Source to src/p_mobj.c
// 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;
}
}