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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;

491

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*

492

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;

493

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);

}

9.14p mobj.h

// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------

//

//$Id:$

//Copyright (C) 1993-1996 by id Software, Inc.

//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.

//

//DESCRIPTION:

//Map Objects, MObj, definition and handling.

//-----------------------------------------------------------------------------

#ifndef __P_MOBJ__ #define __P_MOBJ__

// Basics.

494

#include "tables.h"

#include "m_fixed.h"

//We need the thinker_t stuff. #include "d_think.h"

//We need the WAD data structure for Map things,

//from the THINGS lump.

#include "doomdata.h"

//States are tied to finite states are

//tied to animation frames.

//Needs precompiled tables/data structures. #include "info.h"

#ifdef __GNUG__ #pragma interface #endif

//

//NOTES: mobj_t

//mobj_ts are used to tell the refresh where to draw an image,

//tell the world simulation when objects are contacted,

//and tell the sound driver how to position a sound.

//

//The refresh uses the next and prev links to follow

//lists of things in sectors as they are being drawn.

//The sprite, frame, and angle elements determine which patch_t

//is used to draw the sprite if it is visible.

//The sprite and frame values are allmost allways set

//from state_t structures.

//The statescr.exe utility generates the states.h and states.c

//files that contain the sprite/frame numbers from the

//statescr.txt source file.

//The xyz origin point represents a point at the bottom middle

//of the sprite (between the feet of a biped).

//This is the default origin position for patch_ts grabbed

//with lumpy.exe.

//A walking creature will have its z equal to the floor

//it is standing on.

//

//The sound code uses the x,y, and subsector fields

//to do stereo positioning of any sound effited by the mobj_t.

//The play simulation uses the blocklinks, x,y,z, radius, height

//to determine when mobj_ts are touching each other,

//touching lines in the map, or hit by trace lines (gunshots,

//lines of sight, etc).

//The mobj_t->flags element has various bit flags

//used by the simulation.

//

//Every mobj_t is linked into a single sector

//based on its origin coordinates.

//The subsector_t is found with R_PointInSubsector(x,y),

//and the sector_t can be found with subsector->sector.

//The sector links are only used by the rendering code,

//the play simulation does not care about them at all.

//Any mobj_t that needs to be acted upon by something else

//in the play world (block movement, be shot, etc) will also

495

//need to be linked into the blockmap.

//If the thing has the MF_NOBLOCK flag set, it will not use

//the block links. It can still interact with other things,

//but only as the instigator (missiles will run into other

//things, but nothing can run into a missile).

//Each block in the grid is 128*128 units, and knows about

//every line_t that it contains a piece of, and every

//interactable mobj_t that has its origin contained.

//

//A valid mobj_t is a mobj_t that has the proper subsector_t

//filled in for its xy coordinates and is linked into the

//sector from which the subsector was made, or has the

//MF_NOSECTOR flag set (the subsector_t needs to be valid

//even if MF_NOSECTOR is set), and is linked into a blockmap

//block or has the MF_NOBLOCKMAP flag set.

//Links should only be modified by the P_[Un]SetThingPosition()

//functions.

//Do not change the MF_NO? flags while a thing is valid.

//

// Any questions?

//

//

// Misc. mobj flags

//

typedef enum

{

// Call P_SpecialThing when touched.

MF_SPECIAL

= 1,

//

Blocks.

 

MF_SOLID

= 2,

//

Can be hit.

 

MF_SHOOTABLE

= 4,

// Don’t use the sector links (invisible but touchable).

MF_NOSECTOR

= 8,

// Don’t use the blocklinks

(inert but displayable)

MF_NOBLOCKMAP

= 16,

 

// Not to be activated by sound, deaf monster.

MF_AMBUSH

= 32,

// Will try to attack right

back.

MF_JUSTHIT

=

64,

// Will take at least one step before attacking.

MF_JUSTATTACKED

= 128,

//On level spawning (initial position),

//hang from ceiling instead of stand on floor.

MF_SPAWNCEILING

= 256,

//Don’t apply gravity (every tic),

//that is, object will float, keeping current height

//or changing it actively.

MF_NOGRAVITY

= 512,

//Movement flags.

//This allows jumps from high places.

MF_DROPOFF

 

= 0x400,

// For players, will pick

up items.

MF_PICKUP

=

0x800,

// Player cheat. ???

 

 

MF_NOCLIP

=

0x1000,

// Player: keep info about

sliding along walls.

MF_SLIDE

=

0x2000,

//Allow moves to any height, no gravity.

//For active floaters, e.g. cacodemons, pain elementals.

MF_FLOAT

= 0x4000,

// Don’t cross lines

496

//??? or look at heights on teleport.

MF_TELEPORT

= 0x8000,

//Don’t hit same species, explode on block.

//Player missiles as well as fireballs of various kinds.

MF_MISSILE

= 0x10000,

//Dropped by a demon, not level spawned.

//E.g. ammo clips dropped by dying former humans.

MF_DROPPED

= 0x20000,

//Use fuzzy draw (shadow demons or spectres),

//temporary player invisibility powerup.

MF_SHADOW

= 0x40000,

//Flag: don’t bleed when shot (use puff),

//barrels and shootable furniture shall not bleed.

MF_NOBLOOD

= 0x80000,

//Don’t stop moving halfway off a step,

//that is, have dead bodies slide down all the way.

MF_CORPSE

= 0x100000,

//Floating to a height for a move, ???

//don’t auto float to target’s height.

MF_INFLOAT

= 0x200000,

//On kill, count this enemy object

//towards intermission kill total.

//Happy gathering.

MF_COUNTKILL

= 0x400000,

//On picking up, count this item object

//towards intermission item total.

MF_COUNTITEM

= 0x800000,

//Special handling: skull in flight.

//Neither a cacodemon nor a missile.

MF_SKULLFLY

= 0x1000000,

//Don’t spawn this object

//in death match mode (e.g. key cards).

MF_NOTDMATCH

= 0x2000000,

//Player sprites in multiplayer modes are modified

//using an internal color lookup table for re-indexing.

//If 0x4 0x8 or 0xc,

//use a translation table for player colormaps

MF_TRANSLATION

=

0xc000000,

// Hmm ???.

 

 

MF_TRANSSHIFT

= 26

 

} mobjflag_t;

// Map Object definition. typedef struct mobj_s

{

// List: thinker links.

thinker_t

thinker;

// Info

for drawing: position.

fixed_t

 

x;

fixed_t

 

y;

fixed_t

 

z;

// More

list: links in sector (if needed)

struct mobj_s*

snext;

struct mobj_s*

sprev;

//More drawing info: to determine current sprite.

497

angle_t

angle;

// orientation

spritenum_t

sprite;

// used

to find patch_t and flip value

int

frame;

// might

be ORed with FF_FULLBRIGHT

//Interaction info, by BLOCKMAP.

//Links in blocks (if needed).

struct mobj_s*

bnext;

 

struct mobj_s*

bprev;

 

struct subsector_s*

subsector;

 

// The closest interval over all contacted Sectors.

fixed_t

floorz;

 

fixed_t

ceilingz;

 

// For movement checking.

 

fixed_t

radius;

 

fixed_t

height;

 

// Momentums, used to update position.

 

fixed_t

momx;

 

fixed_t

momy;

 

fixed_t

momz;

 

// If == validcount, already checked.

 

int

validcount;

 

mobjtype_t

type;

 

mobjinfo_t*

info;

// &mobjinfo[mobj->type]

int

tics;

// state tic counter

state_t*

state;

 

int

flags;

 

int

health;

 

// Movement direction, movement generation (zig-zagging).

int

movedir;

// 0-7

int

movecount;

// when 0, select a new dir

//Thing being chased/attacked (or NULL),

//also the originator for missiles.

struct mobj_s*

target;

//Reaction time: if non 0, don’t attack yet.

//Used by player to freeze a bit after teleporting.

int

reactiontime;

//If >0, the target will be chased

//no matter what (even if shot)

int

threshold;

//Additional info record for player avatars only.

//Only valid if type == MT_PLAYER

struct

player_s*

player;

// Player number

last looked for.

int

 

lastlook;

// For

nightmare

respawn.

mapthing_t

spawnpoint;

// Thing being chased/attacked for tracers.

struct

mobj_s*

tracer;

} mobj_t;

498

#endif

//-----------------------------------------------------------------------------

//

// $Log:$

//

//-----------------------------------------------------------------------------

9.15 p plats.c

// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------

//

//$Id:$

//Copyright (C) 1993-1996 by id Software, Inc.

//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.

//

//$Log:$

//DESCRIPTION:

//Plats (i.e. elevator platforms) code, raising/lowering.

//-----------------------------------------------------------------------------

static const char

rcsid[] = "$Id: p_plats.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

"s_sound.h"

// State.

 

#include

"doomstat.h"

#include

"r_state.h"

// Data.

 

#include

"sounds.h"

plat_t*

activeplats[MAXPLATS];

//

// Move a plat up and down

//

void T_PlatRaise(plat_t* plat)

499

{

result_e res;

switch(plat->status)

{

case up:

res = T_MovePlane(plat->sector,

plat->speed, plat->high, plat->crush,0,1);

if (plat->type == raiseAndChange

|| plat->type == raiseToNearestAndChange)

{

if (!(leveltime&7))

S_StartSound((mobj_t *)&plat->sector->soundorg,

sfx_stnmov);

}

if (res == crushed && (!plat->crush))

{

plat->count = plat->wait; plat->status = down;

S_StartSound((mobj_t *)&plat->sector->soundorg,

sfx_pstart);

}

else

{

if (res == pastdest)

{

plat->count = plat->wait; plat->status = waiting;

S_StartSound((mobj_t *)&plat->sector->soundorg,

sfx_pstop);

switch(plat->type)

{

case blazeDWUS:

case downWaitUpStay: P_RemoveActivePlat(plat); break;

case raiseAndChange:

case raiseToNearestAndChange: P_RemoveActivePlat(plat); break;

default:

break;

}

}

}

break;

case down:

res = T_MovePlane(plat->sector,plat->speed,plat->low,false,0,-1);

if (res == pastdest)

{

plat->count = plat->wait; plat->status = waiting;

S_StartSound((mobj_t *)&plat->sector->soundorg,sfx_pstop);

}

break;

500

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