ref: 46aeb0666854b09be06029db0f6ca45f25ceb190
dir: /src/heretic/p_mobj.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // //----------------------------------------------------------------------------- // 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 = 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 = 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 < 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; 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 - 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); #ifdef __WATCOMC__ if (!useexterndriver) { mo->player->centering = true; } #else mo->player->centering = true; #endif } 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 = .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; } }