->target = actor;
+ if (actor->args[0] < 1) actor->args[0] = 1;
+ mo->args[0] = (P_Random() % (actor->args[0]))+1; // Random speed
+ mo->args[3] = actor->args[3]; // Set lifetime
+ mo->args[4] = 1; // Set to moving
+ mo->special2 = P_Random()&63;
+ }
+}
+
+
+void A_FogMove(mobj_t *actor)
+{
+ int speed = actor->args[0]<<FRACBITS;
+ angle_t angle;
+ int weaveindex;
+
+ if (!(actor->args[4])) return;
+
+ if (actor->args[3]-- <= 0)
+ {
+ P_SetMobjStateNF(actor, actor->info->deathstate);
+ return;
+ }
+
+ if ((actor->args[3] % 4) == 0)
+ {
+ weaveindex = actor->special2;
+ actor->z += FloatBobOffsets[weaveindex]>>1;
+ actor->special2 = (weaveindex+1)&63;
+ }
+
+ angle = actor->angle>>ANGLETOFINESHIFT;
+ actor->momx = FixedMul(speed, finecosine[angle]);
+ actor->momy = FixedMul(speed, finesine[angle]);
+}
+
+//===========================================================================
+//
+// A_PoisonBagInit
+//
+//===========================================================================
+
+void A_PoisonBagInit(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z+28*FRACUNIT,
+ MT_POISONCLOUD);
+ if(!mo)
+ {
+ return;
+ }
+ mo->momx = 1; // missile objects must move to impact other objects
+ mo->special1 = 24+(P_Random()&7);
+ mo->special2 = 0;
+ mo->target = actor->target;
+ mo->radius = 20*FRACUNIT;
+ mo->height = 30*FRACUNIT;
+ mo->flags &= ~MF_NOCLIP;
+}
+
+//===========================================================================
+//
+// A_PoisonBagCheck
+//
+//===========================================================================
+
+void A_PoisonBagCheck(mobj_t *actor)
+{
+ if(!--actor->special1)
+ {
+ P_SetMobjState(actor, S_POISONCLOUD_X1);
+ }
+ else
+ {
+ return;
+ }
+}
+
+//===========================================================================
+//
+// A_PoisonBagDamage
+//
+//===========================================================================
+
+void A_PoisonBagDamage(mobj_t *actor)
+{
+ int bobIndex;
+
+ extern void A_Explode(mobj_t *actor);
+
+ A_Explode(actor);
+
+ bobIndex = actor->special2;
+ actor->z += FloatBobOffsets[bobIndex]>>4;
+ actor->special2 = (bobIndex+1)&63;
+}
+
+//===========================================================================
+//
+// A_PoisonShroom
+//
+//===========================================================================
+
+void A_PoisonShroom(mobj_t *actor)
+{
+ actor->tics = 128+(P_Random()<<1);
+}
+
+//===========================================================================
+//
+// A_CheckThrowBomb
+//
+//===========================================================================
+
+void A_CheckThrowBomb(mobj_t *actor)
+{
+ if(abs(actor->momx) < 1.5*FRACUNIT && abs(actor->momy) < 1.5*FRACUNIT
+ && actor->momz < 2*FRACUNIT
+ && actor->state == &states[S_THROWINGBOMB6])
+ {
+ P_SetMobjState(actor, S_THROWINGBOMB7);
+ actor->z = actor->floorz;
+ actor->momz = 0;
+ actor->flags2 &= ~MF2_FLOORBOUNCE;
+ actor->flags &= ~MF_MISSILE;
+ }
+ if(!--actor->health)
+ {
+ P_SetMobjState(actor, actor->info->deathstate);
+ }
+}
+
+//===========================================================================
+// Quake variables
+//
+// args[0] Intensity on richter scale (2..9)
+// args[1] Duration in tics
+// args[2] Radius for damage
+// args[3] Radius for tremor
+// args[4] TID of map thing for focus of quake
+//
+//===========================================================================
+
+//===========================================================================
+//
+// A_LocalQuake
+//
+//===========================================================================
+
+boolean A_LocalQuake(byte *args, mobj_t *actor)
+{
+ mobj_t *focus, *target;
+ int lastfound=0;
+ int success=false;
+
+ actor=actor; // suppress warning
+
+ // Find all quake foci
+ do
+ {
+ target = P_FindMobjFromTID(args[4], &lastfound);
+ if (target)
+ {
+ focus = P_SpawnMobj(target->x,
+ target->y,
+ target->z, MT_QUAKE_FOCUS);
+ if (focus)
+ {
+ focus->args[0] = args[0];
+ focus->args[1] = args[1]>>1; // decremented every 2 tics
+ focus->args[2] = args[2];
+ focus->args[3] = args[3];
+ focus->args[4] = args[4];
+ success = true;
+ }
+ }
+ }while(target != NULL);
+
+ return(success);
+}
+
+
+//===========================================================================
+//
+// A_Quake
+//
+//===========================================================================
+int localQuakeHappening[MAXPLAYERS];
+
+void A_Quake(mobj_t *actor)
+{
+ angle_t an;
+ player_t *player;
+ mobj_t *victim;
+ int richters = actor->args[0];
+ int playnum;
+ fixed_t dist;
+
+ if (actor->args[1]-- > 0)
+ {
+ for (playnum=0; playnum < MAXPLAYERS; playnum++)
+ {
+ player = &players[playnum];
+ if (!playeringame[playnum]) continue;
+
+ victim = player->mo;
+ dist = P_AproxDistance(actor->x - victim->x,
+ actor->y - victim->y) >> (FRACBITS+6);
+ // Tested in tile units (64 pixels)
+ if (dist < actor->args[3]) // In tremor radius
+ {
+ localQuakeHappening[playnum] = richters;
+ }
+ // Check if in damage radius
+ if ((dist < actor->args[2]) &&
+ (victim->z <= victim->floorz))
+ {
+ if (P_Random() < 50)
+ {
+ P_DamageMobj(victim, NULL, NULL, HITDICE(1));
+ }
+ // Thrust player around
+ an = victim->angle + ANGLE_1*P_Random();
+ P_ThrustMobj(victim,an,richters<<(FRACBITS-1));
+ }
+ }
+ }
+ else
+ {
+ for (playnum=0; playnum < MAXPLAYERS; playnum++)
+ {
+ localQuakeHappening[playnum] = false;
+ }
+ P_SetMobjState(actor, S_NULL);
+ }
+}
+
+
+
+
+//===========================================================================
+//
+// Teleport other stuff
+//
+//===========================================================================
+
+#define TELEPORT_LIFE 1
+
+void A_TeloSpawnA(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX2);
+ if (mo)
+ {
+ mo->special1 = TELEPORT_LIFE; // Lifetime countdown
+ mo->angle = actor->angle;
+ mo->target = actor->target;
+ mo->momx = actor->momx>>1;
+ mo->momy = actor->momy>>1;
+ mo->momz = actor->momz>>1;
+ }
+}
+
+void A_TeloSpawnB(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX3);
+ if (mo)
+ {
+ mo->special1 = TELEPORT_LIFE; // Lifetime countdown
+ mo->angle = actor->angle;
+ mo->target = actor->target;
+ mo->momx = actor->momx>>1;
+ mo->momy = actor->momy>>1;
+ mo->momz = actor->momz>>1;
+ }
+}
+
+void A_TeloSpawnC(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX4);
+ if (mo)
+ {
+ mo->special1 = TELEPORT_LIFE; // Lifetime countdown
+ mo->angle = actor->angle;
+ mo->target = actor->target;
+ mo->momx = actor->momx>>1;
+ mo->momy = actor->momy>>1;
+ mo->momz = actor->momz>>1;
+ }
+}
+
+void A_TeloSpawnD(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX5);
+ if (mo)
+ {
+ mo->special1 = TELEPORT_LIFE; // Lifetime countdown
+ mo->angle = actor->angle;
+ mo->target = actor->target;
+ mo->momx = actor->momx>>1;
+ mo->momy = actor->momy>>1;
+ mo->momz = actor->momz>>1;
+ }
+}
+
+void A_CheckTeleRing(mobj_t *actor)
+{
+ if (actor->special1-- <= 0)
+ {
+ P_SetMobjState(actor, actor->info->deathstate);
+ }
+}
+
+
+
+
+// Dirt stuff
+
+void P_SpawnDirt(mobj_t *actor, fixed_t radius)
+{
+ fixed_t x,y,z;
+ int dtype=0;
+ mobj_t *mo;
+ angle_t angle;
+
+ angle = P_Random()<<5; // <<24 >>19
+ x = actor->x + FixedMul(radius,finecosine[angle]);
+ y = actor->y + FixedMul(radius,finesine[angle]);
+// x = actor->x + ((P_Random()-P_Random())%radius)<<FRACBITS;
+// y = actor->y + ((P_Random()-P_Random()<<FRACBITS)%radius);
+ z = actor->z + (P_Random()<<9) + FRACUNIT;
+ switch(P_Random()%6)
+ {
+ case 0:
+ dtype = MT_DIRT1;
+ break;
+ case 1:
+ dtype = MT_DIRT2;
+ break;
+ case 2:
+ dtype = MT_DIRT3;
+ break;
+ case 3:
+ dtype = MT_DIRT4;
+ break;
+ case 4:
+ dtype = MT_DIRT5;
+ break;
+ case 5:
+ dtype = MT_DIRT6;
+ break;
+ }
+ mo = P_SpawnMobj(x,y,z,dtype);
+ if (mo)
+ {
+ mo->momz = P_Random()<<10;
+ }
+}
+
+
+
+
+//===========================================================================
+//
+// Thrust floor stuff
+//
+// Thrust Spike Variables
+// special1 pointer to dirt clump mobj
+// special2 speed of raise
+// args[0] 0 = lowered, 1 = raised
+// args[1] 0 = normal, 1 = bloody
+//===========================================================================
+
+void A_ThrustInitUp(mobj_t *actor)
+{
+ actor->special2 = 5; // Raise speed
+ actor->args[0] = 1; // Mark as up
+ actor->floorclip = 0;
+ actor->flags = MF_SOLID;
+ actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
+ actor->special1 = 0L;
+}
+
+void A_ThrustInitDn(mobj_t *actor)
+{
+ mobj_t *mo;
+ actor->special2 = 5; // Raise speed
+ actor->args[0] = 0; // Mark as down
+ actor->floorclip = actor->info->height;
+ actor->flags = 0;
+ actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP|MF2_DONTDRAW;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_DIRTCLUMP);
+ actor->special1 = (int)mo;
+}
+
+
+void A_ThrustRaise(mobj_t *actor)
+{
+ if (A_RaiseMobj(actor))
+ { // Reached it's target height
+ actor->args[0] = 1;
+ if (actor->args[1])
+ P_SetMobjStateNF(actor, S_BTHRUSTINIT2_1);
+ else
+ P_SetMobjStateNF(actor, S_THRUSTINIT2_1);
+ }
+
+ // Lose the dirt clump
+ if ((actor->floorclip < actor->height) && actor->special1)
+ {
+ P_RemoveMobj( (mobj_t *)actor->special1 );
+ actor->special1 = 0;
+ }
+
+ // Spawn some dirt
+ if (P_Random()<40)
+ P_SpawnDirt(actor, actor->radius);
+ actor->special2++; // Increase raise speed
+}
+
+void A_ThrustLower(mobj_t *actor)
+{
+ if (A_SinkMobj(actor))
+ {
+ actor->args[0] = 0;
+ if (actor->args[1])
+ P_SetMobjStateNF(actor, S_BTHRUSTINIT1_1);
+ else
+ P_SetMobjStateNF(actor, S_THRUSTINIT1_1);
+ }
+}
+
+void A_ThrustBlock(mobj_t *actor)
+{
+ actor->flags |= MF_SOLID;
+}
+
+void A_ThrustImpale(mobj_t *actor)
+{
+ // Impale all shootables in radius
+ PIT_ThrustSpike(actor);
+}
+
+//===========================================================================
+//
+// A_SoAExplode - Suit of Armor Explode
+//
+//===========================================================================
+
+void A_SoAExplode(mobj_t *actor)
+{
+ mobj_t *mo;
+ int i;
+
+ for(i = 0; i < 10; i++)
+ {
+ mo = P_SpawnMobj(actor->x+((P_Random()-128)<<12),
+ actor->y+((P_Random()-128)<<12),
+ actor->z+(P_Random()*actor->height/256), MT_ZARMORCHUNK);
+ P_SetMobjState(mo, mo->info->spawnstate+i);
+ if(mo)
+ {
+ mo->momz = ((P_Random()&7)+5)*FRACUNIT;
+ mo->momx = (P_Random()-P_Random())<<(FRACBITS-6);
+ mo->momy = (P_Random()-P_Random())<<(FRACBITS-6);
+ }
+ }
+ if(actor->args[0])
+ { // Spawn an item
+ if(!nomonsters
+ || !(mobjinfo[TranslateThingType[actor->args[0]]].flags&MF_COUNTKILL))
+ { // Only spawn monsters if not -nomonsters
+ P_SpawnMobj(actor->x, actor->y, actor->z,
+ TranslateThingType[actor->args[0]]);
+ }
+ }
+ S_StartSound(mo, SFX_SUITOFARMOR_BREAK);
+ P_RemoveMobj(actor);
+}
+
+//===========================================================================
+//
+// A_BellReset1
+//
+//===========================================================================
+
+void A_BellReset1(mobj_t *actor)
+{
+ actor->flags |= MF_NOGRAVITY;
+ actor->height <<= 2;
+}
+
+//===========================================================================
+//
+// A_BellReset2
+//
+//===========================================================================
+
+void A_BellReset2(mobj_t *actor)
+{
+ actor->flags |= MF_SHOOTABLE;
+ actor->flags &= ~MF_CORPSE;
+ actor->health = 5;
+}
+
+
+//===========================================================================
+//
+// A_FlameCheck
+//
+//===========================================================================
+
+void A_FlameCheck(mobj_t *actor)
+{
+ if(!actor->args[0]--) // Called every 8 tics
+ {
+ P_SetMobjState(actor, S_NULL);
+ }
+}
+
+
+//===========================================================================
+// Bat Spawner Variables
+// special1 frequency counter
+// special2
+// args[0] frequency of spawn (1=fastest, 10=slowest)
+// args[1] spread angle (0..255)
+// args[2]
+// args[3] duration of bats (in octics)
+// args[4] turn amount per move (in degrees)
+//
+// Bat Variables
+// special2 lifetime counter
+// args[4] turn amount per move (in degrees)
+//===========================================================================
+
+void A_BatSpawnInit(mobj_t *actor)
+{
+ actor->special1 = 0; // Frequency count
+}
+
+void A_BatSpawn(mobj_t *actor)
+{
+ mobj_t *mo;
+ int delta;
+ angle_t angle;
+
+ // Countdown until next spawn
+ if (actor->special1-- > 0) return;
+ actor->special1 = actor->args[0]; // Reset frequency count
+
+ delta = actor->args[1];
+ if (delta==0) delta=1;
+ angle = actor->angle + (((P_Random()%delta)-(delta>>1))<<24);
+ mo = P_SpawnMissileAngle(actor, MT_BAT, angle, 0);
+ if (mo)
+ {
+ mo->args[0] = P_Random()&63; // floatbob index
+ mo->args[4] = actor->args[4]; // turn degrees
+ mo->special2 = actor->args[3]<<3; // Set lifetime
+ mo->target = actor;
+ }
+}
+
+
+void A_BatMove(mobj_t *actor)
+{
+ angle_t newangle;
+ fixed_t speed;
+
+ if (actor->special2 < 0)
+ {
+ P_SetMobjState(actor, actor->info->deathstate);
+ }
+ actor->special2 -= 2; // Called every 2 tics
+
+ if (P_Random()<128)
+ {
+ newangle = actor->angle + ANGLE_1*actor->args[4];
+ }
+ else
+ {
+ newangle = actor->angle - ANGLE_1*actor->args[4];
+ }
+
+ // Adjust momentum vector to new direction
+ newangle >>= ANGLETOFINESHIFT;
+ speed = FixedMul(actor->info->speed, P_Random()<<10);
+ actor->momx = FixedMul(speed, finecosine[newangle]);
+ actor->momy = FixedMul(speed, finesine[newangle]);
+
+ if (P_Random()<15)
+ S_StartSound(actor, SFX_BAT_SCREAM);
+
+ // Handle Z movement
+ actor->z = actor->target->z + 2*FloatBobOffsets[actor->args[0]];
+ actor->args[0] = (actor->args[0]+3)&63;
+}
+
+//===========================================================================
+//
+// A_TreeDeath
+//
+//===========================================================================
+
+void A_TreeDeath(mobj_t *actor)
+{
+ if(!(actor->flags2&MF2_FIREDAMAGE))
+ {
+ actor->height <<= 2;
+ actor->flags |= MF_SHOOTABLE;
+ actor->flags &= ~(MF_CORPSE+MF_DROPOFF);
+ actor->health = 35;
+ return;
+ }
+ else
+ {
+ P_SetMobjState(actor, actor->info->meleestate);
+ }
+}
+
+//===========================================================================
+//
+// A_NoGravity
+//
+//===========================================================================
+
+void A_NoGravity(mobj_t *actor)
+{
+ actor->flags |= MF_NOGRAVITY;
+}