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p_mobj.c
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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: p_mobj.c,v 1.26 1998/05/16 00:24:12 phares Exp $
//
// Copyright (C) 1999 by
// id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:
// Moving object handling. Spawn functions.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_mobj.c,v 1.26 1998/05/16 00:24:12 phares Exp $";
#include "doomdef.h"
#include "doomstat.h"
#include "m_random.h"
#include "r_main.h"
#include "p_maputl.h"
#include "p_map.h"
#include "p_tick.h"
#include "sounds.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "s_sound.h"
#include "info.h"
#include "g_game.h"
#include "p_inter.h"
//
// P_SetMobjState
// Returns true if the mobj is still present.
//
boolean P_SetMobjState(mobj_t* mobj,statenum_t state)
{
state_t* st;
// killough 4/9/98: remember states seen, to detect cycles:
static statenum_t seenstate_tab[NUMSTATES]; // fast transition table
statenum_t *seenstate = seenstate_tab; // pointer to table
static int recursion; // detects recursion
statenum_t i = state; // initial state
boolean ret = true; // return value
statenum_t tempstate[NUMSTATES]; // for use with recursion
if (recursion++) // if recursion detected,
memset(seenstate=tempstate,0,sizeof tempstate); // clear state table
do
{
if (state == S_NULL)
{
mobj->state = (state_t *) S_NULL;
P_RemoveMobj (mobj);
ret = false;
break; // killough 4/9/98
}
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
// Modified handling.
// Call action functions when the state is set
if (st->action)
st->action(mobj);
seenstate[state] = 1 + st->nextstate; // killough 4/9/98
state = st->nextstate;
}
while (!mobj->tics && !seenstate[state]); // killough 4/9/98
if (ret && !mobj->tics) // killough 4/9/98: detect state cycles
dprintf("Warning: State Cycle Detected");
if (!--recursion)
for (;(state=seenstate[i]);i=state-1)
seenstate[i] = 0; // killough 4/9/98: erase memory of states
return ret;
}
//
// P_ExplodeMissile
//
void P_ExplodeMissile (mobj_t* mo)
{
mo->momx = mo->momy = mo->momz = 0;
P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
mo->tics -= P_Random(pr_explode)&3;
if (mo->tics < 1)
mo->tics = 1;
mo->flags &= ~MF_MISSILE;
if (mo->info->deathsound)
S_StartSound (mo, mo->info->deathsound);
}
//
// P_XYMovement
//
// Attempts to move something if it has momentum.
//
// killough 11/98: minor restructuring
void P_XYMovement (mobj_t* mo)
{
player_t *player;
fixed_t xmove, ymove;
if (!(mo->momx | mo->momy)) // Any momentum?
{
if (mo->flags & MF_SKULLFLY)
{
// the skull slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->momz = 0;
P_SetMobjState(mo, mo->info->spawnstate);
}
return;
}
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
{
fixed_t ptryx, ptryy;
// killough 8/9/98: fix bug in original Doom source:
// Large negative displacements were never considered.
// This explains the tendency for Mancubus fireballs
// to pass through walls.
if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2 || // killough 8/9/98:
((xmove < -MAXMOVE/2 || ymove < -MAXMOVE/2) && demo_version >= 203))
{
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;
}
// killough 3/15/98: Allow objects to drop off
if (!P_TryMove(mo, ptryx, ptryy, true))
{
// blocked move
// killough 8/11/98: bouncing off walls
// killough 10/98:
// Add ability for objects other than players to bounce on ice
if (!(mo->flags & MF_MISSILE) && demo_version >= 203 &&
(mo->flags & MF_BOUNCES ||
(!player && blockline &&
variable_friction && mo->z <= mo->floorz &&
P_GetFriction(mo, NULL) > ORIG_FRICTION)))
{
if (blockline)
{
fixed_t r = ((blockline->dx >> FRACBITS) * mo->momx +
(blockline->dy >> FRACBITS) * mo->momy) /
((blockline->dx >> FRACBITS)*(blockline->dx >> FRACBITS)+
(blockline->dy >> FRACBITS)*(blockline->dy >> FRACBITS));
fixed_t x = FixedMul(r, blockline->dx);
fixed_t y = FixedMul(r, blockline->dy);
// reflect momentum away from wall
mo->momx = x*2 - mo->momx;
mo->momy = y*2 - mo->momy;
// if under gravity, slow down in
// direction perpendicular to wall.
if (!(mo->flags & MF_NOGRAVITY))
{
mo->momx = (mo->momx + x)/2;
mo->momy = (mo->momy + y)/2;
}
}
else
mo->momx = mo->momy = 0;
}
else
if (player) // 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)
if (demo_compatibility || // killough
mo->z > ceilingline->backsector->ceilingheight)
{
// Hack to prevent missiles exploding
// against the sky.
// Does not handle sky floors.
P_RemoveMobj (mo);
return;
}
P_ExplodeMissile (mo);
}
else // whatever else it is, it is now standing still in (x,y)
mo->momx = mo->momy = 0;
}
}
while (xmove | ymove);
// slow down
#if 0 // killough 10/98: this is unused code (except maybe in .deh files?)
if (player && player->mo == mo && player->cheats & CF_NOMOMENTUM)
{
// debug option for no sliding at all
mo->momx = mo->momy = 0;
player->momx = player->momy = 0; // killough 10/98
return;
}
#endif
// no friction for missiles or skulls ever, no friction when airborne
if (mo->flags & (MF_MISSILE | MF_SKULLFLY) || mo->z > mo->floorz)
return;
// killough 8/11/98: add bouncers
// killough 9/15/98: add objects falling off ledges
// killough 11/98: only include bouncers hanging off ledges
if (((mo->flags & MF_BOUNCES && mo->z > mo->dropoffz) ||
mo->flags & MF_CORPSE || mo->intflags & MIF_FALLING) &&
(mo->momx > FRACUNIT/4 || mo->momx < -FRACUNIT/4 ||
mo->momy > FRACUNIT/4 || mo->momy < -FRACUNIT/4) &&
mo->floorz != mo->subsector->sector->floorheight)
return; // do not stop sliding if halfway off a step with some momentum
// killough 11/98:
// Stop voodoo dolls that have come to rest, despite any
// moving corresponding player, except in old demos:
if (mo->momx > -STOPSPEED && mo->momx < STOPSPEED &&
mo->momy > -STOPSPEED && mo->momy < STOPSPEED &&
(!player || !(player->cmd.forwardmove | player->cmd.sidemove) ||
(player->mo != mo && demo_version >= 203)))
{
// if in a walking frame, stop moving
// killough 10/98:
// Don't affect main player when voodoo dolls stop, except in old demos:
if (player && (unsigned)(player->mo->state - states - S_PLAY_RUN1) < 4
&& (player->mo == mo || demo_version < 203))
P_SetMobjState(player->mo, S_PLAY);
mo->momx = mo->momy = 0;
// killough 10/98: kill any bobbing momentum too (except in voodoo dolls)
if (player && player->mo == mo)
player->momx = player->momy = 0;
}
else
{
// phares 3/17/98
//
// Friction will have been adjusted by friction thinkers for
// icy or muddy floors. Otherwise it was never touched and
// remained set at ORIG_FRICTION
//
// killough 8/28/98: removed inefficient thinker algorithm,
// instead using touching_sectorlist in P_GetFriction() to
// determine friction (and thus only when it is needed).
//
// killough 10/98: changed to work with new bobbing method.
// Reducing player momentum is no longer needed to reduce
// bobbing, so ice works much better now.
fixed_t friction = P_GetFriction(mo, NULL);
mo->momx = FixedMul(mo->momx, friction);
mo->momy = FixedMul(mo->momy, friction);
// killough 10/98: Always decrease player bobbing by ORIG_FRICTION.
// This prevents problems with bobbing on ice, where it was not being
// reduced fast enough, leading to all sorts of kludges being developed.
if (player && player->mo == mo) // Not voodoo dolls
{
player->momx = FixedMul(player->momx, ORIG_FRICTION);
player->momy = FixedMul(player->momy, ORIG_FRICTION);
}
}
}
//
// P_ZMovement
//
// Attempt vertical movement.
static void P_ZMovement (mobj_t* mo)
{
// killough 7/11/98:
// BFG fireballs bounced on floors and ceilings in Pre-Beta Doom
// killough 8/9/98: added support for non-missile objects bouncing
// (e.g. grenade, mine, pipebomb)
if (mo->flags & MF_BOUNCES && mo->momz)
{
mo->z += mo->momz;
if (mo->z <= mo->floorz) // bounce off floors
{
mo->z = mo->floorz;
if (mo->momz < 0)
{
mo->momz = -mo->momz;
if (!(mo->flags & MF_NOGRAVITY)) // bounce back with decay
{
mo->momz = mo->flags & MF_FLOAT ? // floaters fall slowly
mo->flags & MF_DROPOFF ? // DROPOFF indicates rate
FixedMul(mo->momz, (fixed_t)(FRACUNIT*.85)) :
FixedMul(mo->momz, (fixed_t)(FRACUNIT*.70)) :
FixedMul(mo->momz, (fixed_t)(FRACUNIT*.45)) ;
// Bring it to rest below a certain speed
if (abs(mo->momz) <= mo->info->mass*(GRAVITY*4/256))
mo->momz = 0;
}
// killough 11/98: touchy objects explode on impact
if (mo->flags & MF_TOUCHY && mo->intflags & MIF_ARMED &&
mo->health > 0)
P_DamageMobj(mo, NULL, NULL, mo->health);
else
if (mo->flags & MF_FLOAT && sentient(mo))
goto floater;
return;
}
}
else
if (mo->z >= mo->ceilingz - mo->height) // bounce off ceilings
{
mo->z = mo->ceilingz - mo->height;
if (mo->momz > 0)
{
if (mo->subsector->sector->ceilingpic != skyflatnum)
mo->momz = -mo->momz; // always bounce off non-sky ceiling
else
if (mo->flags & MF_MISSILE)
P_RemoveMobj(mo); // missiles don't bounce off skies
else
if (mo->flags & MF_NOGRAVITY)
mo->momz = -mo->momz; // bounce unless under gravity
if (mo->flags & MF_FLOAT && sentient(mo))
goto floater;
return;
}
}
else
{
if (!(mo->flags & MF_NOGRAVITY)) // free-fall under gravity
mo->momz -= mo->info->mass*(GRAVITY/256);
if (mo->flags & MF_FLOAT && sentient(mo))
goto floater;
return;
}
// came to a stop
mo->momz = 0;
if (mo->flags & MF_MISSILE)
if (ceilingline &&
ceilingline->backsector &&
ceilingline->backsector->ceilingpic == skyflatnum &&
mo->z > ceilingline->backsector->ceilingheight)
P_RemoveMobj(mo); // don't explode on skies
else
P_ExplodeMissile(mo);
if (mo->flags & MF_FLOAT && sentient(mo))
goto floater;
return;
}
// killough 8/9/98: end bouncing object code
// check for smooth step up
if (mo->player &&
mo->player->mo == mo && // killough 5/12/98: exclude voodoo dolls
mo->z < mo->floorz)
{
mo->player->viewheight -= mo->floorz-mo->z;
mo->player->deltaviewheight = (VIEWHEIGHT - mo->player->viewheight)>>3;
}
// adjust altitude
mo->z += mo->momz;
floater:
// float down towards target if too close
if (!((mo->flags ^ MF_FLOAT) & (MF_FLOAT | MF_SKULLFLY | MF_INFLOAT)) &&
mo->target) // killough 11/98: simplify
{
fixed_t delta;
if (P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y) <
abs(delta = mo->target->z + (mo->height>>1) - mo->z)*3)
mo->z += delta < 0 ? -FLOATSPEED : FLOATSPEED;
}
// clip movement
if (mo->z <= mo->floorz)
{
// hit the floor
if (mo->flags & MF_SKULLFLY)
mo->momz = -mo->momz; // the skull slammed into something
if (mo->momz < 0)
{
// killough 11/98: touchy objects explode on impact
if (mo->flags & MF_TOUCHY && mo->intflags & MIF_ARMED &&
mo->health > 0)
P_DamageMobj(mo, NULL, NULL, mo->health);
else
if (mo->player && // killough 5/12/98: exclude voodoo dolls
mo->player->mo == mo &&
mo->momz < -GRAVITY*8)
{
// Squat down.
// Decrease viewheight for a moment
// after hitting the ground (hard),
// and utter appropriate sound.
mo->player->deltaviewheight = mo->momz>>3;
S_StartSound (mo, sfx_oof);
}
mo->momz = 0;
}
mo->z = mo->floorz;
if (!((mo->flags ^ MF_MISSILE) & (MF_MISSILE | MF_NOCLIP)))
{
P_ExplodeMissile (mo);
return;
}
}
else // still above the floor
if (!(mo->flags & MF_NOGRAVITY))
{
if (!mo->momz)
mo->momz = -GRAVITY;
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)
mo->momz = -mo->momz; // the skull slammed into something
if (!((mo->flags ^ MF_MISSILE) & (MF_MISSILE | MF_NOCLIP)))
{
P_ExplodeMissile (mo);
return;
}
}
}
//
// P_NightmareRespawn
//
void P_NightmareRespawn(mobj_t* mobj)
{
fixed_t x;
fixed_t y;
fixed_t z;
subsector_t* ss;
mobj_t* mo;
mapthing_t* mthing;
x = mobj->spawnpoint.x << FRACBITS;
y = mobj->spawnpoint.y << FRACBITS;
// something is occupying its position?
if (!P_CheckPosition (mobj, x, y))
return; // no respwan
// spawn a teleport fog at old spot
// because of removal of the body?
mo = P_SpawnMobj(mobj->x, mobj->y,
mobj->subsector->sector->floorheight, MT_TFOG);
// initiate teleport sound
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 , MT_TFOG);
S_StartSound (mo, sfx_telept);
// spawn the new monster
mthing = &mobj->spawnpoint;
z = mobj->info->flags & MF_SPAWNCEILING ? ONCEILINGZ : ONFLOORZ;
// inherit attributes from deceased one
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;
// killough 11/98: transfer friendliness from deceased
mo->flags = (mo->flags & ~MF_FRIEND) | (mobj->flags & MF_FRIEND);
mo->reactiontime = 18;
// remove the old monster,
P_RemoveMobj (mobj);
}
//
// P_MobjThinker
//
void P_MobjThinker (mobj_t* mobj)
{
// killough 11/98:
// removed old code which looked at target references
// (we use pointer reference counting now)
// momentum movement
if (mobj->momx | mobj->momy || mobj->flags & MF_SKULLFLY)
{
P_XYMovement(mobj);
if (mobj->thinker.function == P_RemoveThinkerDelayed) // killough
return; // mobj was removed
}
if (mobj->z != mobj->floorz || mobj->momz)
{
P_ZMovement(mobj);
if (mobj->thinker.function == P_RemoveThinkerDelayed) // killough
return; // mobj was removed
}
else
if (!(mobj->momx | mobj->momy) && !sentient(mobj))
{ // non-sentient objects at rest
mobj->intflags |= MIF_ARMED; // arm a mine which has come to rest
// killough 9/12/98: objects fall off ledges if they are hanging off
// slightly push off of ledge if hanging more than halfway off
if (mobj->z > mobj->dropoffz && // Only objects contacting dropoff
!(mobj->flags & MF_NOGRAVITY) && // Only objects which fall
!comp[comp_falloff] && demo_version >= 203) // Not in old demos
P_ApplyTorque(mobj); // Apply torque
else
mobj->intflags &= ~MIF_FALLING, mobj->gear = 0; // Reset torque
}
// cycle through states,
// calling action functions at transitions
// killough 11/98: simplify
if (mobj->tics != -1) // you can cycle through multiple states in a tic
{
if (!--mobj->tics)
P_SetMobjState(mobj, mobj->state->nextstate);
}
else
if (mobj->flags & MF_COUNTKILL && respawnmonsters &&
++mobj->movecount >= 12*35 && !(leveltime & 31) &&
P_Random (pr_respawn) <= 4)
P_NightmareRespawn(mobj); // check for nightmare respawn
}
//
// P_SpawnMobj
//
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
mobj_t *mobj = Z_Malloc(sizeof *mobj, PU_LEVEL, NULL);
mobjinfo_t *info = &mobjinfo[type];
state_t *st;
memset(mobj, 0, sizeof *mobj);
mobj->type = type;
mobj->info = info;
mobj->x = x;
mobj->y = y;
mobj->radius = info->radius;
mobj->height = info->height; // phares
mobj->flags = info->flags;
// killough 8/23/98: no friends, bouncers, or touchy things in old demos
if (demo_version < 203)
mobj->flags &= ~(MF_BOUNCES | MF_FRIEND | MF_TOUCHY);
else
if (type == MT_PLAYER) // Except in old demos, players
mobj->flags |= MF_FRIEND; // are always friends.
mobj->health = info->spawnhealth;
if (gameskill != sk_nightmare)
mobj->reactiontime = info->reactiontime;
mobj->lastlook = P_Random (pr_lastlook) % 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;
// NULL head of sector list // phares 3/13/98
mobj->touching_sectorlist = NULL;
// set subsector and/or block links
P_SetThingPosition(mobj);
mobj->dropoffz = // killough 11/98: for tracking dropoffs
mobj->floorz = mobj->subsector->sector->floorheight;
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
mobj->z = z == ONFLOORZ ? mobj->floorz : z == ONCEILINGZ ?
mobj->ceilingz - mobj->height : z;
mobj->thinker.function = P_MobjThinker;
mobj->above_thing = mobj->below_thing = 0; // phares
P_AddThinker(&mobj->thinker);
return mobj;
}
static mapthing_t itemrespawnque[ITEMQUESIZE];
static int itemrespawntime[ITEMQUESIZE];
int iquehead, iquetail;
//
// P_RemoveMobj
//
void P_RemoveMobj (mobj_t *mobj)
{
if (!((mobj->flags ^ MF_SPECIAL) & (MF_SPECIAL | MF_DROPPED))
&& mobj->type != MT_INV && mobj->type != MT_INS)
{
itemrespawnque[iquehead] = mobj->spawnpoint;
itemrespawntime[iquehead++] = leveltime;
if ((iquehead &= ITEMQUESIZE-1) == iquetail) // lose one off the end?
iquetail = (iquetail+1)&(ITEMQUESIZE-1);
}
// unlink from sector and block lists
P_UnsetThingPosition (mobj);
// Delete all nodes on the current sector_list phares 3/16/98
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
// stop any playing sound
S_StopSound (mobj);
// killough 11/98:
//
// Remove any references to other mobjs.
//
// Older demos might depend on the fields being left alone, however,
// if multiple thinkers reference each other indirectly before the
// end of the current tic.
if (demo_version >= 203)
{
P_SetTarget(&mobj->target, NULL);
P_SetTarget(&mobj->tracer, NULL);
P_SetTarget(&mobj->lastenemy, NULL);
}
// free block
P_RemoveThinker(&mobj->thinker);
}
//
// P_FindDoomedNum
//
// Finds a mobj type with a matching doomednum
//
// killough 8/24/98: rewrote to use hashing
//
int P_FindDoomedNum(unsigned type)
{
static struct { int first, next; } *hash;
register int i;
if (!hash)
{
hash = Z_Malloc(sizeof *hash * NUMMOBJTYPES, PU_CACHE, (void **) &hash);
for (i=0; i<NUMMOBJTYPES; i++)
hash[i].first = NUMMOBJTYPES;
for (i=0; i<NUMMOBJTYPES; i++)
if (mobjinfo[i].doomednum != -1)
{
unsigned h = (unsigned) mobjinfo[i].doomednum % NUMMOBJTYPES;
hash[i].next = hash[h].first;
hash[h].first = i;
}
}
i = hash[type % NUMMOBJTYPES].first;
while (i < NUMMOBJTYPES && mobjinfo[i].doomednum != type)
i = hash[i].next;
return i;
}
//
// P_RespawnSpecials
//
void P_RespawnSpecials (void)
{
fixed_t x, y, z;
subsector_t* ss;
mobj_t* mo;
mapthing_t* mthing;
int i;
if (deathmatch != 2 || // only respawn items in deathmatch
iquehead == iquetail || // nothing left to respawn?
leveltime - itemrespawntime[iquetail] < 30*35) // wait 30 seconds
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
// killough 8/23/98: use table for faster lookup
i = P_FindDoomedNum(mthing->type);
// spawn it
z = mobjinfo[i].flags & MF_SPAWNCEILING ? ONCEILINGZ : ONFLOORZ;
mo = P_SpawnMobj(x,y,z, i);
mo->spawnpoint = *mthing;
mo->angle = ANG45 * (mthing->angle/45);
// pull it from the queue
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, y, 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;
p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.
// 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)
{
ST_Start(); // wake up the status bar
HU_Start(); // wake up the heads up text
}
}
//
// P_SpawnMapThing
// The fields of the mapthing should
// already be in host byte order.
//
void P_SpawnMapThing (mapthing_t* mthing)
{
int i;
mobj_t *mobj;
fixed_t x, y, z;
switch(mthing->type)
{
case 0: // killough 2/26/98: Ignore type-0 things as NOPs
case DEN_PLAYER5: // phares 5/14/98: Ignore Player 5-8 starts (for now)
case DEN_PLAYER6:
case DEN_PLAYER7:
case DEN_PLAYER8:
return;
}
// killough 11/98: clear flags unused by Doom
//
// We clear the flags unused in Doom if we see flag mask 256 set, since
// it is reserved to be 0 under the new scheme. A 1 in this reserved bit
// indicates it's a Doom wad made by a Doom editor which puts 1's in
// bits that weren't used in Doom (such as HellMaker wads). So we should
// then simply ignore all upper bits.
if (demo_compatibility ||
(demo_version >= 203 && mthing->options & MTF_RESERVED))
mthing->options &= MTF_EASY|MTF_NORMAL|MTF_HARD|MTF_AMBUSH|MTF_NOTSINGLE;
// count deathmatch start positions
if (mthing->type == 11)
{
// 1/11/98 killough -- new code removes limit on deathmatch starts:
size_t offset = deathmatch_p - deathmatchstarts;
if (offset >= num_deathmatchstarts)
{
num_deathmatchstarts = num_deathmatchstarts ?
num_deathmatchstarts*2 : 16;
deathmatchstarts = realloc(deathmatchstarts,
num_deathmatchstarts *
sizeof(*deathmatchstarts));
deathmatch_p = deathmatchstarts + offset;
}
memcpy(deathmatch_p++, mthing, sizeof*mthing);
return;
}
// check for players specially
if (mthing->type <= 4 && mthing->type > 0) // killough 2/26/98 -- fix crashes
{
#ifdef DOGS
// killough 7/19/98: Marine's best friend :)
if (!netgame && mthing->type > 1 && mthing->type <= dogs+1 &&
!players[mthing->type-1].secretcount)
{ // use secretcount to avoid multiple dogs in case of multiple starts
players[mthing->type-1].secretcount = 1;
// killough 10/98: force it to be a friend
mthing->options |= MTF_FRIEND;
i = MT_DOGS;
goto spawnit;
}
#endif
// save spots for respawning in network games
playerstarts[mthing->type-1] = *mthing;
if (!deathmatch)
P_SpawnPlayer (mthing);
return;
}