📄 p_mobj.c
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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Moving object handling. Spawn functions.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_mobj.c,v 1.5 1997/02/03 22:45:12 b1 Exp $";
#include "i_system.h"
#include "z_zone.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "sounds.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "s_sound.h"
#include "doomstat.h"
void G_PlayerReborn (int player);
void P_SpawnMapThing (mapthing_t* mthing);
//
// P_SetMobjState
// Returns true if the mobj is still present.
//
int test;
boolean
P_SetMobjState
( mobj_t* mobj,
statenum_t state )
{
state_t* st;
do
{
if (state == S_NULL)
{
mobj->state = (state_t *) 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;
// Modified handling.
// Call action functions when the state is set
if (st->action.acp1)
st->action.acp1(mobj);
state = st->nextstate;
} while (!mobj->tics);
return true;
}
//
// 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()&3;
if (mo->tics < 1)
mo->tics = 1;
mo->flags &= ~MF_MISSILE;
if (mo->info->deathsound)
S_StartSound (mo, mo->info->deathsound);
}
//
// P_XYMovement
//
#define STOPSPEED 0x1000
#define FRICTION 0xe800
void P_XYMovement (mobj_t* mo)
{
fixed_t ptryx;
fixed_t ptryy;
player_t* player;
fixed_t xmove;
fixed_t ymove;
if (!mo->momx && !mo->momy)
{
if (mo->flags & MF_SKULLFLY)
{
// the skull slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->momx = mo->momy = 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
{
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->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)
{
// Hack to prevent missiles exploding
// against the sky.
// Does not handle sky floors.
P_RemoveMobj (mo);
return;
}
P_ExplodeMissile (mo);
}
else
mo->momx = mo->momy = 0;
}
} while (xmove || ymove);
// slow down
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) )
return; // no friction for missiles ever
if (mo->z > mo->floorz)
return; // no friction when airborne
if (mo->flags & MF_CORPSE)
{
// do not 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&&(unsigned)((player->mo->state - states)- S_PLAY_RUN1) < 4)
P_SetMobjState (player->mo, S_PLAY);
mo->momx = 0;
mo->momy = 0;
}
else
{
mo->momx = FixedMul (mo->momx, FRICTION);
mo->momy = FixedMul (mo->momy, FRICTION);
}
}
//
// P_ZMovement
//
void P_ZMovement (mobj_t* mo)
{
fixed_t dist;
fixed_t 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;
}
}
// clip movement
if (mo->z <= mo->floorz)
{
// hit the floor
// Note (id):
// somebody left this after the setting momz to 0,
// kinda useless there.
if (mo->flags & MF_SKULLFLY)
{
// the skull slammed into something
mo->momz = -mo->momz;
}
if (mo->momz < 0)
{
if (mo->player
&& 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)
&& !(mo->flags & MF_NOCLIP) )
{
P_ExplodeMissile (mo);
return;
}
}
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)
&& !(mo->flags & 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;
// somthing is occupying it's 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;
// spawn it
if (mobj->info->flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = 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;
mo->reactiontime = 18;
// remove the old monster,
P_RemoveMobj (mobj);
}
//
// P_MobjThinker
//
void P_MobjThinker (mobj_t* mobj)
{
// momentum movement
if (mobj->momx
|| mobj->momy
|| (mobj->flags&MF_SKULLFLY) )
{
P_XYMovement (mobj);
// FIXME: decent NOP/NULL/Nil function pointer please.
if (mobj->thinker.function.acv == (actionf_v) (-1))
return; // mobj was removed
}
if ( (mobj->z != mobj->floorz)
|| mobj->momz )
{
P_ZMovement (mobj);
// FIXME: decent NOP/NULL/Nil function pointer please.
if (mobj->thinker.function.acv == (actionf_v) (-1))
return; // mobj was removed
}
// cycle through states,
// calling action functions at transitions
if (mobj->tics != -1)
{
mobj->tics--;
// you can cycle through multiple states in a tic
if (!mobj->tics)
if (!P_SetMobjState (mobj, mobj->state->nextstate) )
return; // freed itself
}
else
{
// check for nightmare 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;
mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
memset (mobj, 0, sizeof (*mobj));
info = &mobjinfo[type];
mobj->type = type;
mobj->info = info;
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