ref: 1c9458bd4fb64dcc74c08041c59a5088ccee9dd8
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;
}
USED(damage);
damage = 10000; // always kill 'em <- sure I guess why not
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*)
{
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);
}