📄 p_mobj.c
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mobj->x = x;
mobj->y = y;
mobj->radius = info->radius;
mobj->height = info->height;
mobj->flags = info->flags;
mobj->health = info->spawnhealth;
if (gameskill != sk_nightmare)
mobj->reactiontime = info->reactiontime;
mobj->lastlook = P_Random () % MAXPLAYERS;
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
st = &states[info->spawnstate];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
// set subsector and/or block links
P_SetThingPosition (mobj);
mobj->floorz = mobj->subsector->sector->floorheight;
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
if (z == ONFLOORZ)
mobj->z = mobj->floorz;
else if (z == ONCEILINGZ)
mobj->z = mobj->ceilingz - mobj->info->height;
else
mobj->z = z;
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
P_AddThinker (&mobj->thinker);
return mobj;
}
//
// P_RemoveMobj
//
mapthing_t itemrespawnque[ITEMQUESIZE];
int itemrespawntime[ITEMQUESIZE];
int iquehead;
int iquetail;
void P_RemoveMobj (mobj_t* mobj)
{
if ((mobj->flags & MF_SPECIAL)
&& !(mobj->flags & MF_DROPPED)
&& (mobj->type != MT_INV)
&& (mobj->type != MT_INS))
{
itemrespawnque[iquehead] = mobj->spawnpoint;
itemrespawntime[iquehead] = leveltime;
iquehead = (iquehead+1)&(ITEMQUESIZE-1);
// lose one off the end?
if (iquehead == iquetail)
iquetail = (iquetail+1)&(ITEMQUESIZE-1);
}
// unlink from sector and block lists
P_UnsetThingPosition (mobj);
// stop any playing sound
S_StopSound (mobj);
// free block
P_RemoveThinker ((thinker_t*)mobj);
}
//
// P_RespawnSpecials
//
void P_RespawnSpecials (void)
{
fixed_t x;
fixed_t y;
fixed_t z;
subsector_t* ss;
mobj_t* mo;
mapthing_t* mthing;
int i;
// only respawn items in deathmatch
if (deathmatch != 2)
return; //
// nothing left to respawn?
if (iquehead == iquetail)
return;
// wait at least 30 seconds
if (leveltime - itemrespawntime[iquetail] < 30*35)
return;
mthing = &itemrespawnque[iquetail];
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
// spawn a teleport fog at the new spot
ss = R_PointInSubsector (x,y);
mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_IFOG);
S_StartSound (mo, sfx_itmbk);
// find which type to spawn
for (i=0 ; i< NUMMOBJTYPES ; i++)
{
if (mthing->type == mobjinfo[i].doomednum)
break;
}
// spawn it
if (mobjinfo[i].flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = ONFLOORZ;
mo = P_SpawnMobj (x,y,z, i);
mo->spawnpoint = *mthing;
mo->angle = ANG45 * (mthing->angle/45);
// pull it from the que
iquetail = (iquetail+1)&(ITEMQUESIZE-1);
}
//
// P_SpawnPlayer
// Called when a player is spawned on the level.
// Most of the player structure stays unchanged
// between levels.
//
void P_SpawnPlayer (mapthing_t* mthing)
{
player_t* p;
fixed_t x;
fixed_t y;
fixed_t z;
mobj_t* mobj;
int i;
// not playing?
if (!playeringame[mthing->type-1])
return;
p = &players[mthing->type-1];
if (p->playerstate == PST_REBORN)
G_PlayerReborn (mthing->type-1);
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
z = ONFLOORZ;
mobj = P_SpawnMobj (x,y,z, MT_PLAYER);
// set color translations for player sprites
if (mthing->type > 1)
mobj->flags |= (mthing->type-1)<<MF_TRANSSHIFT;
mobj->angle = ANG45 * (mthing->angle/45);
mobj->player = p;
mobj->health = p->health;
p->mo = mobj;
p->playerstate = PST_LIVE;
p->refire = 0;
p->message = NULL;
p->damagecount = 0;
p->bonuscount = 0;
p->extralight = 0;
p->fixedcolormap = 0;
p->viewheight = VIEWHEIGHT;
// setup gun psprite
P_SetupPsprites (p);
// give all cards in death match mode
if (deathmatch)
for (i=0 ; i<NUMCARDS ; i++)
p->cards[i] = true;
if (mthing->type-1 == consoleplayer)
{
// wake up the status bar
ST_Start ();
// wake up the heads up text
HU_Start ();
}
}
//
// P_SpawnMapThing
// The fields of the mapthing should
// already be in host byte order.
//
void P_SpawnMapThing (mapthing_t* mthing)
{
int i;
int bit;
mobj_t* mobj;
fixed_t x;
fixed_t y;
fixed_t z;
// count deathmatch start positions
if (mthing->type == 11)
{
if (deathmatch_p < &deathmatchstarts[10])
{
_memcpy (deathmatch_p, mthing, sizeof(*mthing));
deathmatch_p++;
}
return;
}
// check for players specially
if (mthing->type <= 4)
{
// save spots for respawning in network games
playerstarts[mthing->type-1] = *mthing;
if (!deathmatch)
P_SpawnPlayer (mthing);
return;
}
// check for apropriate skill level
if (!netgame && (mthing->options & 16) )
return;
if (gameskill == sk_baby)
bit = 1;
else if (gameskill == sk_nightmare)
bit = 4;
else
bit = 1<<(gameskill-1);
if (!(mthing->options & bit) )
return;
// find which type to spawn
for (i=0 ; i< NUMMOBJTYPES ; i++)
if (mthing->type == mobjinfo[i].doomednum)
break;
if (i==NUMMOBJTYPES)
I_Error ("P_SpawnMapThing: Unknown type %i at (%i, %i)",
mthing->type,
mthing->x, mthing->y);
// don't spawn keycards and players in deathmatch
if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
return;
// don't spawn any monsters if -nomonsters
if (nomonsters
&& ( i == MT_SKULL
|| (mobjinfo[i].flags & MF_COUNTKILL)) )
{
return;
}
// spawn it
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
if (mobjinfo[i].flags & MF_SPAWNCEILING)
z = ONCEILINGZ;
else
z = ONFLOORZ;
mobj = P_SpawnMobj (x,y,z, i);
mobj->spawnpoint = *mthing;
if (mobj->tics > 0)
mobj->tics = 1 + (P_Random () % mobj->tics);
if (mobj->flags & MF_COUNTKILL)
totalkills++;
if (mobj->flags & MF_COUNTITEM)
totalitems++;
mobj->angle = ANG45 * (mthing->angle/45);
if (mthing->options & MTF_AMBUSH)
mobj->flags |= MF_AMBUSH;
}
//
// GAME SPAWN FUNCTIONS
//
//
// P_SpawnPuff
//
extern fixed_t attackrange;
void
P_SpawnPuff
( fixed_t x,
fixed_t y,
fixed_t z )
{
mobj_t* th;
z += ((P_Random()-P_Random())<<10);
th = P_SpawnMobj (x,y,z, MT_PUFF);
th->momz = FRACUNIT;
th->tics -= P_Random()&3;
if (th->tics < 1)
th->tics = 1;
// don't make punches spark on the wall
if (attackrange == MELEERANGE)
P_SetMobjState (th, S_PUFF3);
}
//
// P_SpawnBlood
//
void
P_SpawnBlood
( fixed_t x,
fixed_t y,
fixed_t z,
int damage )
{
mobj_t* th;
z += ((P_Random()-P_Random())<<10);
th = P_SpawnMobj (x,y,z, MT_BLOOD);
th->momz = FRACUNIT*2;
th->tics -= P_Random()&3;
if (th->tics < 1)
th->tics = 1;
if (damage <= 12 && damage >= 9)
P_SetMobjState (th,S_BLOOD2);
else if (damage < 9)
P_SetMobjState (th,S_BLOOD3);
}
//
// P_CheckMissileSpawn
// Moves the missile forward a bit
// and possibly explodes it right there.
//
void P_CheckMissileSpawn (mobj_t* th)
{
th->tics -= P_Random()&3;
if (th->tics < 1)
th->tics = 1;
// move a little forward so an angle can
// be computed if it immediately explodes
th->x += (th->momx>>1);
th->y += (th->momy>>1);
th->z += (th->momz>>1);
if (!P_TryMove (th, th->x, th->y))
P_ExplodeMissile (th);
}
//
// P_SpawnMissile
//
mobj_t*
P_SpawnMissile
( mobj_t* source,
mobj_t* dest,
mobjtype_t type )
{
mobj_t* th;
angle_t an;
int dist;
th = P_SpawnMobj (source->x,
source->y,
source->z + 4*8*FRACUNIT, type);
if (th->info->seesound)
S_StartSound (th, th->info->seesound);
th->target = source; // where it came from
an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);
// fuzzy player
if (dest->flags & MF_SHADOW)
an += (P_Random()-P_Random())<<20;
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul (th->info->speed, finecosine[an]);
th->momy = FixedMul (th->info->speed, finesine[an]);
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
dist = dist / th->info->speed;
if (dist < 1)
dist = 1;
th->momz = (dest->z - source->z) / dist;
P_CheckMissileSpawn (th);
return th;
}
//
// P_SpawnPlayerMissile
// Tries to aim at a nearby monster
//
void
P_SpawnPlayerMissile
( mobj_t* source,
mobjtype_t type )
{
mobj_t* th;
angle_t an;
fixed_t x;
fixed_t y;
fixed_t z;
fixed_t slope;
// see which target is to be aimed at
an = source->angle;
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
if (!linetarget)
{
an += 1<<26;
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
if (!linetarget)
{
an -= 2<<26;
slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
}
if (!linetarget)
{
an = source->angle;
slope = 0;
}
}
x = source->x;
y = source->y;
z = source->z + 4*8*FRACUNIT;
th = P_SpawnMobj (x,y,z, type);
if (th->info->seesound)
S_StartSound (th, th->info->seesound);
th->target = source;
th->angle = an;
th->momx = FixedMul( th->info->speed,
finecosine[an>>ANGLETOFINESHIFT]);
th->momy = FixedMul( th->info->speed,
finesine[an>>ANGLETOFINESHIFT]);
th->momz = FixedMul( th->info->speed, slope);
P_CheckMissileSpawn (th);
}
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