📄 p_mobj.c
字号:
// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_mobj.c,v 1.2 2003/09/08 22:34:29 jasonk Exp $//// 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: p_mobj.c,v $// Revision 1.2 2003/09/08 22:34:29 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:13 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:53 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION:// Moving object handling. Spawn functions.////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: p_mobj.c,v 1.2 2003/09/08 22:34:29 jasonk 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;booleanP_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 0xe800void 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//voidP_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);
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -