ref: 78e9b63d292b42b7fc988e814fed81bab6b338c7
dir: /p_mobj.c/
//************************************************************************** //** //** p_mobj.c : Heretic 2 : Raven Software, Corp. //** //** $Revision: 491 $ //** $Date: 2009-05-30 01:10:42 +0300 (Sat, 30 May 2009) $ //** //************************************************************************** // HEADER FILES ------------------------------------------------------------ #include "h2stdinc.h" #include "h2def.h" #include "p_local.h" #include "sounds.h" #include "soundst.h" // MACROS ------------------------------------------------------------------ #define MAX_TID_COUNT 200 // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- void G_PlayerReborn(int player); void P_MarkAsLeaving(mobj_t *corpse); // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- void P_SpawnMapThing(mapthing_t *mthing); // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static void PlayerLandedOnThing(mobj_t *mo, mobj_t *onmobj); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- extern boolean demorecording; extern boolean demoplayback; extern mobj_t LavaInflictor; extern fixed_t attackrange; // PUBLIC DATA DEFINITIONS ------------------------------------------------- mobjtype_t PuffType; mobj_t *MissileMobj; fixed_t FloatBobOffsets[64] = { 0, 51389, 102283, 152192, 200636, 247147, 291278, 332604, 370727, 405280, 435929, 462380, 484378, 501712, 514213, 521763, 524287, 521763, 514213, 501712, 484378, 462380, 435929, 405280, 370727, 332604, 291278, 247147, 200636, 152192, 102283, 51389, -1, -51390, -102284, -152193, -200637, -247148, -291279, -332605, -370728, -405281, -435930, -462381, -484380, -501713, -514215, -521764, -524288, -521764, -514214, -501713, -484379, -462381, -435930, -405280, -370728, -332605, -291279, -247148, -200637, -152193, -102284, -51389 }; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static int TIDList[MAX_TID_COUNT + 1]; /* +1 for termination marker */ static mobj_t *TIDMobj[MAX_TID_COUNT]; // CODE -------------------------------------------------------------------- //========================================================================== // // P_SetMobjState // // Returns true if the mobj is still present. // //========================================================================== boolean P_SetMobjState(mobj_t *mobj, statenum_t state) { state_t *st; if (state == S_NULL) { // Remove mobj mobj->state = 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, nil); } return true; } //========================================================================== // // P_SetMobjStateNF // // Same as P_SetMobjState, but does not call the state function. // //========================================================================== boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state) { state_t *st; if (state == S_NULL) { // Remove mobj mobj->state = NULL; P_RemoveMobj(mobj); return false; } st = &states[state]; mobj->state = st; mobj->tics = st->tics; mobj->sprite = st->sprite; mobj->frame = st->frame; return true; } //---------------------------------------------------------------------------- // // PROC P_ExplodeMissile // //---------------------------------------------------------------------------- void P_ExplodeMissile(mobj_t *mo) { mo->momx = mo->momy = mo->momz = 0; P_SetMobjState(mo, mobjinfo[mo->type].deathstate); //mo->tics -= P_Random() & 3; mo->flags &= ~MF_MISSILE; switch (mo->type) { case MT_SORCBALL1: case MT_SORCBALL2: case MT_SORCBALL3: S_StartSound(NULL, SFX_SORCERER_BIGBALLEXPLODE); break; case MT_SORCFX1: S_StartSound(NULL, SFX_SORCERER_HEADSCREAM); break; default: if (mo->info->deathsound) { S_StartSound(mo, mo->info->deathsound); } break; } } //---------------------------------------------------------------------------- // // PROC P_FloorBounceMissile // //---------------------------------------------------------------------------- static void P_FloorBounceMissile(mobj_t *mo) { if (P_HitFloor(mo) >= FLOOR_LIQUID) { switch (mo->type) { case MT_SORCFX1: case MT_SORCBALL1: case MT_SORCBALL2: case MT_SORCBALL3: break; default: P_RemoveMobj(mo); return; } } switch (mo->type) { case MT_SORCFX1: mo->momz = -mo->momz; // no energy absorbed break; case MT_SGSHARD1: case MT_SGSHARD2: case MT_SGSHARD3: case MT_SGSHARD4: case MT_SGSHARD5: case MT_SGSHARD6: case MT_SGSHARD7: case MT_SGSHARD8: case MT_SGSHARD9: case MT_SGSHARD0: mo->momz = FixedMul(mo->momz, -0.3*FRACUNIT); if (abs(mo->momz) < (FRACUNIT/2)) { P_SetMobjState(mo, S_NULL); return; } break; default: mo->momz = FixedMul(mo->momz, -0.7*FRACUNIT); break; } mo->momx = 2*mo->momx/3; mo->momy = 2*mo->momy/3; if (mo->info->seesound) { switch (mo->type) { case MT_SORCBALL1: case MT_SORCBALL2: case MT_SORCBALL3: if (!mo->args[0]) S_StartSound(mo, mo->info->seesound); break; default: S_StartSound(mo, mo->info->seesound); break; } S_StartSound(mo, mo->info->seesound); } // P_SetMobjState(mo, mobjinfo[mo->type].deathstate); } //---------------------------------------------------------------------------- // // PROC P_ThrustMobj // //---------------------------------------------------------------------------- void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move) { angle >>= ANGLETOFINESHIFT; mo->momx += FixedMul(move, finecosine[angle]); mo->momy += FixedMul(move, finesine[angle]); } //---------------------------------------------------------------------------- // // FUNC P_FaceMobj // // Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs // to turn counter clockwise. 'delta' is set to the amount 'source' // needs to turn. // //---------------------------------------------------------------------------- int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta) { angle_t diff; angle_t angle1; angle_t angle2; angle1 = source->angle; angle2 = R_PointToAngle2(source->x, source->y, target->x, target->y); if (angle2 > angle1) { diff = angle2 - angle1; if (diff > 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; } } } //---------------------------------------------------------------------------- // // // The missile special1 field must be mobj_t *target. Returns true if // target was tracked, false if not. // //---------------------------------------------------------------------------- boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax) { int dir; int dist; angle_t delta; angle_t angle; mobj_t *target; target = (mobj_t *)actor->special1; if (target == NULL) { return false; } if (!(target->flags & MF_SHOOTABLE)) { // Target died actor->special1 = 0; return false; } dir = P_FaceMobj(actor, target, &delta); if (delta > thresh) { delta >>= 1; if (delta > turnMax) { delta = turnMax; } } if (dir) { // Turn clockwise actor->angle += delta; } else { // Turn counter clockwise actor->angle -= delta; } angle = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul(actor->info->speed, finecosine[angle]); actor->momy = FixedMul(actor->info->speed, finesine[angle]); if (actor->z + actor->height < target->z || target->z + target->height < actor->z) { // Need to seek vertically dist = P_AproxDistance(target->x - actor->x, target->y - actor->y); dist = dist/actor->info->speed; if (dist < 1) { dist = 1; } actor->momz = (target->z + (target->height>>1) - (actor->z + (actor->height>>1)))/dist; } return true; } //---------------------------------------------------------------------------- // // PROC P_XYMovement // //---------------------------------------------------------------------------- #define STOPSPEED 0x1000 #define FRICTION_NORMAL 0xe800 #define FRICTION_LOW 0xf900 #define FRICTION_FLY 0xeb00 static 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 = (intptr_t)(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->playerclass]) < 4) { P_SetMobjState(player->mo, PStateNormal[player->playerclass]); } } 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 *** static void P_MonsterFallingDamage(mobj_t *mo) { int damage; int mom; mom = abs(mo->momz); if (mom > 35*FRACUNIT) { // automatic death damage = 10000; } else { damage = ((mom - (23*FRACUNIT) )*6)>>FRACBITS; } damage = 10000; // always kill 'em P_DamageMobj(mo, NULL, NULL, damage); } /* =============== = = P_ZMovement = =============== */ static void P_ZMovement(mobj_t *mo) { int dist; int delta; // // check for smooth step up // if (mo->player && mo->z < mo->floorz) { mo->player->viewheight -= mo->floorz-mo->z; mo->player->deltaviewheight = (VIEWHEIGHT - mo->player->viewheight)>>3; } // // adjust height // mo->z += mo->momz; if (mo->flags & MF_FLOAT && mo->target) { // float down towards target if too close if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT)) { dist = P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y); delta = (mo->target->z + (mo->height>>1)) - mo->z; if (delta < 0 && dist < -(delta*3)) mo->z -= FLOATSPEED; else if (delta > 0 && dist < (delta*3)) mo->z += FLOATSPEED; } } if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz) && leveltime & 2) { mo->z += finesine[(FINEANGLES/20*leveltime>>2) & FINEMASK]; } // // clip movement // if (mo->z <= mo->floorz) { // Hit the floor if (mo->flags & MF_MISSILE) { mo->z = mo->floorz; if (mo->flags2 & MF2_FLOORBOUNCE) { P_FloorBounceMissile(mo); return; } else if (mo->type == MT_HOLY_FX) { // The spirit struck the ground mo->momz = 0; P_HitFloor(mo); return; } else if (mo->type == MT_MNTRFX2 || mo->type == MT_LIGHTNING_FLOOR) { // Minotaur floor fire can go up steps return; } else { P_HitFloor(mo); P_ExplodeMissile(mo); return; } } if (mo->flags & MF_COUNTKILL) // Blasted mobj falling { if (mo->momz < -(23*FRACUNIT)) { P_MonsterFallingDamage(mo); } } if (mo->z-mo->momz > mo->floorz) { // Spawn splashes, etc. P_HitFloor(mo); } mo->z = mo->floorz; if (mo->momz < 0) { if (mo->flags2 & MF2_ICEDAMAGE && mo->momz < -GRAVITY*8) { mo->tics = 1; mo->momx = 0; mo->momy = 0; mo->momz = 0; return; } if (mo->player) { mo->player->jumpTics = 7;// delay any jumping for a short time if (mo->momz < -GRAVITY*8 && !(mo->flags2 & MF2_FLY)) { // squat down mo->player->deltaviewheight = mo->momz>>3; if (mo->momz < -23*FRACUNIT) { P_FallingDamage(mo->player); P_NoiseAlert(mo, mo); } else if (mo->momz < -GRAVITY*12 && !mo->player->morphTics) { S_StartSound(mo, SFX_PLAYER_LAND); switch (mo->player->playerclass) { 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 (mouselook && !demorecording && !demoplayback) { mo->player->centering = false; } else { mo->player->centering = true; } } } else if (mo->type >= MT_POTTERY1 && mo->type <= MT_POTTERY3) { P_DamageMobj(mo, NULL, NULL, 25); } else if (mo->flags & MF_COUNTKILL) { if (mo->momz < -23*FRACUNIT) { // Doesn't get here } } mo->momz = 0; } if (mo->flags & MF_SKULLFLY) { // The skull slammed into something mo->momz = -mo->momz; } if (mo->info->crashstate && (mo->flags & MF_CORPSE) && !(mo->flags2 & MF2_ICEDAMAGE)) { P_SetMobjState(mo, mo->info->crashstate); return; } } else if (mo->flags2 & MF2_LOGRAV) { if (mo->momz == 0) mo->momz = -(GRAVITY>>3)*2; else mo->momz -= GRAVITY>>3; } else if (! (mo->flags & MF_NOGRAVITY)) { if (mo->momz == 0) mo->momz = -GRAVITY*2; else mo->momz -= GRAVITY; } if (mo->z + mo->height > mo->ceilingz) { // hit the ceiling if (mo->momz > 0) mo->momz = 0; mo->z = mo->ceilingz - mo->height; if (mo->flags2 & MF2_FLOORBOUNCE) { // Maybe reverse momentum here for ceiling bounce // Currently won't happen if (mo->info->seesound) { S_StartSound(mo, mo->info->seesound); } return; } if (mo->flags & MF_SKULLFLY) { // the skull slammed into something mo->momz = -mo->momz; } if (mo->flags & MF_MISSILE) { if (mo->type == MT_LIGHTNING_CEILING) { return; } if (mo->subsector->sector->ceilingpic == skyflatnum) { if (mo->type == MT_BLOODYSKULL) { mo->momx = mo->momy = 0; mo->momz = -FRACUNIT; } else if (mo->type == MT_HOLY_FX) { P_ExplodeMissile(mo); } else { P_RemoveMobj(mo); } return; } P_ExplodeMissile(mo); return; } } } //---------------------------------------------------------------------------- // // PROC P_BlasterMobjThinker // // //---------------------------------------------------------------------------- void P_BlasterMobjThinker(mobj_t *mobj) { int i; fixed_t xfrac; fixed_t yfrac; fixed_t zfrac; fixed_t z; boolean changexy; mobj_t *mo; // Handle movement if (mobj->momx || mobj->momy || (mobj->z != mobj->floorz) || mobj->momz) { xfrac = mobj->momx>>3; yfrac = mobj->momy>>3; zfrac = mobj->momz>>3; changexy = xfrac || yfrac; for (i = 0; i < 8; i++) { if (changexy) { if (!P_TryMove(mobj, mobj->x + xfrac, mobj->y + yfrac)) { // Blocked move P_ExplodeMissile(mobj); return; } } mobj->z += zfrac; if (mobj->z <= mobj->floorz) { // Hit the floor mobj->z = mobj->floorz; P_HitFloor(mobj); P_ExplodeMissile(mobj); return; } if (mobj->z+mobj->height > mobj->ceilingz) { // Hit the ceiling mobj->z = mobj->ceilingz-mobj->height; P_ExplodeMissile(mobj); return; } if (changexy) { if (mobj->type == MT_MWAND_MISSILE && (P_Random() < 128)) { z = mobj->z - 8*FRACUNIT; if (z < mobj->floorz) { z = mobj->floorz; } P_SpawnMobj(mobj->x, mobj->y, z, MT_MWANDSMOKE); } /* else if (!--mobj->special1) jim- allow other things to have BlasterMobjThinker()s (crossbow) O.S- FIXME --- I DON'T NEED AN #ifdef ASSASSIN here, YES ??? (also see jim's note in P_CheckMissileSpawn down below.) */ else if ((mobj->type == MT_CFLAME_MISSILE) && !--mobj->special1) { mobj->special1 = 4; z = mobj->z-12*FRACUNIT; if (z < mobj->floorz) { z = mobj->floorz; } mo = P_SpawnMobj(mobj->x, mobj->y, z, MT_CFLAMEFLOOR); if (mo) { mo->angle = mobj->angle; } } } } } // Advance the state if (mobj->tics != -1) { mobj->tics--; while (!mobj->tics) { if (!P_SetMobjState(mobj, mobj->state->nextstate)) { // mobj was removed return; } } } } //=========================================================================== // // PlayerLandedOnThing // //=========================================================================== static void PlayerLandedOnThing(mobj_t *mo, mobj_t *onmobj) { mo->player->deltaviewheight = mo->momz>>3; if (mo->momz < -23*FRACUNIT) { P_FallingDamage(mo->player); P_NoiseAlert(mo, mo); } else if (mo->momz < -GRAVITY*12 && !mo->player->morphTics) { S_StartSound(mo, SFX_PLAYER_LAND); switch (mo->player->playerclass) { 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); } if (mouselook && !demorecording && !demoplayback) { mo->player->centering = false; } else { mo->player->centering = true; } } //---------------------------------------------------------------------------- // // PROC P_MobjThinker // //---------------------------------------------------------------------------- void P_MobjThinker(mobj_t *mobj) { mobj_t *onmo; /* // Reset to not blasted when momentums are gone if ((mobj->flags2 & MF2_BLASTED) && (!(mobj->momx)) && (!(mobj->momy))) ResetBlasted(mobj); */ // Handle X and Y momentums BlockingMobj = NULL; if (mobj->momx || mobj->momy || (mobj->flags & MF_SKULLFLY)) { P_XYMovement(mobj); if (mobj->thinker.function == (think_t)-1) { // mobj was removed return; } } else if (mobj->flags2 & MF2_BLASTED) { // Reset to not blasted when momentums are gone ResetBlasted(mobj); } if (mobj->flags2 & MF2_FLOATBOB) { // Floating item bobbing motion (special1 is height) mobj->z = mobj->floorz + mobj->special1 + FloatBobOffsets[(mobj->health++) & 63]; } else if ((mobj->z != mobj->floorz) || mobj->momz || BlockingMobj) { // Handle Z momentum and gravity if (mobj->flags2 & MF2_PASSMOBJ) { if (!(onmo = P_CheckOnmobj(mobj))) { P_ZMovement(mobj); if (mobj->player && mobj->flags & MF2_ONMOBJ) { mobj->flags2 &= ~MF2_ONMOBJ; } } else { if (mobj->player) { if (mobj->momz < -GRAVITY*8 && !(mobj->flags2 & MF2_FLY)) { PlayerLandedOnThing(mobj, onmo); } if (onmo->z + onmo->height - mobj->z <= 24*FRACUNIT) { mobj->player->viewheight -= onmo->z + onmo->height - mobj->z; mobj->player->deltaviewheight = (VIEWHEIGHT - mobj->player->viewheight)>>3; mobj->z = onmo->z + onmo->height; mobj->flags2 |= MF2_ONMOBJ; mobj->momz = 0; } else { // hit the bottom of the blocking mobj mobj->momz = 0; } } /* Landing on another player, and mimicking his movements if (mobj->player && onmo->player) { mobj->momx = onmo->momx; mobj->momy = onmo->momy; if (onmo->z < onmo->floorz) { mobj->z += onmo->floorz-onmo->z; if (onmo->player) { onmo->player->viewheight -= onmo->floorz - onmo->z; onmo->player->deltaviewheight = (VIEWHEIGHT - onmo->player->viewheight)>>3; } onmo->z = onmo->floorz; } } */ } } else { P_ZMovement(mobj); } if (mobj->thinker.function == (think_t)-1) { // mobj was removed return; } } // Cycle through states, calling action functions at transitions if (mobj->tics != -1) { mobj->tics--; // you can cycle through multiple states in a tic while (!mobj->tics) { if (!P_SetMobjState(mobj, mobj->state->nextstate)) { // mobj was removed return; } } } } //========================================================================== // // P_SpawnMobj // //========================================================================== mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) { mobj_t *mobj; state_t *st; mobjinfo_t *info; fixed_t space; mobj = (mobj_t *) Z_Malloc(sizeof(*mobj), PU_LEVEL, NULL); memset(mobj, 0, sizeof(*mobj)); info = &mobjinfo[type]; mobj->type = type; mobj->info = info; mobj->x = x; mobj->y = y; mobj->radius = info->radius; mobj->height = info->height; mobj->flags = info->flags; mobj->flags2 = info->flags2; mobj->damage = info->damage; mobj->health = info->spawnhealth; if (gameskill != sk_nightmare) { mobj->reactiontime = info->reactiontime; } mobj->lastlook = P_Random() % MAXPLAYERS; // Set the state, but do not use P_SetMobjState, because action // routines can't be called yet. If the spawnstate has an action // routine, it will not be called. st = &states[info->spawnstate]; mobj->state = st; mobj->tics = st->tics; mobj->sprite = st->sprite; mobj->frame = st->frame; // Set subsector and/or block links. P_SetThingPosition(mobj); mobj->floorz = mobj->subsector->sector->floorheight; mobj->ceilingz = mobj->subsector->sector->ceilingheight; if (z == ONFLOORZ) { mobj->z = mobj->floorz; } else if (z == ONCEILINGZ) { mobj->z = mobj->ceilingz-mobj->info->height; } else if (z == FLOATRANDZ) { space = ((mobj->ceilingz)-(mobj->info->height))-mobj->floorz; if (space > 48*FRACUNIT) { space -= 40*FRACUNIT; mobj->z = ((space*P_Random())>>8) + mobj->floorz + 40*FRACUNIT; } else { mobj->z = mobj->floorz; } } else if (mobj->flags2 & MF2_FLOATBOB) { mobj->z = mobj->floorz + z; // artifact z passed in as height } else { mobj->z = z; } if (mobj->flags2 & MF2_FLOORCLIP && P_GetThingFloorType(mobj) >= FLOOR_LIQUID && mobj->z == mobj->subsector->sector->floorheight) { mobj->floorclip = 10*FRACUNIT; } else { mobj->floorclip = 0; } mobj->thinker.function = P_MobjThinker; P_AddThinker(&mobj->thinker); return (mobj); } //========================================================================== // // P_RemoveMobj // //========================================================================== void P_RemoveMobj(mobj_t *mobj) { // Remove from creature queue if (mobj->flags & MF_COUNTKILL && mobj->flags & MF_CORPSE) { A_DeQueueCorpse(mobj); } if (mobj->tid) { // Remove from TID list P_RemoveMobjFromTIDList(mobj); } // Unlink from sector and block lists P_UnsetThingPosition(mobj); // Stop any playing sound S_StopSound(mobj); // Free block P_RemoveThinker((thinker_t *)mobj); } //========================================================================== // // P_SpawnPlayer // // Called when a player is spawned on the level. Most of the player // structure stays unchanged between levels. // //========================================================================== void P_SpawnPlayer(mapthing_t *mthing) { player_t *p; fixed_t x, y, z; mobj_t *mobj; if (!playeringame[mthing->type - 1]) { // Not playing return; } p = &players[mthing->type - 1]; if (p->playerstate == PST_REBORN) { G_PlayerReborn(mthing->type - 1); } x = mthing->x << FRACBITS; y = mthing->y << FRACBITS; z = ONFLOORZ; if (randomclass && deathmatch) { p->playerclass = P_Random() % NUMCLASSES_HUMAN; if (p->playerclass == PlayerClasses[mthing->type - 1]) { p->playerclass = (p->playerclass + 1) % NUMCLASSES_HUMAN; } PlayerClasses[mthing->type - 1] = p->playerclass; SB_SetClassData(); } else { p->playerclass = PlayerClasses[mthing->type - 1]; } switch (p->playerclass) { 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; #ifdef ASSASSIN case PCLASS_ASS: mobj = P_SpawnMobj(x, y, z, MT_PLAYER_ASS); break; #endif default: I_Error("P_SpawnPlayer: Unknown class type"); mobj = NULL; /* avoid compiler warning */ break; } // Set translation table data if (p->playerclass == PCLASS_FIGHTER && (mthing->type == 1 || mthing->type == 3)) { // The first type should be blue, and the third should be the // Fighter's original gold color if (mthing->type == 1) { mobj->flags |= 2<<MF_TRANSSHIFT; } } else if (mthing->type > 1) { // Set color translation bits for player sprites mobj->flags |= (mthing->type - 1)<<MF_TRANSSHIFT; } mobj->angle = ANG45 * (mthing->angle/45); mobj->player = p; mobj->health = p->health; p->mo = mobj; p->playerstate = PST_LIVE; p->refire = 0; P_ClearMessage(p); p->damagecount = 0; p->bonuscount = 0; p->poisoncount = 0; p->morphTics = 0; p->extralight = 0; p->fixedcolormap = 0; p->viewheight = VIEWHEIGHT; P_SetupPsprites(p); if (deathmatch) { // Give all keys in death match mode p->keys = 2047; } } //========================================================================== // // P_SpawnMapThing // // The fields of the mapthing should already be in host byte order. // //========================================================================== void P_SpawnMapThing(mapthing_t *mthing) { int i; unsigned int spawnMask; mobj_t *mobj; fixed_t x, y, z; // Put in Cleric twice, since we can't have an assassin flag. static unsigned int classFlags[] = { MTF_FIGHTER, MTF_CLERIC, MTF_MAGE, #ifdef ASSASSIN MTF_CLERIC #endif }; // 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[PlayerClasses[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[PlayerClasses[i]]; } } if ((mthing->options&spawnMask) == 0) { return; } } // Find which type to spawn for (i = 0; i < NUMMOBJTYPES; i++) { if (mthing->type == mobjinfo[i].doomednum) { break; } } if (i == NUMMOBJTYPES) { // Can't find thing type I_Error("P_SpawnMapThing: Unknown type %i at (%i, %i)", mthing->type, mthing->x, mthing->y); } // Don't spawn keys and players in deathmatch if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH) { return; } // Don't spawn monsters if -nomonsters if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL)) { return; } x = mthing->x<<FRACBITS; y = mthing->y<<FRACBITS; if (mobjinfo[i].flags & MF_SPAWNCEILING) { z = ONCEILINGZ; } else if (mobjinfo[i].flags2 & MF2_SPAWNFLOAT) { z = FLOATRANDZ; } else if (mobjinfo[i].flags2 & MF2_FLOATBOB) { z = mthing->height<<FRACBITS; } else { z = ONFLOORZ; } switch (i) { // Special stuff case MT_ZLYNCHED_NOHEART: P_SpawnMobj(x, y, ONFLOORZ, MT_BLOODPOOL); break; default: break; } mobj = P_SpawnMobj(x, y, z, i); if (z == ONFLOORZ) { mobj->z += mthing->height<<FRACBITS; } else if (z == ONCEILINGZ) { mobj->z -= mthing->height<<FRACBITS; } mobj->tid = mthing->tid; mobj->special = mthing->special; mobj->args[0] = mthing->arg1; mobj->args[1] = mthing->arg2; mobj->args[2] = mthing->arg3; mobj->args[3] = mthing->arg4; mobj->args[4] = mthing->arg5; if (mobj->flags2 & MF2_FLOATBOB) { // Seed random starting index for bobbing motion mobj->health = P_Random(); mobj->special1 = mthing->height<<FRACBITS; } if (mobj->tics > 0) { mobj->tics = 1 + (P_Random() % mobj->tics); } // if (mobj->flags & MF_COUNTITEM) // { // totalitems++; // } if (mobj->flags & MF_COUNTKILL) { // Quantize angle to 45 degree increments mobj->angle = ANG45*(mthing->angle/45); } else { // Scale angle correctly (source is 0..359) mobj->angle = ((mthing->angle<<8)/360)<<24; } if (mthing->options & MTF_AMBUSH) { mobj->flags |= MF_AMBUSH; } if (mthing->options & MTF_DORMANT) { mobj->flags2 |= MF2_DORMANT; if (mobj->type == MT_ICEGUY) { P_SetMobjState(mobj, S_ICEGUY_DORMANT); } mobj->tics = -1; } } //========================================================================== // // P_CreateTIDList // //========================================================================== void P_CreateTIDList(void) { int i; mobj_t *mobj; thinker_t *t; i = 0; for (t = thinkercap.next; t != &thinkercap; t = t->next) { // Search all current thinkers if (t->function != P_MobjThinker) { // Not a mobj thinker continue; } mobj = (mobj_t *)t; if (mobj->tid != 0) { // Add to list if (i == MAX_TID_COUNT) { I_Error("P_CreateTIDList: MAX_TID_COUNT (%d) exceeded.", MAX_TID_COUNT); } TIDList[i] = mobj->tid; TIDMobj[i++] = mobj; } } // Add termination marker TIDList[i] = 0; } //========================================================================== // // P_InsertMobjIntoTIDList // //========================================================================== void P_InsertMobjIntoTIDList(mobj_t *mobj, int tid) { int i; int idx; idx = -1; for (i = 0; TIDList[i] != 0; i++) { if (TIDList[i] == -1) { // Found empty slot idx = i; break; } } if (idx == -1) { // Append required if (i == MAX_TID_COUNT) { I_Error("P_InsertMobjIntoTIDList: MAX_TID_COUNT (%d)" "exceeded.", MAX_TID_COUNT); } idx = i; TIDList[idx + 1] = 0; } mobj->tid = tid; TIDList[idx] = tid; TIDMobj[idx] = mobj; } //========================================================================== // // P_RemoveMobjFromTIDList // //========================================================================== void P_RemoveMobjFromTIDList(mobj_t *mobj) { int i; for (i = 0; TIDList[i] != 0; i++) { if (TIDMobj[i] == mobj) { TIDList[i] = -1; TIDMobj[i] = NULL; mobj->tid = 0; return; } } mobj->tid = 0; } //========================================================================== // // P_FindMobjFromTID // //========================================================================== mobj_t *P_FindMobjFromTID(int tid, int *searchPosition) { int i; for (i = *searchPosition + 1; TIDList[i] != 0; i++) { if (TIDList[i] == tid) { *searchPosition = i; return TIDMobj[i]; } } *searchPosition = -1; return NULL; } /* =============================================================================== GAME SPAWN FUNCTIONS =============================================================================== */ //--------------------------------------------------------------------------- // // PROC P_SpawnPuff // //--------------------------------------------------------------------------- void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z) { mobj_t *puff; z += ((P_Random() - P_Random()) << 10); puff = P_SpawnMobj(x, y, z, PuffType); if (linetarget && puff->info->seesound) { // Hit thing sound S_StartSound(puff, puff->info->seesound); } else if (puff->info->attacksound) { S_StartSound(puff, puff->info->attacksound); } switch (PuffType) { case MT_PUNCHPUFF: puff->momz = FRACUNIT; break; case MT_HAMMERPUFF: puff->momz = .8*FRACUNIT; break; default: break; } PuffSpawned = puff; } /* ================ = = P_SpawnBlood = ================ */ /* void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage) { mobj_t *th; z += ((P_Random() - P_Random()) << 10); th = P_SpawnMobj (x, y, z, MT_BLOOD); th->momz = FRACUNIT*2; th->tics -= P_Random() & 3; if (damage <= 12 && damage >= 9) P_SetMobjState (th, S_BLOOD2); else if (damage < 9) P_SetMobjState (th, S_BLOOD3); } */ //--------------------------------------------------------------------------- // // PROC P_BloodSplatter // //--------------------------------------------------------------------------- void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator) { mobj_t *mo; mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER); mo->target = originator; mo->momx = (P_Random() - P_Random()) << 10; mo->momy = (P_Random() - P_Random()) << 10; mo->momz = 3*FRACUNIT; } //=========================================================================== // // P_BloodSplatter2 // //=========================================================================== void P_BloodSplatter2(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator) { mobj_t *mo; mo = P_SpawnMobj(x + ((P_Random() - 128) <<11), y + ((P_Random() - 128) <<11), z, MT_AXEBLOOD); mo->target = originator; } //--------------------------------------------------------------------------- // // PROC P_RipperBlood // //--------------------------------------------------------------------------- void P_RipperBlood(mobj_t *mo) { mobj_t *th; fixed_t x, y, z; x = mo->x + ((P_Random() - P_Random()) <<12); y = mo->y + ((P_Random() - P_Random()) <<12); z = mo->z + ((P_Random() - P_Random()) <<12); th = P_SpawnMobj(x, y, z, MT_BLOOD); // th->flags |= MF_NOGRAVITY; th->momx = mo->momx>>1; th->momy = mo->momy>>1; th->tics += P_Random() & 3; } //--------------------------------------------------------------------------- // // FUNC P_GetThingFloorType // //--------------------------------------------------------------------------- int P_GetThingFloorType(mobj_t *thing) { if (thing->floorpic) { return(TerrainTypes[thing->floorpic]); } else { return(TerrainTypes[thing->subsector->sector->floorpic]); } /* if (thing->subsector->sector->floorpic == W_GetNumForName("FLTWAWA1") - firstflat) { return FLOOR_WATER; } else { return FLOOR_SOLID; } */ } //--------------------------------------------------------------------------- // // FUNC P_HitFloor // //--------------------------------------------------------------------------- #define SMALLSPLASHCLIP (12 << FRACBITS) int P_HitFloor(mobj_t *thing) { mobj_t *mo; int smallsplash = false; if (thing->floorz != thing->subsector->sector->floorheight) { // don't splash if landing on the edge above water/lava/etc.... return FLOOR_SOLID; } // Things that don't splash go here switch (thing->type) { case MT_LEAF1: case MT_LEAF2: // case MT_BLOOD: // I set these to low mass -- pm // case MT_BLOODSPLATTER: case MT_SPLASH: case MT_SLUDGECHUNK: return FLOOR_SOLID; default: break; } // Small splash for small masses if (thing->info->mass < 10) smallsplash = true; switch (P_GetThingFloorType(thing)) { case FLOOR_WATER: if (smallsplash) { mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE); if (mo) mo->floorclip += SMALLSPLASHCLIP; S_StartSound(mo, SFX_AMBIENT10); // small drip } else { mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH); mo->target = thing; mo->momx = (P_Random() - P_Random()) <<8; mo->momy = (P_Random() - P_Random()) <<8; mo->momz = 2*FRACUNIT + (P_Random() <<8); mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE); if (thing->player) P_NoiseAlert(thing, thing); S_StartSound(mo, SFX_WATER_SPLASH); } return FLOOR_WATER; case FLOOR_LAVA: if (smallsplash) { mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH); if (mo) mo->floorclip += SMALLSPLASHCLIP; } else { mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE); mo->momz = FRACUNIT + (P_Random() << 7); mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH); if (thing->player) P_NoiseAlert(thing, thing); } S_StartSound(mo, SFX_LAVA_SIZZLE); if (thing->player && leveltime & 31) { P_DamageMobj(thing, &LavaInflictor, NULL, 5); } return FLOOR_LAVA; case FLOOR_SLUDGE: if (smallsplash) { mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH); if (mo) mo->floorclip += SMALLSPLASHCLIP; } else { mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGECHUNK); mo->target = thing; mo->momx = (P_Random() - P_Random()) <<8; mo->momy = (P_Random() - P_Random()) <<8; mo->momz = FRACUNIT + (P_Random() <<8); mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH); if (thing->player) P_NoiseAlert(thing, thing); } S_StartSound(mo, SFX_SLUDGE_GLOOP); return FLOOR_SLUDGE; } return FLOOR_SOLID; } //--------------------------------------------------------------------------- // // FUNC P_CheckMissileSpawn // // Returns true if the missile is at a valid spawn point, otherwise // explodes it and returns false. // //--------------------------------------------------------------------------- boolean P_CheckMissileSpawn(mobj_t *missile) { //missile->tics -= P_Random() & 3; // move a little forward so an angle can be computed if it // immediately explodes #if 0 /* original */ missile->x += (missile->momx>>1); missile->y += (missile->momy>>1); missile->z += (missile->momz>>1); #else /* * jim - handle fast missiles with BlasterMobjThinker()s * assume so if momentum > MAXMOVE * this is a horrible kludge, but to be honest so is the BlasterMobjThinker * stuff in the first place */ /* O.S- FIXME --- THIS SEEMS TO HAVE BEEN DONE FOR the ASSASSIN */ if ((missile->momx > MAXMOVE) || (missile->momy > MAXMOVE)) { missile->x += (missile->momx>>3); missile->y += (missile->momy>>3); missile->z += (missile->momz>>3); } else { missile->x += (missile->momx>>1); missile->y += (missile->momy>>1); missile->z += (missile->momz>>1); } #endif /* jim */ if (!P_TryMove(missile, missile->x, missile->y)) { P_ExplodeMissile(missile); return false; } return true; } //--------------------------------------------------------------------------- // // FUNC P_SpawnMissile // // Returns NULL if the missile exploded immediately, otherwise returns // a mobj_t pointer to the missile. // //--------------------------------------------------------------------------- mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type) { fixed_t z; mobj_t *th; angle_t an; int dist; switch (type) { case MT_MNTRFX1: // Minotaur swing attack missile z = source->z + 40*FRACUNIT; break; case MT_MNTRFX2: // Minotaur floor fire missile z = ONFLOORZ + source->floorclip; break; case MT_CENTAUR_FX: z = source->z + 45*FRACUNIT; break; case MT_ICEGUY_FX: z = source->z + 40*FRACUNIT; break; case MT_HOLY_MISSILE: z = source->z + 40*FRACUNIT; break; default: z = source->z + 32*FRACUNIT; break; } z -= source->floorclip; th = P_SpawnMobj(source->x, source->y, z, type); if (th->info->seesound) { S_StartSound(th, th->info->seesound); } th->target = source; // Originator an = R_PointToAngle2(source->x, source->y, dest->x, dest->y); if (dest->flags & MF_SHADOW) { // Invisible target an += (P_Random() - P_Random()) <<21; } th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(th->info->speed, finecosine[an]); th->momy = FixedMul(th->info->speed, finesine[an]); dist = P_AproxDistance(dest->x - source->x, dest->y - source->y); dist = dist/th->info->speed; if (dist < 1) { dist = 1; } th->momz = (dest->z - source->z)/dist; return (P_CheckMissileSpawn(th) ? th : NULL); } //--------------------------------------------------------------------------- // // FUNC P_SpawnMissileXYZ // // Returns NULL if the missile exploded immediately, otherwise returns // a mobj_t pointer to the missile. // //--------------------------------------------------------------------------- mobj_t *P_SpawnMissileXYZ(fixed_t x, fixed_t y, fixed_t z, mobj_t *source, mobj_t *dest, mobjtype_t type) { mobj_t *th; angle_t an; int dist; z -= source->floorclip; th = P_SpawnMobj(x, y, z, type); if (th->info->seesound) { S_StartSound(th, th->info->seesound); } th->target = source; // Originator an = R_PointToAngle2(source->x, source->y, dest->x, dest->y); if (dest->flags & MF_SHADOW) { // Invisible target an += (P_Random() - P_Random()) <<21; } th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(th->info->speed, finecosine[an]); th->momy = FixedMul(th->info->speed, finesine[an]); dist = P_AproxDistance(dest->x - source->x, dest->y - source->y); dist = dist/th->info->speed; if (dist < 1) { dist = 1; } th->momz = (dest->z - source->z)/dist; return (P_CheckMissileSpawn(th) ? th : NULL); } //--------------------------------------------------------------------------- // // FUNC P_SpawnMissileAngle // // Returns NULL if the missile exploded immediately, otherwise returns // a mobj_t pointer to the missile. // //--------------------------------------------------------------------------- mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type, angle_t angle, fixed_t momz) { fixed_t z; mobj_t *mo; switch (type) { case MT_MNTRFX1: // Minotaur swing attack missile z = source->z + 40*FRACUNIT; break; case MT_MNTRFX2: // Minotaur floor fire missile z = ONFLOORZ + source->floorclip; break; case MT_ICEGUY_FX2: // Secondary Projectiles of the Ice Guy z = source->z + 3*FRACUNIT; break; case MT_MSTAFF_FX2: z = source->z + 40*FRACUNIT; break; default: z = source->z + 32*FRACUNIT; break; } z -= source->floorclip; mo = P_SpawnMobj(source->x, source->y, z, type); if (mo->info->seesound) { S_StartSound(mo, mo->info->seesound); } mo->target = source; // Originator mo->angle = angle; angle >>= ANGLETOFINESHIFT; mo->momx = FixedMul(mo->info->speed, finecosine[angle]); mo->momy = FixedMul(mo->info->speed, finesine[angle]); mo->momz = momz; return (P_CheckMissileSpawn(mo) ? mo : NULL); } //--------------------------------------------------------------------------- // // FUNC P_SpawnMissileAngleSpeed // // Returns NULL if the missile exploded immediately, otherwise returns // a mobj_t pointer to the missile. // //--------------------------------------------------------------------------- mobj_t *P_SpawnMissileAngleSpeed(mobj_t *source, mobjtype_t type, angle_t angle, fixed_t momz, fixed_t speed) { fixed_t z; mobj_t *mo; z = source->z; z -= source->floorclip; mo = P_SpawnMobj(source->x, source->y, z, type); if (mo->info->seesound) { //S_StartSound(mo, mo->info->seesound); } mo->target = source; // Originator mo->angle = angle; angle >>= ANGLETOFINESHIFT; mo->momx = FixedMul(speed, finecosine[angle]); mo->momy = FixedMul(speed, finesine[angle]); mo->momz = momz; return (P_CheckMissileSpawn(mo) ? mo : NULL); } /* ================ = = P_SpawnPlayerMissile = = Tries to aim at a nearby monster ================ */ mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type) { angle_t an; fixed_t x, y, z, slope; // Try to find a target an = source->angle; slope = P_AimLineAttack(source, an, 16*64*FRACUNIT); if (!linetarget) { an += 1<<26; slope = P_AimLineAttack(source, an, 16*64*FRACUNIT); if (!linetarget) { an -= 2<<26; slope = P_AimLineAttack(source, an, 16*64*FRACUNIT); } if (!linetarget) { an = source->angle; slope = ((source->player->lookdir)<<FRACBITS)/173; } } x = source->x; y = source->y; if (type == MT_LIGHTNING_FLOOR) { z = ONFLOORZ; slope = 0; } else if (type == MT_LIGHTNING_CEILING) { z = ONCEILINGZ; slope = 0; } else { z = source->z + 4*8*FRACUNIT + ((source->player->lookdir)<<FRACBITS)/173; z -= source->floorclip; } MissileMobj = P_SpawnMobj(x, y, z, type); if (MissileMobj->info->seesound) { //S_StartSound(MissileMobj, MissileMobj->info->seesound); } MissileMobj->target = source; MissileMobj->angle = an; MissileMobj->momx = FixedMul(MissileMobj->info->speed, finecosine[an>>ANGLETOFINESHIFT]); MissileMobj->momy = FixedMul(MissileMobj->info->speed, finesine[an>>ANGLETOFINESHIFT]); MissileMobj->momz = FixedMul(MissileMobj->info->speed, slope); if (MissileMobj->type == MT_MWAND_MISSILE || MissileMobj->type == MT_CFLAME_MISSILE) { // Ultra-fast ripper spawning missile MissileMobj->x += (MissileMobj->momx>>3); MissileMobj->y += (MissileMobj->momy>>3); MissileMobj->z += (MissileMobj->momz>>3); } else { // Normal missile MissileMobj->x += (MissileMobj->momx>>1); MissileMobj->y += (MissileMobj->momy>>1); MissileMobj->z += (MissileMobj->momz>>1); } if (!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y)) { // Exploded immediately P_ExplodeMissile(MissileMobj); return NULL; } return (MissileMobj); } //---------------------------------------------------------------------------- // // P_SpawnPlayerMinotaur - // // Special missile that has larger blocking than player //---------------------------------------------------------------------------- /* mobj_t *P_SpawnPlayerMinotaur(mobj_t *source, mobjtype_t type) { angle_t an; fixed_t x, y, z; fixed_t dist=0 *FRACUNIT; an = source->angle; x = source->x + FixedMul(dist, finecosine[an>>ANGLETOFINESHIFT]); y = source->y + FixedMul(dist, finesine[an>>ANGLETOFINESHIFT]); z = source->z + 4*8*FRACUNIT + ((source->player->lookdir)<<FRACBITS)/173; z -= source->floorclip; MissileMobj = P_SpawnMobj(x, y, z, type); if (MissileMobj->info->seesound) { //S_StartSound(MissileMobj, MissileMobj->info->seesound); } MissileMobj->target = source; MissileMobj->angle = an; MissileMobj->momx = FixedMul(MissileMobj->info->speed, finecosine[an>>ANGLETOFINESHIFT]); MissileMobj->momy = FixedMul(MissileMobj->info->speed, finesine[an>>ANGLETOFINESHIFT]); MissileMobj->momz = 0; // MissileMobj->x += (MissileMobj->momx>>3); // MissileMobj->y += (MissileMobj->momy>>3); // MissileMobj->z += (MissileMobj->momz>>3); if (!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y)) { // Wouln't fit return NULL; } return (MissileMobj); } */ //--------------------------------------------------------------------------- // // PROC P_SPMAngle // //--------------------------------------------------------------------------- mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle) { mobj_t *th; angle_t an; fixed_t x, y, z, slope; // // see which target is to be aimed at // an = angle; slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); if (!linetarget) { an += 1<<26; slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); if (!linetarget) { an -= 2<<26; slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); } if (!linetarget) { an = angle; slope = ((source->player->lookdir)<<FRACBITS)/173; } } x = source->x; y = source->y; z = source->z + 4*8*FRACUNIT + ((source->player->lookdir)<<FRACBITS)/173; z -= source->floorclip; th = P_SpawnMobj(x, y, z, type); // if (th->info->seesound) // { // S_StartSound(th, th->info->seesound); // } th->target = source; th->angle = an; th->momx = FixedMul(th->info->speed, finecosine[an>>ANGLETOFINESHIFT]); th->momy = FixedMul(th->info->speed, finesine[an>>ANGLETOFINESHIFT]); th->momz = FixedMul(th->info->speed, slope); return (P_CheckMissileSpawn(th) ? th : NULL); } //=========================================================================== // // P_SPMAngleXYZ // //=========================================================================== mobj_t *P_SPMAngleXYZ(mobj_t *source, fixed_t x, fixed_t y, fixed_t z, mobjtype_t type, angle_t angle) { mobj_t *th; angle_t an; fixed_t slope; // // see which target is to be aimed at // an = angle; slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); if (!linetarget) { an += 1<<26; slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); if (!linetarget) { an -= 2<<26; slope = P_AimLineAttack (source, an, 16*64*FRACUNIT); } if (!linetarget) { an = angle; slope = ((source->player->lookdir)<<FRACBITS)/173; } } z += 4*8*FRACUNIT + ((source->player->lookdir)<<FRACBITS)/173; z -= source->floorclip; th = P_SpawnMobj(x, y, z, type); // if (th->info->seesound) // { // S_StartSound(th, th->info->seesound); // } th->target = source; th->angle = an; th->momx = FixedMul(th->info->speed, finecosine[an>>ANGLETOFINESHIFT]); th->momy = FixedMul(th->info->speed, finesine[an>>ANGLETOFINESHIFT]); th->momz = FixedMul(th->info->speed, slope); return (P_CheckMissileSpawn(th) ? th : NULL); } mobj_t *P_SpawnKoraxMissile(fixed_t x, fixed_t y, fixed_t z, mobj_t *source, mobj_t *dest, mobjtype_t type) { mobj_t *th; angle_t an; int dist; z -= source->floorclip; th = P_SpawnMobj(x, y, z, type); if (th->info->seesound) { S_StartSound(th, th->info->seesound); } th->target = source; // Originator an = R_PointToAngle2(x, y, dest->x, dest->y); if (dest->flags & MF_SHADOW) { // Invisible target an += (P_Random() - P_Random()) <<21; } th->angle = an; an >>= ANGLETOFINESHIFT; th->momx = FixedMul(th->info->speed, finecosine[an]); th->momy = FixedMul(th->info->speed, finesine[an]); dist = P_AproxDistance(dest->x - x, dest->y - y); dist = dist/th->info->speed; if (dist < 1) { dist = 1; } th->momz = (dest->z - z + (30*FRACUNIT))/dist; return (P_CheckMissileSpawn(th) ? th : NULL); }