og-odamex/common/p_things.cpp

378 lines
7.1 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id$
//
// Copyright (C) 2006-2026 by The Odamex Team.
//
// 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:
// [RH] new file to deal with general things
//
//-----------------------------------------------------------------------------
#include "odamex.h"
#include "p_local.h"
#include "c_effect.h"
#include "p_mobj.h"
#include "info.h"
#include "s_sound.h"
#include "tables.h"
#include "m_random.h"
#include "c_console.h"
#include "gi.h"
EXTERN_CVAR(sv_nomonsters)
// List of spawnable things for the Thing_Spawn and Thing_Projectile specials.
// TODO: support SpawnNums mapinfo blocks for modifying this array
std::array<int, 155> SpawnableThings = {
0,
MT_SHOTGUY,
MT_CHAINGUY,
MT_BRUISER,
MT_POSSESSED,
MT_TROOP,
MT_BABY,
MT_SPIDER,
MT_SERGEANT,
MT_SHADOWS,
MT_TROOPSHOT,
MT_CLIP,
MT_MISC22, // Shells
0,
0,
0,
0,
0,
0,
MT_HEAD,
MT_UNDEAD,
MT_BRIDGE,
MT_MISC3, // Armor bonus
MT_MISC10, // Stim pack
MT_MISC11, // Medkit
MT_MISC12, // Soul sphere
0,
MT_SHOTGUN,
MT_CHAINGUN,
MT_MISC27, // Rocket launcher
MT_MISC28, // Plasma gun
MT_MISC25, // BFG
MT_MISC26, // Chainsaw
MT_SUPERSHOTGUN,
0,
0,
0,
0,
0,
0,
0,
0, // T_MORPHBLAST
0, // T_ROCK1
0, // T_ROCK2
0, // T_ROCK3
0, // T_DIRT1
0, // T_DIRT2
0, // T_DIRT3
0, // T_DIRT4
0, // T_DIRT5
0, // T_DIRT6
MT_PLASMA,
0, // T_POISONDART
MT_TRACER,
0, // T_STAINEDGLASS1
0, // T_STAINEDGLASS2
0, // T_STAINEDGLASS3
0, // T_STAINEDGLASS4
0, // T_STAINEDGLASS5
0, // T_STAINEDGLASS6
0, // T_STAINEDGLASS7
0, // T_STAINEDGLASS8
0, // T_STAINEDGLASS9
0, // T_STAINEDGLASS0
0,
0,
0,
0,
MT_MISC0, // Green armor
MT_MISC1, // Blue armor
0,
0,
0,
0,
0,
MT_MISC20, // Energy cell
0,
0,
0,
0,
0,
0,
0,
0,
0,
MT_MISC4, // Blue key card
MT_MISC5, // Red key card
MT_MISC6, // Yellow key card
MT_MISC7, // Yellow skull key
MT_MISC8, // Red skull key
MT_MISC9, // Blue skull key
0,
0,
0,
0,
0,
0,
0,
MT_FIRE,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
MT_SKULL,
MT_VILE,
MT_FATSO,
MT_KNIGHT,
MT_CYBORG,
MT_PAIN,
MT_WOLFSS,
0,
0,
0,
0,
0,
0,
0,
0,
MT_BARREL,
MT_HEADSHOT,
MT_ROCKET,
MT_BFG,
MT_ARACHPLAZ,
MT_BLOOD,
MT_PUFF,
MT_MEGA, // Mega sphere
MT_INV,
MT_MISC13, // Berserk
MT_INS, // Blur sphere
MT_MISC14, // Rad suit
MT_MISC15, // Computer map
MT_MISC16, // Light amp
MT_MISC17, // Box of ammo
MT_MISC18, // Rocket
MT_MISC19, // Box of rockets
MT_MISC21, // Battery pack
MT_MISC23, // Box of shells
MT_MISC24, // Backpack
MT_MISC68, // Guts
MT_MISC71, // Blood pool
MT_MISC84, // Pool o' blood 1
MT_MISC85, // Pool o' blood 2
MT_MISC77, // Flaming barrel
MT_MISC86, // Brains
0,
MT_MISC2, // Health bonus
MT_FATSHOT, // Mancubus fireball
MT_BRUISERSHOT,// Baron projectile
};
bool P_Thing_Spawn (int tid, int type, std::optional<angle_t> angle, bool fog, std::optional<int> newtid)
{
// type is doomednum
// kind is the mobjtype
if (static_cast<size_t>(type) >= SpawnableThings.size())
return false;
const int kind = SpawnableThings[type];
if (kind == 0)
return false;
if ((mobjinfo[kind].flags & MF_COUNTKILL) && sv_nomonsters == 1)
return false;
AActor* spot = nullptr;
int rtn = 0;
while ( (spot = AActor::FindByTID (spot, tid)) )
{
fixed_t z;
if (mobjinfo[kind].flags2 & MF2_FLOATBOB)
z = spot->z - spot->floorz;
else
z = spot->z;
auto mobj = new AActor(spot->x, spot->y, z, (mobjtype_t)kind);
if (mobj)
{
if (P_TestMobjLocation (mobj))
{
rtn++;
mobj->angle = angle.value_or(spot->angle);
if (fog)
S_Sound (new AActor (spot->x, spot->y, spot->z + INT2FIXED(gameinfo.telefogHeight), MT_TFOG),
CHAN_VOICE, "misc/teleport", 1, ATTN_NORM);
mobj->flags |= MF_DROPPED; // Don't respawn
if (mobj->flags2 & MF2_FLOATBOB)
{
mobj->special1 = mobj->z - mobj->floorz;
}
mobj->tid = newtid.value_or(0);
}
else
{
mobj->Destroy ();
rtn = 0;
}
}
}
return rtn != 0;
}
bool P_Thing_Projectile (int tid, int type, angle_t angle,
fixed_t speed, fixed_t vspeed, bool gravity, std::optional<int> newtid)
{
if (static_cast<size_t>(type) >= SpawnableThings.size())
return false;
const int kind = SpawnableThings[type];
if (kind == 0)
return false;
if ((mobjinfo[kind].flags & MF_COUNTKILL) && sv_nomonsters)
return false;
bool rtn = false;
AActor* spot = nullptr;
while ( (spot = AActor::FindByTID (spot, tid)) )
{
if (spot->type != MT_MAPSPOT && spot->type != MT_MAPSPOTGRAVITY)
continue;
auto mobj = new AActor (spot->x, spot->y, spot->z, (mobjtype_t)kind);
if (mobj)
{
if (mobj->info->seesound)
S_Sound (mobj, CHAN_VOICE, mobj->info->seesound, 1, ATTN_NORM);
if (gravity)
{
mobj->flags &= ~MF_NOGRAVITY;
if (!(mobj->flags & MF_COUNTKILL))
mobj->flags2 |= MF2_LOGRAV;
}
else
mobj->flags |= MF_NOGRAVITY;
mobj->target = spot->ptr();
mobj->angle = angle;
mobj->momx = FixedMul (speed, finecosine[angle>>ANGLETOFINESHIFT]);
mobj->momy = FixedMul (speed, finesine[angle>>ANGLETOFINESHIFT]);
mobj->momz = vspeed;
mobj->flags |= MF_DROPPED;
mobj->tid = newtid.value_or(0);
if (mobj->flags & MF_MISSILE)
rtn = P_CheckMissileSpawn (mobj);
else if (!P_TestMobjLocation (mobj))
mobj->Destroy ();
}
}
return rtn;
}
bool P_ActivateMobj (AActor *mobj, AActor *activator)
{
if (mobj->flags & MF_COUNTKILL)
{
mobj->flags2 &= ~(MF2_DORMANT | MF2_INVULNERABLE);
return true;
}
else
{
switch (mobj->type)
{
case MT_SPARK:
{
int count = mobj->args[0];
char sound[16];
if (count == 0)
count = 32;
P_DrawSplash (count, mobj->x, mobj->y, mobj->z, mobj->angle, 1);
snprintf (sound, 16, "world/spark%d", 1+(M_Random() % 3));
S_Sound (mobj, CHAN_AUTO, sound, 1, ATTN_STATIC);
break;
}
case MT_FOUNTAIN:
mobj->effects &= ~FX_FOUNTAINMASK;
mobj->effects |= mobj->args[0] << FX_FOUNTAINSHIFT;
break;
case MT_SECRETTRIGGER:
if (activator->player->mo == consoleplayer().camera)
{
if (mobj->args[0] <= 1)
{
C_MidPrint ("A secret is revealed!");
}
if (mobj->args[0] == 0 || mobj->args[0] == 2)
{
S_Sound (activator, CHAN_AUTO, "misc/secret", 1, ATTN_NORM);
}
}
level.found_secrets++;
mobj->Destroy ();
break;
default:
break;
}
}
return false;
}
bool P_DeactivateMobj (AActor *mobj)
{
if (mobj->flags & MF_COUNTKILL)
{
mobj->flags2 |= MF2_DORMANT | MF2_INVULNERABLE;
return true;
}
else
{
switch (mobj->type)
{
case MT_FOUNTAIN:
mobj->effects &= ~FX_FOUNTAINMASK;
break;
default:
break;
}
}
return false;
}
VERSION_CONTROL (p_things_cpp, "$Id$")