diff options
Diffstat (limited to 'src/hexen/p_mobj.c')
-rw-r--r-- | src/hexen/p_mobj.c | 2473 |
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); +} |