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p_mobj.c
2074 lines (1798 loc) · 57.4 KB
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p_mobj.c
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/** @file p_mobj.c World map object interaction.
*
* @authors Copyright © 2003-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2006-2013 Daniel Swanson <danij@dengine.net>
* @authors Copyright © 1999 Activision
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>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. You should have received a copy of the GNU
* General Public License along with this program; if not, write to the Free
* Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA
* 02110-1301 USA</small>
*/
#ifdef MSVC
# pragma optimize("g", off)
#endif
#include "jhexen.h"
#include "p_mobj.h"
#include <math.h>
#include <string.h>
#include <de/binangle.h>
#include "d_netcl.h"
#include "dmu_lib.h"
#include "g_common.h"
#include "p_map.h"
#include "player.h"
#define MAX_BOB_OFFSET 8
#define BLAST_RADIUS_DIST 255
#define BLAST_SPEED 20
#define BLAST_FULLSTRENGTH 255
#define HEAL_RADIUS_DIST 255
#define SMALLSPLASHCLIP (12);
void P_ExplodeMissile(mobj_t *mo)
{
mo->mom[MX] = mo->mom[MY] = mo->mom[MZ] = 0;
P_MobjChangeState(mo, P_GetState(mo->type, SN_DEATH));
if(mo->flags & MF_MISSILE)
{
mo->flags &= ~MF_MISSILE;
mo->flags |= MF_VIEWALIGN;
if(mo->flags & MF_BRIGHTEXPLODE)
mo->flags |= MF_BRIGHTSHADOW;
}
switch(mo->type)
{
case MT_SORCBALL1:
case MT_SORCBALL2:
case MT_SORCBALL3:
S_StartSound(SFX_SORCERER_BIGBALLEXPLODE, NULL);
break;
case MT_SORCFX1:
S_StartSound(SFX_SORCERER_HEADSCREAM, NULL);
break;
default:
if(mo->info->deathSound)
S_StartSound(mo->info->deathSound, mo);
break;
}
}
void P_FloorBounceMissile(mobj_t* mo)
{
dd_bool shouldSplash = P_HitFloor(mo);
if(shouldSplash)
{
switch(mo->type)
{
case MT_SORCFX1:
case MT_SORCBALL1:
case MT_SORCBALL2:
case MT_SORCBALL3:
break;
default:
P_MobjRemove(mo, false);
return;
}
}
switch(mo->type)
{
case MT_SORCFX1:
mo->mom[MZ] = -mo->mom[MZ]; // No energy absorbed.
break;
case MT_SGSHARD1:
case MT_SGSHARD2:
case MT_SGSHARD3:
case MT_SGSHARD4:
case MT_SGSHARD5:
case MT_SGSHARD6:
case MT_SGSHARD7:
case MT_SGSHARD8:
case MT_SGSHARD9:
case MT_SGSHARD0:
mo->mom[MZ] *= -0.3f;
if(fabs(mo->mom[MZ]) < 1.0f / 2)
{
P_MobjChangeState(mo, S_NULL);
return;
}
break;
default:
mo->mom[MZ] *= -0.7f;
break;
}
mo->mom[MX] = 2 * mo->mom[MX] / 3;
mo->mom[MY] = 2 * mo->mom[MY] / 3;
if(mo->info->seeSound)
{
switch(mo->type)
{
case MT_SORCBALL1:
case MT_SORCBALL2:
case MT_SORCBALL3:
if(!mo->args[0])
S_StartSound(mo->info->seeSound, mo);
break;
default:
S_StartSound(mo->info->seeSound, mo);
break;
}
S_StartSound(mo->info->seeSound, mo);
}
}
void P_ThrustMobj(mobj_t* mo, angle_t angle, coord_t move)
{
uint an = angle >> ANGLETOFINESHIFT;
mo->mom[MX] += move * FIX2FLT(finecosine[an]);
mo->mom[MY] += move * FIX2FLT(finesine[an]);
}
/**
* @param delta The amount 'source' needs to turn.
*
* @return @c 1, if 'source' needs to turn clockwise, or
* @c 0, if 'source' needs to turn counter clockwise.
*/
int P_FaceMobj(mobj_t* source, mobj_t* target, angle_t* delta)
{
angle_t diff, angle1, angle2;
angle1 = source->angle;
angle2 = M_PointToAngle2(source->origin, target->origin);
if(angle2 > angle1)
{
diff = angle2 - angle1;
if(diff > ANGLE_180)
{
*delta = ANGLE_MAX - diff;
return 0;
}
else
{
*delta = diff;
return 1;
}
}
else
{
diff = angle1 - angle2;
if(diff > ANGLE_180)
{
*delta = ANGLE_MAX - diff;
return 1;
}
else
{
*delta = diff;
return 0;
}
}
}
/**
* The missile tracer field must be mobj_t *target.
*
* @return @c true, if target was tracked.
*/
dd_bool P_SeekerMissile(mobj_t* actor, angle_t thresh, angle_t turnMax)
{
int dir;
uint an;
coord_t dist;
angle_t delta;
mobj_t* target;
target = actor->tracer;
if(!target) return false;
if(!(target->flags & MF_SHOOTABLE))
{
// Target died.
actor->tracer = NULL;
return false;
}
dir = P_FaceMobj(actor, target, &delta);
if(delta > thresh)
{
delta >>= 1;
if(delta > turnMax)
{
delta = turnMax;
}
}
if(dir) // Turn clockwise.
actor->angle += delta;
else // Turn counter clockwise.
actor->angle -= delta;
an = actor->angle >> ANGLETOFINESHIFT;
actor->mom[MX] = actor->info->speed * FIX2FLT(finecosine[an]);
actor->mom[MY] = actor->info->speed * FIX2FLT(finesine[an]);
if(actor->origin[VZ] + actor->height < target->origin[VZ] ||
target->origin[VZ] + target->height < actor->origin[VZ])
{
// Need to seek vertically
dist = M_ApproxDistance(target->origin[VX] - actor->origin[VX],
target->origin[VY] - actor->origin[VY]);
dist /= actor->info->speed;
if(dist < 1)
dist = 1;
actor->mom[MZ] = (target->origin[VZ] + (target->height /2) -
(actor->origin[VZ] + (actor->height /2))) / dist;
}
return true;
}
/*
static __inline dd_bool isInWalkState(player_t* pl)
{
return pl->plr->mo->state - STATES - PCLASS_INFO(pl->class_)->runState < 4;
}
*/
void P_MobjMoveXY(mobj_t* mo)
{
static const coord_t windTab[3] = {
2048.0 / FRACUNIT * 5,
2048.0 / FRACUNIT * 10,
2048.0 / FRACUNIT * 25
};
coord_t posTry[2], mom[2];
player_t* player;
angle_t angle;
// $democam: cameramen have their own movement code
if(P_CameraXYMovement(mo))
return;
if(FEQUAL(mo->mom[MX], 0) && FEQUAL(mo->mom[MY], 0))
{
if(mo->flags & MF_SKULLFLY)
{
// A flying mobj slammed into something
mo->flags &= ~MF_SKULLFLY;
mo->mom[MX] = mo->mom[MY] = mo->mom[MZ] = 0;
P_MobjChangeState(mo, P_GetState(mo->type, SN_SEE));
}
return;
}
if(mo->flags2 & MF2_WINDTHRUST)
{
int special = P_ToXSector(Mobj_Sector(mo))->special;
switch(special)
{
case 40:
case 41:
case 42: // Wind_East
P_ThrustMobj(mo, 0, windTab[special - 40]);
break;
case 43:
case 44:
case 45: // Wind_North
P_ThrustMobj(mo, ANG90, windTab[special - 43]);
break;
case 46:
case 47:
case 48: // Wind_South
P_ThrustMobj(mo, ANG270, windTab[special - 46]);
break;
case 49:
case 50:
case 51: // Wind_West
P_ThrustMobj(mo, ANG180, windTab[special - 49]);
break;
}
}
mom[MX] = MINMAX_OF(-MAXMOM, mo->mom[MX], MAXMOM);
mom[MY] = MINMAX_OF(-MAXMOM, mo->mom[MY], MAXMOM);
mo->mom[MX] = mom[MX];
mo->mom[MY] = mom[MY];
player = mo->player;
do
{
if(mom[VX] > MAXMOMSTEP || mom[VY] > MAXMOMSTEP)
{
posTry[VX] = mo->origin[VX] + mom[VX] / 2;
posTry[VY] = mo->origin[VY] + mom[VY] / 2;
mom[VX] /= 2;
mom[VY] /= 2;
}
else
{
posTry[VX] = mo->origin[VX] + mom[VX];
posTry[VY] = mo->origin[VY] + mom[VY];
mom[VX] = mom[VY] = 0;
}
if(!P_TryMoveXY(mo, posTry[VX], posTry[VY]))
{ // Blocked mom.
if(mo->flags2 & MF2_SLIDE)
{ // Try to slide along it.
if(tmBlockingMobj == NULL)
{ // Slide against wall.
P_SlideMove(mo);
}
else
{ // Slide against mobj.
if(P_TryMoveXY(mo, mo->origin[VX], posTry[VY]))
{
mo->mom[MX] = 0;
}
else if(P_TryMoveXY(mo, posTry[VX], mo->origin[VY]))
{
mo->mom[MY] = 0;
}
else
{
mo->mom[MX] = mo->mom[MY] = 0;
}
}
}
else if(mo->flags & MF_MISSILE)
{
Sector* backSec;
if(mo->flags2 & MF2_FLOORBOUNCE)
{
if(tmBlockingMobj)
{
if((tmBlockingMobj->flags2 & MF2_REFLECTIVE) ||
((!tmBlockingMobj->player) &&
(!(tmBlockingMobj->flags & MF_COUNTKILL))))
{
coord_t speed;
angle = M_PointToAngle2(tmBlockingMobj->origin, mo->origin) +
ANGLE_1 * ((P_Random() % 16) - 8);
speed = M_ApproxDistance(mo->mom[MX], mo->mom[MY]);
speed *= 0.75;
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->mom[MX] = speed * FIX2FLT(finecosine[angle]);
mo->mom[MY] = speed * FIX2FLT(finesine[angle]);
if(mo->info->seeSound)
S_StartSound(mo->info->seeSound, mo);
return;
}
else
{
// Struck a player/creature
P_ExplodeMissile(mo);
}
}
else
{
// Struck a wall
P_BounceWall(mo);
switch(mo->type)
{
case MT_SORCBALL1:
case MT_SORCBALL2:
case MT_SORCBALL3:
case MT_SORCFX1:
break;
default:
if(mo->info->seeSound)
S_StartSound(mo->info->seeSound, mo);
break;
}
return;
}
}
if(tmBlockingMobj && (tmBlockingMobj->flags2 & MF2_REFLECTIVE))
{
angle = M_PointToAngle2(tmBlockingMobj->origin, mo->origin);
// Change angle for delflection/reflection
switch(tmBlockingMobj->type)
{
case MT_CENTAUR:
case MT_CENTAURLEADER:
if(abs(angle - tmBlockingMobj->angle) >> 24 > 45)
goto explode;
if(mo->type == MT_HOLY_FX)
goto explode;
// Drop through to sorcerer full reflection
case MT_SORCBOSS:
// Deflection
if(P_Random() < 128)
angle += ANGLE_45;
else
angle -= ANGLE_45;
break;
default:
// Reflection
angle += ANGLE_1 * ((P_Random() % 16) - 8);
break;
}
// Reflect the missile along angle
mo->angle = angle;
angle >>= ANGLETOFINESHIFT;
mo->mom[MX] = (mo->info->speed / 2) * FIX2FLT(finecosine[angle]);
mo->mom[MY] = (mo->info->speed / 2) * FIX2FLT(finesine[angle]);
if(mo->flags2 & MF2_SEEKERMISSILE)
{
mo->tracer = mo->target;
}
mo->target = tmBlockingMobj;
return;
}
explode:
// Explode a missile
/// @kludge: Prevent missiles exploding against the sky.
if(tmCeilingLine && (backSec = P_GetPtrp(tmCeilingLine, DMU_BACK_SECTOR)))
{
if((P_GetIntp(P_GetPtrp(backSec, DMU_CEILING_MATERIAL), DMU_FLAGS) & MATF_SKYMASK) &&
mo->origin[VZ] > P_GetDoublep(backSec, DMU_CEILING_HEIGHT))
{
if(mo->type == MT_BLOODYSKULL)
{
mo->mom[MX] = mo->mom[MY] = 0;
mo->mom[MZ] = -1;
}
else if(mo->type == MT_HOLY_FX)
{
P_ExplodeMissile(mo);
}
else
{
P_MobjRemove(mo, false);
}
return;
}
}
if(tmFloorLine && (backSec = P_GetPtrp(tmFloorLine, DMU_BACK_SECTOR)))
{
if((P_GetIntp(P_GetPtrp(backSec, DMU_FLOOR_MATERIAL), DMU_FLAGS) & MATF_SKYMASK) &&
mo->origin[VZ] < P_GetDoublep(backSec, DMU_FLOOR_HEIGHT))
{
if(mo->type == MT_BLOODYSKULL)
{
mo->mom[MX] = mo->mom[MY] = 0;
mo->mom[MZ] = -1;
}
else if(mo->type == MT_HOLY_FX)
{
P_ExplodeMissile(mo);
}
else
{
P_MobjRemove(mo, false);
}
return;
}
}
// kludge end.
P_ExplodeMissile(mo);
}
else
{
mo->mom[MX] = mo->mom[MY] = 0;
}
}
} while(!INRANGE_OF(mom[MX], 0, NOMOM_THRESHOLD) ||
!INRANGE_OF(mom[MY], 0, NOMOM_THRESHOLD));
// Friction
if(player && (P_GetPlayerCheats(player) & CF_NOMOMENTUM))
{ // Debug option for no sliding at all
mo->mom[MX] = mo->mom[MY] = 0;
return;
}
if(mo->flags & (MF_MISSILE | MF_SKULLFLY))
return; // No friction for missiles
if(mo->origin[VZ] > mo->floorZ && !(mo->flags2 & MF2_FLY) && !mo->onMobj)
{ // No friction when falling
if(mo->type != MT_BLASTEFFECT)
return;
}
if(mo->flags & MF_CORPSE)
{
// Do not stop sliding if halfway off a step with some momentum.
if(!INRANGE_OF(mo->mom[MX], 0, DROPOFFMOM_THRESHOLD) ||
!INRANGE_OF(mo->mom[MY], 0, DROPOFFMOM_THRESHOLD))
{
if(!FEQUAL(mo->floorZ, P_GetDoublep(Mobj_Sector(mo), DMU_FLOOR_HEIGHT)))
return;
}
}
// Stop player walking animation.
if((!player || (!(player->plr->forwardMove || player->plr->sideMove))) &&
INRANGE_OF(mo->mom[MX], 0, WALKSTOP_THRESHOLD) &&
INRANGE_OF(mo->mom[MY], 0, WALKSTOP_THRESHOLD))
{ // If in a walking frame, stop moving
if(player)
{
if((unsigned)
((player->plr->mo->state - STATES) - PCLASS_INFO(player->class_)->runState) < 4)
{
P_MobjChangeState(player->plr->mo, PCLASS_INFO(player->class_)->normalState);
}
}
mo->mom[MX] = 0;
mo->mom[MY] = 0;
}
else
{
coord_t friction = Mobj_Friction(mo);
mo->mom[MX] *= friction;
mo->mom[MY] *= friction;
}
}
/**
* @todo Move this to p_inter
*/
void P_MonsterFallingDamage(mobj_t* mo)
{
int damage;
coord_t mom;
mom = (int) fabs(mo->mom[MZ]);
if(mom > 35)
{
// automatic death
damage = 10000;
}
else
{
damage = (int) ((mom - 23) * 6);
}
damage = 10000; // always kill 'em.
P_DamageMobj(mo, NULL, NULL, damage, false);
}
void P_MobjMoveZ(mobj_t* mo)
{
coord_t gravity, dist, delta;
// $democam: cameramen get special z movement
if(P_CameraZMovement(mo)) return;
gravity = P_GetGravity();
// Check for smooth step up.
if(mo->player && mo->origin[VZ] < mo->floorZ)
{
mo->player->viewHeight -= mo->floorZ - mo->origin[VZ];
mo->player->viewHeightDelta =
(cfg.common.plrViewHeight - mo->player->viewHeight) / 8;
}
// Adjust height.
mo->origin[VZ] += mo->mom[MZ];
if((mo->flags & MF_FLOAT) && mo->target && !P_MobjIsCamera(mo->target))
{
// Float down towards target if too close.
if(!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
{
dist = M_ApproxDistance(mo->origin[VX] - mo->target->origin[VX],
mo->origin[VY] - mo->target->origin[VY]);
delta = (mo->target->origin[VZ] + (mo->height /2)) - mo->origin[VZ];
if(delta < 0 && dist < -(delta * 3))
{
mo->origin[VZ] -= FLOATSPEED;
P_MobjSetSRVOZ(mo, -FLOATSPEED);
}
else if(delta > 0 && dist < (delta * 3))
{
mo->origin[VZ] += FLOATSPEED;
P_MobjSetSRVOZ(mo, FLOATSPEED);
}
}
}
if(mo->player && (mo->flags2 & MF2_FLY) &&
!(mo->origin[VZ] <= mo->floorZ) && (mapTime & 2))
{
mo->origin[VZ] +=
FIX2FLT(finesine[(FINEANGLES / 20 * mapTime >> 2) & FINEMASK]);
}
// Clip movement.
if(mo->origin[VZ] <= mo->floorZ)
{ // Hit the floor
statenum_t state;
if(mo->flags & MF_MISSILE)
{
mo->origin[VZ] = mo->floorZ;
if(mo->flags2 & MF2_FLOORBOUNCE)
{
P_FloorBounceMissile(mo);
return;
}
else if(mo->type == MT_HOLY_FX)
{ // The spirit struck the ground.
mo->mom[MZ] = 0;
P_HitFloor(mo);
return;
}
else if(mo->type == MT_MNTRFX2 || mo->type == MT_LIGHTNING_FLOOR)
{ // Minotaur floor fire can go up steps.
return;
}
else
{
P_HitFloor(mo);
P_ExplodeMissile(mo);
return;
}
}
if(mo->flags & MF_COUNTKILL)
{
// Blasted mobj falling.
if(mo->mom[MZ] < -23)
{
P_MonsterFallingDamage(mo);
}
}
if(mo->origin[VZ] - mo->mom[MZ] > mo->floorZ)
{ // Spawn splashes, etc.
P_HitFloor(mo);
}
mo->origin[VZ] = mo->floorZ;
if(mo->mom[MZ] < 0)
{
if((mo->flags2 & MF2_ICEDAMAGE) && mo->mom[MZ] < -gravity * 8)
{
mo->tics = 1;
mo->mom[MX] = mo->mom[MY] = mo->mom[MZ] = 0;
return;
}
if(mo->player)
{
mo->player->jumpTics = 7; // delay any jumping for a short time
if(mo->mom[MZ] < -gravity * 8 && !(mo->flags2 & MF2_FLY))
{ // Squat down.
mo->player->viewHeightDelta = mo->mom[MZ] / 8;
if(mo->mom[MZ] < -23)
{
P_FallingDamage(mo->player);
P_NoiseAlert(mo, mo);
}
else if(mo->mom[MZ] < -gravity * 12 && !mo->player->morphTics)
{
S_StartSound(SFX_PLAYER_LAND, mo);
// Fix DOOM bug - dead players grunting when hitting the ground
// (e.g., after an archvile attack)
if(mo->player->health > 0)
switch(mo->player->class_)
{
case PCLASS_FIGHTER:
S_StartSound(SFX_PLAYER_FIGHTER_GRUNT, mo);
break;
case PCLASS_CLERIC:
S_StartSound(SFX_PLAYER_CLERIC_GRUNT, mo);
break;
case PCLASS_MAGE:
S_StartSound(SFX_PLAYER_MAGE_GRUNT, mo);
break;
default:
break;
}
}
else if(!mo->player->morphTics)
{
const terraintype_t* tt =
P_MobjFloorTerrain(mo);
if(!(tt->flags & TTF_NONSOLID))
S_StartSound(SFX_PLAYER_LAND, mo);
}
if(cfg.common.lookSpring)
mo->player->centering = true;
}
}
else if(mo->type >= MT_POTTERY1 && mo->type <= MT_POTTERY3)
{
P_DamageMobj(mo, NULL, NULL, 25, false);
}
else if(mo->flags & MF_COUNTKILL)
{
if(mo->mom[MZ] < -23)
{
// Doesn't get here
}
}
mo->mom[MZ] = 0;
}
if(mo->flags & MF_SKULLFLY)
{ // The skull slammed into something
mo->mom[MZ] = -mo->mom[MZ];
}
if((state = P_GetState(mo->type, SN_CRASH)) != S_NULL &&
(mo->flags & MF_CORPSE) && !(mo->flags2 & MF2_ICEDAMAGE))
{
P_MobjChangeState(mo, state);
return;
}
}
else if(mo->flags2 & MF2_LOGRAV)
{
if(FEQUAL(mo->mom[MZ], 0))
mo->mom[MZ] = -(gravity / 8) * 2;
else
mo->mom[MZ] -= gravity / 8;
}
else if(!(mo->flags & MF_NOGRAVITY))
{
if(FEQUAL(mo->mom[MZ], 0))
mo->mom[MZ] = -gravity * 2;
else
mo->mom[MZ] -= gravity;
}
if(mo->origin[VZ] + mo->height > mo->ceilingZ)
{ // hit the ceiling
if(mo->mom[MZ] > 0)
mo->mom[MZ] = 0;
mo->origin[VZ] = mo->ceilingZ - mo->height;
if(mo->flags2 & MF2_FLOORBOUNCE)
{
// Maybe reverse momentum here for ceiling bounce
// Currently won't happen
if(mo->info->seeSound)
{
S_StartSound(mo->info->seeSound, mo);
}
return;
}
if(mo->flags & MF_SKULLFLY)
{ // the skull slammed into something
mo->mom[MZ] = -mo->mom[MZ];
}
if(mo->flags & MF_MISSILE)
{
if(mo->type == MT_LIGHTNING_CEILING)
return;
if(P_GetIntp(P_GetPtrp(Mobj_Sector(mo), DMU_CEILING_MATERIAL),
DMU_FLAGS) & MATF_SKYMASK)
{
if(mo->type == MT_BLOODYSKULL)
{
mo->mom[MX] = mo->mom[MY] = 0;
mo->mom[MZ] = -1;
}
else if(mo->type == MT_HOLY_FX)
{
P_ExplodeMissile(mo);
}
else
{
P_MobjRemove(mo, false);
}
return;
}
P_ExplodeMissile(mo);
return;
}
}
}
static void landedOnThing(mobj_t* mo)
{
if(!mo || !mo->player)
return; // We are only interested in players.
mo->player->viewHeightDelta = mo->mom[MZ] / 8;
if(mo->mom[MZ] < -23)
{
P_FallingDamage(mo->player);
P_NoiseAlert(mo, mo);
}
else if(mo->mom[MZ] < -P_GetGravity() * 12 && !mo->player->morphTics)
{
S_StartSound(SFX_PLAYER_LAND, mo);
switch(mo->player->class_)
{
case PCLASS_FIGHTER:
S_StartSound(SFX_PLAYER_FIGHTER_GRUNT, mo);
break;
case PCLASS_CLERIC:
S_StartSound(SFX_PLAYER_CLERIC_GRUNT, mo);
break;
case PCLASS_MAGE:
S_StartSound(SFX_PLAYER_MAGE_GRUNT, mo);
break;
default:
break;
}
}
else if(!mo->player->morphTics)
{
S_StartSound(SFX_PLAYER_LAND, mo);
}
if(cfg.common.lookSpring) // || demorecording || demoplayback)
mo->player->centering = true;
}
void P_MobjThinker(void *thinkerPtr)
{
mobj_t *mobj = thinkerPtr;
if(IS_CLIENT && !ClMobj_IsValid(mobj))
return; // We should not touch this right now.
if(mobj->type == MT_MWAND_MISSILE || mobj->type == MT_CFLAME_MISSILE)
{
int i;
coord_t z, frac[3];
dd_bool changexy;
// Handle movement.
if(!FEQUAL(mobj->mom[MX], 0) || !FEQUAL(mobj->mom[MY], 0) || !FEQUAL(mobj->mom[MZ], 0) ||
!FEQUAL(mobj->origin[VZ], mobj->floorZ))
{
frac[VX] = mobj->mom[MX] / 8;
frac[VY] = mobj->mom[MY] / 8;
frac[VZ] = mobj->mom[MZ] / 8;
changexy = (!FEQUAL(frac[VX], 0) || !FEQUAL(frac[VY], 0));
for(i = 0; i < 8; ++i)
{
if(changexy)
{
if(!P_TryMoveXY(mobj, mobj->origin[VX] + frac[VX],
mobj->origin[VY] + frac[VY]))
{
// Blocked move.
P_ExplodeMissile(mobj);
return;
}
}
mobj->origin[VZ] += frac[VZ];
if(mobj->origin[VZ] <= mobj->floorZ)
{
// Hit the floor.
mobj->origin[VZ] = mobj->floorZ;
P_HitFloor(mobj);
P_ExplodeMissile(mobj);
return;
}
if(mobj->origin[VZ] + mobj->height > mobj->ceilingZ)
{
// Hit the ceiling.
mobj->origin[VZ] = mobj->ceilingZ - mobj->height;
P_ExplodeMissile(mobj);
return;
}
if(changexy)
{
if(mobj->type == MT_MWAND_MISSILE && (P_Random() < 128))
{
z = mobj->origin[VZ] - 8;
if(z < mobj->floorZ)
{
z = mobj->floorZ;
}
P_SpawnMobjXYZ(MT_MWANDSMOKE, mobj->origin[VX],
mobj->origin[VY], z, mobj->angle, 0);
}
else if(!--mobj->special1)
{
mobj->special1 = 4;
z = mobj->origin[VZ] - 12;
if(z < mobj->floorZ)
{
z = mobj->floorZ;
}
P_SpawnMobjXYZ(MT_CFLAMEFLOOR, mobj->origin[VX],
mobj->origin[VY], z, mobj->angle, 0);
}
}
}
}
// Advance the state.
if(mobj->tics != -1)
{
mobj->tics--;
while(!mobj->tics)
{
if(!P_MobjChangeState(mobj, mobj->state->nextState))
return; // Mobj was removed.
}
}
return;
}
// The first three bits of the selector special byte contain a
// relative health level.
P_UpdateHealthBits(mobj);
// Handle X and Y momentums
tmBlockingMobj = NULL;
if(!FEQUAL(mobj->mom[MX], 0) || !FEQUAL(mobj->mom[MY], 0) ||
(mobj->flags & MF_SKULLFLY))
{
P_MobjMoveXY(mobj);
if(mobj->thinker.function == (thinkfunc_t) NOPFUNC)
{ // Mobj was removed.
return;
}