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// 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.
//
//-----------------------------------------------------------------------------


// HEADER FILES ------------------------------------------------------------

#include "h2def.h"
#include "p_local.h"
#include "soundst.h"

// MACROS ------------------------------------------------------------------

// TYPES -------------------------------------------------------------------

// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------

// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------

// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------

static boolean ActivateThing(mobj_t * mobj);
static boolean DeactivateThing(mobj_t * mobj);

// EXTERNAL DATA DECLARATIONS ----------------------------------------------

// PUBLIC DATA DEFINITIONS -------------------------------------------------

mobjtype_t TranslateThingType[] = {
    MT_MAPSPOT,                 // T_NONE
    MT_CENTAUR,                 // T_CENTAUR
    MT_CENTAURLEADER,           // T_CENTAURLEADER
    MT_DEMON,                   // T_DEMON
    MT_ETTIN,                   // T_ETTIN
    MT_FIREDEMON,               // T_FIREGARGOYLE
    MT_SERPENT,                 // T_WATERLURKER
    MT_SERPENTLEADER,           // T_WATERLURKERLEADER
    MT_WRAITH,                  // T_WRAITH
    MT_WRAITHB,                 // T_WRAITHBURIED
    MT_FIREBALL1,               // T_FIREBALL1
    MT_MANA1,                   // T_MANA1
    MT_MANA2,                   // T_MANA2
    MT_SPEEDBOOTS,              // T_ITEMBOOTS
    MT_ARTIEGG,                 // T_ITEMEGG
    MT_ARTIFLY,                 // T_ITEMFLIGHT
    MT_SUMMONMAULATOR,          // T_ITEMSUMMON
    MT_TELEPORTOTHER,           // T_ITEMTPORTOTHER
    MT_ARTITELEPORT,            // T_ITEMTELEPORT
    MT_BISHOP,                  // T_BISHOP
    MT_ICEGUY,                  // T_ICEGOLEM
    MT_BRIDGE,                  // T_BRIDGE
    MT_BOOSTARMOR,              // T_DRAGONSKINBRACERS
    MT_HEALINGBOTTLE,           // T_ITEMHEALTHPOTION
    MT_HEALTHFLASK,             // T_ITEMHEALTHFLASK
    MT_ARTISUPERHEAL,           // T_ITEMHEALTHFULL
    MT_BOOSTMANA,               // T_ITEMBOOSTMANA
    MT_FW_AXE,                  // T_FIGHTERAXE
    MT_FW_HAMMER,               // T_FIGHTERHAMMER
    MT_FW_SWORD1,               // T_FIGHTERSWORD1
    MT_FW_SWORD2,               // T_FIGHTERSWORD2
    MT_FW_SWORD3,               // T_FIGHTERSWORD3
    MT_CW_SERPSTAFF,            // T_CLERICSTAFF
    MT_CW_HOLY1,                // T_CLERICHOLY1
    MT_CW_HOLY2,                // T_CLERICHOLY2
    MT_CW_HOLY3,                // T_CLERICHOLY3
    MT_MW_CONE,                 // T_MAGESHARDS
    MT_MW_STAFF1,               // T_MAGESTAFF1
    MT_MW_STAFF2,               // T_MAGESTAFF2
    MT_MW_STAFF3,               // T_MAGESTAFF3
    MT_EGGFX,                   // T_MORPHBLAST
    MT_ROCK1,                   // T_ROCK1
    MT_ROCK2,                   // T_ROCK2
    MT_ROCK3,                   // T_ROCK3
    MT_DIRT1,                   // T_DIRT1
    MT_DIRT2,                   // T_DIRT2
    MT_DIRT3,                   // T_DIRT3
    MT_DIRT4,                   // T_DIRT4
    MT_DIRT5,                   // T_DIRT5
    MT_DIRT6,                   // T_DIRT6
    MT_ARROW,                   // T_ARROW
    MT_DART,                    // T_DART
    MT_POISONDART,              // T_POISONDART
    MT_RIPPERBALL,              // T_RIPPERBALL
    MT_SGSHARD1,                // T_STAINEDGLASS1
    MT_SGSHARD2,                // T_STAINEDGLASS2
    MT_SGSHARD3,                // T_STAINEDGLASS3
    MT_SGSHARD4,                // T_STAINEDGLASS4
    MT_SGSHARD5,                // T_STAINEDGLASS5
    MT_SGSHARD6,                // T_STAINEDGLASS6
    MT_SGSHARD7,                // T_STAINEDGLASS7
    MT_SGSHARD8,                // T_STAINEDGLASS8
    MT_SGSHARD9,                // T_STAINEDGLASS9
    MT_SGSHARD0,                // T_STAINEDGLASS0
    MT_PROJECTILE_BLADE,        // T_BLADE
    MT_ICESHARD,                // T_ICESHARD
    MT_FLAME_SMALL,             // T_FLAME_SMALL
    MT_FLAME_LARGE,             // T_FLAME_LARGE
    MT_ARMOR_1,                 // T_MESHARMOR
    MT_ARMOR_2,                 // T_FALCONSHIELD
    MT_ARMOR_3,                 // T_PLATINUMHELM
    MT_ARMOR_4,                 // T_AMULETOFWARDING
    MT_ARTIPOISONBAG,           // T_ITEMFLECHETTE
    MT_ARTITORCH,               // T_ITEMTORCH
    MT_BLASTRADIUS,             // T_ITEMREPULSION
    MT_MANA3,                   // T_MANA3
    MT_ARTIPUZZSKULL,           // T_PUZZSKULL
    MT_ARTIPUZZGEMBIG,          // T_PUZZGEMBIG
    MT_ARTIPUZZGEMRED,          // T_PUZZGEMRED
    MT_ARTIPUZZGEMGREEN1,       // T_PUZZGEMGREEN1
    MT_ARTIPUZZGEMGREEN2,       // T_PUZZGEMGREEN2
    MT_ARTIPUZZGEMBLUE1,        // T_PUZZGEMBLUE1
    MT_ARTIPUZZGEMBLUE2,        // T_PUZZGEMBLUE2
    MT_ARTIPUZZBOOK1,           // T_PUZZBOOK1
    MT_ARTIPUZZBOOK2,           // T_PUZZBOOK2
    MT_KEY1,                    // T_METALKEY
    MT_KEY2,                    // T_SMALLMETALKEY
    MT_KEY3,                    // T_AXEKEY
    MT_KEY4,                    // T_FIREKEY
    MT_KEY5,                    // T_GREENKEY
    MT_KEY6,                    // T_MACEKEY
    MT_KEY7,                    // T_SILVERKEY
    MT_KEY8,                    // T_RUSTYKEY
    MT_KEY9,                    // T_HORNKEY
    MT_KEYA,                    // T_SERPENTKEY
    MT_WATER_DRIP,              // T_WATERDRIP
    MT_FLAME_SMALL_TEMP,        // T_TEMPSMALLFLAME
    MT_FLAME_SMALL,             // T_PERMSMALLFLAME
    MT_FLAME_LARGE_TEMP,        // T_TEMPLARGEFLAME
    MT_FLAME_LARGE,             // T_PERMLARGEFLAME
    MT_DEMON_MASH,              // T_DEMON_MASH
    MT_DEMON2_MASH,             // T_DEMON2_MASH
    MT_ETTIN_MASH,              // T_ETTIN_MASH
    MT_CENTAUR_MASH,            // T_CENTAUR_MASH
    MT_THRUSTFLOOR_UP,          // T_THRUSTSPIKEUP
    MT_THRUSTFLOOR_DOWN,        // T_THRUSTSPIKEDOWN
    MT_WRAITHFX4,               // T_FLESH_DRIP1
    MT_WRAITHFX5,               // T_FLESH_DRIP2
    MT_WRAITHFX2                // T_SPARK_DRIP
};

// PRIVATE DATA DEFINITIONS ------------------------------------------------

// CODE --------------------------------------------------------------------

//==========================================================================
//
// EV_ThingProjectile
//
//==========================================================================

boolean EV_ThingProjectile(byte * args, boolean gravity)
{
    int tid;
    angle_t angle;
    int fineAngle;
    fixed_t speed;
    fixed_t vspeed;
    mobjtype_t moType;
    mobj_t *mobj;
    mobj_t *newMobj;
    int searcher;
    boolean success;

    success = false;
    searcher = -1;
    tid = args[0];
    moType = TranslateThingType[args[1]];
    if (nomonsters && (mobjinfo[moType].flags & MF_COUNTKILL))
    {                           // Don't spawn monsters if -nomonsters
        return false;
    }
    angle = (int) args[2] << 24;
    fineAngle = angle >> ANGLETOFINESHIFT;
    speed = (int) args[3] << 13;
    vspeed = (int) args[4] << 13;
    while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
    {
        newMobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, moType);
        if (newMobj->info->seesound)
        {
            S_StartSound(newMobj, newMobj->info->seesound);
        }
        newMobj->target = mobj; // Originator
        newMobj->angle = angle;
        newMobj->momx = FixedMul(speed, finecosine[fineAngle]);
        newMobj->momy = FixedMul(speed, finesine[fineAngle]);
        newMobj->momz = vspeed;
        newMobj->flags2 |= MF2_DROPPED; // Don't respawn
        if (gravity == true)
        {
            newMobj->flags &= ~MF_NOGRAVITY;
            newMobj->flags2 |= MF2_LOGRAV;
        }
        if (P_CheckMissileSpawn(newMobj) == true)
        {
            success = true;
        }
    }
    return success;
}

//==========================================================================
//
// EV_ThingSpawn
//
//==========================================================================

boolean EV_ThingSpawn(byte * args, boolean fog)
{
    int tid;
    angle_t angle;
    mobj_t *mobj;
    mobj_t *newMobj;
    mobj_t *fogMobj;
    mobjtype_t moType;
    int searcher;
    boolean success;
    fixed_t z;

    success = false;
    searcher = -1;
    tid = args[0];
    moType = TranslateThingType[args[1]];
    if (nomonsters && (mobjinfo[moType].flags & MF_COUNTKILL))
    {                           // Don't spawn monsters if -nomonsters
        return false;
    }
    angle = (int) args[2] << 24;
    while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
    {
        if (mobjinfo[moType].flags2 & MF2_FLOATBOB)
        {
            z = mobj->z - mobj->floorz;
        }
        else
        {
            z = mobj->z;
        }
        newMobj = P_SpawnMobj(mobj->x, mobj->y, z, moType);
        if (P_TestMobjLocation(newMobj) == false)
        {                       // Didn't fit
            P_RemoveMobj(newMobj);
        }
        else
        {
            newMobj->angle = angle;
            if (fog == true)
            {
                fogMobj = P_SpawnMobj(mobj->x, mobj->y,
                                      mobj->z + TELEFOGHEIGHT, MT_TFOG);
                S_StartSound(fogMobj, SFX_TELEPORT);
            }
            newMobj->flags2 |= MF2_DROPPED;     // Don't respawn
            if (newMobj->flags2 & MF2_FLOATBOB)
            {
                newMobj->special1 = newMobj->z - newMobj->floorz;
            }
            success = true;
        }
    }
    return success;
}

//==========================================================================
//
// EV_ThingActivate
//
//==========================================================================

boolean EV_ThingActivate(int tid)
{
    mobj_t *mobj;
    int searcher;
    boolean success;

    success = false;
    searcher = -1;
    while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
    {
        if (ActivateThing(mobj) == true)
        {
            success = true;
        }
    }
    return success;
}

//==========================================================================
//
// EV_ThingDeactivate
//
//==========================================================================

boolean EV_ThingDeactivate(int tid)
{
    mobj_t *mobj;
    int searcher;
    boolean success;

    success = false;
    searcher = -1;
    while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
    {
        if (DeactivateThing(mobj) == true)
        {
            success = true;
        }
    }
    return success;
}

//==========================================================================
//
// EV_ThingRemove
//
//==========================================================================

boolean EV_ThingRemove(int tid)
{
    mobj_t *mobj;
    int searcher;
    boolean success;

    success = false;
    searcher = -1;
    while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
    {
        if (mobj->type == MT_BRIDGE)
        {
            A_BridgeRemove(mobj);
            return true;
        }
        P_RemoveMobj(mobj);
        success = true;
    }
    return success;
}

//==========================================================================
//
// EV_ThingDestroy
//
//==========================================================================

boolean EV_ThingDestroy(int tid)
{
    mobj_t *mobj;
    int searcher;
    boolean success;

    success = false;
    searcher = -1;
    while ((mobj = P_FindMobjFromTID(tid, &searcher)) != NULL)
    {
        if (mobj->flags & MF_SHOOTABLE)
        {
            P_DamageMobj(mobj, NULL, NULL, 10000);
            success = true;
        }
    }
    return success;
}

//==========================================================================
//
// EV_ThingMove
//
// arg[0] = tid
// arg[1] = speed
// arg[2] = angle (255 = use mobj angle)
// arg[3] = distance (pixels>>2)
//
//==========================================================================

/*
boolean EV_ThingMove(byte *args)
{
	return false;
}
*/

//==========================================================================
//
// ActivateThing
//
//==========================================================================

static boolean ActivateThing(mobj_t * mobj)
{
    if (mobj->flags & MF_COUNTKILL)
    {                           // Monster
        if (mobj->flags2 & MF2_DORMANT)
        {
            mobj->flags2 &= ~MF2_DORMANT;
            mobj->tics = 1;
            return true;
        }
        return false;
    }
    switch (mobj->type)
    {
        case MT_ZTWINEDTORCH:
        case MT_ZTWINEDTORCH_UNLIT:
            P_SetMobjState(mobj, S_ZTWINEDTORCH_1);
            S_StartSound(mobj, SFX_IGNITE);
            break;
        case MT_ZWALLTORCH:
        case MT_ZWALLTORCH_UNLIT:
            P_SetMobjState(mobj, S_ZWALLTORCH1);
            S_StartSound(mobj, SFX_IGNITE);
            break;
        case MT_ZGEMPEDESTAL:
            P_SetMobjState(mobj, S_ZGEMPEDESTAL2);
            break;
        case MT_ZWINGEDSTATUENOSKULL:
            P_SetMobjState(mobj, S_ZWINGEDSTATUENOSKULL2);
            break;
        case MT_THRUSTFLOOR_UP:
        case MT_THRUSTFLOOR_DOWN:
            if (mobj->args[0] == 0)
            {
                S_StartSound(mobj, SFX_THRUSTSPIKE_LOWER);
                mobj->flags2 &= ~MF2_DONTDRAW;
                if (mobj->args[1])
                    P_SetMobjState(mobj, S_BTHRUSTRAISE1);
                else
                    P_SetMobjState(mobj, S_THRUSTRAISE1);
            }
            break;
        case MT_ZFIREBULL:
        case MT_ZFIREBULL_UNLIT:
            P_SetMobjState(mobj, S_ZFIREBULL_BIRTH);
            S_StartSound(mobj, SFX_IGNITE);
            break;
        case MT_ZBELL:
            if (mobj->health > 0)
            {
                P_DamageMobj(mobj, NULL, NULL, 10);     // 'ring' the bell
            }
            break;
        case MT_ZCAULDRON:
        case MT_ZCAULDRON_UNLIT:
            P_SetMobjState(mobj, S_ZCAULDRON1);
            S_StartSound(mobj, SFX_IGNITE);
            break;
        case MT_FLAME_SMALL:
            S_StartSound(mobj, SFX_IGNITE);
            P_SetMobjState(mobj, S_FLAME_SMALL1);
            break;
        case MT_FLAME_LARGE:
            S_StartSound(mobj, SFX_IGNITE);
            P_SetMobjState(mobj, S_FLAME_LARGE1);
            break;
        case MT_BAT_SPAWNER:
            P_SetMobjState(mobj, S_SPAWNBATS1);
            break;
        default:
            return false;
            break;
    }
    return true;
}

//==========================================================================
//
// DeactivateThing
//
//==========================================================================

static boolean DeactivateThing(mobj_t * mobj)
{
    if (mobj->flags & MF_COUNTKILL)
    {                           // Monster
        if (!(mobj->flags2 & MF2_DORMANT))
        {
            mobj->flags2 |= MF2_DORMANT;
            mobj->tics = -1;
            return true;
        }
        return false;
    }
    switch (mobj->type)
    {
        case MT_ZTWINEDTORCH:
        case MT_ZTWINEDTORCH_UNLIT:
            P_SetMobjState(mobj, S_ZTWINEDTORCH_UNLIT);
            break;
        case MT_ZWALLTORCH:
        case MT_ZWALLTORCH_UNLIT:
            P_SetMobjState(mobj, S_ZWALLTORCH_U);
            break;
        case MT_THRUSTFLOOR_UP:
        case MT_THRUSTFLOOR_DOWN:
            if (mobj->args[0] == 1)
            {
                S_StartSound(mobj, SFX_THRUSTSPIKE_RAISE);
                if (mobj->args[1])
                    P_SetMobjState(mobj, S_BTHRUSTLOWER);
                else
                    P_SetMobjState(mobj, S_THRUSTLOWER);
            }
            break;
        case MT_ZFIREBULL:
        case MT_ZFIREBULL_UNLIT:
            P_SetMobjState(mobj, S_ZFIREBULL_DEATH);
            break;
        case MT_ZCAULDRON:
        case MT_ZCAULDRON_UNLIT:
            P_SetMobjState(mobj, S_ZCAULDRON_U);
            break;
        case MT_FLAME_SMALL:
            P_SetMobjState(mobj, S_FLAME_SDORM1);
            break;
        case MT_FLAME_LARGE:
            P_SetMobjState(mobj, S_FLAME_LDORM1);
            break;
        case MT_BAT_SPAWNER:
            P_SetMobjState(mobj, S_SPAWNBATS_OFF);
            break;
        default:
            return false;
            break;
    }
    return true;
}