shithub: choc

ref: 0df2cb80cf03d7259746834220d209b306a8c503
dir: /src/heretic/p_user.c/

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// P_user.c

#include "DoomDef.h"
#include "P_local.h"
#include "soundst.h"

void P_PlayerNextArtifact(player_t *player);

// Macros

#define MAXBOB 0x100000 // 16 pixels of bob

// Data

boolean onground;
int newtorch; // used in the torch flicker effect.
int newtorchdelta;

boolean WeaponInShareware[] =
{
	true,           // Staff
	true,           // Gold wand
	true,           // Crossbow
	true,           // Blaster
	false,          // Skull rod
	false,          // Phoenix rod
	false,          // Mace
	true,           // Gauntlets
	true            // Beak
};

/*
==================
=
= P_Thrust
=
= moves the given origin along a given angle
=
==================
*/

void P_Thrust(player_t *player, angle_t angle, fixed_t move)
{
	angle >>= ANGLETOFINESHIFT;
	if(player->powers[pw_flight] && !(player->mo->z <= player->mo->floorz))
	{
		player->mo->momx += FixedMul(move, finecosine[angle]);
		player->mo->momy += FixedMul(move, finesine[angle]);
	}
	else if(player->mo->subsector->sector->special == 15) // Friction_Low
	{
		player->mo->momx += FixedMul(move>>2, finecosine[angle]);
		player->mo->momy += FixedMul(move>>2, finesine[angle]);
	}
	else
	{
		player->mo->momx += FixedMul(move, finecosine[angle]);
		player->mo->momy += FixedMul(move, finesine[angle]);
	}
}


/*
==================
=
= P_CalcHeight
=
=Calculate the walking / running height adjustment
=
==================
*/

void P_CalcHeight (player_t *player)
{
	int             angle;
	fixed_t bob;

//
// regular movement bobbing (needs to be calculated for gun swing even
// if not on ground)
// OPTIMIZE: tablify angle

	player->bob = FixedMul (player->mo->momx, player->mo->momx)+
	FixedMul (player->mo->momy,player->mo->momy);
	player->bob >>= 2;
	if (player->bob>MAXBOB)
		player->bob = MAXBOB;
	if(player->mo->flags2&MF2_FLY && !onground)
	{
		player->bob = FRACUNIT/2;
	}

	if ((player->cheats & CF_NOMOMENTUM))
	{
		player->viewz = player->mo->z + VIEWHEIGHT;
		if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
			player->viewz = player->mo->ceilingz-4*FRACUNIT;
		player->viewz = player->mo->z + player->viewheight;
		return;
	}

	angle = (FINEANGLES/20*leveltime)&FINEMASK;
	bob = FixedMul ( player->bob/2, finesine[angle]);

//
// move viewheight
//
	if (player->playerstate == PST_LIVE)
	{
		player->viewheight += player->deltaviewheight;
		if (player->viewheight > VIEWHEIGHT)
		{
			player->viewheight = VIEWHEIGHT;
			player->deltaviewheight = 0;
		}
		if (player->viewheight < VIEWHEIGHT/2)
		{
			player->viewheight = VIEWHEIGHT/2;
			if (player->deltaviewheight <= 0)
				player->deltaviewheight = 1;
		}

		if (player->deltaviewheight)
		{
			player->deltaviewheight += FRACUNIT/4;
			if (!player->deltaviewheight)
				player->deltaviewheight = 1;
		}
	}

	if(player->chickenTics)
	{
		player->viewz = player->mo->z+player->viewheight-(20*FRACUNIT);
	}
	else
	{
		player->viewz = player->mo->z+player->viewheight+bob;
	}
	if(player->mo->flags2&MF2_FEETARECLIPPED
		&& player->playerstate != PST_DEAD
		&& player->mo->z <= player->mo->floorz)
	{
		player->viewz -= FOOTCLIPSIZE;
	}
	if(player->viewz > player->mo->ceilingz-4*FRACUNIT)
	{
		player->viewz = player->mo->ceilingz-4*FRACUNIT;
	}
	if(player->viewz < player->mo->floorz+4*FRACUNIT)
	{
		player->viewz = player->mo->floorz+4*FRACUNIT;
	}
}

/*
=================
=
= P_MovePlayer
=
=================
*/

void P_MovePlayer(player_t *player)
{
	int look;
	int fly;
	ticcmd_t *cmd;

	cmd = &player->cmd;
	player->mo->angle += (cmd->angleturn<<16);

	onground = (player->mo->z <= player->mo->floorz
		|| (player->mo->flags2&MF2_ONMOBJ));

	if(player->chickenTics)
	{ // Chicken speed
		if(cmd->forwardmove && (onground||player->mo->flags2&MF2_FLY))
			P_Thrust(player, player->mo->angle, cmd->forwardmove*2500);
		if(cmd->sidemove && (onground||player->mo->flags2&MF2_FLY))
			P_Thrust(player, player->mo->angle-ANG90, cmd->sidemove*2500);
	}
	else
	{ // Normal speed
		if(cmd->forwardmove && (onground||player->mo->flags2&MF2_FLY))
			P_Thrust(player, player->mo->angle, cmd->forwardmove*2048);
		if(cmd->sidemove && (onground||player->mo->flags2&MF2_FLY))
			P_Thrust(player, player->mo->angle-ANG90, cmd->sidemove*2048);
	}

	if(cmd->forwardmove || cmd->sidemove)
	{
		if(player->chickenTics)
		{
			if(player->mo->state == &states[S_CHICPLAY])
			{
				P_SetMobjState(player->mo, S_CHICPLAY_RUN1);
			}
		}
		else
		{
			if(player->mo->state == &states[S_PLAY])
			{
				P_SetMobjState(player->mo, S_PLAY_RUN1);
			}
		}
	}

	look = cmd->lookfly&15;
	if(look > 7)
	{
		look -= 16;
	}
	if(look)
	{
		if(look == TOCENTER)
		{
			player->centering = true;
		}
		else
		{
			player->lookdir += 5*look;
			if(player->lookdir > 90 || player->lookdir < -110)
			{
				player->lookdir -= 5*look;
			}
		}
	}
	if(player->centering)
	{
		if(player->lookdir > 0)
		{
			player->lookdir -= 8;
		}
		else if(player->lookdir < 0)
		{
			player->lookdir += 8;
		}
		if(abs(player->lookdir) < 8)
		{
			player->lookdir = 0;
			player->centering = false;
		}
	}
	fly = cmd->lookfly>>4;
	if(fly > 7)
	{
		fly -= 16;
	}
	if(fly && player->powers[pw_flight])
	{
		if(fly != TOCENTER)
		{
			player->flyheight = fly*2;
			if(!(player->mo->flags2&MF2_FLY))
			{
				player->mo->flags2 |= MF2_FLY;
				player->mo->flags |= MF_NOGRAVITY;
			}
		}
		else
		{
			player->mo->flags2 &= ~MF2_FLY;
			player->mo->flags &= ~MF_NOGRAVITY;
		}
	}
	else if(fly > 0)
	{
		P_PlayerUseArtifact(player, arti_fly);
	}
	if(player->mo->flags2&MF2_FLY)
	{
		player->mo->momz = player->flyheight*FRACUNIT;
		if(player->flyheight)
		{
			player->flyheight /= 2;
		}
	}
}

/*
=================
=
= P_DeathThink
=
=================
*/

#define         ANG5    (ANG90/18)

void P_DeathThink(player_t *player)
{
	angle_t angle, delta;
	extern int inv_ptr;
	extern int curpos;
	int lookDelta;

	P_MovePsprites(player);

	onground = (player->mo->z <= player->mo->floorz);
	if(player->mo->type == MT_BLOODYSKULL)
	{ // Flying bloody skull
		player->viewheight = 6*FRACUNIT;
		player->deltaviewheight = 0;
		//player->damagecount = 20;
		if(onground)
		{
			if(player->lookdir < 60)
			{
				lookDelta = (60-player->lookdir)/8;
				if(lookDelta < 1 && (leveltime&1))
				{
					lookDelta = 1;
				}
				else if(lookDelta > 6)
				{
					lookDelta = 6;
				}
				player->lookdir += lookDelta;
			}
		}
	}
	else
	{ // Fall to ground
		player->deltaviewheight = 0;
		if(player->viewheight > 6*FRACUNIT)
			player->viewheight -= FRACUNIT;
		if(player->viewheight < 6*FRACUNIT)
			player->viewheight = 6*FRACUNIT;
		if(player->lookdir > 0)
		{
			player->lookdir -= 6;
		}
		else if(player->lookdir < 0)
		{
			player->lookdir += 6;
		}
		if(abs(player->lookdir) < 6)
		{
			player->lookdir = 0;
		}
	}
	P_CalcHeight(player);

	if(player->attacker && player->attacker != player->mo)
	{
		angle = R_PointToAngle2(player->mo->x, player->mo->y,
			player->attacker->x, player->attacker->y);
		delta = angle-player->mo->angle;
		if(delta < ANG5 || delta > (unsigned)-ANG5)
		{ // Looking at killer, so fade damage flash down
			player->mo->angle = angle;
			if(player->damagecount)
			{
				player->damagecount--;
			}
		}
		else if(delta < ANG180)
			player->mo->angle += ANG5;
		else
			player->mo->angle -= ANG5;
	}
	else if(player->damagecount)
	{
		player->damagecount--;
	}

	if(player->cmd.buttons&BT_USE)
	{
		if(player == &players[consoleplayer])
		{
			I_SetPalette((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE));
			inv_ptr = 0;
			curpos = 0;
			newtorch = 0;
			newtorchdelta = 0;
		}
		player->playerstate = PST_REBORN;
		// Let the mobj know the player has entered the reborn state.  Some
		// mobjs need to know when it's ok to remove themselves.
		player->mo->special2 = 666;
	}
}

//----------------------------------------------------------------------------
//
// PROC P_ChickenPlayerThink
//
//----------------------------------------------------------------------------

void P_ChickenPlayerThink(player_t *player)
{
	mobj_t *pmo;

	if(player->health > 0)
	{ // Handle beak movement
		P_UpdateBeak(player, &player->psprites[ps_weapon]);
	}
	if(player->chickenTics&15)
	{
		return;
	}
	pmo = player->mo;
	if(!(pmo->momx+pmo->momy) && P_Random() < 160)
	{ // Twitch view angle
		pmo->angle += (P_Random()-P_Random())<<19;
	}
	if((pmo->z <= pmo->floorz) && (P_Random() < 32))
	{ // Jump and noise
		pmo->momz += FRACUNIT;
		P_SetMobjState(pmo, S_CHICPLAY_PAIN);
		return;
	}
	if(P_Random() < 48)
	{ // Just noise
		S_StartSound(pmo, sfx_chicact);
	}
}

//----------------------------------------------------------------------------
//
// FUNC P_GetPlayerNum
//
//----------------------------------------------------------------------------

int P_GetPlayerNum(player_t *player)
{
	int i;

	for(i = 0; i < MAXPLAYERS; i++)
	{
		if(player == &players[i])
		{
			return(i);
		}
	}
	return(0);
}

//----------------------------------------------------------------------------
//
// FUNC P_UndoPlayerChicken
//
//----------------------------------------------------------------------------

boolean P_UndoPlayerChicken(player_t *player)
{
	mobj_t *fog;
	mobj_t *mo;
	mobj_t *pmo;
	fixed_t x;
	fixed_t y;
	fixed_t z;
	angle_t angle;
	int playerNum;
	weapontype_t weapon;
	int oldFlags;
	int oldFlags2;

	pmo = player->mo;
	x = pmo->x;
	y = pmo->y;
	z = pmo->z;
	angle = pmo->angle;
	weapon = pmo->special1;
	oldFlags = pmo->flags;
	oldFlags2 = pmo->flags2;
	P_SetMobjState(pmo, S_FREETARGMOBJ);
	mo = P_SpawnMobj(x, y, z, MT_PLAYER);
	if(P_TestMobjLocation(mo) == false)
	{ // Didn't fit
		P_RemoveMobj(mo);
		mo = P_SpawnMobj(x, y, z, MT_CHICPLAYER);
		mo->angle = angle;
		mo->health = player->health;
		mo->special1 = weapon;
		mo->player = player;
		mo->flags = oldFlags;
		mo->flags2 = oldFlags2;
		player->mo = mo;
		player->chickenTics = 2*35;
		return(false);
	}
	playerNum = P_GetPlayerNum(player);
	if(playerNum != 0)
	{ // Set color translation
		mo->flags |= playerNum<<MF_TRANSSHIFT;
	}
	mo->angle = angle;
	mo->player = player;
	mo->reactiontime = 18;
	if(oldFlags2&MF2_FLY)
	{
		mo->flags2 |= MF2_FLY;
		mo->flags |= MF_NOGRAVITY;
	}
	player->chickenTics = 0;
	player->powers[pw_weaponlevel2] = 0;
	player->health = mo->health = MAXHEALTH;
	player->mo = mo;
	angle >>= ANGLETOFINESHIFT;
	fog = P_SpawnMobj(x+20*finecosine[angle],
		y+20*finesine[angle], z+TELEFOGHEIGHT, MT_TFOG);
	S_StartSound(fog, sfx_telept);
	P_PostChickenWeapon(player, weapon);
	return(true);
}

//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------

void P_PlayerThink(player_t *player)
{
	ticcmd_t *cmd;
	weapontype_t newweapon;

	extern boolean ultimatemsg;

	// No-clip cheat
	if(player->cheats&CF_NOCLIP)
	{
		player->mo->flags |= MF_NOCLIP;
	}
	else
	{
		player->mo->flags &= ~MF_NOCLIP;
	}
	cmd = &player->cmd;
	if(player->mo->flags&MF_JUSTATTACKED)
	{ // Gauntlets attack auto forward motion
		cmd->angleturn = 0;
		cmd->forwardmove = 0xc800/512;
		cmd->sidemove = 0;
		player->mo->flags &= ~MF_JUSTATTACKED;
	}
// messageTics is above the rest of the counters so that messages will
//              go away, even in death.
	player->messageTics--; // Can go negative
	if(!player->messageTics)
	{ // Refresh the screen when a message goes away
		ultimatemsg = false; // clear out any chat messages.
		BorderTopRefresh = true;
	}
	if(player->playerstate == PST_DEAD)
	{
		P_DeathThink(player);
		return;
	}
	if(player->chickenTics)
	{
		P_ChickenPlayerThink(player);
	}
	// Handle movement
	if(player->mo->reactiontime)
	{ // Player is frozen
		player->mo->reactiontime--;
	}
	else
	{
		P_MovePlayer(player);
	}
	P_CalcHeight(player);
	if(player->mo->subsector->sector->special)
	{
		P_PlayerInSpecialSector(player);
	}
	if(cmd->arti)
	{ // Use an artifact
		if(cmd->arti == 0xff)
		{
			P_PlayerNextArtifact(player);
		}
		else
		{
			P_PlayerUseArtifact(player, cmd->arti);
		}
	}
	// Check for weapon change
	if(cmd->buttons&BT_SPECIAL)
	{ // A special event has no other buttons
		cmd->buttons = 0;
	}
	if(cmd->buttons&BT_CHANGE)
	{
		// The actual changing of the weapon is done when the weapon
		// psprite can do it (A_WeaponReady), so it doesn't happen in
		// the middle of an attack.
		newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;
		if(newweapon == wp_staff && player->weaponowned[wp_gauntlets]
			&& !(player->readyweapon == wp_gauntlets))
		{
			newweapon = wp_gauntlets;
		}
		if(player->weaponowned[newweapon]
			&& newweapon != player->readyweapon)
		{
			if(WeaponInShareware[newweapon] || !shareware)
			{
				player->pendingweapon = newweapon;
			}
		}
	}
	// Check for use
	if(cmd->buttons&BT_USE)
	{
		if(!player->usedown)
		{
			P_UseLines(player);
			player->usedown = true;
		}
	}
	else
	{
		player->usedown = false;
	}
	// Chicken counter
	if(player->chickenTics)
	{
		if(player->chickenPeck)
		{ // Chicken attack counter
			player->chickenPeck -= 3;
		}
		if(!--player->chickenTics)
		{ // Attempt to undo the chicken
			P_UndoPlayerChicken(player);
		}
	}
	// Cycle psprites
	P_MovePsprites(player);
	// Other Counters
	if(player->powers[pw_invulnerability])
	{
		player->powers[pw_invulnerability]--;
	}
	if(player->powers[pw_invisibility])
	{
		if(!--player->powers[pw_invisibility])
		{
			player->mo->flags &= ~MF_SHADOW;
		}
	}
	if(player->powers[pw_infrared])
	{
		player->powers[pw_infrared]--;
	}
	if(player->powers[pw_flight])
	{
		if(!--player->powers[pw_flight])
		{
#ifdef __WATCOMC__
			if(player->mo->z != player->mo->floorz && !useexterndriver)
			{
				player->centering = true;
			}
#else
			if(player->mo->z != player->mo->floorz)
			{
				player->centering = true;
			}
#endif

			player->mo->flags2 &= ~MF2_FLY;
			player->mo->flags &= ~MF_NOGRAVITY;
			BorderTopRefresh = true; //make sure the sprite's cleared out
		}
	}
	if(player->powers[pw_weaponlevel2])
	{
		if(!--player->powers[pw_weaponlevel2])
		{
			if((player->readyweapon == wp_phoenixrod)
				&& (player->psprites[ps_weapon].state
				!= &states[S_PHOENIXREADY])
				&& (player->psprites[ps_weapon].state
				!= &states[S_PHOENIXUP]))
			{
				P_SetPsprite(player, ps_weapon, S_PHOENIXREADY);
				player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2;
				player->refire = 0;
			}
			else if((player->readyweapon == wp_gauntlets)
				|| (player->readyweapon == wp_staff))
			{
				player->pendingweapon = player->readyweapon;
			}
			BorderTopRefresh = true;
		}
	}
	if(player->damagecount)
	{
		player->damagecount--;
	}
	if(player->bonuscount)
	{
		player->bonuscount--;
	}
	// Colormaps
	if(player->powers[pw_invulnerability])
	{
		if(player->powers[pw_invulnerability] > BLINKTHRESHOLD
			|| (player->powers[pw_invulnerability]&8))
		{
			player->fixedcolormap = INVERSECOLORMAP;
		}
		else
		{
			player->fixedcolormap = 0;
		}
	}
	else if(player->powers[pw_infrared])
	{
		if (player->powers[pw_infrared] <= BLINKTHRESHOLD)
		{
			if(player->powers[pw_infrared]&8)
			{
				player->fixedcolormap = 0;
			}
			else
			{
				player->fixedcolormap = 1;
			}
		}
		else if(!(leveltime&16) && player == &players[consoleplayer])
		{
			if(newtorch)
			{
				if(player->fixedcolormap+newtorchdelta > 7
					|| player->fixedcolormap+newtorchdelta < 1
					|| newtorch == player->fixedcolormap)
				{
					newtorch = 0;
				}
				else
				{
					player->fixedcolormap += newtorchdelta;
				}
			}
			else
			{
				newtorch = (M_Random()&7)+1;
				newtorchdelta = (newtorch == player->fixedcolormap) ?
						0 : ((newtorch > player->fixedcolormap) ? 1 : -1);
			}
		}
	}
	else
	{
		player->fixedcolormap = 0;
	}
}

//----------------------------------------------------------------------------
//
// PROC P_ArtiTele
//
//----------------------------------------------------------------------------

void P_ArtiTele(player_t *player)
{
	int i;
	int selections;
	fixed_t destX;
	fixed_t destY;
	angle_t destAngle;

	if(deathmatch)
	{
		selections = deathmatch_p-deathmatchstarts;
		i = P_Random()%selections;
		destX = deathmatchstarts[i].x<<FRACBITS;
		destY = deathmatchstarts[i].y<<FRACBITS;
		destAngle = ANG45*(deathmatchstarts[i].angle/45);
	}
	else
	{
		destX = playerstarts[0].x<<FRACBITS;
		destY = playerstarts[0].y<<FRACBITS;
		destAngle = ANG45*(playerstarts[0].angle/45);
	}
	P_Teleport(player->mo, destX, destY, destAngle);
	S_StartSound(NULL, sfx_wpnup); // Full volume laugh
}

//----------------------------------------------------------------------------
//
// PROC P_PlayerNextArtifact
//
//----------------------------------------------------------------------------

void P_PlayerNextArtifact(player_t *player)
{
	extern int inv_ptr;
	extern int curpos;

	if(player == &players[consoleplayer])
	{
		inv_ptr--;
		if(inv_ptr < 6)
		{
			curpos--;
			if(curpos < 0)
			{
				curpos = 0;
			}
		}
		if(inv_ptr < 0)
		{
			inv_ptr = player->inventorySlotNum-1;
			if(inv_ptr < 6)
			{
				curpos = inv_ptr;
			}
			else
			{
				curpos = 6;
			}
		}
		player->readyArtifact =
			player->inventory[inv_ptr].type;
	}
}

//----------------------------------------------------------------------------
//
// PROC P_PlayerRemoveArtifact
//
//----------------------------------------------------------------------------

void P_PlayerRemoveArtifact(player_t *player, int slot)
{
	int i;
	extern int inv_ptr;
	extern int curpos;

	player->artifactCount--;
	if(!(--player->inventory[slot].count))
	{ // Used last of a type - compact the artifact list
		player->readyArtifact = arti_none;
		player->inventory[slot].type = arti_none;
		for(i = slot+1; i < player->inventorySlotNum; i++)
		{
			player->inventory[i-1] = player->inventory[i];
		}
		player->inventorySlotNum--;
		if(player == &players[consoleplayer])
		{ // Set position markers and get next readyArtifact
			inv_ptr--;
			if(inv_ptr < 6)
			{
				curpos--;
				if(curpos < 0)
				{
					curpos = 0;
				}
			}
			if(inv_ptr >= player->inventorySlotNum)
			{
				inv_ptr = player->inventorySlotNum-1;
			}
			if(inv_ptr < 0)
			{
				inv_ptr = 0;
			}
			player->readyArtifact =
				player->inventory[inv_ptr].type;
		}
	}
}

//----------------------------------------------------------------------------
//
// PROC P_PlayerUseArtifact
//
//----------------------------------------------------------------------------

void P_PlayerUseArtifact(player_t *player, artitype_t arti)
{
	int i;

	for(i = 0; i < player->inventorySlotNum; i++)
	{
		if(player->inventory[i].type == arti)
		{ // Found match - try to use
			if(P_UseArtifact(player, arti))
			{ // Artifact was used - remove it from inventory
				P_PlayerRemoveArtifact(player, i);
				if(player == &players[consoleplayer])
				{
					S_StartSound(NULL, sfx_artiuse);
					ArtifactFlash = 4;
				}
			}
			else
			{ // Unable to use artifact, advance pointer
				P_PlayerNextArtifact(player);
			}
			break;
		}
	}
}

//----------------------------------------------------------------------------
//
// FUNC P_UseArtifact
//
// Returns true if artifact was used.
//
//----------------------------------------------------------------------------

boolean P_UseArtifact(player_t *player, artitype_t arti)
{
	mobj_t *mo;
	angle_t angle;

	switch(arti)
	{
		case arti_invulnerability:
			if(!P_GivePower(player, pw_invulnerability))
			{
				return(false);
			}
			break;
		case arti_invisibility:
			if(!P_GivePower(player, pw_invisibility))
			{
				return(false);
			}
			break;
		case arti_health:
			if(!P_GiveBody(player, 25))
			{
				return(false);
			}
			break;
		case arti_superhealth:
			if(!P_GiveBody(player, 100))
			{
				return(false);
			}
			break;
		case arti_tomeofpower:
			if(player->chickenTics)
			{ // Attempt to undo chicken
				if(P_UndoPlayerChicken(player) == false)
				{ // Failed
					P_DamageMobj(player->mo, NULL, NULL, 10000);
				}
				else
				{ // Succeeded
					player->chickenTics = 0;
					S_StartSound(player->mo, sfx_wpnup);
				}
			}
			else
			{
				if(!P_GivePower(player, pw_weaponlevel2))
				{
					return(false);
				}
				if(player->readyweapon == wp_staff)
				{
					P_SetPsprite(player, ps_weapon, S_STAFFREADY2_1);
				}
				else if(player->readyweapon == wp_gauntlets)
				{
					P_SetPsprite(player, ps_weapon, S_GAUNTLETREADY2_1);
				}
			}
			break;
		case arti_torch:
			if(!P_GivePower(player, pw_infrared))
			{
				return(false);
			}
			break;
		case arti_firebomb:
			angle = player->mo->angle>>ANGLETOFINESHIFT;
			mo = P_SpawnMobj(player->mo->x+24*finecosine[angle],
				player->mo->y+24*finesine[angle], player->mo->z - 15*FRACUNIT*
				(player->mo->flags2&MF2_FEETARECLIPPED != 0), MT_FIREBOMB);
			mo->target = player->mo;
			break;
		case arti_egg:
			mo = player->mo;
			P_SpawnPlayerMissile(mo, MT_EGGFX);
			P_SPMAngle(mo, MT_EGGFX, mo->angle-(ANG45/6));
			P_SPMAngle(mo, MT_EGGFX, mo->angle+(ANG45/6));
			P_SPMAngle(mo, MT_EGGFX, mo->angle-(ANG45/3));
			P_SPMAngle(mo, MT_EGGFX, mo->angle+(ANG45/3));
			break;
		case arti_fly:
			if(!P_GivePower(player, pw_flight))
			{
				return(false);
			}
			break;
		case arti_teleport:
			P_ArtiTele(player);
			break;
		default:
			return(false);
	}
	return(true);
}