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-rw-r--r--src/hexen/a_action.c1618
1 files changed, 823 insertions, 795 deletions
diff --git a/src/hexen/a_action.c b/src/hexen/a_action.c
index 6508e472..1361106d 100644
--- a/src/hexen/a_action.c
+++ b/src/hexen/a_action.c
@@ -1,14 +1,26 @@
+// 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.
+//
+//-----------------------------------------------------------------------------
-//**************************************************************************
-//**
-//** 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 ------------------------------------------------------------
@@ -30,76 +42,74 @@
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 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
+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 ------------------------------------------------
@@ -137,33 +147,34 @@ void A_DripBlood(mobj_t *actor)
//
//============================================================================
-void A_PotteryExplode(mobj_t *actor)
+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);
+ 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);
}
//============================================================================
@@ -172,10 +183,10 @@ void A_PotteryExplode(mobj_t *actor)
//
//============================================================================
-void A_PotteryChooseBit(mobj_t *actor)
+void A_PotteryChooseBit(mobj_t * actor)
{
- P_SetMobjState(actor, actor->info->deathstate+(P_Random()%5)+1);
- actor->tics = 256+(P_Random()<<1);
+ P_SetMobjState(actor, actor->info->deathstate + (P_Random() % 5) + 1);
+ actor->tics = 256 + (P_Random() << 1);
}
//============================================================================
@@ -184,41 +195,46 @@ void A_PotteryChooseBit(mobj_t *actor)
//
//============================================================================
-void A_PotteryCheck(mobj_t *actor)
+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;
- }
- }
- }
+ 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;
+ }
+ }
+ }
}
//============================================================================
@@ -227,14 +243,14 @@ void A_PotteryCheck(mobj_t *actor)
//
//============================================================================
-void A_CorpseBloodDrip(mobj_t *actor)
+void A_CorpseBloodDrip(mobj_t * actor)
{
- if(P_Random() > 128)
- {
- return;
- }
- P_SpawnMobj(actor->x, actor->y, actor->z+actor->height/2,
- MT_CORPSEBLOODDRIP);
+ if (P_Random() > 128)
+ {
+ return;
+ }
+ P_SpawnMobj(actor->x, actor->y, actor->z + actor->height / 2,
+ MT_CORPSEBLOODDRIP);
}
//============================================================================
@@ -243,33 +259,33 @@ void A_CorpseBloodDrip(mobj_t *actor)
//
//============================================================================
-void A_CorpseExplode(mobj_t *actor)
+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);
+ 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);
}
//============================================================================
@@ -278,23 +294,24 @@ void A_CorpseExplode(mobj_t *actor)
//
//============================================================================
-void A_LeafSpawn(mobj_t *actor)
+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;
- }
- }
+ 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;
+ }
+ }
}
//============================================================================
@@ -303,13 +320,13 @@ void A_LeafSpawn(mobj_t *actor)
//
//============================================================================
-void A_LeafThrust(mobj_t *actor)
+void A_LeafThrust(mobj_t * actor)
{
- if(P_Random() > 96)
- {
- return;
- }
- actor->momz += (P_Random()<<9)+FRACUNIT;
+ if (P_Random() > 96)
+ {
+ return;
+ }
+ actor->momz += (P_Random() << 9) + FRACUNIT;
}
//============================================================================
@@ -318,27 +335,28 @@ void A_LeafThrust(mobj_t *actor)
//
//============================================================================
-void A_LeafCheck(mobj_t *actor)
+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;
+ 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;
}
/*
@@ -386,63 +404,63 @@ void GenerateOrbitTable(void)
*/
// New bridge stuff
-// Parent
-// special1 true == removing from world
+// Parent
+// special1 true == removing from world
//
-// Child
-// target pointer to center mobj
-// args[0] angle of ball
+// Child
+// target pointer to center mobj
+// args[0] angle of ball
-void A_BridgeOrbit(mobj_t *actor)
+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;
+ 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)
+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);
+ 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)
+void A_BridgeRemove(mobj_t * actor)
{
- actor->special1 = true; // Removing the bridge
- actor->flags &= ~MF_SOLID;
- P_SetMobjState(actor, S_FREE_BRIDGE1);
+ actor->special1 = true; // Removing the bridge
+ actor->flags &= ~MF_SOLID;
+ P_SetMobjState(actor, S_FREE_BRIDGE1);
}
@@ -478,9 +496,9 @@ void A_GhostOff(mobj_t *actor)
//
//==========================================================================
-void A_HideThing(mobj_t *actor)
+void A_HideThing(mobj_t * actor)
{
- actor->flags2 |= MF2_DONTDRAW;
+ actor->flags2 |= MF2_DONTDRAW;
}
//==========================================================================
@@ -489,9 +507,9 @@ void A_HideThing(mobj_t *actor)
//
//==========================================================================
-void A_UnHideThing(mobj_t *actor)
+void A_UnHideThing(mobj_t * actor)
{
- actor->flags2 &= ~MF2_DONTDRAW;
+ actor->flags2 &= ~MF2_DONTDRAW;
}
//==========================================================================
@@ -500,10 +518,10 @@ void A_UnHideThing(mobj_t *actor)
//
//==========================================================================
-void A_SetShootable(mobj_t *actor)
+void A_SetShootable(mobj_t * actor)
{
- actor->flags2 &= ~MF2_NONSHOOTABLE;
- actor->flags |= MF_SHOOTABLE;
+ actor->flags2 &= ~MF2_NONSHOOTABLE;
+ actor->flags |= MF_SHOOTABLE;
}
//==========================================================================
@@ -512,10 +530,10 @@ void A_SetShootable(mobj_t *actor)
//
//==========================================================================
-void A_UnSetShootable(mobj_t *actor)
+void A_UnSetShootable(mobj_t * actor)
{
- actor->flags2 |= MF2_NONSHOOTABLE;
- actor->flags &= ~MF_SHOOTABLE;
+ actor->flags2 |= MF2_NONSHOOTABLE;
+ actor->flags &= ~MF_SHOOTABLE;
}
//==========================================================================
@@ -524,10 +542,10 @@ void A_UnSetShootable(mobj_t *actor)
//
//==========================================================================
-void A_SetAltShadow(mobj_t *actor)
+void A_SetAltShadow(mobj_t * actor)
{
- actor->flags &= ~MF_SHADOW;
- actor->flags |= MF_ALTSHADOW;
+ actor->flags &= ~MF_SHADOW;
+ actor->flags |= MF_ALTSHADOW;
}
//==========================================================================
@@ -555,22 +573,22 @@ void A_UnSetAltShadow(mobj_t *actor)
//
//==========================================================================
-void A_ContMobjSound(mobj_t *actor)
+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;
- }
+ 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;
+ }
}
//==========================================================================
@@ -579,20 +597,20 @@ void A_ContMobjSound(mobj_t *actor)
//
//==========================================================================
-void A_ESound(mobj_t *mo)
+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);
+ int sound;
+
+ switch (mo->type)
+ {
+ case MT_SOUNDWIND:
+ sound = SFX_WIND;
+ break;
+ default:
+ sound = SFX_NONE;
+ break;
+ }
+ S_StartSound(mo, sound);
}
@@ -602,38 +620,39 @@ void A_ESound(mobj_t *mo)
//==========================================================================
-void A_Summon(mobj_t *actor)
+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);
- }
+ 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);
+ }
}
@@ -641,77 +660,82 @@ void A_Summon(mobj_t *actor)
//==========================================================================
// 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
+// 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)
+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;
- }
+ 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)
+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]);
+ 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]);
}
//===========================================================================
@@ -720,23 +744,23 @@ void A_FogMove(mobj_t *actor)
//
//===========================================================================
-void A_PoisonBagInit(mobj_t *actor)
+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;
+ 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;
}
//===========================================================================
@@ -745,16 +769,16 @@ void A_PoisonBagInit(mobj_t *actor)
//
//===========================================================================
-void A_PoisonBagCheck(mobj_t *actor)
+void A_PoisonBagCheck(mobj_t * actor)
{
- if(!--actor->special1)
- {
- P_SetMobjState(actor, S_POISONCLOUD_X1);
- }
- else
- {
- return;
- }
+ if (!--actor->special1)
+ {
+ P_SetMobjState(actor, S_POISONCLOUD_X1);
+ }
+ else
+ {
+ return;
+ }
}
//===========================================================================
@@ -763,17 +787,17 @@ void A_PoisonBagCheck(mobj_t *actor)
//
//===========================================================================
-void A_PoisonBagDamage(mobj_t *actor)
+void A_PoisonBagDamage(mobj_t * actor)
{
- int bobIndex;
-
- extern void A_Explode(mobj_t *actor);
+ int bobIndex;
- A_Explode(actor);
+ extern void A_Explode(mobj_t * actor);
- bobIndex = actor->special2;
- actor->z += FloatBobOffsets[bobIndex]>>4;
- actor->special2 = (bobIndex+1)&63;
+ A_Explode(actor);
+
+ bobIndex = actor->special2;
+ actor->z += FloatBobOffsets[bobIndex] >> 4;
+ actor->special2 = (bobIndex + 1) & 63;
}
//===========================================================================
@@ -782,9 +806,9 @@ void A_PoisonBagDamage(mobj_t *actor)
//
//===========================================================================
-void A_PoisonShroom(mobj_t *actor)
+void A_PoisonShroom(mobj_t * actor)
{
- actor->tics = 128+(P_Random()<<1);
+ actor->tics = 128 + (P_Random() << 1);
}
//===========================================================================
@@ -793,32 +817,32 @@ void A_PoisonShroom(mobj_t *actor)
//
//===========================================================================
-void A_CheckThrowBomb(mobj_t *actor)
+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);
- }
+ 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
+// 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
//
//===========================================================================
@@ -828,36 +852,36 @@ void A_CheckThrowBomb(mobj_t *actor)
//
//===========================================================================
-boolean A_LocalQuake(byte *args, mobj_t *actor)
+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);
+ 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);
}
@@ -866,54 +890,54 @@ boolean A_LocalQuake(byte *args, mobj_t *actor)
// A_Quake
//
//===========================================================================
-int localQuakeHappening[MAXPLAYERS];
+int localQuakeHappening[MAXPLAYERS];
-void A_Quake(mobj_t *actor)
+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);
- }
+ 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);
+ }
}
@@ -927,76 +951,76 @@ void A_Quake(mobj_t *actor)
#define TELEPORT_LIFE 1
-void A_TeloSpawnA(mobj_t *actor)
+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;
- }
+ 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)
+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;
- }
+ 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)
+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;
- }
+ 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)
+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;
- }
+ 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)
+void A_CheckTeleRing(mobj_t * actor)
{
- if (actor->special1-- <= 0)
- {
- P_SetMobjState(actor, actor->info->deathstate);
- }
+ if (actor->special1-- <= 0)
+ {
+ P_SetMobjState(actor, actor->info->deathstate);
+ }
}
@@ -1004,45 +1028,45 @@ void A_CheckTeleRing(mobj_t *actor)
// Dirt stuff
-void P_SpawnDirt(mobj_t *actor, fixed_t radius)
+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;
- }
+ 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;
+ }
}
@@ -1053,80 +1077,80 @@ void P_SpawnDirt(mobj_t *actor, fixed_t radius)
// 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
+// 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)
+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;
+ 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)
+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;
+ 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)
+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
+ 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)
+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);
- }
+ 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)
+void A_ThrustBlock(mobj_t * actor)
{
- actor->flags |= MF_SOLID;
+ actor->flags |= MF_SOLID;
}
-void A_ThrustImpale(mobj_t *actor)
+void A_ThrustImpale(mobj_t * actor)
{
- // Impale all shootables in radius
- PIT_ThrustSpike(actor);
+ // Impale all shootables in radius
+ PIT_ThrustSpike(actor);
}
//===========================================================================
@@ -1135,35 +1159,37 @@ void A_ThrustImpale(mobj_t *actor)
//
//===========================================================================
-void A_SoAExplode(mobj_t *actor)
+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);
+ 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);
}
//===========================================================================
@@ -1172,10 +1198,10 @@ void A_SoAExplode(mobj_t *actor)
//
//===========================================================================
-void A_BellReset1(mobj_t *actor)
+void A_BellReset1(mobj_t * actor)
{
- actor->flags |= MF_NOGRAVITY;
- actor->height <<= 2;
+ actor->flags |= MF_NOGRAVITY;
+ actor->height <<= 2;
}
//===========================================================================
@@ -1184,11 +1210,11 @@ void A_BellReset1(mobj_t *actor)
//
//===========================================================================
-void A_BellReset2(mobj_t *actor)
+void A_BellReset2(mobj_t * actor)
{
- actor->flags |= MF_SHOOTABLE;
- actor->flags &= ~MF_CORPSE;
- actor->health = 5;
+ actor->flags |= MF_SHOOTABLE;
+ actor->flags &= ~MF_CORPSE;
+ actor->health = 5;
}
@@ -1198,91 +1224,93 @@ void A_BellReset2(mobj_t *actor)
//
//===========================================================================
-void A_FlameCheck(mobj_t *actor)
+void A_FlameCheck(mobj_t * actor)
{
- if(!actor->args[0]--) // Called every 8 tics
- {
- P_SetMobjState(actor, S_NULL);
- }
+ 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)
+// 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)
+// special2 lifetime counter
+// args[4] turn amount per move (in degrees)
//===========================================================================
-void A_BatSpawnInit(mobj_t *actor)
+void A_BatSpawnInit(mobj_t * actor)
{
- actor->special1 = 0; // Frequency count
+ actor->special1 = 0; // Frequency count
}
-void A_BatSpawn(mobj_t *actor)
+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;
- }
+ 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)
+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;
+ 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;
}
//===========================================================================
@@ -1291,20 +1319,20 @@ void A_BatMove(mobj_t *actor)
//
//===========================================================================
-void A_TreeDeath(mobj_t *actor)
+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);
- }
+ 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);
+ }
}
//===========================================================================
@@ -1313,7 +1341,7 @@ void A_TreeDeath(mobj_t *actor)
//
//===========================================================================
-void A_NoGravity(mobj_t *actor)
+void A_NoGravity(mobj_t * actor)
{
- actor->flags |= MF_NOGRAVITY;
+ actor->flags |= MF_NOGRAVITY;
}