ref: 21d63fc61aaa77df6158532063393af9c12cc4ae
dir: /a_action.c/
//************************************************************************** //** //** a_action.c : Heretic 2 : Raven Software, Corp. //** //** $Revision: 584 $ //** $Date: 2012-02-17 12:01:51 +0200 (Fri, 17 Feb 2012) $ //** //************************************************************************** // HEADER FILES ------------------------------------------------------------ #include "h2stdinc.h" #include "h2def.h" #include "p_local.h" #include "soundst.h" // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- extern fixed_t FloatBobOffsets[64]; // PUBLIC DATA DEFINITIONS ------------------------------------------------- // PRIVATE DATA DEFINITIONS ------------------------------------------------ static int orbitTableX[256] = { 983025, 982725, 981825, 980340, 978255, 975600, 972330, 968490, 964065, 959070, 953475, 947325, 940590, 933300, 925440, 917025, 908055, 898545, 888495, 877905, 866775, 855135, 842985, 830310, 817155, 803490, 789360, 774735, 759660, 744120, 728130, 711690, 694845, 677565, 659880, 641805, 623340, 604500, 585285, 565725, 545820, 525600, 505050, 484200, 463065, 441645, 419955, 398010, 375840, 353430, 330810, 307995, 285000, 261825, 238485, 215010, 191400, 167685, 143865, 119955, 95970, 71940, 47850, 23745, -375, -24495, -48600, -72690, -96720, -120705, -144600, -168420, -192150, -215745, -239220, -262545, -285720, -308715, -331530, -354135, -376530, -398700, -420630, -442320, -463725, -484860, -505695, -526230, -546450, -566340, -585885, -605085, -623925, -642375, -660435, -678105, -695370, -712215, -728625, -744600, -760125, -775200, -789795, -803925, -817575, -830715, -843375, -855510, -867135, -878235, -888810, -898845, -908340, -917295, -925695, -933540, -940815, -947520, -953670, -959235, -964215, -968625, -972450, -975690, -978330, -980400, -981870, -982740, -983025, -982725, -981825, -980340, -978255, -975600, -972330, -968490, -964065, -959070, -953475, -947325, -940590, -933300, -925440, -917025, -908055, -898545, -888495, -877905, -866775, -855135, -842985, -830310, -817155, -803490, -789360, -774735, -759660, -744120, -728130, -711690, -694845, -677565, -659880, -641805, -623340, -604485, -585285, -565725, -545820, -525600, -505050, -484200, -463065, -441645, -419955, -398010, -375840, -353430, -330810, -307995, -285000, -261825, -238485, -215010, -191400, -167685, -143865, -119955, -95970, -71940, -47850, -23745, 375, 24495, 48600, 72690, 96720, 120705, 144600, 168420, 192150, 215745, 239220, 262545, 285720, 308715, 331530, 354135, 376530, 398700, 420630, 442320, 463725, 484860, 505695, 526230, 546450, 566340, 585885, 605085, 623925, 642375, 660435, 678105, 695370, 712215, 728625, 744600, 760125, 775200, 789795, 803925, 817575, 830715, 843375, 855510, 867135, 878235, 888810, 898845, 908340, 917295, 925695, 933540, 940815, 947520, 953670, 959235, 964215, 968625, 972450, 975690, 978330, 980400, 981870, 982740 }; static int orbitTableY[256] = { 375, 24495, 48600, 72690, 96720, 120705, 144600, 168420, 192150, 215745, 239220, 262545, 285720, 308715, 331530, 354135, 376530, 398700, 420630, 442320, 463725, 484860, 505695, 526230, 546450, 566340, 585885, 605085, 623925, 642375, 660435, 678105, 695370, 712215, 728625, 744600, 760125, 775200, 789795, 803925, 817575, 830715, 843375, 855510, 867135, 878235, 888810, 898845, 908340, 917295, 925695, 933540, 940815, 947520, 953670, 959235, 964215, 968625, 972450, 975690, 978330, 980400, 981870, 982740, 983025, 982725, 981825, 980340, 978255, 975600, 972330, 968490, 964065, 959070, 953475, 947325, 940590, 933300, 925440, 917025, 908055, 898545, 888495, 877905, 866775, 855135, 842985, 830310, 817155, 803490, 789360, 774735, 759660, 744120, 728130, 711690, 694845, 677565, 659880, 641805, 623340, 604500, 585285, 565725, 545820, 525600, 505050, 484200, 463065, 441645, 419955, 398010, 375840, 353430, 330810, 307995, 285000, 261825, 238485, 215010, 191400, 167685, 143865, 119955, 95970, 71940, 47850, 23745, -375, -24495, -48600, -72690, -96720, -120705, -144600, -168420, -192150, -215745, -239220, -262545, -285720, -308715, -331530, -354135, -376530, -398700, -420630, -442320, -463725, -484860, -505695, -526230, -546450, -566340, -585885, -605085, -623925, -642375, -660435, -678105, -695370, -712215, -728625, -744600, -760125, -775200, -789795, -803925, -817575, -830715, -843375, -855510, -867135, -878235, -888810, -898845, -908340, -917295, -925695, -933540, -940815, -947520, -953670, -959235, -964215, -968625, -972450, -975690, -978330, -980400, -981870, -982740, -983025, -982725, -981825, -980340, -978255, -975600, -972330, -968490, -964065, -959070, -953475, -947325, -940590, -933300, -925440, -917025, -908055, -898545, -888495, -877905, -866775, -855135, -842985, -830310, -817155, -803490, -789360, -774735, -759660, -744120, -728130, -711690, -694845, -677565, -659880, -641805, -623340, -604485, -585285, -565725, -545820, -525600, -505050, -484200, -463065, -441645, -419955, -398010, -375840, -353430, -330810, -307995, -285000, -261825, -238485, -215010, -191400, -167685, -143865, -119955, -95970, -71940, -47850, -23745 }; // CODE -------------------------------------------------------------------- //-------------------------------------------------------------------------- // // Environmental Action routines // //-------------------------------------------------------------------------- //========================================================================== // // A_DripBlood // //========================================================================== /* void A_DripBlood(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x+((P_Random()-P_Random())<<11), actor->y+((P_Random()-P_Random())<<11), actor->z, MT_BLOOD); mo->momx = (P_Random()-P_Random())<<10; mo->momy = (P_Random()-P_Random())<<10; mo->flags2 |= MF2_LOGRAV; } */ //============================================================================ // // A_PotteryExplode // //============================================================================ void A_PotteryExplode(mobj_t *actor) { mobj_t *mo = NULL; int i; for (i = (P_Random()&3)+3; i; i--) { mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_POTTERYBIT1); P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 5)); if (mo) { mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4); mo->momx = (P_Random()-P_Random())<<(FRACBITS-6); mo->momy = (P_Random()-P_Random())<<(FRACBITS-6); } } S_StartSound(mo, SFX_POTTERY_EXPLODE); if (actor->args[0]) { // Spawn an item if (!nomonsters || !(mobjinfo[TranslateThingType[actor->args[0]]].flags & MF_COUNTKILL)) { // Only spawn monsters if not -nomonsters P_SpawnMobj(actor->x, actor->y, actor->z, TranslateThingType[actor->args[0]]); } } P_RemoveMobj(actor); } //============================================================================ // // A_PotteryChooseBit // //============================================================================ void A_PotteryChooseBit(mobj_t *actor) { P_SetMobjState(actor, actor->info->deathstate + (P_Random()%5) + 1); actor->tics = 256 + (P_Random()<<1); } //============================================================================ // // A_PotteryCheck // //============================================================================ void A_PotteryCheck(mobj_t *actor) { int i; mobj_t *pmo; if (!netgame) { pmo = players[consoleplayer].mo; if (P_CheckSight(actor, pmo) && abs(R_PointToAngle2(pmo->x, pmo->y, actor->x, actor->y)-pmo->angle) <= ANGLE_45) { // Previous state (pottery bit waiting state) P_SetMobjState(actor, actor->state-&states[0]-1); } else { return; } } else { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) { continue; } pmo = players[i].mo; if (P_CheckSight(actor, pmo) && abs(R_PointToAngle2(pmo->x, pmo->y, actor->x, actor->y)-pmo->angle) <= ANGLE_45) { // Previous state (pottery bit waiting state) P_SetMobjState(actor, actor->state-&states[0]-1); return; } } } } //============================================================================ // // A_CorpseBloodDrip // //============================================================================ void A_CorpseBloodDrip(mobj_t *actor) { if (P_Random() > 128) { return; } P_SpawnMobj(actor->x, actor->y, actor->z+actor->height/2, MT_CORPSEBLOODDRIP); } //============================================================================ // // A_CorpseExplode // //============================================================================ void A_CorpseExplode(mobj_t *actor) { mobj_t *mo; int i; for (i = (P_Random()&3)+3; i; i--) { mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT); P_SetMobjState(mo, mo->info->spawnstate + (P_Random()%3)); if (mo) { mo->momz = ((P_Random()&7)+5)*(3*FRACUNIT/4); mo->momx = (P_Random()-P_Random())<<(FRACBITS-6); mo->momy = (P_Random()-P_Random())<<(FRACBITS-6); } } // Spawn a skull mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_CORPSEBIT); P_SetMobjState(mo, S_CORPSEBIT_4); if (mo) { mo->momz = ((P_Random()&7) + 5) * (3*FRACUNIT/4); mo->momx = (P_Random()-P_Random())<<(FRACBITS-6); mo->momy = (P_Random()-P_Random())<<(FRACBITS-6); S_StartSound(mo, SFX_FIRED_DEATH); } P_RemoveMobj(actor); } //============================================================================ // // A_LeafSpawn // //============================================================================ void A_LeafSpawn(mobj_t *actor) { mobj_t *mo; int i; for (i = (P_Random()&3)+1; i; i--) { mo = P_SpawnMobj(actor->x + ((P_Random()-P_Random())<<14), actor->y + ((P_Random()-P_Random())<<14), actor->z + (P_Random()<<14), MT_LEAF1 + (P_Random()&1)); if (mo) { P_ThrustMobj(mo, actor->angle, (P_Random()<<9)+3*FRACUNIT); mo->target = actor; mo->special1 = 0; } } } //============================================================================ // // A_LeafThrust // //============================================================================ void A_LeafThrust(mobj_t *actor) { if (P_Random() > 96) { return; } actor->momz += (P_Random()<<9)+FRACUNIT; } //============================================================================ // // A_LeafCheck // //============================================================================ void A_LeafCheck(mobj_t *actor) { actor->special1++; if (actor->special1 >= 20) { P_SetMobjState(actor, S_NULL); return; } if (P_Random() > 64) { if (!actor->momx && !actor->momy) { P_ThrustMobj(actor, actor->target->angle, (P_Random()<<9)+FRACUNIT); } return; } P_SetMobjState(actor, S_LEAF1_8); actor->momz = (P_Random()<<9)+FRACUNIT; P_ThrustMobj(actor, actor->target->angle, (P_Random()<<9)+2*FRACUNIT); actor->flags |= MF_MISSILE; } /* #define ORBIT_RADIUS (15*FRACUNIT) void GenerateOrbitTable(void) { int angle; for (angle = 0; angle < 256; angle++) { orbitTableX[angle] = FixedMul(ORBIT_RADIUS, finecosine[angle<<5]); orbitTableY[angle] = FixedMul(ORBIT_RADIUS, finesine[angle<<5]); } printf("int orbitTableX[256]=\n{\n"); for (angle = 0; angle < 256; angle += 8) { printf("%d, %d, %d, %d, %d, %d, %d, %d,\n", orbitTableX[angle], orbitTableX[angle+1], orbitTableX[angle+2], orbitTableX[angle+3], orbitTableX[angle+4], orbitTableX[angle+5], orbitTableX[angle+6], orbitTableX[angle+7]); } printf("};\n\n"); printf("int orbitTableY[256]=\n{\n"); for (angle = 0; angle < 256; angle += 8) { printf("%d, %d, %d, %d, %d, %d, %d, %d,\n", orbitTableY[angle], orbitTableY[angle+1], orbitTableY[angle+2], orbitTableY[angle+3], orbitTableY[angle+4], orbitTableY[angle+5], orbitTableY[angle+6], orbitTableY[angle+7]); } printf("};\n"); } */ // New bridge stuff // Parent // special1 true == removing from world // // Child // target pointer to center mobj // args[0] angle of ball void A_BridgeOrbit(mobj_t *actor) { if (actor->target->special1) { P_SetMobjState(actor, S_NULL); } actor->args[0] += 3; actor->x = actor->target->x + orbitTableX[actor->args[0]]; actor->y = actor->target->y + orbitTableY[actor->args[0]]; actor->z = actor->target->z; } void A_BridgeInit(mobj_t *actor) { byte startangle; mobj_t *ball1, *ball2, *ball3; fixed_t cx,cy,cz; // GenerateOrbitTable(); cx = actor->x; cy = actor->y; cz = actor->z; startangle = P_Random(); actor->special1 = 0; // Spawn triad into world ball1 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL); ball1->args[0] = startangle; ball1->target = actor; ball2 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL); ball2->args[0] = (startangle + 85) & 255; ball2->target = actor; ball3 = P_SpawnMobj(cx, cy, cz, MT_BRIDGEBALL); ball3->args[0] = (startangle + 170) & 255; ball3->target = actor; A_BridgeOrbit(ball1); A_BridgeOrbit(ball2); A_BridgeOrbit(ball3); } void A_BridgeRemove(mobj_t *actor) { actor->special1 = true; // Removing the bridge actor->flags &= ~MF_SOLID; P_SetMobjState(actor, S_FREE_BRIDGE1); } //========================================================================== // // A_GhostOn // //========================================================================== /* void A_GhostOn(mobj_t *actor) { actor->flags |= MF_SHADOW; } */ //========================================================================== // // A_GhostOff // //========================================================================== /* void A_GhostOff(mobj_t *actor) { actor->flags &= ~MF_SHADOW; } */ //========================================================================== // // A_HideThing // //========================================================================== void A_HideThing(mobj_t *actor) { actor->flags2 |= MF2_DONTDRAW; } //========================================================================== // // A_UnHideThing // //========================================================================== void A_UnHideThing(mobj_t *actor) { actor->flags2 &= ~MF2_DONTDRAW; } //========================================================================== // // A_SetShootable // //========================================================================== void A_SetShootable(mobj_t *actor) { actor->flags2 &= ~MF2_NONSHOOTABLE; actor->flags |= MF_SHOOTABLE; } //========================================================================== // // A_UnSetShootable // //========================================================================== void A_UnSetShootable(mobj_t *actor) { actor->flags2 |= MF2_NONSHOOTABLE; actor->flags &= ~MF_SHOOTABLE; } //========================================================================== // // A_SetAltShadow // //========================================================================== void A_SetAltShadow(mobj_t *actor) { actor->flags &= ~MF_SHADOW; actor->flags |= MF_ALTSHADOW; } //========================================================================== // // A_UnSetAltShadow // //========================================================================== /* void A_UnSetAltShadow(mobj_t *actor) { actor->flags &= ~MF_ALTSHADOW; } */ //-------------------------------------------------------------------------- // // Sound Action Routines // //-------------------------------------------------------------------------- //========================================================================== // // A_ContMobjSound // //========================================================================== void A_ContMobjSound(mobj_t *actor) { switch (actor->type) { case MT_SERPENTFX: S_StartSound(actor, SFX_SERPENTFX_CONTINUOUS); break; case MT_HAMMER_MISSILE: S_StartSound(actor, SFX_FIGHTER_HAMMER_CONTINUOUS); break; case MT_QUAKE_FOCUS: S_StartSound(actor, SFX_EARTHQUAKE); break; default: break; } } //========================================================================== // // PROC A_ESound // //========================================================================== void A_ESound(mobj_t *mo) { int sound; switch (mo->type) { case MT_SOUNDWIND: sound = SFX_WIND; break; default: sound = SFX_NONE; break; } S_StartSound(mo, sound); } //========================================================================== // Summon Minotaur -- see p_enemy for variable descriptions //========================================================================== void A_Summon(mobj_t *actor) { mobj_t *mo; mobj_t *master; int summontime; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_MINOTAUR); if (mo) { if (P_TestMobjLocation(mo) == false || !actor->special1) { // Didn't fit - change back to artifact P_SetMobjState(mo, S_NULL); mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SUMMONMAULATOR); if (mo) mo->flags2 |= MF2_DROPPED; return; } /* record the time in little endian format */ summontime = LONG(leveltime); memcpy((void *)mo->args, &summontime, sizeof(int)); master = (mobj_t *)actor->special1; if (master->flags & MF_CORPSE) { // Master dead mo->special1 = 0; // No master } else { mo->special1 = actor->special1; // Pointer to master (mobj_t *) P_GivePower(master->player, pw_minotaur); } // Make smoke puff P_SpawnMobj(actor->x, actor->y, actor->z, MT_MNTRSMOKE); S_StartSound(actor, SFX_MAULATOR_ACTIVE); } } //========================================================================== // Fog Variables: // // args[0] Speed (0..10) of fog // args[1] Angle of spread (0..128) // args[2] Frequency of spawn (1..10) // args[3] Lifetime countdown // args[4] Boolean: fog moving? // special1 Internal: Counter for spawn frequency // special2 Internal: Index into floatbob table // //========================================================================== void A_FogSpawn(mobj_t *actor) { mobj_t *mo = NULL; angle_t delta; if (actor->special1-- > 0) return; actor->special1 = actor->args[2]; // Reset frequency count switch (P_Random() % 3) { case 0: mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHS); break; case 1: mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHM); break; case 2: mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_FOGPATCHL); break; } if (mo) { delta = actor->args[1]; if (delta == 0) delta = 1; mo->angle = actor->angle + (((P_Random()%delta)-(delta>>1))<<24); mo->target = actor; if (actor->args[0] < 1) actor->args[0] = 1; mo->args[0] = (P_Random() % (actor->args[0])) + 1; // Random speed mo->args[3] = actor->args[3]; // Set lifetime mo->args[4] = 1; // Set to moving mo->special2 = P_Random() & 63; } } void A_FogMove(mobj_t *actor) { int speed = actor->args[0]<<FRACBITS; angle_t angle; int weaveindex; if (!(actor->args[4])) return; if (actor->args[3]-- <= 0) { P_SetMobjStateNF(actor, actor->info->deathstate); return; } if ((actor->args[3] % 4) == 0) { weaveindex = actor->special2; actor->z += FloatBobOffsets[weaveindex]>>1; actor->special2 = (weaveindex + 1) & 63; } angle = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul(speed, finecosine[angle]); actor->momy = FixedMul(speed, finesine[angle]); } //=========================================================================== // // A_PoisonBagInit // //=========================================================================== void A_PoisonBagInit(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z+28*FRACUNIT, MT_POISONCLOUD); if (!mo) { return; } mo->momx = 1; // missile objects must move to impact other objects mo->special1 = 24 + (P_Random() & 7); mo->special2 = 0; mo->target = actor->target; mo->radius = 20 * FRACUNIT; mo->height = 30 * FRACUNIT; mo->flags &= ~MF_NOCLIP; } //=========================================================================== // // A_PoisonBagCheck // //=========================================================================== void A_PoisonBagCheck(mobj_t *actor) { if (!--actor->special1) { P_SetMobjState(actor, S_POISONCLOUD_X1); } else { return; } } //=========================================================================== // // A_PoisonBagDamage // //=========================================================================== void A_PoisonBagDamage(mobj_t *actor) { int bobIndex; extern void A_Explode(mobj_t *actor); A_Explode(actor); bobIndex = actor->special2; actor->z += FloatBobOffsets[bobIndex]>>4; actor->special2 = (bobIndex + 1) & 63; } //=========================================================================== // // A_PoisonShroom // //=========================================================================== void A_PoisonShroom(mobj_t *actor) { actor->tics = 128+(P_Random()<<1); } //=========================================================================== // // A_CheckThrowBomb // //=========================================================================== void A_CheckThrowBomb(mobj_t *actor) { if (abs(actor->momx) < 1.5*FRACUNIT && abs(actor->momy) < 1.5*FRACUNIT && actor->momz < 2*FRACUNIT && actor->state == &states[S_THROWINGBOMB6]) { P_SetMobjState(actor, S_THROWINGBOMB7); actor->z = actor->floorz; actor->momz = 0; actor->flags2 &= ~MF2_FLOORBOUNCE; actor->flags &= ~MF_MISSILE; } if (!--actor->health) { P_SetMobjState(actor, actor->info->deathstate); } } //=========================================================================== // Quake variables // // args[0] Intensity on richter scale (2..9) // args[1] Duration in tics // args[2] Radius for damage // args[3] Radius for tremor // args[4] TID of map thing for focus of quake // //=========================================================================== //=========================================================================== // // A_LocalQuake // //=========================================================================== boolean A_LocalQuake(byte *args, mobj_t *actor) { mobj_t *focus, *target; int lastfound = 0; int success = false; (void)actor; // suppress warning // Find all quake foci do { target = P_FindMobjFromTID(args[4], &lastfound); if (target) { focus = P_SpawnMobj(target->x, target->y, target->z, MT_QUAKE_FOCUS); if (focus) { focus->args[0] = args[0]; focus->args[1] = args[1]>>1; // decremented every 2 tics focus->args[2] = args[2]; focus->args[3] = args[3]; focus->args[4] = args[4]; success = true; } } } while (target != NULL); return success; } //=========================================================================== // // A_Quake // //=========================================================================== int localQuakeHappening[MAXPLAYERS]; void A_Quake(mobj_t *actor) { angle_t an; player_t *player; mobj_t *victim; int richters = actor->args[0]; int playnum; fixed_t dist; if (actor->args[1]-- > 0) { for (playnum = 0; playnum < MAXPLAYERS; playnum++) { player = &players[playnum]; if (!playeringame[playnum]) continue; victim = player->mo; dist = P_AproxDistance(actor->x - victim->x, actor->y - victim->y) >> (FRACBITS+6); // Tested in tile units (64 pixels) if (dist < actor->args[3]) // In tremor radius { localQuakeHappening[playnum] = richters; } // Check if in damage radius if ((dist < actor->args[2]) && (victim->z <= victim->floorz)) { if (P_Random() < 50) { P_DamageMobj(victim, NULL, NULL, HITDICE(1)); } // Thrust player around an = victim->angle + ANGLE_1*P_Random(); P_ThrustMobj(victim,an,richters<<(FRACBITS-1)); } } } else { for (playnum = 0; playnum < MAXPLAYERS; playnum++) { localQuakeHappening[playnum] = false; } P_SetMobjState(actor, S_NULL); } } //=========================================================================== // // Teleport other stuff // //=========================================================================== #define TELEPORT_LIFE 1 void A_TeloSpawnA(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX2); if (mo) { mo->special1 = TELEPORT_LIFE; // Lifetime countdown mo->angle = actor->angle; mo->target = actor->target; mo->momx = actor->momx>>1; mo->momy = actor->momy>>1; mo->momz = actor->momz>>1; } } void A_TeloSpawnB(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX3); if (mo) { mo->special1 = TELEPORT_LIFE; // Lifetime countdown mo->angle = actor->angle; mo->target = actor->target; mo->momx = actor->momx>>1; mo->momy = actor->momy>>1; mo->momz = actor->momz>>1; } } void A_TeloSpawnC(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX4); if (mo) { mo->special1 = TELEPORT_LIFE; // Lifetime countdown mo->angle = actor->angle; mo->target = actor->target; mo->momx = actor->momx>>1; mo->momy = actor->momy>>1; mo->momz = actor->momz>>1; } } void A_TeloSpawnD(mobj_t *actor) { mobj_t *mo; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TELOTHER_FX5); if (mo) { mo->special1 = TELEPORT_LIFE; // Lifetime countdown mo->angle = actor->angle; mo->target = actor->target; mo->momx = actor->momx>>1; mo->momy = actor->momy>>1; mo->momz = actor->momz>>1; } } void A_CheckTeleRing(mobj_t *actor) { if (actor->special1-- <= 0) { P_SetMobjState(actor, actor->info->deathstate); } } // Dirt stuff void P_SpawnDirt(mobj_t *actor, fixed_t radius) { fixed_t x,y,z; int dtype = 0; mobj_t *mo; angle_t angle; angle = P_Random()<<5; // <<24 >>19 x = actor->x + FixedMul(radius,finecosine[angle]); y = actor->y + FixedMul(radius,finesine[angle]); // x = actor->x + ((P_Random()-P_Random())%radius)<<FRACBITS; // y = actor->y + ((P_Random()-P_Random()<<FRACBITS)%radius); z = actor->z + (P_Random()<<9) + FRACUNIT; switch (P_Random() % 6) { case 0: dtype = MT_DIRT1; break; case 1: dtype = MT_DIRT2; break; case 2: dtype = MT_DIRT3; break; case 3: dtype = MT_DIRT4; break; case 4: dtype = MT_DIRT5; break; case 5: dtype = MT_DIRT6; break; } mo = P_SpawnMobj(x, y, z, dtype); if (mo) { mo->momz = P_Random()<<10; } } //=========================================================================== // // Thrust floor stuff // // Thrust Spike Variables // special1 pointer to dirt clump mobj // special2 speed of raise // args[0] 0 = lowered, 1 = raised // args[1] 0 = normal, 1 = bloody //=========================================================================== void A_ThrustInitUp(mobj_t *actor) { actor->special2 = 5; // Raise speed actor->args[0] = 1; // Mark as up actor->floorclip = 0; actor->flags = MF_SOLID; actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP; actor->special1 = 0L; } void A_ThrustInitDn(mobj_t *actor) { mobj_t *mo; actor->special2 = 5; // Raise speed actor->args[0] = 0; // Mark as down actor->floorclip = actor->info->height; actor->flags = 0; actor->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP|MF2_DONTDRAW; mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_DIRTCLUMP); actor->special1 = (intptr_t)mo; } void A_ThrustRaise(mobj_t *actor) { if (A_RaiseMobj(actor)) { // Reached it's target height actor->args[0] = 1; if (actor->args[1]) P_SetMobjStateNF(actor, S_BTHRUSTINIT2_1); else P_SetMobjStateNF(actor, S_THRUSTINIT2_1); } // Lose the dirt clump if ((actor->floorclip < actor->height) && actor->special1) { P_RemoveMobj((mobj_t *)actor->special1); actor->special1 = 0; } // Spawn some dirt if (P_Random() < 40) P_SpawnDirt(actor, actor->radius); actor->special2++; // Increase raise speed } void A_ThrustLower(mobj_t *actor) { if (A_SinkMobj(actor)) { actor->args[0] = 0; if (actor->args[1]) P_SetMobjStateNF(actor, S_BTHRUSTINIT1_1); else P_SetMobjStateNF(actor, S_THRUSTINIT1_1); } } void A_ThrustBlock(mobj_t *actor) { actor->flags |= MF_SOLID; } void A_ThrustImpale(mobj_t *actor) { // Impale all shootables in radius PIT_ThrustSpike(actor); } //=========================================================================== // // A_SoAExplode - Suit of Armor Explode // //=========================================================================== void A_SoAExplode(mobj_t *actor) { mobj_t *mo; int i; mo = nil; for (i = 0; i < 10; i++) { mo = P_SpawnMobj(actor->x+((P_Random()-128)<<12), actor->y + ((P_Random()-128)<<12), actor->z + (P_Random()*actor->height/256), MT_ZARMORCHUNK); P_SetMobjState(mo, mo->info->spawnstate + i); if (mo) { mo->momz = ((P_Random()&7)+5)*FRACUNIT; mo->momx = (P_Random()-P_Random())<<(FRACBITS-6); mo->momy = (P_Random()-P_Random())<<(FRACBITS-6); } } if (actor->args[0]) { // Spawn an item if (!nomonsters || !(mobjinfo[TranslateThingType[actor->args[0]]].flags & MF_COUNTKILL)) { // Only spawn monsters if not -nomonsters P_SpawnMobj(actor->x, actor->y, actor->z, TranslateThingType[actor->args[0]]); } } S_StartSound(mo, SFX_SUITOFARMOR_BREAK); P_RemoveMobj(actor); } //=========================================================================== // // A_BellReset1 // //=========================================================================== void A_BellReset1(mobj_t *actor) { actor->flags |= MF_NOGRAVITY; actor->height <<= 2; } //=========================================================================== // // A_BellReset2 // //=========================================================================== void A_BellReset2(mobj_t *actor) { actor->flags |= MF_SHOOTABLE; actor->flags &= ~MF_CORPSE; actor->health = 5; } //=========================================================================== // // A_FlameCheck // //=========================================================================== void A_FlameCheck(mobj_t *actor) { if (!actor->args[0]--) // Called every 8 tics { P_SetMobjState(actor, S_NULL); } } //=========================================================================== // Bat Spawner Variables // special1 frequency counter // special2 // args[0] frequency of spawn (1=fastest, 10=slowest) // args[1] spread angle (0..255) // args[2] // args[3] duration of bats (in octics) // args[4] turn amount per move (in degrees) // // Bat Variables // special2 lifetime counter // args[4] turn amount per move (in degrees) //=========================================================================== void A_BatSpawnInit(mobj_t *actor) { actor->special1 = 0; // Frequency count } void A_BatSpawn(mobj_t *actor) { mobj_t *mo; int delta; angle_t angle; // Countdown until next spawn if (actor->special1-- > 0) return; actor->special1 = actor->args[0]; // Reset frequency count delta = actor->args[1]; if (delta == 0) delta = 1; angle = actor->angle + (((P_Random()%delta)-(delta>>1))<<24); mo = P_SpawnMissileAngle(actor, MT_BAT, angle, 0); if (mo) { mo->args[0] = P_Random() & 63; // floatbob index mo->args[4] = actor->args[4]; // turn degrees mo->special2 = actor->args[3]<<3; // Set lifetime mo->target = actor; } } void A_BatMove(mobj_t *actor) { angle_t newangle; fixed_t speed; if (actor->special2 < 0) { P_SetMobjState(actor, actor->info->deathstate); } actor->special2 -= 2; // Called every 2 tics if (P_Random() < 128) { newangle = actor->angle + ANGLE_1*actor->args[4]; } else { newangle = actor->angle - ANGLE_1*actor->args[4]; } // Adjust momentum vector to new direction newangle >>= ANGLETOFINESHIFT; speed = FixedMul(actor->info->speed, P_Random()<<10); actor->momx = FixedMul(speed, finecosine[newangle]); actor->momy = FixedMul(speed, finesine[newangle]); if (P_Random() < 15) S_StartSound(actor, SFX_BAT_SCREAM); // Handle Z movement actor->z = actor->target->z + 2*FloatBobOffsets[actor->args[0]]; actor->args[0] = (actor->args[0] + 3) & 63; } //=========================================================================== // // A_TreeDeath // //=========================================================================== void A_TreeDeath(mobj_t *actor) { if (!(actor->flags2 & MF2_FIREDAMAGE)) { actor->height <<= 2; actor->flags |= MF_SHOOTABLE; actor->flags &= ~(MF_CORPSE + MF_DROPOFF); actor->health = 35; return; } else { P_SetMobjState(actor, actor->info->meleestate); } } //=========================================================================== // // A_NoGravity // //=========================================================================== void A_NoGravity(mobj_t *actor) { actor->flags |= MF_NOGRAVITY; }