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-rw-r--r--src/hexen/p_mobj.c3812
1 files changed, 1923 insertions, 1889 deletions
diff --git a/src/hexen/p_mobj.c b/src/hexen/p_mobj.c
index 1f9b5830..11124794 100644
--- a/src/hexen/p_mobj.c
+++ b/src/hexen/p_mobj.c
@@ -1,14 +1,26 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+//-----------------------------------------------------------------------------
-//**************************************************************************
-//**
-//** p_mobj.c : Heretic 2 : Raven Software, Corp.
-//**
-//** $RCSfile: p_mobj.c,v $
-//** $Revision: 1.133 $
-//** $Date: 96/01/12 12:31:43 $
-//** $Author: bgokey $
-//**
-//**************************************************************************
// HEADER FILES ------------------------------------------------------------
@@ -26,15 +38,15 @@
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void G_PlayerReborn(int player);
-void P_MarkAsLeaving(mobj_t *corpse);
+void P_MarkAsLeaving(mobj_t * corpse);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
-void P_SpawnMapThing(mapthing_t *mthing);
+void P_SpawnMapThing(mapthing_t * mthing);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
-static void PlayerLandedOnThing(mobj_t *mo, mobj_t *onmobj);
+static void PlayerLandedOnThing(mobj_t * mo, mobj_t * onmobj);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
@@ -45,29 +57,28 @@ extern mobj_t LavaInflictor;
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
+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 int TIDList[MAX_TID_COUNT + 1]; // +1 for termination marker
static mobj_t *TIDMobj[MAX_TID_COUNT];
// CODE --------------------------------------------------------------------
@@ -80,26 +91,26 @@ static mobj_t *TIDMobj[MAX_TID_COUNT];
//
//==========================================================================
-boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
+boolean P_SetMobjState(mobj_t * mobj, statenum_t state)
{
- state_t *st;
-
- if(state == S_NULL)
- { // Remove mobj
- mobj->state = 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);
+ state_t *st;
+
+ if (state == S_NULL)
+ { // Remove mobj
+ mobj->state = 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);
}
//==========================================================================
@@ -110,22 +121,22 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
//
//==========================================================================
-boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state)
+boolean P_SetMobjStateNF(mobj_t * mobj, statenum_t state)
{
- state_t *st;
-
- if(state == S_NULL)
- { // Remove mobj
- mobj->state = 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);
+ state_t *st;
+
+ if (state == S_NULL)
+ { // Remove mobj
+ mobj->state = 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);
}
//----------------------------------------------------------------------------
@@ -134,30 +145,30 @@ boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state)
//
//----------------------------------------------------------------------------
-void P_ExplodeMissile(mobj_t *mo)
+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;
- }
+ 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;
+ }
}
//----------------------------------------------------------------------------
@@ -166,66 +177,67 @@ void P_ExplodeMissile(mobj_t *mo)
//
//----------------------------------------------------------------------------
-void P_FloorBounceMissile(mobj_t *mo)
+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);
+ 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);
}
//----------------------------------------------------------------------------
@@ -234,11 +246,11 @@ void P_FloorBounceMissile(mobj_t *mo)
//
//----------------------------------------------------------------------------
-void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move)
+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]);
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx += FixedMul(move, finecosine[angle]);
+ mo->momy += FixedMul(move, finesine[angle]);
}
//----------------------------------------------------------------------------
@@ -251,42 +263,42 @@ void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move)
//
//----------------------------------------------------------------------------
-int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta)
+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 > ANGLE_180)
- {
- *delta = ANGLE_MAX-diff;
- return(0);
- }
- else
- {
- *delta = diff;
- return(1);
- }
- }
- else
- {
- diff = angle1-angle2;
- if(diff > ANGLE_180)
- {
- *delta = ANGLE_MAX-diff;
- return(1);
- }
- else
- {
- *delta = diff;
- return(0);
- }
- }
+ 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 > ANGLE_180)
+ {
+ *delta = ANGLE_MAX - diff;
+ return (0);
+ }
+ else
+ {
+ *delta = diff;
+ return (1);
+ }
+ }
+ else
+ {
+ diff = angle1 - angle2;
+ if (diff > ANGLE_180)
+ {
+ *delta = ANGLE_MAX - diff;
+ return (1);
+ }
+ else
+ {
+ *delta = diff;
+ return (0);
+ }
+ }
}
//----------------------------------------------------------------------------
@@ -297,57 +309,57 @@ int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta)
//
//----------------------------------------------------------------------------
-boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax)
+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);
+ 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);
}
//----------------------------------------------------------------------------
@@ -361,316 +373,327 @@ boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax)
#define FRICTION_LOW 0xf900
#define FRICTION_FLY 0xeb00
-void P_XYMovement(mobj_t *mo)
+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)
- +ANGLE_1*((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 += ANGLE_45;
- else
- angle -= ANGLE_45;
- break;
- default:
- // Reflection
- angle += ANGLE_1 * ((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);
- }
- }
+ 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) +
+ ANGLE_1 * ((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 += ANGLE_45;
+ else
+ angle -= ANGLE_45;
+ break;
+ default:
+ // Reflection
+ angle += ANGLE_1 * ((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)
+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);
+ 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);
}
@@ -683,224 +706,225 @@ void P_MonsterFallingDamage(mobj_t *mo)
===============
*/
-void P_ZMovement(mobj_t *mo)
+void P_ZMovement(mobj_t * mo)
{
- int dist;
- int delta;
+ 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;
- }
+ 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];
- }
+ 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);
- }
+ 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);
+ }
#ifdef __WATCOMC__
- if(!useexterndriver)
- {
- mo->player->centering = true;
- }
+ if (!useexterndriver)
+ {
+ mo->player->centering = true;
+ }
#else
- mo->player->centering = true;
+ mo->player->centering = true;
#endif
- }
- }
- 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;
- }
- }
+ }
+ }
+ 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;
+ }
+ }
}
//----------------------------------------------------------------------------
@@ -910,88 +934,87 @@ void P_ZMovement(mobj_t *mo)
//
//----------------------------------------------------------------------------
-void P_BlasterMobjThinker(mobj_t *mobj)
+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;
- }
- }
- }
+ 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;
+ }
+ }
+ }
}
//===========================================================================
@@ -1000,44 +1023,43 @@ void P_BlasterMobjThinker(mobj_t *mobj)
//
//===========================================================================
-static void PlayerLandedOnThing(mobj_t *mo, mobj_t *onmobj)
+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);
- }
+ 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);
+ }
#ifdef __WATCOMC__
- if(!useexterndriver)
- {
- mo->player->centering = true;
- }
+ if (!useexterndriver)
+ {
+ mo->player->centering = true;
+ }
#else
- mo->player->centering = true;
+ mo->player->centering = true;
#endif
}
@@ -1047,69 +1069,69 @@ static void PlayerLandedOnThing(mobj_t *mo, mobj_t *onmobj)
//
//----------------------------------------------------------------------------
-void P_MobjThinker(mobj_t *mobj)
+void P_MobjThinker(mobj_t * mobj)
{
- mobj_t *onmo;
+ 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;
- }
- }
+ // 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)
{
@@ -1128,31 +1150,31 @@ void P_MobjThinker(mobj_t *mobj)
}
}
*/
- }
- }
- else
- {
- P_ZMovement(mobj);
- }
- if(mobj->thinker.function == (think_t)-1)
- { // mobj was removed
- return;
- }
- }
-
- // Cycle through states, calling action functions at transitions
- if(mobj->tics != -1)
- {
- mobj->tics--;
- // you can cycle through multiple states in a tic
- while(!mobj->tics)
- {
- if(!P_SetMobjState(mobj, mobj->state->nextstate))
- { // mobj was removed
- return;
- }
- }
- }
+ }
+ }
+ else
+ {
+ 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;
+ }
+ }
+ }
}
//==========================================================================
@@ -1163,85 +1185,87 @@ void P_MobjThinker(mobj_t *mobj)
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);
+ 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);
}
//==========================================================================
@@ -1250,28 +1274,27 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
//
//==========================================================================
-void P_RemoveMobj(mobj_t *mobj)
+void P_RemoveMobj(mobj_t * mobj)
{
- // Remove from creature queue
- if(mobj->flags&MF_COUNTKILL &&
- mobj->flags&MF_CORPSE)
- {
- A_DeQueueCorpse(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);
- }
+ if (mobj->tid)
+ { // Remove from TID list
+ P_RemoveMobjFromTIDList(mobj);
+ }
- // Unlink from sector and block lists
- P_UnsetThingPosition(mobj);
+ // Unlink from sector and block lists
+ P_UnsetThingPosition(mobj);
- // Stop any playing sound
- S_StopSound(mobj);
+ // Stop any playing sound
+ S_StopSound(mobj);
- // Free block
- P_RemoveThinker((thinker_t *)mobj);
+ // Free block
+ P_RemoveThinker((thinker_t *) mobj);
}
//==========================================================================
@@ -1283,88 +1306,89 @@ void P_RemoveMobj(mobj_t *mobj)
//
//==========================================================================
-void P_SpawnPlayer(mapthing_t *mthing)
+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");
- break;
- }
-
- // 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;
- }
+ 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");
+ break;
+ }
+
+ // 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;
+ }
}
//==========================================================================
@@ -1375,234 +1399,234 @@ void P_SpawnPlayer(mapthing_t *mthing)
//
//==========================================================================
-void P_SpawnMapThing(mapthing_t *mthing)
+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)
- {
- mthing->type = 5+mthing->type-9100; // Translate to 5 - 8
- playerstarts[mthing->arg1][mthing->type-1] = *mthing;
- if(!deathmatch && !mthing->arg1)
- {
- P_SpawnPlayer(mthing);
- }
- 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;
- }
+ 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)
+ {
+ mthing->type = 5 + mthing->type - 9100; // Translate to 5 - 8
+ playerstarts[mthing->arg1][mthing->type - 1] = *mthing;
+ if (!deathmatch && !mthing->arg1)
+ {
+ P_SpawnPlayer(mthing);
+ }
+ 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;
+ }
}
//==========================================================================
@@ -1613,31 +1637,31 @@ void P_SpawnMapThing(mapthing_t *mthing)
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;
+ 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;
}
//==========================================================================
@@ -1646,33 +1670,33 @@ void P_CreateTIDList(void)
//
//==========================================================================
-void P_InsertMobjIntoTIDList(mobj_t *mobj, int tid)
+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;
+ 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;
}
//==========================================================================
@@ -1681,21 +1705,21 @@ void P_InsertMobjIntoTIDList(mobj_t *mobj, int tid)
//
//==========================================================================
-void P_RemoveMobjFromTIDList(mobj_t *mobj)
+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;
+ 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;
}
//==========================================================================
@@ -1706,18 +1730,18 @@ void P_RemoveMobjFromTIDList(mobj_t *mobj)
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;
+ int i;
+
+ for (i = *searchPosition + 1; TIDList[i] != 0; i++)
+ {
+ if (TIDList[i] == tid)
+ {
+ *searchPosition = i;
+ return TIDMobj[i];
+ }
+ }
+ *searchPosition = -1;
+ return NULL;
}
/*
@@ -1738,30 +1762,30 @@ 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;
+ 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;
}
/*
@@ -1795,15 +1819,15 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage)
//
//---------------------------------------------------------------------------
-void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator)
+void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator)
{
- mobj_t *mo;
+ 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;
+ 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;
}
//===========================================================================
@@ -1812,13 +1836,13 @@ void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator)
//
//===========================================================================
-void P_BloodSplatter2(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator)
+void P_BloodSplatter2(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator)
{
- mobj_t *mo;
+ mobj_t *mo;
- mo = P_SpawnMobj(x+((P_Random()-128)<<11), y+((P_Random()-128)<<11), z,
- MT_AXEBLOOD);
- mo->target = originator;
+ mo = P_SpawnMobj(x + ((P_Random() - 128) << 11),
+ y + ((P_Random() - 128) << 11), z, MT_AXEBLOOD);
+ mo->target = originator;
}
//---------------------------------------------------------------------------
@@ -1827,19 +1851,19 @@ void P_BloodSplatter2(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator)
//
//---------------------------------------------------------------------------
-void P_RipperBlood(mobj_t *mo)
+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;
+ 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;
}
//---------------------------------------------------------------------------
@@ -1848,16 +1872,16 @@ void P_RipperBlood(mobj_t *mo)
//
//---------------------------------------------------------------------------
-int P_GetThingFloorType(mobj_t *thing)
+int P_GetThingFloorType(mobj_t * thing)
{
- if(thing->floorpic)
- {
- return(TerrainTypes[thing->floorpic]);
- }
- else
- {
- return(TerrainTypes[thing->subsector->sector->floorpic]);
- }
+ if (thing->floorpic)
+ {
+ return (TerrainTypes[thing->floorpic]);
+ }
+ else
+ {
+ return (TerrainTypes[thing->subsector->sector->floorpic]);
+ }
/*
if(thing->subsector->sector->floorpic
== W_GetNumForName("FLTWAWA1")-firstflat)
@@ -1878,95 +1902,103 @@ int P_GetThingFloorType(mobj_t *thing)
//---------------------------------------------------------------------------
#define SMALLSPLASHCLIP 12<<FRACBITS;
-int P_HitFloor(mobj_t *thing)
+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);
+ 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);
}
@@ -1979,21 +2011,21 @@ int P_HitFloor(mobj_t *thing)
//
//---------------------------------------------------------------------------
-boolean P_CheckMissileSpawn(mobj_t *missile)
+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);
+ //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);
}
//---------------------------------------------------------------------------
@@ -2005,58 +2037,58 @@ boolean P_CheckMissileSpawn(mobj_t *missile)
//
//---------------------------------------------------------------------------
-mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
+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);
+ 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);
}
//---------------------------------------------------------------------------
@@ -2069,36 +2101,36 @@ mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
//---------------------------------------------------------------------------
mobj_t *P_SpawnMissileXYZ(fixed_t x, fixed_t y, fixed_t z,
- mobj_t *source, mobj_t *dest, mobjtype_t type)
+ 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);
+ 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);
}
//---------------------------------------------------------------------------
@@ -2110,43 +2142,43 @@ mobj_t *P_SpawnMissileXYZ(fixed_t x, fixed_t y, fixed_t z,
//
//---------------------------------------------------------------------------
-mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type,
- angle_t angle, fixed_t momz)
+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);
+ 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);
}
//---------------------------------------------------------------------------
@@ -2158,26 +2190,26 @@ mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type,
//
//---------------------------------------------------------------------------
-mobj_t *P_SpawnMissileAngleSpeed(mobj_t *source, mobjtype_t type,
- angle_t angle, fixed_t momz, fixed_t speed)
+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);
+ 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);
}
@@ -2191,77 +2223,78 @@ mobj_t *P_SpawnMissileAngleSpeed(mobj_t *source, mobjtype_t type,
================
*/
-mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type)
+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);
+ 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);
}
@@ -2269,7 +2302,7 @@ mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type)
//
// P_SpawnPlayerMinotaur -
//
-// Special missile that has larger blocking than player
+// Special missile that has larger blocking than player
//----------------------------------------------------------------------------
/*
@@ -2316,47 +2349,48 @@ mobj_t *P_SpawnPlayerMinotaur(mobj_t *source, mobjtype_t type)
//
//---------------------------------------------------------------------------
-mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle)
+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;
+ 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);
+ 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);
}
//===========================================================================
@@ -2365,77 +2399,77 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle)
//
//===========================================================================
-mobj_t *P_SPMAngleXYZ(mobj_t *source, fixed_t x, fixed_t y,
- fixed_t z, mobjtype_t type, angle_t angle)
+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;
+ 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);
+ 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 * 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);
+ 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);
}