ref: 12ecb4550e46ffdc28248be185738a88be033afd
dir: /src/heretic/p_mobj.c/
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2005-2014 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// P_mobj.c
#include "doomdef.h"
#include "i_system.h"
#include "m_random.h"
#include "p_local.h"
#include "sounds.h"
#include "s_sound.h"
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
};
//----------------------------------------------------------------------------
//
// FUNC P_SetMobjState
//
// Returns true if the mobj is still present.
//
//----------------------------------------------------------------------------
boolean P_SetMobjState(mobj_t * mobj, statenum_t state)
{
state_t *st;
if (state == S_NULL)
{ // Remove mobj
mobj->state = (state_t *) S_NULL;
P_RemoveMobj(mobj);
return (false);
}
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
if (st->action)
{ // Call action function
st->action(mobj);
}
return (true);
}
//----------------------------------------------------------------------------
//
// FUNC P_SetMobjStateNF
//
// Same as P_SetMobjState, but does not call the state function.
//
//----------------------------------------------------------------------------
boolean P_SetMobjStateNF(mobj_t * mobj, statenum_t state)
{
state_t *st;
if (state == S_NULL)
{ // Remove mobj
mobj->state = (state_t *) S_NULL;
P_RemoveMobj(mobj);
return (false);
}
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
return (true);
}
//----------------------------------------------------------------------------
//
// PROC P_ExplodeMissile
//
//----------------------------------------------------------------------------
void P_ExplodeMissile(mobj_t * mo)
{
if (mo->type == MT_WHIRLWIND)
{
if (++mo->special2.i < 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);
}
}
//----------------------------------------------------------------------------
//
// PROC P_FloorBounceMissile
//
//----------------------------------------------------------------------------
void P_FloorBounceMissile(mobj_t * mo)
{
mo->momz = -mo->momz;
P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
}
//----------------------------------------------------------------------------
//
// PROC P_ThrustMobj
//
//----------------------------------------------------------------------------
void P_ThrustMobj(mobj_t * mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx += FixedMul(move, finecosine[angle]);
mo->momy += FixedMul(move, finesine[angle]);
}
//----------------------------------------------------------------------------
//
// FUNC P_FaceMobj
//
// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs
// to turn counter clockwise. 'delta' is set to the amount 'source'
// needs to turn.
//
//----------------------------------------------------------------------------
int P_FaceMobj(mobj_t * source, mobj_t * target, angle_t * delta)
{
angle_t diff;
angle_t angle1;
angle_t angle2;
angle1 = source->angle;
angle2 = R_PointToAngle2(source->x, source->y, target->x, target->y);
if (angle2 > angle1)
{
diff = angle2 - angle1;
if (diff > ANG180)
{
*delta = ANG_MAX - diff;
return (0);
}
else
{
*delta = diff;
return (1);
}
}
else
{
diff = angle1 - angle2;
if (diff > ANG180)
{
*delta = ANG_MAX - diff;
return (1);
}
else
{
*delta = diff;
return (0);
}
}
}
//----------------------------------------------------------------------------
//
// FUNC P_SeekerMissile
//
// 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.m;
if (target == NULL)
{
return (false);
}
if (!(target->flags & MF_SHOOTABLE))
{ // Target died
actor->special1.m = NULL;
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);
}
//----------------------------------------------------------------------------
//
// PROC P_XYMovement
//
//----------------------------------------------------------------------------
#define STOPSPEED 0x1000
#define FRICTION_NORMAL 0xe800
#define FRICTION_LOW 0xf900
#define FRICTION_FLY 0xeb00
void P_XYMovement(mobj_t * mo)
{
fixed_t ptryx, ptryy;
player_t *player;
fixed_t xmove, ymove;
int special;
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);
}
}
}
/*
===============
=
= P_ZMovement
=
===============
*/
void P_ZMovement(mobj_t * mo)
{
int dist;
int delta;
//
// check for smooth step up
//
if (mo->player && mo->z < mo->floorz)
{
mo->player->viewheight -= mo->floorz - mo->z;
mo->player->deltaviewheight =
(VIEWHEIGHT - mo->player->viewheight) >> 3;
}
//
// adjust height
//
mo->z += mo->momz;
if (mo->flags & MF_FLOAT && mo->target)
{ // float down towards target if too close
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
{
dist =
P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
delta = (mo->target->z + (mo->height >> 1)) - mo->z;
if (delta < 0 && dist < -(delta * 3))
mo->z -= FLOATSPEED;
else if (delta > 0 && dist < (delta * 3))
mo->z += FLOATSPEED;
}
}
if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
&& leveltime & 2)
{
mo->z += finesine[(FINEANGLES / 20 * leveltime >> 2) & FINEMASK];
}
//
// clip movement
//
if (mo->z <= mo->floorz)
{ // Hit the floor
if (mo->flags & MF_MISSILE)
{
mo->z = mo->floorz;
if (mo->flags2 & MF2_FLOORBOUNCE)
{
P_FloorBounceMissile(mo);
return;
}
else if (mo->type == MT_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);
// haleyjd: removed externdriver crap
mo->player->centering = true;
}
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;
}
}
}
/*
================
=
= P_NightmareRespawn
=
================
*/
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
// 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);
// 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);
// spawn the new monster
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;
// remove the old monster
P_RemoveMobj(mobj);
}
//----------------------------------------------------------------------------
//
// PROC P_BlasterMobjThinker
//
// Thinker for the ultra-fast blaster PL2 ripper-spawning missile.
//
//----------------------------------------------------------------------------
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;
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC P_MobjThinker
//
//----------------------------------------------------------------------------
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;
}
}
//
// 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);
}
}
/*
===============
=
= P_SpawnMobj
=
===============
*/
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
mobj_t *mobj;
state_t *st;
mobjinfo_t *info;
fixed_t space;
mobj = Z_Malloc(sizeof(*mobj), PU_LEVEL, NULL);
memset(mobj, 0, sizeof(*mobj));
info = &mobjinfo[type];
mobj->type = type;
mobj->info = info;
mobj->x = x;
mobj->y = y;
mobj->radius = info->radius;
mobj->height = info->height;
mobj->flags = info->flags;
mobj->flags2 = info->flags2;
mobj->damage = info->damage;
mobj->health = info->spawnhealth;
if (gameskill != sk_nightmare)
{
mobj->reactiontime = info->reactiontime;
}
mobj->lastlook = P_Random() % MAXPLAYERS;
// Set the state, but do not use P_SetMobjState, because action
// routines can't be called yet. If the spawnstate has an action
// routine, it will not be called.
st = &states[info->spawnstate];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
// Set subsector and/or block links.
P_SetThingPosition(mobj);
mobj->floorz = mobj->subsector->sector->floorheight;
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
if (z == ONFLOORZ)
{
mobj->z = mobj->floorz;
}
else if (z == ONCEILINGZ)
{
mobj->z = mobj->ceilingz - mobj->info->height;
}
else if (z == FLOATRANDZ)
{
space = ((mobj->ceilingz) - (mobj->info->height)) - mobj->floorz;
if (space > 48 * FRACUNIT)
{
space -= 40 * FRACUNIT;
mobj->z =
((space * P_Random()) >> 8) + mobj->floorz + 40 * FRACUNIT;
}
else
{
mobj->z = mobj->floorz;
}
}
else
{
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);
}
/*
===============
=
= P_RemoveMobj
=
===============
*/
void P_RemoveMobj(mobj_t * 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;
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;
}
}
//----------------------------------------------------------------------------
//
// PROC P_SpawnMapThing
//
// The fields of the mapthing should already be in host byte order.
//
//----------------------------------------------------------------------------
void P_SpawnMapThing(mapthing_t * mthing)
{
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;
}
// 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;
// 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);
// don't spawn keys and players in deathmatch
if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
return;
// don't spawn any monsters if -nomonsters
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 (gamemode == shareware)
{ // Don't place on map in shareware version
return;
}
break;
case MT_WMACE:
if (gamemode != 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;
}
}
/*
===============================================================================
GAME SPAWN FUNCTIONS
===============================================================================
*/
//---------------------------------------------------------------------------
//
// PROC P_SpawnPuff
//
//---------------------------------------------------------------------------
extern fixed_t attackrange;
void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z)
{
mobj_t *puff;
z += ((P_Random() - P_Random()) << 10);
puff = P_SpawnMobj(x, y, z, PuffType);
if (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 = (fixed_t)(.8 * FRACUNIT);
default:
break;
}
}
/*
================
=
= 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()) << 9;
mo->momy = (P_Random() - P_Random()) << 9;
mo->momz = FRACUNIT * 2;
}
//---------------------------------------------------------------------------
//
// 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)
{
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
//
//---------------------------------------------------------------------------
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);
}
//---------------------------------------------------------------------------
//
// FUNC P_CheckMissileSpawn
//
// Returns true if the missile is at a valid spawn point, otherwise
// explodes it and returns false.
//
//---------------------------------------------------------------------------
boolean P_CheckMissileSpawn(mobj_t * missile)
{
//missile->tics -= P_Random()&3;
// move a little forward so an angle can be computed if it
// immediately explodes
missile->x += (missile->momx >> 1);
missile->y += (missile->momy >> 1);
missile->z += (missile->momz >> 1);
if (!P_TryMove(missile, missile->x, missile->y))
{
P_ExplodeMissile(missile);
return (false);
}
return (true);
}
//---------------------------------------------------------------------------
//
// FUNC P_SpawnMissile
//
// Returns NULL if the missile exploded immediately, otherwise returns
// a mobj_t pointer to the missile.
//
//---------------------------------------------------------------------------
mobj_t *P_SpawnMissile(mobj_t * source, mobj_t * dest, mobjtype_t type)
{
fixed_t z;
mobj_t *th;
angle_t an;
int dist;
switch (type)
{
case MT_MNTRFX1: // Minotaur swing attack missile
z = source->z + 40 * FRACUNIT;
break;
case MT_MNTRFX2: // Minotaur floor fire missile
z = ONFLOORZ;
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);
}
//---------------------------------------------------------------------------
//
// 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;
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);
}
/*
================
=
= 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;
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);
}
//---------------------------------------------------------------------------
//
// 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;
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);
}
//---------------------------------------------------------------------------
//
// PROC A_ContMobjSound
//
//---------------------------------------------------------------------------
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;
}
}