forked from KolibriOS/kolibrios
989 lines
19 KiB
C
989 lines
19 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Moving object handling. Spawn functions.
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: p_mobj.c,v 1.5 1997/02/03 22:45:12 b1 Exp $";
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#include "i_system.h"
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#include "z_zone.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "sounds.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "s_sound.h"
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#include "doomstat.h"
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void G_PlayerReborn (int player);
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void P_SpawnMapThing (mapthing_t* mthing);
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//
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// P_SetMobjState
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// Returns true if the mobj is still present.
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//
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int test;
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boolean
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P_SetMobjState
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( mobj_t* mobj,
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statenum_t state )
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{
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state_t* st;
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do
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{
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if (state == S_NULL)
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{
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mobj->state = (state_t *) S_NULL;
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P_RemoveMobj (mobj);
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return false;
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}
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st = &states[state];
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mobj->state = st;
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame;
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// Modified handling.
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// Call action functions when the state is set
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if (st->action.acp1)
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st->action.acp1(mobj);
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state = st->nextstate;
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} while (!mobj->tics);
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return true;
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}
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//
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// P_ExplodeMissile
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//
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void P_ExplodeMissile (mobj_t* mo)
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{
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mo->momx = mo->momy = mo->momz = 0;
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P_SetMobjState (mo, mobjinfo[mo->type].deathstate);
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mo->tics -= P_Random()&3;
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if (mo->tics < 1)
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mo->tics = 1;
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mo->flags &= ~MF_MISSILE;
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if (mo->info->deathsound)
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S_StartSound (mo, mo->info->deathsound);
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}
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//
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// P_XYMovement
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//
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#define STOPSPEED 0x1000
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#define FRICTION 0xe800
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void P_XYMovement (mobj_t* mo)
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{
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fixed_t ptryx;
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fixed_t ptryy;
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player_t* player;
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fixed_t xmove;
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fixed_t ymove;
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if (!mo->momx && !mo->momy)
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{
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if (mo->flags & MF_SKULLFLY)
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{
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// the skull slammed into something
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mo->flags &= ~MF_SKULLFLY;
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mo->momx = mo->momy = mo->momz = 0;
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P_SetMobjState (mo, mo->info->spawnstate);
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}
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return;
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}
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player = mo->player;
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if (mo->momx > MAXMOVE)
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mo->momx = MAXMOVE;
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else if (mo->momx < -MAXMOVE)
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mo->momx = -MAXMOVE;
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if (mo->momy > MAXMOVE)
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mo->momy = MAXMOVE;
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else if (mo->momy < -MAXMOVE)
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mo->momy = -MAXMOVE;
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xmove = mo->momx;
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ymove = mo->momy;
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do
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{
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if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2)
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{
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ptryx = mo->x + xmove/2;
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ptryy = mo->y + ymove/2;
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xmove >>= 1;
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ymove >>= 1;
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}
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else
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{
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ptryx = mo->x + xmove;
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ptryy = mo->y + ymove;
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xmove = ymove = 0;
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}
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if (!P_TryMove (mo, ptryx, ptryy))
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{
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// blocked move
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if (mo->player)
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{ // try to slide along it
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P_SlideMove (mo);
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}
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else if (mo->flags & MF_MISSILE)
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{
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// explode a missile
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if (ceilingline &&
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ceilingline->backsector &&
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ceilingline->backsector->ceilingpic == skyflatnum)
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{
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// Hack to prevent missiles exploding
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// against the sky.
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// Does not handle sky floors.
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P_RemoveMobj (mo);
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return;
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}
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P_ExplodeMissile (mo);
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}
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else
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mo->momx = mo->momy = 0;
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}
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} while (xmove || ymove);
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// slow down
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if (player && player->cheats & CF_NOMOMENTUM)
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{
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// debug option for no sliding at all
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mo->momx = mo->momy = 0;
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return;
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}
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if (mo->flags & (MF_MISSILE | MF_SKULLFLY) )
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return; // no friction for missiles ever
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if (mo->z > mo->floorz)
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return; // no friction when airborne
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if (mo->flags & MF_CORPSE)
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{
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// do not stop sliding
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// if halfway off a step with some momentum
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if (mo->momx > FRACUNIT/4
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|| mo->momx < -FRACUNIT/4
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|| mo->momy > FRACUNIT/4
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|| mo->momy < -FRACUNIT/4)
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{
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if (mo->floorz != mo->subsector->sector->floorheight)
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return;
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}
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}
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if (mo->momx > -STOPSPEED
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&& mo->momx < STOPSPEED
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&& mo->momy > -STOPSPEED
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&& mo->momy < STOPSPEED
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&& (!player
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|| (player->cmd.forwardmove== 0
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&& player->cmd.sidemove == 0 ) ) )
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{
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// if in a walking frame, stop moving
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if ( player&&(unsigned)((player->mo->state - states)- S_PLAY_RUN1) < 4)
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P_SetMobjState (player->mo, S_PLAY);
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mo->momx = 0;
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mo->momy = 0;
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}
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else
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{
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mo->momx = FixedMul (mo->momx, FRICTION);
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mo->momy = FixedMul (mo->momy, FRICTION);
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}
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}
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//
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// P_ZMovement
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//
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void P_ZMovement (mobj_t* mo)
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{
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fixed_t dist;
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fixed_t delta;
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// check for smooth step up
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if (mo->player && mo->z < mo->floorz)
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{
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mo->player->viewheight -= mo->floorz-mo->z;
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mo->player->deltaviewheight
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= (VIEWHEIGHT - mo->player->viewheight)>>3;
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}
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// adjust height
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mo->z += mo->momz;
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if ( mo->flags & MF_FLOAT
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&& mo->target)
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{
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// float down towards target if too close
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if ( !(mo->flags & MF_SKULLFLY)
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&& !(mo->flags & MF_INFLOAT) )
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{
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dist = P_AproxDistance (mo->x - mo->target->x,
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mo->y - mo->target->y);
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delta =(mo->target->z + (mo->height>>1)) - mo->z;
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if (delta<0 && dist < -(delta*3) )
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mo->z -= FLOATSPEED;
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else if (delta>0 && dist < (delta*3) )
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mo->z += FLOATSPEED;
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}
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}
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// clip movement
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if (mo->z <= mo->floorz)
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{
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// hit the floor
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// Note (id):
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// somebody left this after the setting momz to 0,
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// kinda useless there.
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if (mo->flags & MF_SKULLFLY)
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{
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// the skull slammed into something
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mo->momz = -mo->momz;
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}
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if (mo->momz < 0)
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{
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if (mo->player
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&& mo->momz < -GRAVITY*8)
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{
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// Squat down.
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// Decrease viewheight for a moment
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// after hitting the ground (hard),
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// and utter appropriate sound.
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mo->player->deltaviewheight = mo->momz>>3;
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S_StartSound (mo, sfx_oof);
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}
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mo->momz = 0;
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}
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mo->z = mo->floorz;
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if ( (mo->flags & MF_MISSILE)
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&& !(mo->flags & MF_NOCLIP) )
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{
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P_ExplodeMissile (mo);
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return;
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}
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}
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else if (! (mo->flags & MF_NOGRAVITY) )
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{
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if (mo->momz == 0)
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mo->momz = -GRAVITY*2;
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else
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mo->momz -= GRAVITY;
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}
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if (mo->z + mo->height > mo->ceilingz)
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{
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// hit the ceiling
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if (mo->momz > 0)
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mo->momz = 0;
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{
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mo->z = mo->ceilingz - mo->height;
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}
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if (mo->flags & MF_SKULLFLY)
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{ // the skull slammed into something
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mo->momz = -mo->momz;
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}
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if ( (mo->flags & MF_MISSILE)
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&& !(mo->flags & MF_NOCLIP) )
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{
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P_ExplodeMissile (mo);
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return;
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}
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}
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}
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//
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// P_NightmareRespawn
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//
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void
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P_NightmareRespawn (mobj_t* mobj)
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{
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fixed_t x;
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fixed_t y;
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fixed_t z;
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subsector_t* ss;
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mobj_t* mo;
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mapthing_t* mthing;
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x = mobj->spawnpoint.x << FRACBITS;
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y = mobj->spawnpoint.y << FRACBITS;
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// somthing is occupying it's position?
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if (!P_CheckPosition (mobj, x, y) )
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return; // no respwan
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// spawn a teleport fog at old spot
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// because of removal of the body?
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mo = P_SpawnMobj (mobj->x,
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mobj->y,
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mobj->subsector->sector->floorheight , MT_TFOG);
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// initiate teleport sound
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S_StartSound (mo, sfx_telept);
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// spawn a teleport fog at the new spot
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ss = R_PointInSubsector (x,y);
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mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_TFOG);
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S_StartSound (mo, sfx_telept);
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// spawn the new monster
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mthing = &mobj->spawnpoint;
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// spawn it
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if (mobj->info->flags & MF_SPAWNCEILING)
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z = ONCEILINGZ;
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else
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z = ONFLOORZ;
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// inherit attributes from deceased one
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mo = P_SpawnMobj (x,y,z, mobj->type);
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mo->spawnpoint = mobj->spawnpoint;
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mo->angle = ANG45 * (mthing->angle/45);
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if (mthing->options & MTF_AMBUSH)
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mo->flags |= MF_AMBUSH;
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mo->reactiontime = 18;
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// remove the old monster,
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P_RemoveMobj (mobj);
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}
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//
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// P_MobjThinker
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//
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void P_MobjThinker (mobj_t* mobj)
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{
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// momentum movement
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if (mobj->momx
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|| mobj->momy
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|| (mobj->flags&MF_SKULLFLY) )
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{
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P_XYMovement (mobj);
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// FIXME: decent NOP/NULL/Nil function pointer please.
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if (mobj->thinker.function.acv == (actionf_v) (-1))
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return; // mobj was removed
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}
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if ( (mobj->z != mobj->floorz)
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|| mobj->momz )
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{
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P_ZMovement (mobj);
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// FIXME: decent NOP/NULL/Nil function pointer please.
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if (mobj->thinker.function.acv == (actionf_v) (-1))
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return; // mobj was removed
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}
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// cycle through states,
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// calling action functions at transitions
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if (mobj->tics != -1)
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{
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mobj->tics--;
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// you can cycle through multiple states in a tic
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if (!mobj->tics)
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if (!P_SetMobjState (mobj, mobj->state->nextstate) )
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return; // freed itself
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}
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else
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{
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// check for nightmare respawn
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if (! (mobj->flags & MF_COUNTKILL) )
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return;
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if (!respawnmonsters)
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return;
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mobj->movecount++;
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if (mobj->movecount < 12*35)
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return;
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if ( leveltime&31 )
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return;
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if (P_Random () > 4)
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return;
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P_NightmareRespawn (mobj);
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}
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}
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//
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// P_SpawnMobj
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//
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mobj_t*
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P_SpawnMobj
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( fixed_t x,
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fixed_t y,
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fixed_t z,
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mobjtype_t type )
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{
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mobj_t* mobj;
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state_t* st;
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||
|
mobjinfo_t* info;
|
||
|
|
||
|
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->health = info->spawnhealth;
|
||
|
|
||
|
if (gameskill != sk_nightmare)
|
||
|
mobj->reactiontime = info->reactiontime;
|
||
|
|
||
|
mobj->lastlook = P_Random () % MAXPLAYERS;
|
||
|
// do not set the state with P_SetMobjState,
|
||
|
// because action routines can not be called yet
|
||
|
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
|
||
|
mobj->z = z;
|
||
|
|
||
|
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
|
||
|
|
||
|
P_AddThinker (&mobj->thinker);
|
||
|
|
||
|
return mobj;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_RemoveMobj
|
||
|
//
|
||
|
mapthing_t itemrespawnque[ITEMQUESIZE];
|
||
|
int itemrespawntime[ITEMQUESIZE];
|
||
|
int iquehead;
|
||
|
int iquetail;
|
||
|
|
||
|
|
||
|
void P_RemoveMobj (mobj_t* mobj)
|
||
|
{
|
||
|
if ((mobj->flags & MF_SPECIAL)
|
||
|
&& !(mobj->flags & MF_DROPPED)
|
||
|
&& (mobj->type != MT_INV)
|
||
|
&& (mobj->type != MT_INS))
|
||
|
{
|
||
|
itemrespawnque[iquehead] = mobj->spawnpoint;
|
||
|
itemrespawntime[iquehead] = leveltime;
|
||
|
iquehead = (iquehead+1)&(ITEMQUESIZE-1);
|
||
|
|
||
|
// lose one off the end?
|
||
|
if (iquehead == iquetail)
|
||
|
iquetail = (iquetail+1)&(ITEMQUESIZE-1);
|
||
|
}
|
||
|
|
||
|
// unlink from sector and block lists
|
||
|
P_UnsetThingPosition (mobj);
|
||
|
|
||
|
// stop any playing sound
|
||
|
S_StopSound (mobj);
|
||
|
|
||
|
// free block
|
||
|
P_RemoveThinker ((thinker_t*)mobj);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_RespawnSpecials
|
||
|
//
|
||
|
void P_RespawnSpecials (void)
|
||
|
{
|
||
|
fixed_t x;
|
||
|
fixed_t y;
|
||
|
fixed_t z;
|
||
|
|
||
|
subsector_t* ss;
|
||
|
mobj_t* mo;
|
||
|
mapthing_t* mthing;
|
||
|
|
||
|
int i;
|
||
|
|
||
|
// only respawn items in deathmatch
|
||
|
if (deathmatch != 2)
|
||
|
return; //
|
||
|
|
||
|
// nothing left to respawn?
|
||
|
if (iquehead == iquetail)
|
||
|
return;
|
||
|
|
||
|
// wait at least 30 seconds
|
||
|
if (leveltime - itemrespawntime[iquetail] < 30*35)
|
||
|
return;
|
||
|
|
||
|
mthing = &itemrespawnque[iquetail];
|
||
|
|
||
|
x = mthing->x << FRACBITS;
|
||
|
y = mthing->y << FRACBITS;
|
||
|
|
||
|
// spawn a teleport fog at the new spot
|
||
|
ss = R_PointInSubsector (x,y);
|
||
|
mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_IFOG);
|
||
|
S_StartSound (mo, sfx_itmbk);
|
||
|
|
||
|
// find which type to spawn
|
||
|
for (i=0 ; i< NUMMOBJTYPES ; i++)
|
||
|
{
|
||
|
if (mthing->type == mobjinfo[i].doomednum)
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// spawn it
|
||
|
if (mobjinfo[i].flags & MF_SPAWNCEILING)
|
||
|
z = ONCEILINGZ;
|
||
|
else
|
||
|
z = ONFLOORZ;
|
||
|
|
||
|
mo = P_SpawnMobj (x,y,z, i);
|
||
|
mo->spawnpoint = *mthing;
|
||
|
mo->angle = ANG45 * (mthing->angle/45);
|
||
|
|
||
|
// pull it from the que
|
||
|
iquetail = (iquetail+1)&(ITEMQUESIZE-1);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// 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;
|
||
|
fixed_t y;
|
||
|
fixed_t z;
|
||
|
|
||
|
mobj_t* mobj;
|
||
|
|
||
|
int i;
|
||
|
|
||
|
// not playing?
|
||
|
if (!playeringame[mthing->type-1])
|
||
|
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;
|
||
|
mobj = P_SpawnMobj (x,y,z, MT_PLAYER);
|
||
|
|
||
|
// set color translations for player sprites
|
||
|
if (mthing->type > 1)
|
||
|
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->extralight = 0;
|
||
|
p->fixedcolormap = 0;
|
||
|
p->viewheight = VIEWHEIGHT;
|
||
|
|
||
|
// setup gun psprite
|
||
|
P_SetupPsprites (p);
|
||
|
|
||
|
// give all cards in death match mode
|
||
|
if (deathmatch)
|
||
|
for (i=0 ; i<NUMCARDS ; i++)
|
||
|
p->cards[i] = true;
|
||
|
|
||
|
if (mthing->type-1 == consoleplayer)
|
||
|
{
|
||
|
// wake up the status bar
|
||
|
ST_Start ();
|
||
|
// wake up the heads up text
|
||
|
HU_Start ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// 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;
|
||
|
fixed_t y;
|
||
|
fixed_t 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;
|
||
|
}
|
||
|
|
||
|
// 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 keycards and players in deathmatch
|
||
|
if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
|
||
|
return;
|
||
|
|
||
|
// don't spawn any monsters if -nomonsters
|
||
|
if (nomonsters
|
||
|
&& ( i == MT_SKULL
|
||
|
|| (mobjinfo[i].flags & MF_COUNTKILL)) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// spawn it
|
||
|
x = mthing->x << FRACBITS;
|
||
|
y = mthing->y << FRACBITS;
|
||
|
|
||
|
if (mobjinfo[i].flags & MF_SPAWNCEILING)
|
||
|
z = ONCEILINGZ;
|
||
|
else
|
||
|
z = ONFLOORZ;
|
||
|
|
||
|
mobj = P_SpawnMobj (x,y,z, i);
|
||
|
mobj->spawnpoint = *mthing;
|
||
|
|
||
|
if (mobj->tics > 0)
|
||
|
mobj->tics = 1 + (P_Random () % mobj->tics);
|
||
|
if (mobj->flags & MF_COUNTKILL)
|
||
|
totalkills++;
|
||
|
if (mobj->flags & MF_COUNTITEM)
|
||
|
totalitems++;
|
||
|
|
||
|
mobj->angle = ANG45 * (mthing->angle/45);
|
||
|
if (mthing->options & MTF_AMBUSH)
|
||
|
mobj->flags |= MF_AMBUSH;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// GAME SPAWN FUNCTIONS
|
||
|
//
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_SpawnPuff
|
||
|
//
|
||
|
extern fixed_t attackrange;
|
||
|
|
||
|
void
|
||
|
P_SpawnPuff
|
||
|
( fixed_t x,
|
||
|
fixed_t y,
|
||
|
fixed_t z )
|
||
|
{
|
||
|
mobj_t* th;
|
||
|
|
||
|
z += ((P_Random()-P_Random())<<10);
|
||
|
|
||
|
th = P_SpawnMobj (x,y,z, MT_PUFF);
|
||
|
th->momz = FRACUNIT;
|
||
|
th->tics -= P_Random()&3;
|
||
|
|
||
|
if (th->tics < 1)
|
||
|
th->tics = 1;
|
||
|
|
||
|
// don't make punches spark on the wall
|
||
|
if (attackrange == MELEERANGE)
|
||
|
P_SetMobjState (th, S_PUFF3);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// 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 (th->tics < 1)
|
||
|
th->tics = 1;
|
||
|
|
||
|
if (damage <= 12 && damage >= 9)
|
||
|
P_SetMobjState (th,S_BLOOD2);
|
||
|
else if (damage < 9)
|
||
|
P_SetMobjState (th,S_BLOOD3);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_CheckMissileSpawn
|
||
|
// Moves the missile forward a bit
|
||
|
// and possibly explodes it right there.
|
||
|
//
|
||
|
void P_CheckMissileSpawn (mobj_t* th)
|
||
|
{
|
||
|
th->tics -= P_Random()&3;
|
||
|
if (th->tics < 1)
|
||
|
th->tics = 1;
|
||
|
|
||
|
// move a little forward so an angle can
|
||
|
// be computed if it immediately explodes
|
||
|
th->x += (th->momx>>1);
|
||
|
th->y += (th->momy>>1);
|
||
|
th->z += (th->momz>>1);
|
||
|
|
||
|
if (!P_TryMove (th, th->x, th->y))
|
||
|
P_ExplodeMissile (th);
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_SpawnMissile
|
||
|
//
|
||
|
mobj_t*
|
||
|
P_SpawnMissile
|
||
|
( mobj_t* source,
|
||
|
mobj_t* dest,
|
||
|
mobjtype_t type )
|
||
|
{
|
||
|
mobj_t* th;
|
||
|
angle_t an;
|
||
|
int dist;
|
||
|
|
||
|
th = P_SpawnMobj (source->x,
|
||
|
source->y,
|
||
|
source->z + 4*8*FRACUNIT, type);
|
||
|
|
||
|
if (th->info->seesound)
|
||
|
S_StartSound (th, th->info->seesound);
|
||
|
|
||
|
th->target = source; // where it came from
|
||
|
an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);
|
||
|
|
||
|
// fuzzy player
|
||
|
if (dest->flags & MF_SHADOW)
|
||
|
an += (P_Random()-P_Random())<<20;
|
||
|
|
||
|
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;
|
||
|
P_CheckMissileSpawn (th);
|
||
|
|
||
|
return th;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_SpawnPlayerMissile
|
||
|
// Tries to aim at a nearby monster
|
||
|
//
|
||
|
void
|
||
|
P_SpawnPlayerMissile
|
||
|
( mobj_t* source,
|
||
|
mobjtype_t type )
|
||
|
{
|
||
|
mobj_t* th;
|
||
|
angle_t an;
|
||
|
|
||
|
fixed_t x;
|
||
|
fixed_t y;
|
||
|
fixed_t z;
|
||
|
fixed_t slope;
|
||
|
|
||
|
// see which target is to be aimed at
|
||
|
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 = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
x = source->x;
|
||
|
y = source->y;
|
||
|
z = source->z + 4*8*FRACUNIT;
|
||
|
|
||
|
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);
|
||
|
|
||
|
P_CheckMissileSpawn (th);
|
||
|
}
|
||
|
|