Source to src/p_mobj.c


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// P_mobj.c

#include "DoomDef.h"
#include "P_local.h"
#include "sounds.h"
#include "soundst.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 > ANGLE_180)
		{
			*delta = ANGLE_MAX-diff;
			return(0);
		}
		else
		{
			*delta = diff;
			return(1);
		}
	}
	else
	{
		diff = angle1-angle2;
		if(diff > ANGLE_180)
		{
			*delta = ANGLE_MAX-diff;
			return(1);
		}
		else
		{
			*delta = diff;
			return(0);
		}
	}
}

//----------------------------------------------------------------------------
//
// 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(shareware)
			{ // Don't place on map in shareware version
				return;
			}
			break;
		case MT_WMACE:
			if(!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;
	}
}