From c7ddc423f67236a99956960cf9fe89abf077839b Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Fri, 5 Sep 2008 00:02:14 +0000 Subject: Reformat (beautify) Raven sources and add GPL headers. Subversion-branch: /branches/raven-branch Subversion-revision: 1197 --- src/heretic/p_mobj.c | 2439 +++++++++++++++++++++++++------------------------- 1 file changed, 1238 insertions(+), 1201 deletions(-) (limited to 'src/heretic/p_mobj.c') diff --git a/src/heretic/p_mobj.c b/src/heretic/p_mobj.c index 6a9232de..aff11167 100644 --- a/src/heretic/p_mobj.c +++ b/src/heretic/p_mobj.c @@ -1,3 +1,25 @@ +// 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 @@ -6,30 +28,29 @@ #include "sounds.h" #include "soundst.h" -void G_PlayerReborn (int player); -void P_SpawnMapThing (mapthing_t *mthing); +void G_PlayerReborn(int player); +void P_SpawnMapThing(mapthing_t * mthing); mobjtype_t PuffType; mobj_t *MissileMobj; -static 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 +static 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 }; //---------------------------------------------------------------------------- @@ -40,26 +61,26 @@ static fixed_t FloatBobOffsets[64] = // //---------------------------------------------------------------------------- -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); } //---------------------------------------------------------------------------- @@ -70,22 +91,22 @@ 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); } //---------------------------------------------------------------------------- @@ -94,23 +115,23 @@ boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state) // //---------------------------------------------------------------------------- -void P_ExplodeMissile(mobj_t *mo) +void P_ExplodeMissile(mobj_t * mo) { - if(mo->type == MT_WHIRLWIND) - { - if(++mo->special2 < 60) - { - return; - } - } - mo->momx = mo->momy = mo->momz = 0; - P_SetMobjState(mo, mobjinfo[mo->type].deathstate); - //mo->tics -= P_Random()&3; - mo->flags &= ~MF_MISSILE; - if(mo->info->deathsound) - { - S_StartSound(mo, mo->info->deathsound); - } + if (mo->type == MT_WHIRLWIND) + { + if (++mo->special2 < 60) + { + return; + } + } + mo->momx = mo->momy = mo->momz = 0; + P_SetMobjState(mo, mobjinfo[mo->type].deathstate); + //mo->tics -= P_Random()&3; + mo->flags &= ~MF_MISSILE; + if (mo->info->deathsound) + { + S_StartSound(mo, mo->info->deathsound); + } } //---------------------------------------------------------------------------- @@ -119,10 +140,10 @@ void P_ExplodeMissile(mobj_t *mo) // //---------------------------------------------------------------------------- -void P_FloorBounceMissile(mobj_t *mo) +void P_FloorBounceMissile(mobj_t * mo) { - mo->momz = -mo->momz; - P_SetMobjState(mo, mobjinfo[mo->type].deathstate); + mo->momz = -mo->momz; + P_SetMobjState(mo, mobjinfo[mo->type].deathstate); } //---------------------------------------------------------------------------- @@ -131,11 +152,11 @@ 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]); } //---------------------------------------------------------------------------- @@ -148,42 +169,42 @@ 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); + } + } } //---------------------------------------------------------------------------- @@ -195,56 +216,56 @@ 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-actor->z)/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 - actor->z) / dist; + } + return (true); } //---------------------------------------------------------------------------- @@ -258,186 +279,196 @@ 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; - 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 - P_SlideMove(mo); - } - else if(mo->flags&MF_MISSILE) - { // 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 - { - 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 - 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(player->chickenTics) - { - if((unsigned)((player->mo->state-states) - -S_CHICPLAY_RUN1) < 4) - { - P_SetMobjState(player->mo, S_CHICPLAY); - } - } - else - { - if((unsigned)((player->mo->state-states) - -S_PLAY_RUN1) < 4) - { - P_SetMobjState(player->mo, S_PLAY); - } - } - } - 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(special == 15) // Friction_Low - { - 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; + 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 + P_SlideMove(mo); + } + else if (mo->flags & MF_MISSILE) + { // 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 + { + 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 + 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 (player->chickenTics) + { + if ((unsigned) ((player->mo->state - states) + - S_CHICPLAY_RUN1) < 4) + { + P_SetMobjState(player->mo, S_CHICPLAY); + } + } + else + { + if ((unsigned) ((player->mo->state - states) + - S_PLAY_RUN1) < 4) + { + P_SetMobjState(player->mo, S_PLAY); + } + } + } + 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 (special == 15) // Friction_Low + { + 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); + } + } } @@ -449,139 +480,140 @@ void P_XYMovement(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_MNTRFX2) - { // Minotaur floor fire can go up steps - return; - } - else - { - P_ExplodeMissile(mo); - return; - } - } - if(mo->z-mo->momz > mo->floorz) - { // Spawn splashes, etc. - P_HitFloor(mo); - } - mo->z = mo->floorz; - if(mo->momz < 0) - { - if(mo->player && mo->momz < -GRAVITY*8 - && !(mo->flags2&MF2_FLY)) // squat down - { - mo->player->deltaviewheight = mo->momz>>3; - S_StartSound(mo, sfx_plroof); + 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_MNTRFX2) + { // Minotaur floor fire can go up steps + return; + } + else + { + P_ExplodeMissile(mo); + return; + } + } + if (mo->z - mo->momz > mo->floorz) + { // Spawn splashes, etc. + P_HitFloor(mo); + } + mo->z = mo->floorz; + if (mo->momz < 0) + { + if (mo->player && mo->momz < -GRAVITY * 8 && !(mo->flags2 & MF2_FLY)) // squat down + { + mo->player->deltaviewheight = mo->momz >> 3; + S_StartSound(mo, sfx_plroof); #ifdef __WATCOMC__ - if(!useexterndriver) - { - mo->player->centering = true; - } + if (!useexterndriver) + { + mo->player->centering = true; + } #else - mo->player->centering = true; + mo->player->centering = true; #endif - } - 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)) - { - 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->flags & MF_SKULLFLY) - { // the skull slammed into something - mo->momz = -mo->momz; - } - if (mo->flags & MF_MISSILE) - { - if(mo->subsector->sector->ceilingpic == skyflatnum) - { - if(mo->type == MT_BLOODYSKULL) - { - mo->momx = mo->momy = 0; - mo->momz = -FRACUNIT; - } - else - { - P_RemoveMobj(mo); - } - return; - } - P_ExplodeMissile(mo); - return; - } - } + } + 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)) + { + 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->flags & MF_SKULLFLY) + { // the skull slammed into something + mo->momz = -mo->momz; + } + if (mo->flags & MF_MISSILE) + { + if (mo->subsector->sector->ceilingpic == skyflatnum) + { + if (mo->type == MT_BLOODYSKULL) + { + mo->momx = mo->momy = 0; + mo->momz = -FRACUNIT; + } + else + { + P_RemoveMobj(mo); + } + return; + } + P_ExplodeMissile(mo); + return; + } + } } @@ -593,49 +625,50 @@ void P_ZMovement(mobj_t *mo) ================ */ -void P_NightmareRespawn (mobj_t *mobj) +void P_NightmareRespawn(mobj_t * mobj) { - fixed_t x,y,z; - subsector_t *ss; - mobj_t *mo; - mapthing_t *mthing; - - x = mobj->spawnpoint.x << FRACBITS; - y = mobj->spawnpoint.y << FRACBITS; - - if (!P_CheckPosition (mobj, x, y) ) - return; // somthing is occupying it's position + fixed_t x, y, z; + subsector_t *ss; + mobj_t *mo; + mapthing_t *mthing; + + x = mobj->spawnpoint.x << FRACBITS; + y = mobj->spawnpoint.y << FRACBITS; + + if (!P_CheckPosition(mobj, x, y)) + return; // somthing is occupying it's position // spawn a teleport fog at old spot - mo = P_SpawnMobj (mobj->x, mobj->y, - mobj->subsector->sector->floorheight+TELEFOGHEIGHT, MT_TFOG); - S_StartSound (mo, sfx_telept); + mo = P_SpawnMobj(mobj->x, mobj->y, + mobj->subsector->sector->floorheight + TELEFOGHEIGHT, + MT_TFOG); + S_StartSound(mo, sfx_telept); // spawn a teleport fog at the new spot - ss = R_PointInSubsector (x,y); - mo = P_SpawnMobj (x, y, ss->sector->floorheight+TELEFOGHEIGHT, MT_TFOG); - S_StartSound (mo, sfx_telept); + ss = R_PointInSubsector(x, y); + mo = P_SpawnMobj(x, y, ss->sector->floorheight + TELEFOGHEIGHT, MT_TFOG); + S_StartSound(mo, sfx_telept); // spawn the new monster - mthing = &mobj->spawnpoint; - + mthing = &mobj->spawnpoint; + // spawn it - if (mobj->info->flags & MF_SPAWNCEILING) - z = ONCEILINGZ; - else - z = ONFLOORZ; - mo = P_SpawnMobj (x,y,z, mobj->type); - mo->spawnpoint = mobj->spawnpoint; - mo->angle = ANG45 * (mthing->angle/45); - if (mthing->options & MTF_AMBUSH) - mo->flags |= MF_AMBUSH; - - mo->reactiontime = 18; - + if (mobj->info->flags & MF_SPAWNCEILING) + z = ONCEILINGZ; + else + z = ONFLOORZ; + mo = P_SpawnMobj(x, y, z, mobj->type); + mo->spawnpoint = mobj->spawnpoint; + mo->angle = ANG45 * (mthing->angle / 45); + if (mthing->options & MTF_AMBUSH) + mo->flags |= MF_AMBUSH; + + mo->reactiontime = 18; + // remove the old monster - P_RemoveMobj (mobj); + P_RemoveMobj(mobj); } //---------------------------------------------------------------------------- @@ -646,70 +679,69 @@ void P_NightmareRespawn (mobj_t *mobj) // //---------------------------------------------------------------------------- -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; - - // 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 && (P_Random() < 64)) - { - z = mobj->z-8*FRACUNIT; - if(z < mobj->floorz) - { - z = mobj->floorz; - } - P_SpawnMobj(mobj->x, mobj->y, z, MT_BLASTERSMOKE); - } - } - } - // 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; + + // 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 && (P_Random() < 64)) + { + z = mobj->z - 8 * FRACUNIT; + if (z < mobj->floorz) + { + z = mobj->floorz; + } + P_SpawnMobj(mobj->x, mobj->y, z, MT_BLASTERSMOKE); + } + } + } + // Advance the state + if (mobj->tics != -1) + { + mobj->tics--; + while (!mobj->tics) + { + if (!P_SetMobjState(mobj, mobj->state->nextstate)) + { // mobj was removed + return; + } + } + } } //---------------------------------------------------------------------------- @@ -718,106 +750,107 @@ void P_BlasterMobjThinker(mobj_t *mobj) // //---------------------------------------------------------------------------- -void P_MobjThinker(mobj_t *mobj) +void P_MobjThinker(mobj_t * mobj) { - mobj_t *onmo; - - // Handle X and Y momentums - if(mobj->momx || mobj->momy || (mobj->flags&MF_SKULLFLY)) - { - P_XYMovement(mobj); - if(mobj->thinker.function == (think_t)-1) - { // mobj was removed - return; - } - } - if(mobj->flags2&MF2_FLOATBOB) - { // Floating item bobbing motion - mobj->z = mobj->floorz+FloatBobOffsets[(mobj->health++)&63]; - } - else if((mobj->z != mobj->floorz) || mobj->momz) - { // Handle Z momentum and gravity - if(mobj->flags2&MF2_PASSMOBJ) - { - if(!(onmo = P_CheckOnmobj(mobj))) - { - P_ZMovement(mobj); - } - else - { - if(mobj->player && mobj->momz < 0) - { - mobj->flags2 |= MF2_ONMOBJ; - mobj->momz = 0; - } - if(mobj->player && (onmo->player || onmo->type == MT_POD)) - { - mobj->momx = onmo->momx; - mobj->momy = onmo->momy; - if(onmo->z < onmo->floorz) - { - mobj->z += onmo->floorz-onmo->z; - if(onmo->player) - { - onmo->player->viewheight -= onmo->floorz-onmo->z; - onmo->player->deltaviewheight = (VIEWHEIGHT- - onmo->player->viewheight)>>3; - } - onmo->z = onmo->floorz; - } - } - } - } - else - { - P_ZMovement(mobj); - } - if(mobj->thinker.function == (think_t)-1) - { // mobj was removed - return; - } - } + mobj_t *onmo; + + // Handle X and Y momentums + if (mobj->momx || mobj->momy || (mobj->flags & MF_SKULLFLY)) + { + P_XYMovement(mobj); + if (mobj->thinker.function == (think_t) - 1) + { // mobj was removed + return; + } + } + if (mobj->flags2 & MF2_FLOATBOB) + { // Floating item bobbing motion + mobj->z = mobj->floorz + FloatBobOffsets[(mobj->health++) & 63]; + } + else if ((mobj->z != mobj->floorz) || mobj->momz) + { // Handle Z momentum and gravity + if (mobj->flags2 & MF2_PASSMOBJ) + { + if (!(onmo = P_CheckOnmobj(mobj))) + { + P_ZMovement(mobj); + } + else + { + if (mobj->player && mobj->momz < 0) + { + mobj->flags2 |= MF2_ONMOBJ; + mobj->momz = 0; + } + if (mobj->player && (onmo->player || onmo->type == MT_POD)) + { + mobj->momx = onmo->momx; + mobj->momy = onmo->momy; + if (onmo->z < onmo->floorz) + { + mobj->z += onmo->floorz - onmo->z; + if (onmo->player) + { + onmo->player->viewheight -= + onmo->floorz - onmo->z; + onmo->player->deltaviewheight = + (VIEWHEIGHT - onmo->player->viewheight) >> 3; + } + onmo->z = onmo->floorz; + } + } + } + } + else + { + P_ZMovement(mobj); + } + if (mobj->thinker.function == (think_t) - 1) + { // mobj was removed + return; + } + } // // cycle through states, calling action functions at transitions // - if(mobj->tics != -1) - { - mobj->tics--; - // you can cycle through multiple states in a tic - while(!mobj->tics) - { - if(!P_SetMobjState(mobj, mobj->state->nextstate)) - { // mobj was removed - return; - } - } - } - else - { // Check for monster respawn - if(!(mobj->flags&MF_COUNTKILL)) - { - return; - } - if(!respawnmonsters) - { - return; - } - mobj->movecount++; - if(mobj->movecount < 12*35) - { - return; - } - if(leveltime&31) - { - return; - } - if(P_Random() > 4) - { - return; - } - P_NightmareRespawn(mobj); - } + 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 + { // Check for monster respawn + if (!(mobj->flags & MF_COUNTKILL)) + { + return; + } + if (!respawnmonsters) + { + return; + } + mobj->movecount++; + if (mobj->movecount < 12 * 35) + { + return; + } + if (leveltime & 31) + { + return; + } + if (P_Random() > 4) + { + return; + } + P_NightmareRespawn(mobj); + } } /* @@ -830,81 +863,83 @@ 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 - { - mobj->z = z; - } - if(mobj->flags2&MF2_FOOTCLIP && P_GetThingFloorType(mobj) != FLOOR_SOLID - && mobj->floorz == mobj->subsector->sector->floorheight) - { - mobj->flags2 |= MF2_FEETARECLIPPED; - } - else - { - mobj->flags2 &= ~MF2_FEETARECLIPPED; - } - - 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 + { + mobj->z = z; + } + if (mobj->flags2 & MF2_FOOTCLIP + && P_GetThingFloorType(mobj) != FLOOR_SOLID + && mobj->floorz == mobj->subsector->sector->floorheight) + { + mobj->flags2 |= MF2_FEETARECLIPPED; + } + else + { + mobj->flags2 &= ~MF2_FEETARECLIPPED; + } + + mobj->thinker.function = P_MobjThinker; + P_AddThinker(&mobj->thinker); + return (mobj); } /* @@ -915,14 +950,14 @@ 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) { // unlink from sector and block lists - P_UnsetThingPosition (mobj); + P_UnsetThingPosition(mobj); // stop any playing sound - S_StopSound(mobj); + S_StopSound(mobj); // free block - P_RemoveThinker((thinker_t *)mobj); + P_RemoveThinker((thinker_t *) mobj); } //============================================================================= @@ -938,63 +973,63 @@ 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; - int i; - extern int playerkeys; - - if (!playeringame[mthing->type-1]) - return; // not playing - - 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; - mobj = P_SpawnMobj (x,y,z, MT_PLAYER); - if (mthing->type > 1) // set color translations for player sprites - mobj->flags |= (mthing->type-1)<angle = ANG45 * (mthing->angle/45); - mobj->player = p; - mobj->health = p->health; - p->mo = mobj; - p->playerstate = PST_LIVE; - p->refire = 0; - p->message = NULL; - p->damagecount = 0; - p->bonuscount = 0; - p->chickenTics = 0; - p->rain1 = NULL; - p->rain2 = NULL; - p->extralight = 0; - p->fixedcolormap = 0; - p->viewheight = VIEWHEIGHT; - P_SetupPsprites(p); // setup gun psprite - if(deathmatch) - { // Give all keys in death match mode - for(i = 0; i < NUMKEYS; i++) - { - p->keys[i] = true; - if(p == &players[consoleplayer]) - { - playerkeys = 7; - UpdateState |= I_STATBAR; - } - } - } - else if(p == &players[consoleplayer]) - { - playerkeys = 0; - UpdateState |= I_STATBAR; - } + player_t *p; + fixed_t x, y, z; + mobj_t *mobj; + int i; + extern int playerkeys; + + if (!playeringame[mthing->type - 1]) + return; // not playing + + 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; + mobj = P_SpawnMobj(x, y, z, MT_PLAYER); + if (mthing->type > 1) // set color translations 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->message = NULL; + p->damagecount = 0; + p->bonuscount = 0; + p->chickenTics = 0; + p->rain1 = NULL; + p->rain2 = NULL; + p->extralight = 0; + p->fixedcolormap = 0; + p->viewheight = VIEWHEIGHT; + P_SetupPsprites(p); // setup gun psprite + if (deathmatch) + { // Give all keys in death match mode + for (i = 0; i < NUMKEYS; i++) + { + p->keys[i] = true; + if (p == &players[consoleplayer]) + { + playerkeys = 7; + UpdateState |= I_STATBAR; + } + } + } + else if (p == &players[consoleplayer]) + { + playerkeys = 0; + UpdateState |= I_STATBAR; + } } //---------------------------------------------------------------------------- @@ -1005,147 +1040,147 @@ void P_SpawnPlayer(mapthing_t *mthing) // //---------------------------------------------------------------------------- -void P_SpawnMapThing(mapthing_t *mthing) +void P_SpawnMapThing(mapthing_t * mthing) { - int i; - int bit; - mobj_t *mobj; - fixed_t x, y, z; + int i; + int bit; + mobj_t *mobj; + fixed_t x, y, z; // count deathmatch start positions - if(mthing->type == 11) - { - if(deathmatch_p < &deathmatchstarts[10]) - { - memcpy(deathmatch_p, mthing, sizeof(*mthing)); - deathmatch_p++; - } - return; - } - -// check for players specially - if(mthing->type <= 4) - { - // save spots for respawning in network games - playerstarts[mthing->type-1] = *mthing; - if(!deathmatch) - { - P_SpawnPlayer(mthing); - } - return; - } - - // Ambient sound sequences - if(mthing->type >= 1200 && mthing->type < 1300) - { - P_AddAmbientSfx(mthing->type-1200); - return; - } + if (mthing->type == 11) + { + if (deathmatch_p < &deathmatchstarts[10]) + { + memcpy(deathmatch_p, mthing, sizeof(*mthing)); + deathmatch_p++; + } + return; + } - // Check for boss spots - if(mthing->type == 56) // Monster_BossSpot - { - P_AddBossSpot(mthing->x<y<angle/45)); - return; - } +// check for players specially + if (mthing->type <= 4) + { + // save spots for respawning in network games + playerstarts[mthing->type - 1] = *mthing; + if (!deathmatch) + { + P_SpawnPlayer(mthing); + } + return; + } + + // Ambient sound sequences + if (mthing->type >= 1200 && mthing->type < 1300) + { + P_AddAmbientSfx(mthing->type - 1200); + return; + } + + // Check for boss spots + if (mthing->type == 56) // Monster_BossSpot + { + P_AddBossSpot(mthing->x << FRACBITS, mthing->y << FRACBITS, + ANG45 * (mthing->angle / 45)); + return; + } // check for apropriate skill level - if (!netgame && (mthing->options & 16) ) - return; - - if (gameskill == sk_baby) - bit = 1; - else if (gameskill == sk_nightmare) - bit = 4; - else - bit = 1<<(gameskill-1); - if (!(mthing->options & bit) ) - return; - + if (!netgame && (mthing->options & 16)) + return; + + if (gameskill == sk_baby) + bit = 1; + else if (gameskill == sk_nightmare) + bit = 4; + else + bit = 1 << (gameskill - 1); + if (!(mthing->options & bit)) + return; + // find which type to spawn - for (i=0 ; i< NUMMOBJTYPES ; i++) - if (mthing->type == mobjinfo[i].doomednum) - break; - - if (i==NUMMOBJTYPES) - I_Error ("P_SpawnMapThing: Unknown type %i at (%i, %i)",mthing->type - , mthing->x, mthing->y); - + for (i = 0; i < NUMMOBJTYPES; i++) + if (mthing->type == mobjinfo[i].doomednum) + break; + + if (i == NUMMOBJTYPES) + 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; - + if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH) + return; + // don't spawn any monsters if -nomonsters - if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL) ) - return; + if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL)) + return; // spawn it - switch(i) - { // Special stuff - case MT_WSKULLROD: - case MT_WPHOENIXROD: - case MT_AMSKRDWIMPY: - case MT_AMSKRDHEFTY: - case MT_AMPHRDWIMPY: - case MT_AMPHRDHEFTY: - case MT_AMMACEWIMPY: - case MT_AMMACEHEFTY: - case MT_ARTISUPERHEAL: - case MT_ARTITELEPORT: - case MT_ITEMSHIELD2: - if(shareware) - { // Don't place on map in shareware version - return; - } - break; - case MT_WMACE: - if(!shareware) - { // Put in the mace spot list - P_AddMaceSpot(mthing); - return; - } - return; - default: - break; - } - x = mthing->x<y<flags2&MF2_FLOATBOB) - { // Seed random starting index for bobbing motion - mobj->health = P_Random(); - } - if(mobj->tics > 0) - { - mobj->tics = 1+(P_Random()%mobj->tics); - } - if(mobj->flags&MF_COUNTKILL) - { - totalkills++; - mobj->spawnpoint = *mthing; - } - if(mobj->flags&MF_COUNTITEM) - { - totalitems++; - } - mobj->angle = ANG45*(mthing->angle/45); - if(mthing->options&MTF_AMBUSH) - { - mobj->flags |= MF_AMBUSH; - } + switch (i) + { // Special stuff + case MT_WSKULLROD: + case MT_WPHOENIXROD: + case MT_AMSKRDWIMPY: + case MT_AMSKRDHEFTY: + case MT_AMPHRDWIMPY: + case MT_AMPHRDHEFTY: + case MT_AMMACEWIMPY: + case MT_AMMACEHEFTY: + case MT_ARTISUPERHEAL: + case MT_ARTITELEPORT: + case MT_ITEMSHIELD2: + if (shareware) + { // Don't place on map in shareware version + return; + } + break; + case MT_WMACE: + if (!shareware) + { // Put in the mace spot list + P_AddMaceSpot(mthing); + return; + } + return; + default: + break; + } + 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 + { + z = ONFLOORZ; + } + mobj = P_SpawnMobj(x, y, z, i); + if (mobj->flags2 & MF2_FLOATBOB) + { // Seed random starting index for bobbing motion + mobj->health = P_Random(); + } + if (mobj->tics > 0) + { + mobj->tics = 1 + (P_Random() % mobj->tics); + } + if (mobj->flags & MF_COUNTKILL) + { + totalkills++; + mobj->spawnpoint = *mthing; + } + if (mobj->flags & MF_COUNTITEM) + { + totalitems++; + } + mobj->angle = ANG45 * (mthing->angle / 45); + if (mthing->options & MTF_AMBUSH) + { + mobj->flags |= MF_AMBUSH; + } } /* @@ -1166,26 +1201,26 @@ 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(puff->info->attacksound) - { - S_StartSound(puff, puff->info->attacksound); - } - switch(PuffType) - { - case MT_BEAKPUFF: - case MT_STAFFPUFF: - puff->momz = FRACUNIT; - break; - case MT_GAUNTLETPUFF1: - case MT_GAUNTLETPUFF2: - puff->momz = .8*FRACUNIT; - default: - break; - } + mobj_t *puff; + + z += ((P_Random() - P_Random()) << 10); + puff = P_SpawnMobj(x, y, z, PuffType); + if (puff->info->attacksound) + { + S_StartSound(puff, puff->info->attacksound); + } + switch (PuffType) + { + case MT_BEAKPUFF: + case MT_STAFFPUFF: + puff->momz = FRACUNIT; + break; + case MT_GAUNTLETPUFF1: + case MT_GAUNTLETPUFF2: + puff->momz = .8 * FRACUNIT; + default: + break; + } } /* @@ -1219,15 +1254,15 @@ 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())<<9; - mo->momy = (P_Random()-P_Random())<<9; - mo->momz = FRACUNIT*2; + mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER); + mo->target = originator; + mo->momx = (P_Random() - P_Random()) << 9; + mo->momy = (P_Random() - P_Random()) << 9; + mo->momz = FRACUNIT * 2; } //--------------------------------------------------------------------------- @@ -1236,19 +1271,19 @@ void P_BloodSplatter(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; } //--------------------------------------------------------------------------- @@ -1257,9 +1292,9 @@ void P_RipperBlood(mobj_t *mo) // //--------------------------------------------------------------------------- -int P_GetThingFloorType(mobj_t *thing) +int P_GetThingFloorType(mobj_t * thing) { - return(TerrainTypes[thing->subsector->sector->floorpic]); + return (TerrainTypes[thing->subsector->sector->floorpic]); /* if(thing->subsector->sector->floorpic == W_GetNumForName("FLTWAWA1")-firstflat) @@ -1279,41 +1314,41 @@ int P_GetThingFloorType(mobj_t *thing) // //--------------------------------------------------------------------------- -int P_HitFloor(mobj_t *thing) +int P_HitFloor(mobj_t * thing) { - mobj_t *mo; - - if(thing->floorz != thing->subsector->sector->floorheight) - { // don't splash if landing on the edge above water/lava/etc.... - return(FLOOR_SOLID); - } - switch(P_GetThingFloorType(thing)) - { - case FLOOR_WATER: - P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE); - 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); - S_StartSound(mo, sfx_gloop); - return(FLOOR_WATER); - case FLOOR_LAVA: - P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH); - mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE); - mo->momz = FRACUNIT+(P_Random()<<7); - S_StartSound(mo, sfx_burn); - return(FLOOR_LAVA); - case FLOOR_SLUDGE: - P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH); - 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); - return(FLOOR_SLUDGE); - } - return(FLOOR_SOLID); + mobj_t *mo; + + if (thing->floorz != thing->subsector->sector->floorheight) + { // don't splash if landing on the edge above water/lava/etc.... + return (FLOOR_SOLID); + } + switch (P_GetThingFloorType(thing)) + { + case FLOOR_WATER: + P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE); + 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); + S_StartSound(mo, sfx_gloop); + return (FLOOR_WATER); + case FLOOR_LAVA: + P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH); + mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE); + mo->momz = FRACUNIT + (P_Random() << 7); + S_StartSound(mo, sfx_burn); + return (FLOOR_LAVA); + case FLOOR_SLUDGE: + P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH); + 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); + return (FLOOR_SLUDGE); + } + return (FLOOR_SOLID); } //--------------------------------------------------------------------------- @@ -1325,21 +1360,21 @@ 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); } //--------------------------------------------------------------------------- @@ -1351,59 +1386,59 @@ 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; - break; - case MT_SRCRFX1: // Sorcerer Demon fireball - z = source->z+48*FRACUNIT; - break; - case MT_KNIGHTAXE: // Knight normal axe - case MT_REDAXE: // Knight red power axe - z = source->z+36*FRACUNIT; - break; - default: - z = source->z+32*FRACUNIT; - break; - } - if(source->flags2&MF2_FEETARECLIPPED) - { - z -= FOOTCLIPSIZE; - } - 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; + break; + case MT_SRCRFX1: // Sorcerer Demon fireball + z = source->z + 48 * FRACUNIT; + break; + case MT_KNIGHTAXE: // Knight normal axe + case MT_REDAXE: // Knight red power axe + z = source->z + 36 * FRACUNIT; + break; + default: + z = source->z + 32 * FRACUNIT; + break; + } + if (source->flags2 & MF2_FEETARECLIPPED) + { + z -= FOOTCLIPSIZE; + } + 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); } //--------------------------------------------------------------------------- @@ -1415,43 +1450,43 @@ mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type) // //--------------------------------------------------------------------------- -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; - break; - case MT_SRCRFX1: // Sorcerer Demon fireball - z = source->z+48*FRACUNIT; - break; - default: - z = source->z+32*FRACUNIT; - break; - } - if(source->flags2&MF2_FEETARECLIPPED) - { - z -= FOOTCLIPSIZE; - } - 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; + break; + case MT_SRCRFX1: // Sorcerer Demon fireball + z = source->z + 48 * FRACUNIT; + break; + default: + z = source->z + 32 * FRACUNIT; + break; + } + if (source->flags2 & MF2_FEETARECLIPPED) + { + z -= FOOTCLIPSIZE; + } + 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); } /* @@ -1463,66 +1498,67 @@ mobj_t *P_SpawnMissileAngle(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)<x; - y = source->y; - z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<flags2&MF2_FEETARECLIPPED) - { - z -= FOOTCLIPSIZE; - } - 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_BLASTERFX1) - { // 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; + z = source->z + 4 * 8 * FRACUNIT + + ((source->player->lookdir) << FRACBITS) / 173; + if (source->flags2 & MF2_FEETARECLIPPED) + { + z -= FOOTCLIPSIZE; + } + 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_BLASTERFX1) + { // 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); } //--------------------------------------------------------------------------- @@ -1531,50 +1567,51 @@ mobj_t *P_SpawnPlayerMissile(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)<x; - y = source->y; - z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<flags2&MF2_FEETARECLIPPED) - { - z -= FOOTCLIPSIZE; - } - 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; + if (source->flags2 & MF2_FEETARECLIPPED) + { + z -= FOOTCLIPSIZE; + } + 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); } //--------------------------------------------------------------------------- @@ -1583,17 +1620,17 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle) // //--------------------------------------------------------------------------- -void A_ContMobjSound(mobj_t *actor) +void A_ContMobjSound(mobj_t * actor) { - switch(actor->type) - { - case MT_KNIGHTAXE: - S_StartSound(actor, sfx_kgtatk); - break; - case MT_MUMMYFX1: - S_StartSound(actor, sfx_mumhed); - break; - default: - break; - } + switch (actor->type) + { + case MT_KNIGHTAXE: + S_StartSound(actor, sfx_kgtatk); + break; + case MT_MUMMYFX1: + S_StartSound(actor, sfx_mumhed); + break; + default: + break; + } } -- cgit v1.2.3