summaryrefslogtreecommitdiff
path: root/src/hexen/p_mobj.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/hexen/p_mobj.c')
-rw-r--r--src/hexen/p_mobj.c2473
1 files changed, 2473 insertions, 0 deletions
diff --git a/src/hexen/p_mobj.c b/src/hexen/p_mobj.c
new file mode 100644
index 00000000..ee8f8fd4
--- /dev/null
+++ b/src/hexen/p_mobj.c
@@ -0,0 +1,2473 @@
+// 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.
+//
+//-----------------------------------------------------------------------------
+
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2def.h"
+#include "m_random.h"
+#include "i_system.h"
+#include "p_local.h"
+#include "s_sound.h"
+#include "sounds.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define MAX_TID_COUNT 200
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+void G_PlayerReborn(int player);
+void P_MarkAsLeaving(mobj_t * corpse);
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+void P_SpawnMapThing(mapthing_t * mthing);
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void PlayerLandedOnThing(mobj_t * mo, mobj_t * onmobj);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern mobj_t LavaInflictor;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+mobjtype_t PuffType;
+mobj_t *MissileMobj;
+
+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
+};
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int TIDList[MAX_TID_COUNT + 1]; // +1 for termination marker
+static mobj_t *TIDMobj[MAX_TID_COUNT];
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// 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);
+}
+
+//==========================================================================
+//
+// 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)
+{
+ mo->momx = mo->momy = mo->momz = 0;
+ P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
+ //mo->tics -= P_Random()&3;
+ mo->flags &= ~MF_MISSILE;
+
+ switch (mo->type)
+ {
+ case MT_SORCBALL1:
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ S_StartSound(NULL, SFX_SORCERER_BIGBALLEXPLODE);
+ break;
+ case MT_SORCFX1:
+ S_StartSound(NULL, SFX_SORCERER_HEADSCREAM);
+ break;
+ default:
+ if (mo->info->deathsound)
+ {
+ S_StartSound(mo, mo->info->deathsound);
+ }
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_FloorBounceMissile
+//
+//----------------------------------------------------------------------------
+
+void P_FloorBounceMissile(mobj_t * mo)
+{
+ if (P_HitFloor(mo) >= FLOOR_LIQUID)
+ {
+ switch (mo->type)
+ {
+ case MT_SORCFX1:
+ case MT_SORCBALL1:
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ break;
+ default:
+ P_RemoveMobj(mo);
+ return;
+ }
+ }
+ switch (mo->type)
+ {
+ case MT_SORCFX1:
+ mo->momz = -mo->momz; // no energy absorbed
+ break;
+ case MT_SGSHARD1:
+ case MT_SGSHARD2:
+ case MT_SGSHARD3:
+ case MT_SGSHARD4:
+ case MT_SGSHARD5:
+ case MT_SGSHARD6:
+ case MT_SGSHARD7:
+ case MT_SGSHARD8:
+ case MT_SGSHARD9:
+ case MT_SGSHARD0:
+ mo->momz = FixedMul(mo->momz, -0.3 * FRACUNIT);
+ if (abs(mo->momz) < (FRACUNIT / 2))
+ {
+ P_SetMobjState(mo, S_NULL);
+ return;
+ }
+ break;
+ default:
+ mo->momz = FixedMul(mo->momz, -0.7 * FRACUNIT);
+ break;
+ }
+ mo->momx = 2 * mo->momx / 3;
+ mo->momy = 2 * mo->momy / 3;
+ if (mo->info->seesound)
+ {
+ switch (mo->type)
+ {
+ case MT_SORCBALL1:
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ if (!mo->args[0])
+ S_StartSound(mo, mo->info->seesound);
+ break;
+ default:
+ S_StartSound(mo, mo->info->seesound);
+ break;
+ }
+ S_StartSound(mo, mo->info->seesound);
+ }
+// 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);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+//
+// 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 + (target->height >> 1)
+ - (actor->z + (actor->height >> 1))) / 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;
+ angle_t angle;
+ 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
+ if (BlockingMobj == NULL)
+ { // Slide against wall
+ P_SlideMove(mo);
+ }
+ else
+ { // Slide against mobj
+ //if(P_TryMove(mo, mo->x, mo->y+mo->momy))
+ if (P_TryMove(mo, mo->x, ptryy))
+ {
+ mo->momx = 0;
+ }
+ //else if(P_TryMove(mo, mo->x+mo->momx, mo->y))
+ else if (P_TryMove(mo, ptryx, mo->y))
+ {
+ mo->momy = 0;
+ }
+ else
+ {
+ mo->momx = mo->momy = 0;
+ }
+ }
+ }
+ else if (mo->flags & MF_MISSILE)
+ {
+ if (mo->flags2 & MF2_FLOORBOUNCE)
+ {
+ if (BlockingMobj)
+ {
+ if ((BlockingMobj->flags2 & MF2_REFLECTIVE) ||
+ ((!BlockingMobj->player) &&
+ (!(BlockingMobj->flags & MF_COUNTKILL))))
+ {
+ fixed_t speed;
+
+ angle = R_PointToAngle2(BlockingMobj->x,
+ BlockingMobj->y, mo->x,
+ mo->y) +
+ ANG1 * ((P_Random() % 16) - 8);
+ speed = P_AproxDistance(mo->momx, mo->momy);
+ speed = FixedMul(speed, 0.75 * FRACUNIT);
+ mo->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx = FixedMul(speed, finecosine[angle]);
+ mo->momy = FixedMul(speed, finesine[angle]);
+ if (mo->info->seesound)
+ {
+ S_StartSound(mo, mo->info->seesound);
+ }
+ return;
+ }
+ else
+ { // Struck a player/creature
+ P_ExplodeMissile(mo);
+ }
+ }
+ else
+ { // Struck a wall
+ P_BounceWall(mo);
+ switch (mo->type)
+ {
+ case MT_SORCBALL1:
+ case MT_SORCBALL2:
+ case MT_SORCBALL3:
+ case MT_SORCFX1:
+ break;
+ default:
+ if (mo->info->seesound)
+ {
+ S_StartSound(mo, mo->info->seesound);
+ }
+ break;
+ }
+ return;
+ }
+ }
+ if (BlockingMobj && (BlockingMobj->flags2 & MF2_REFLECTIVE))
+ {
+ angle = R_PointToAngle2(BlockingMobj->x,
+ BlockingMobj->y, mo->x, mo->y);
+
+ // Change angle for delflection/reflection
+ switch (BlockingMobj->type)
+ {
+ case MT_CENTAUR:
+ case MT_CENTAURLEADER:
+ if (abs(angle - BlockingMobj->angle) >> 24 > 45)
+ goto explode;
+ if (mo->type == MT_HOLY_FX)
+ goto explode;
+ // Drop through to sorcerer full reflection
+ case MT_SORCBOSS:
+ // Deflection
+ if (P_Random() < 128)
+ angle += ANG45;
+ else
+ angle -= ANG45;
+ break;
+ default:
+ // Reflection
+ angle += ANG1 * ((P_Random() % 16) - 8);
+ break;
+ }
+
+ // Reflect the missile along angle
+ mo->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx =
+ FixedMul(mo->info->speed >> 1, finecosine[angle]);
+ mo->momy =
+ FixedMul(mo->info->speed >> 1, finesine[angle]);
+// mo->momz = -mo->momz;
+ if (mo->flags2 & MF2_SEEKERMISSILE)
+ {
+ mo->special1 = (int) (mo->target);
+ }
+ mo->target = BlockingMobj;
+ return;
+ }
+ explode:
+ // 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 if (mo->type == MT_HOLY_FX)
+ {
+ P_ExplodeMissile(mo);
+ }
+ 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
+ if (mo->type != MT_BLASTEFFECT)
+ 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 ((unsigned) ((player->mo->state - states)
+ - PStateRun[player->class]) < 4)
+ {
+ P_SetMobjState(player->mo, PStateNormal[player->class]);
+ }
+ }
+ 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 (P_GetThingFloorType(mo) == FLOOR_ICE)
+ {
+ 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);
+ }
+ }
+}
+
+
+// Move this to p_inter ***
+void P_MonsterFallingDamage(mobj_t * mo)
+{
+ int damage;
+ int mom;
+
+ mom = abs(mo->momz);
+ if (mom > 35 * FRACUNIT)
+ { // automatic death
+ damage = 10000;
+ }
+ else
+ {
+ damage = ((mom - (23 * FRACUNIT)) * 6) >> FRACBITS;
+ }
+ damage = 10000; // always kill 'em
+ P_DamageMobj(mo, NULL, NULL, damage);
+}
+
+
+
+/*
+===============
+=
+= 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_HOLY_FX)
+ { // The spirit struck the ground
+ mo->momz = 0;
+ P_HitFloor(mo);
+ return;
+ }
+ else if (mo->type == MT_MNTRFX2 || mo->type == MT_LIGHTNING_FLOOR)
+ { // Minotaur floor fire can go up steps
+ return;
+ }
+ else
+ {
+ P_HitFloor(mo);
+ P_ExplodeMissile(mo);
+ return;
+ }
+ }
+ if (mo->flags & MF_COUNTKILL) // Blasted mobj falling
+ {
+ if (mo->momz < -(23 * FRACUNIT))
+ {
+ P_MonsterFallingDamage(mo);
+ }
+ }
+ if (mo->z - mo->momz > mo->floorz)
+ { // Spawn splashes, etc.
+ P_HitFloor(mo);
+ }
+ mo->z = mo->floorz;
+ if (mo->momz < 0)
+ {
+ if (mo->flags2 & MF2_ICEDAMAGE && mo->momz < -GRAVITY * 8)
+ {
+ mo->tics = 1;
+ mo->momx = 0;
+ mo->momy = 0;
+ mo->momz = 0;
+ return;
+ }
+ if (mo->player)
+ {
+ mo->player->jumpTics = 7; // delay any jumping for a short time
+ if (mo->momz < -GRAVITY * 8 && !(mo->flags2 & MF2_FLY))
+ { // squat down
+ mo->player->deltaviewheight = mo->momz >> 3;
+ if (mo->momz < -23 * FRACUNIT)
+ {
+ P_FallingDamage(mo->player);
+ P_NoiseAlert(mo, mo);
+ }
+ else if (mo->momz < -GRAVITY * 12
+ && !mo->player->morphTics)
+ {
+ S_StartSound(mo, SFX_PLAYER_LAND);
+ switch (mo->player->class)
+ {
+ case PCLASS_FIGHTER:
+ S_StartSound(mo, SFX_PLAYER_FIGHTER_GRUNT);
+ break;
+ case PCLASS_CLERIC:
+ S_StartSound(mo, SFX_PLAYER_CLERIC_GRUNT);
+ break;
+ case PCLASS_MAGE:
+ S_StartSound(mo, SFX_PLAYER_MAGE_GRUNT);
+ break;
+ default:
+ break;
+ }
+ }
+ else if ((P_GetThingFloorType(mo) < FLOOR_LIQUID) &&
+ (!mo->player->morphTics))
+ {
+ S_StartSound(mo, SFX_PLAYER_LAND);
+ }
+ // haleyjd: removed externdriver crap
+ mo->player->centering = true;
+ }
+ }
+ else if (mo->type >= MT_POTTERY1 && mo->type <= MT_POTTERY3)
+ {
+ P_DamageMobj(mo, NULL, NULL, 25);
+ }
+ else if (mo->flags & MF_COUNTKILL)
+ {
+ if (mo->momz < -23 * FRACUNIT)
+ {
+ // Doesn't get here
+ }
+ }
+ 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) && !(mo->flags2 & MF2_ICEDAMAGE))
+ {
+ 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->flags2 & MF2_FLOORBOUNCE)
+ {
+ // Maybe reverse momentum here for ceiling bounce
+ // Currently won't happen
+
+ if (mo->info->seesound)
+ {
+ S_StartSound(mo, mo->info->seesound);
+ }
+ return;
+ }
+ if (mo->flags & MF_SKULLFLY)
+ { // the skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->flags & MF_MISSILE)
+ {
+ if (mo->type == MT_LIGHTNING_CEILING)
+ {
+ return;
+ }
+ if (mo->subsector->sector->ceilingpic == skyflatnum)
+ {
+ if (mo->type == MT_BLOODYSKULL)
+ {
+ mo->momx = mo->momy = 0;
+ mo->momz = -FRACUNIT;
+ }
+ else if (mo->type == MT_HOLY_FX)
+ {
+ P_ExplodeMissile(mo);
+ }
+ else
+ {
+ P_RemoveMobj(mo);
+ }
+ return;
+ }
+ P_ExplodeMissile(mo);
+ return;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_BlasterMobjThinker
+//
+//
+//----------------------------------------------------------------------------
+
+void P_BlasterMobjThinker(mobj_t * mobj)
+{
+ int i;
+ fixed_t xfrac;
+ fixed_t yfrac;
+ fixed_t zfrac;
+ fixed_t z;
+ boolean changexy;
+ mobj_t *mo;
+
+ // 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)
+ {
+ if (mobj->type == MT_MWAND_MISSILE && (P_Random() < 128))
+ {
+ z = mobj->z - 8 * FRACUNIT;
+ if (z < mobj->floorz)
+ {
+ z = mobj->floorz;
+ }
+ P_SpawnMobj(mobj->x, mobj->y, z, MT_MWANDSMOKE);
+ }
+ else if (!--mobj->special1)
+ {
+ mobj->special1 = 4;
+ z = mobj->z - 12 * FRACUNIT;
+ if (z < mobj->floorz)
+ {
+ z = mobj->floorz;
+ }
+ mo = P_SpawnMobj(mobj->x, mobj->y, z, MT_CFLAMEFLOOR);
+ if (mo)
+ {
+ mo->angle = mobj->angle;
+ }
+ }
+ }
+ }
+ }
+ // Advance the state
+ if (mobj->tics != -1)
+ {
+ mobj->tics--;
+ while (!mobj->tics)
+ {
+ if (!P_SetMobjState(mobj, mobj->state->nextstate))
+ { // mobj was removed
+ return;
+ }
+ }
+ }
+}
+
+//===========================================================================
+//
+// PlayerLandedOnThing
+//
+//===========================================================================
+
+static void PlayerLandedOnThing(mobj_t * mo, mobj_t * onmobj)
+{
+ mo->player->deltaviewheight = mo->momz >> 3;
+ if (mo->momz < -23 * FRACUNIT)
+ {
+ P_FallingDamage(mo->player);
+ P_NoiseAlert(mo, mo);
+ }
+ else if (mo->momz < -GRAVITY * 12 && !mo->player->morphTics)
+ {
+ S_StartSound(mo, SFX_PLAYER_LAND);
+ switch (mo->player->class)
+ {
+ case PCLASS_FIGHTER:
+ S_StartSound(mo, SFX_PLAYER_FIGHTER_GRUNT);
+ break;
+ case PCLASS_CLERIC:
+ S_StartSound(mo, SFX_PLAYER_CLERIC_GRUNT);
+ break;
+ case PCLASS_MAGE:
+ S_StartSound(mo, SFX_PLAYER_MAGE_GRUNT);
+ break;
+ default:
+ break;
+ }
+ }
+ else if (!mo->player->morphTics)
+ {
+ S_StartSound(mo, SFX_PLAYER_LAND);
+ }
+ // haleyjd: removed externdriver crap
+ mo->player->centering = true;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_MobjThinker
+//
+//----------------------------------------------------------------------------
+
+void P_MobjThinker(mobj_t * mobj)
+{
+ mobj_t *onmo;
+/*
+ // Reset to not blasted when momentums are gone
+ if((mobj->flags2&MF2_BLASTED) && (!(mobj->momx)) && (!(mobj->momy)))
+ ResetBlasted(mobj);
+*/
+ // Handle X and Y momentums
+ BlockingMobj = NULL;
+ if (mobj->momx || mobj->momy || (mobj->flags & MF_SKULLFLY))
+ {
+ P_XYMovement(mobj);
+ if (mobj->thinker.function == (think_t) - 1)
+ { // mobj was removed
+ return;
+ }
+ }
+ else if (mobj->flags2 & MF2_BLASTED)
+ { // Reset to not blasted when momentums are gone
+ ResetBlasted(mobj);
+ }
+ if (mobj->flags2 & MF2_FLOATBOB)
+ { // Floating item bobbing motion (special1 is height)
+ mobj->z = mobj->floorz +
+ mobj->special1 + FloatBobOffsets[(mobj->health++) & 63];
+ }
+ else if ((mobj->z != mobj->floorz) || mobj->momz || BlockingMobj)
+ { // Handle Z momentum and gravity
+ if (mobj->flags2 & MF2_PASSMOBJ)
+ {
+ if (!(onmo = P_CheckOnmobj(mobj)))
+ {
+ P_ZMovement(mobj);
+ if (mobj->player && mobj->flags & MF2_ONMOBJ)
+ {
+ mobj->flags2 &= ~MF2_ONMOBJ;
+ }
+ }
+ else
+ {
+ if (mobj->player)
+ {
+ if (mobj->momz < -GRAVITY * 8
+ && !(mobj->flags2 & MF2_FLY))
+ {
+ PlayerLandedOnThing(mobj, onmo);
+ }
+ if (onmo->z + onmo->height - mobj->z <= 24 * FRACUNIT)
+ {
+ mobj->player->viewheight -= onmo->z + onmo->height
+ - mobj->z;
+ mobj->player->deltaviewheight =
+ (VIEWHEIGHT - mobj->player->viewheight) >> 3;
+ mobj->z = onmo->z + onmo->height;
+ mobj->flags2 |= MF2_ONMOBJ;
+ mobj->momz = 0;
+ }
+ else
+ { // hit the bottom of the blocking mobj
+ mobj->momz = 0;
+ }
+ }
+/* Landing on another player, and mimicking his movements
+ if(mobj->player && onmo->player)
+ {
+ 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;
+ }
+ }
+ }
+}
+
+//==========================================================================
+//
+// 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 if (mobj->flags2 & MF2_FLOATBOB)
+ {
+ mobj->z = mobj->floorz + z; // artifact z passed in as height
+ }
+ else
+ {
+ mobj->z = z;
+ }
+ if (mobj->flags2 & MF2_FLOORCLIP
+ && P_GetThingFloorType(mobj) >= FLOOR_LIQUID
+ && mobj->z == mobj->subsector->sector->floorheight)
+ {
+ mobj->floorclip = 10 * FRACUNIT;
+ }
+ else
+ {
+ mobj->floorclip = 0;
+ }
+
+ mobj->thinker.function = P_MobjThinker;
+ P_AddThinker(&mobj->thinker);
+ return (mobj);
+}
+
+//==========================================================================
+//
+// P_RemoveMobj
+//
+//==========================================================================
+
+void P_RemoveMobj(mobj_t * mobj)
+{
+ // Remove from creature queue
+ if (mobj->flags & MF_COUNTKILL && mobj->flags & MF_CORPSE)
+ {
+ A_DeQueueCorpse(mobj);
+ }
+
+ if (mobj->tid)
+ { // Remove from TID list
+ P_RemoveMobjFromTIDList(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;
+
+ if (!playeringame[mthing->type - 1])
+ { // Not playing
+ return;
+ }
+ p = &players[mthing->type - 1];
+ if (p->playerstate == PST_REBORN)
+ {
+ G_PlayerReborn(mthing->type - 1);
+ }
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+ z = ONFLOORZ;
+ if (randomclass && deathmatch)
+ {
+ p->class = P_Random() % 3;
+ if (p->class == PlayerClass[mthing->type - 1])
+ {
+ p->class = (p->class + 1) % 3;
+ }
+ PlayerClass[mthing->type - 1] = p->class;
+ SB_SetClassData();
+ }
+ else
+ {
+ p->class = PlayerClass[mthing->type - 1];
+ }
+ switch (p->class)
+ {
+ case PCLASS_FIGHTER:
+ mobj = P_SpawnMobj(x, y, z, MT_PLAYER_FIGHTER);
+ break;
+ case PCLASS_CLERIC:
+ mobj = P_SpawnMobj(x, y, z, MT_PLAYER_CLERIC);
+ break;
+ case PCLASS_MAGE:
+ mobj = P_SpawnMobj(x, y, z, MT_PLAYER_MAGE);
+ break;
+ default:
+ I_Error("P_SpawnPlayer: Unknown class type");
+ return;
+ }
+
+ // Set translation table data
+ if (p->class == PCLASS_FIGHTER
+ && (mthing->type == 1 || mthing->type == 3))
+ {
+ // The first type should be blue, and the third should be the
+ // Fighter's original gold color
+ if (mthing->type == 1)
+ {
+ mobj->flags |= 2 << MF_TRANSSHIFT;
+ }
+ }
+ else if (mthing->type > 1)
+ { // Set color translation bits 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_ClearMessage(p);
+ p->damagecount = 0;
+ p->bonuscount = 0;
+ p->poisoncount = 0;
+ p->morphTics = 0;
+ p->extralight = 0;
+ p->fixedcolormap = 0;
+ p->viewheight = VIEWHEIGHT;
+ P_SetupPsprites(p);
+ if (deathmatch)
+ { // Give all keys in death match mode
+ p->keys = 2047;
+ }
+}
+
+//==========================================================================
+//
+// P_SpawnMapThing
+//
+// The fields of the mapthing should already be in host byte order.
+//
+//==========================================================================
+
+void P_SpawnMapThing(mapthing_t * mthing)
+{
+ int i;
+ unsigned int spawnMask;
+ mobj_t *mobj;
+ fixed_t x, y, z;
+ static unsigned int classFlags[] = {
+ MTF_FIGHTER,
+ MTF_CLERIC,
+ MTF_MAGE
+ };
+
+ // Count deathmatch start positions
+ if (mthing->type == 11)
+ {
+ if (deathmatch_p < &deathmatchstarts[MAXDEATHMATCHSTARTS])
+ {
+ memcpy(deathmatch_p, mthing, sizeof(*mthing));
+ deathmatch_p++;
+ }
+ return;
+ }
+ if (mthing->type == PO_ANCHOR_TYPE)
+ { // Polyobj Anchor Pt.
+ return;
+ }
+ else if (mthing->type == PO_SPAWN_TYPE
+ || mthing->type == PO_SPAWNCRUSH_TYPE)
+ { // Polyobj Anchor Pt.
+ po_NumPolyobjs++;
+ return;
+ }
+
+ // Check for player starts 1 to 4
+ if (mthing->type <= 4)
+ {
+ playerstarts[mthing->arg1][mthing->type - 1] = *mthing;
+ if (!deathmatch && !mthing->arg1)
+ {
+ P_SpawnPlayer(mthing);
+ }
+ return;
+ }
+ // Check for player starts 5 to 8
+ if (mthing->type >= 9100 && mthing->type <= 9103)
+ {
+ mapthing_t *player_start;
+ int player;
+
+ player = 4 + mthing->type - 9100;
+
+ player_start = &playerstarts[mthing->arg1][player];
+ memcpy(player_start, mthing, sizeof(mapthing_t));
+ player_start->type = player + 1;
+
+ if (!deathmatch && !player_start->arg1)
+ {
+ P_SpawnPlayer(player_start);
+ }
+ return;
+ }
+
+ if (mthing->type >= 1400 && mthing->type < 1410)
+ {
+ R_PointInSubsector(mthing->x << FRACBITS,
+ mthing->y << FRACBITS)->sector->seqType =
+ mthing->type - 1400;
+ return;
+ }
+
+ // Check current game type with spawn flags
+ if (netgame == false)
+ {
+ spawnMask = MTF_GSINGLE;
+ }
+ else if (deathmatch)
+ {
+ spawnMask = MTF_GDEATHMATCH;
+ }
+ else
+ {
+ spawnMask = MTF_GCOOP;
+ }
+ if (!(mthing->options & spawnMask))
+ {
+ return;
+ }
+
+ // Check current skill with spawn flags
+ if (gameskill == sk_baby || gameskill == sk_easy)
+ {
+ spawnMask = MTF_EASY;
+ }
+ else if (gameskill == sk_hard || gameskill == sk_nightmare)
+ {
+ spawnMask = MTF_HARD;
+ }
+ else
+ {
+ spawnMask = MTF_NORMAL;
+ }
+ if (!(mthing->options & spawnMask))
+ {
+ return;
+ }
+
+ // Check current character classes with spawn flags
+ if (netgame == false)
+ { // Single player
+ if ((mthing->options & classFlags[PlayerClass[0]]) == 0)
+ { // Not for current class
+ return;
+ }
+ }
+ else if (deathmatch == false)
+ { // Cooperative
+ spawnMask = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ spawnMask |= classFlags[PlayerClass[i]];
+ }
+ }
+ if ((mthing->options & spawnMask) == 0)
+ {
+ return;
+ }
+ }
+
+ // Find which type to spawn
+ for (i = 0; i < NUMMOBJTYPES; i++)
+ {
+ if (mthing->type == mobjinfo[i].doomednum)
+ {
+ break;
+ }
+ }
+
+ if (i == NUMMOBJTYPES)
+ { // Can't find thing type
+ 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 monsters if -nomonsters
+ if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL))
+ {
+ return;
+ }
+
+ 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 if (mobjinfo[i].flags2 & MF2_FLOATBOB)
+ {
+ z = mthing->height << FRACBITS;
+ }
+ else
+ {
+ z = ONFLOORZ;
+ }
+ switch (i)
+ { // Special stuff
+ case MT_ZLYNCHED_NOHEART:
+ P_SpawnMobj(x, y, ONFLOORZ, MT_BLOODPOOL);
+ break;
+ default:
+ break;
+ }
+ mobj = P_SpawnMobj(x, y, z, i);
+ if (z == ONFLOORZ)
+ {
+ mobj->z += mthing->height << FRACBITS;
+ }
+ else if (z == ONCEILINGZ)
+ {
+ mobj->z -= mthing->height << FRACBITS;
+ }
+ mobj->tid = mthing->tid;
+ mobj->special = mthing->special;
+ mobj->args[0] = mthing->arg1;
+ mobj->args[1] = mthing->arg2;
+ mobj->args[2] = mthing->arg3;
+ mobj->args[3] = mthing->arg4;
+ mobj->args[4] = mthing->arg5;
+ if (mobj->flags2 & MF2_FLOATBOB)
+ { // Seed random starting index for bobbing motion
+ mobj->health = P_Random();
+ mobj->special1 = mthing->height << FRACBITS;
+ }
+ if (mobj->tics > 0)
+ {
+ mobj->tics = 1 + (P_Random() % mobj->tics);
+ }
+// if(mobj->flags&MF_COUNTITEM)
+// {
+// totalitems++;
+// }
+ if (mobj->flags & MF_COUNTKILL)
+ {
+ // Quantize angle to 45 degree increments
+ mobj->angle = ANG45 * (mthing->angle / 45);
+ }
+ else
+ {
+ // Scale angle correctly (source is 0..359)
+ mobj->angle = ((mthing->angle << 8) / 360) << 24;
+ }
+ if (mthing->options & MTF_AMBUSH)
+ {
+ mobj->flags |= MF_AMBUSH;
+ }
+ if (mthing->options & MTF_DORMANT)
+ {
+ mobj->flags2 |= MF2_DORMANT;
+ if (mobj->type == MT_ICEGUY)
+ {
+ P_SetMobjState(mobj, S_ICEGUY_DORMANT);
+ }
+ mobj->tics = -1;
+ }
+}
+
+//==========================================================================
+//
+// P_CreateTIDList
+//
+//==========================================================================
+
+void P_CreateTIDList(void)
+{
+ int i;
+ mobj_t *mobj;
+ thinker_t *t;
+
+ i = 0;
+ for (t = thinkercap.next; t != &thinkercap; t = t->next)
+ { // Search all current thinkers
+ if (t->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mobj = (mobj_t *) t;
+ if (mobj->tid != 0)
+ { // Add to list
+ if (i == MAX_TID_COUNT)
+ {
+ I_Error("P_CreateTIDList: MAX_TID_COUNT (%d) exceeded.",
+ MAX_TID_COUNT);
+ }
+ TIDList[i] = mobj->tid;
+ TIDMobj[i++] = mobj;
+ }
+ }
+ // Add termination marker
+ TIDList[i] = 0;
+}
+
+//==========================================================================
+//
+// P_InsertMobjIntoTIDList
+//
+//==========================================================================
+
+void P_InsertMobjIntoTIDList(mobj_t * mobj, int tid)
+{
+ int i;
+ int index;
+
+ index = -1;
+ for (i = 0; TIDList[i] != 0; i++)
+ {
+ if (TIDList[i] == -1)
+ { // Found empty slot
+ index = i;
+ break;
+ }
+ }
+ if (index == -1)
+ { // Append required
+ if (i == MAX_TID_COUNT)
+ {
+ I_Error("P_InsertMobjIntoTIDList: MAX_TID_COUNT (%d)"
+ "exceeded.", MAX_TID_COUNT);
+ }
+ index = i;
+ TIDList[index + 1] = 0;
+ }
+ mobj->tid = tid;
+ TIDList[index] = tid;
+ TIDMobj[index] = mobj;
+}
+
+//==========================================================================
+//
+// P_RemoveMobjFromTIDList
+//
+//==========================================================================
+
+void P_RemoveMobjFromTIDList(mobj_t * mobj)
+{
+ int i;
+
+ for (i = 0; TIDList[i] != 0; i++)
+ {
+ if (TIDMobj[i] == mobj)
+ {
+ TIDList[i] = -1;
+ TIDMobj[i] = NULL;
+ mobj->tid = 0;
+ return;
+ }
+ }
+ mobj->tid = 0;
+}
+
+//==========================================================================
+//
+// P_FindMobjFromTID
+//
+//==========================================================================
+
+mobj_t *P_FindMobjFromTID(int tid, int *searchPosition)
+{
+ int i;
+
+ for (i = *searchPosition + 1; TIDList[i] != 0; i++)
+ {
+ if (TIDList[i] == tid)
+ {
+ *searchPosition = i;
+ return TIDMobj[i];
+ }
+ }
+ *searchPosition = -1;
+ return NULL;
+}
+
+/*
+===============================================================================
+
+ 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 (linetarget && puff->info->seesound)
+ { // Hit thing sound
+ S_StartSound(puff, puff->info->seesound);
+ }
+ else if (puff->info->attacksound)
+ {
+ S_StartSound(puff, puff->info->attacksound);
+ }
+ switch (PuffType)
+ {
+ case MT_PUNCHPUFF:
+ puff->momz = FRACUNIT;
+ break;
+ case MT_HAMMERPUFF:
+ puff->momz = .8 * FRACUNIT;
+ break;
+ default:
+ break;
+ }
+ PuffSpawned = puff;
+}
+
+/*
+================
+=
+= 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()) << 10;
+ mo->momy = (P_Random() - P_Random()) << 10;
+ mo->momz = 3 * FRACUNIT;
+}
+
+//===========================================================================
+//
+// P_BloodSplatter2
+//
+//===========================================================================
+
+void P_BloodSplatter2(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(x + ((P_Random() - 128) << 11),
+ y + ((P_Random() - 128) << 11), z, MT_AXEBLOOD);
+ mo->target = originator;
+}
+
+//---------------------------------------------------------------------------
+//
+// 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)
+{
+ if (thing->floorpic)
+ {
+ return (TerrainTypes[thing->floorpic]);
+ }
+ else
+ {
+ 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
+//
+//---------------------------------------------------------------------------
+#define SMALLSPLASHCLIP 12<<FRACBITS;
+
+int P_HitFloor(mobj_t * thing)
+{
+ mobj_t *mo;
+ int smallsplash = false;
+
+ if (thing->floorz != thing->subsector->sector->floorheight)
+ { // don't splash if landing on the edge above water/lava/etc....
+ return (FLOOR_SOLID);
+ }
+
+ // Things that don't splash go here
+ switch (thing->type)
+ {
+ case MT_LEAF1:
+ case MT_LEAF2:
+// case MT_BLOOD: // I set these to low mass -- pm
+// case MT_BLOODSPLATTER:
+ case MT_SPLASH:
+ case MT_SLUDGECHUNK:
+ return (FLOOR_SOLID);
+ default:
+ break;
+ }
+
+ // Small splash for small masses
+ if (thing->info->mass < 10)
+ smallsplash = true;
+
+ switch (P_GetThingFloorType(thing))
+ {
+ case FLOOR_WATER:
+ if (smallsplash)
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
+ if (mo)
+ mo->floorclip += SMALLSPLASHCLIP;
+ S_StartSound(mo, SFX_AMBIENT10); // small drip
+ }
+ else
+ {
+ 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);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
+ if (thing->player)
+ P_NoiseAlert(thing, thing);
+ S_StartSound(mo, SFX_WATER_SPLASH);
+ }
+ return (FLOOR_WATER);
+ case FLOOR_LAVA:
+ if (smallsplash)
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
+ if (mo)
+ mo->floorclip += SMALLSPLASHCLIP;
+ }
+ else
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE);
+ mo->momz = FRACUNIT + (P_Random() << 7);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
+ if (thing->player)
+ P_NoiseAlert(thing, thing);
+ }
+ S_StartSound(mo, SFX_LAVA_SIZZLE);
+ if (thing->player && leveltime & 31)
+ {
+ P_DamageMobj(thing, &LavaInflictor, NULL, 5);
+ }
+ return (FLOOR_LAVA);
+ case FLOOR_SLUDGE:
+ if (smallsplash)
+ {
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ,
+ MT_SLUDGESPLASH);
+ if (mo)
+ mo->floorclip += SMALLSPLASHCLIP;
+ }
+ else
+ {
+ 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);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ,
+ MT_SLUDGESPLASH);
+ if (thing->player)
+ P_NoiseAlert(thing, thing);
+ }
+ S_StartSound(mo, SFX_SLUDGE_GLOOP);
+ 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 + source->floorclip;
+ break;
+ case MT_CENTAUR_FX:
+ z = source->z + 45 * FRACUNIT;
+ break;
+ case MT_ICEGUY_FX:
+ z = source->z + 40 * FRACUNIT;
+ break;
+ case MT_HOLY_MISSILE:
+ z = source->z + 40 * FRACUNIT;
+ break;
+ default:
+ z = source->z + 32 * FRACUNIT;
+ break;
+ }
+ z -= source->floorclip;
+ 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_SpawnMissileXYZ
+//
+// Returns NULL if the missile exploded immediately, otherwise returns
+// a mobj_t pointer to the missile.
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SpawnMissileXYZ(fixed_t x, fixed_t y, fixed_t z,
+ mobj_t * source, mobj_t * dest, mobjtype_t type)
+{
+ mobj_t *th;
+ angle_t an;
+ int dist;
+
+ z -= source->floorclip;
+ th = P_SpawnMobj(x, 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 + source->floorclip;
+ break;
+ case MT_ICEGUY_FX2: // Secondary Projectiles of the Ice Guy
+ z = source->z + 3 * FRACUNIT;
+ break;
+ case MT_MSTAFF_FX2:
+ z = source->z + 40 * FRACUNIT;
+ break;
+ default:
+ z = source->z + 32 * FRACUNIT;
+ break;
+ }
+ z -= source->floorclip;
+ 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);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_SpawnMissileAngleSpeed
+//
+// Returns NULL if the missile exploded immediately, otherwise returns
+// a mobj_t pointer to the missile.
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SpawnMissileAngleSpeed(mobj_t * source, mobjtype_t type,
+ angle_t angle, fixed_t momz, fixed_t speed)
+{
+ fixed_t z;
+ mobj_t *mo;
+
+ z = source->z;
+ z -= source->floorclip;
+ 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(speed, finecosine[angle]);
+ mo->momy = FixedMul(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;
+ if (type == MT_LIGHTNING_FLOOR)
+ {
+ z = ONFLOORZ;
+ slope = 0;
+ }
+ else if (type == MT_LIGHTNING_CEILING)
+ {
+ z = ONCEILINGZ;
+ slope = 0;
+ }
+ else
+ {
+ z = source->z + 4 * 8 * FRACUNIT +
+ ((source->player->lookdir) << FRACBITS) / 173;
+ z -= source->floorclip;
+ }
+ 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_MWAND_MISSILE
+ || MissileMobj->type == MT_CFLAME_MISSILE)
+ { // 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);
+}
+
+
+//----------------------------------------------------------------------------
+//
+// P_SpawnPlayerMinotaur -
+//
+// Special missile that has larger blocking than player
+//----------------------------------------------------------------------------
+
+/*
+mobj_t *P_SpawnPlayerMinotaur(mobj_t *source, mobjtype_t type)
+{
+ angle_t an;
+ fixed_t x, y, z;
+ fixed_t dist=0 *FRACUNIT;
+
+ an = source->angle;
+ x = source->x + FixedMul(dist, finecosine[an>>ANGLETOFINESHIFT]);
+ y = source->y + FixedMul(dist, finesine[an>>ANGLETOFINESHIFT]);
+ z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;
+ z -= source->floorclip;
+ 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 = 0;
+
+// MissileMobj->x += (MissileMobj->momx>>3);
+// MissileMobj->y += (MissileMobj->momy>>3);
+// MissileMobj->z += (MissileMobj->momz>>3);
+
+ if(!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))
+ { // Wouln't fit
+
+ 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;
+ z -= source->floorclip;
+ 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);
+}
+
+//===========================================================================
+//
+// P_SPMAngleXYZ
+//
+//===========================================================================
+
+mobj_t *P_SPMAngleXYZ(mobj_t * source, fixed_t x, fixed_t y,
+ fixed_t z, mobjtype_t type, angle_t angle)
+{
+ mobj_t *th;
+ angle_t an;
+ fixed_t 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;
+ }
+ }
+ z += 4 * 8 * FRACUNIT + ((source->player->lookdir) << FRACBITS) / 173;
+ z -= source->floorclip;
+ 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);
+}
+
+mobj_t *P_SpawnKoraxMissile(fixed_t x, fixed_t y, fixed_t z,
+ mobj_t * source, mobj_t * dest, mobjtype_t type)
+{
+ mobj_t *th;
+ angle_t an;
+ int dist;
+
+ z -= source->floorclip;
+ th = P_SpawnMobj(x, y, z, type);
+ if (th->info->seesound)
+ {
+ S_StartSound(th, th->info->seesound);
+ }
+ th->target = source; // Originator
+ an = R_PointToAngle2(x, 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 - x, dest->y - y);
+ dist = dist / th->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ th->momz = (dest->z - z + (30 * FRACUNIT)) / dist;
+ return (P_CheckMissileSpawn(th) ? th : NULL);
+}