doom3-bfg/doomclassic/doom/p_map.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include <stdlib.h>
#include "m_bbox.h"
#include "m_random.h"
#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
// State.
#include "doomstat.h"
#include "r_state.h"
// Data.
#include "sounds.h"
#include "Main.h"
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
// keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls
// keep track of special ::g->lines as they are hit,
// but don't process them until the move is proven valid
//
// TELEPORT MOVE
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//
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//
// PIT_StompThing
//
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qboolean PIT_StompThing( mobj_t* thing )
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{
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fixed_t blockdist;
if( !( thing->flags & MF_SHOOTABLE ) )
{
return true;
}
blockdist = thing->radius + ::g->tmthing->radius;
if( abs( thing->x - ::g->tmx ) >= blockdist
|| abs( thing->y - ::g->tmy ) >= blockdist )
{
// didn't hit it
return true;
}
// don't clip against self
if( thing == ::g->tmthing )
{
return true;
}
// monsters don't stomp things except on boss level
if( !::g->tmthing->player && ::g->gamemap != 30 )
{
return false;
}
P_DamageMobj( thing, ::g->tmthing, ::g->tmthing, 10000 );
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return true;
}
//
// P_TeleportMove
//
qboolean
P_TeleportMove
( mobj_t* thing,
fixed_t x,
fixed_t y )
{
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int xl;
int xh;
int yl;
int yh;
int bx;
int by;
subsector_t* newsubsec;
// kill anything occupying the position
::g->tmthing = thing;
::g->tmflags = thing->flags;
::g->tmx = x;
::g->tmy = y;
::g->tmbbox[BOXTOP] = y + ::g->tmthing->radius;
::g->tmbbox[BOXBOTTOM] = y - ::g->tmthing->radius;
::g->tmbbox[BOXRIGHT] = x + ::g->tmthing->radius;
::g->tmbbox[BOXLEFT] = x - ::g->tmthing->radius;
newsubsec = R_PointInSubsector( x, y );
::g->ceilingline = NULL;
// The base floor/ceiling is from the subsector
// that contains the point.
// Any contacted ::g->lines the step closer together
// will adjust them.
::g->tmfloorz = ::g->tmdropoffz = newsubsec->sector->floorheight;
::g->tmceilingz = newsubsec->sector->ceilingheight;
::g->validcount++;
::g->numspechit = 0;
// stomp on any things contacted
xl = ( ::g->tmbbox[BOXLEFT] - ::g->bmaporgx - MAXRADIUS ) >> MAPBLOCKSHIFT;
xh = ( ::g->tmbbox[BOXRIGHT] - ::g->bmaporgx + MAXRADIUS ) >> MAPBLOCKSHIFT;
yl = ( ::g->tmbbox[BOXBOTTOM] - ::g->bmaporgy - MAXRADIUS ) >> MAPBLOCKSHIFT;
yh = ( ::g->tmbbox[BOXTOP] - ::g->bmaporgy + MAXRADIUS ) >> MAPBLOCKSHIFT;
for( bx = xl ; bx <= xh ; bx++ )
for( by = yl ; by <= yh ; by++ )
if( !P_BlockThingsIterator( bx, by, PIT_StompThing ) )
{
return false;
}
// the move is ok,
// so link the thing into its new position
P_UnsetThingPosition( thing );
thing->floorz = ::g->tmfloorz;
thing->ceilingz = ::g->tmceilingz;
thing->x = x;
thing->y = y;
P_SetThingPosition( thing );
return true;
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}
//
// MOVEMENT ITERATOR FUNCTIONS
//
//
// PIT_CheckLine
// Adjusts ::g->tmfloorz and ::g->tmceilingz as ::g->lines are contacted
//
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qboolean PIT_CheckLine( line_t* ld )
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{
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if( ::g->tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
|| ::g->tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| ::g->tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
|| ::g->tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
{
return true;
}
if( P_BoxOnLineSide( ::g->tmbbox, ld ) != -1 )
{
return true;
}
// A line has been hit
// The moving thing's destination position will cross
// the given line.
// If this should not be allowed, return false.
// If the line is special, keep track of it
// to process later if the move is proven ok.
// NOTE: specials are NOT sorted by order,
// so two special ::g->lines that are only 8 pixels apart
// could be crossed in either order.
if( !ld->backsector )
{
return false; // one sided line
}
if( !( ::g->tmthing->flags & MF_MISSILE ) )
{
if( ld->flags & ML_BLOCKING )
{
return false; // explicitly blocking everything
}
if( !::g->tmthing->player && ld->flags & ML_BLOCKMONSTERS )
{
return false; // block monsters only
}
}
// set ::g->openrange, ::g->opentop, ::g->openbottom
P_LineOpening( ld );
// adjust floor / ceiling heights
if( ::g->opentop < ::g->tmceilingz )
{
::g->tmceilingz = ::g->opentop;
::g->ceilingline = ld;
}
if( ::g->openbottom > ::g->tmfloorz )
{
::g->tmfloorz = ::g->openbottom;
}
if( ::g->lowfloor < ::g->tmdropoffz )
{
::g->tmdropoffz = ::g->lowfloor;
}
// if contacted a special line, add it to the list
if( ld->special && ::g->numspechit < MAXSPECIALCROSS )
{
::g->spechit[::g->numspechit] = ld;
::g->numspechit++;
}
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return true;
}
//
// PIT_CheckThing
//
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qboolean PIT_CheckThing( mobj_t* thing )
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{
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fixed_t blockdist;
qboolean solid;
int damage;
if( !( thing->flags & ( MF_SOLID | MF_SPECIAL | MF_SHOOTABLE ) ) )
{
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return true;
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}
blockdist = thing->radius + ::g->tmthing->radius;
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if( abs( thing->x - ::g->tmx ) >= blockdist
|| abs( thing->y - ::g->tmy ) >= blockdist )
{
// didn't hit it
return true;
}
// don't clip against self
if( thing == ::g->tmthing )
{
return true;
}
// check for skulls slamming into things
if( ::g->tmthing->flags & MF_SKULLFLY )
{
damage = ( ( P_Random() % 8 ) + 1 )*::g->tmthing->info->damage;
P_DamageMobj( thing, ::g->tmthing, ::g->tmthing, damage );
::g->tmthing->flags &= ~MF_SKULLFLY;
::g->tmthing->momx = ::g->tmthing->momy = ::g->tmthing->momz = 0;
P_SetMobjState( ::g->tmthing, ( statenum_t )::g->tmthing->info->spawnstate );
return false; // stop moving
}
// missiles can hit other things
if( ::g->tmthing->flags & MF_MISSILE )
{
// see if it went over / under
if( ::g->tmthing->z > thing->z + thing->height )
{
return true; // overhead
}
if( ::g->tmthing->z +::g->tmthing->height < thing->z )
{
return true; // underneath
}
if( ::g->tmthing->target && (
::g->tmthing->target->type == thing->type ||
( ::g->tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER ) ||
( ::g->tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT ) ) )
{
// Don't hit same species as originator.
if( thing == ::g->tmthing->target )
{
return true;
}
if( thing->type != MT_PLAYER )
{
// Explode, but do no damage.
// Let ::g->players missile other ::g->players.
return false;
}
}
if( !( thing->flags & MF_SHOOTABLE ) )
{
// didn't do any damage
return !( thing->flags & MF_SOLID );
}
// damage / explode
damage = ( ( P_Random() % 8 ) + 1 )*::g->tmthing->info->damage;
P_DamageMobj( thing, ::g->tmthing, ::g->tmthing->target, damage );
// don't traverse any more
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return false;
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}
// check for special pickup
if( thing->flags & MF_SPECIAL )
{
solid = thing->flags & MF_SOLID;
if( ::g->tmflags & MF_PICKUP )
{
// can remove thing
P_TouchSpecialThing( thing, ::g->tmthing );
}
return !solid;
}
return !( thing->flags & MF_SOLID );
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}
//
// MOVEMENT CLIPPING
//
//
// P_CheckPosition
// This is purely informative, nothing is modified
// (except things picked up).
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//
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// in:
// a mobj_t (can be valid or invalid)
// a position to be checked
// (doesn't need to be related to the mobj_t->x,y)
//
// during:
// special things are touched if MF_PICKUP
// early out on solid lines?
//
// out:
// newsubsec
// floorz
// ceilingz
// ::g->tmdropoffz
// the lowest point contacted
// (monsters won't move to a dropoff)
// speciallines[]
// numspeciallines
//
qboolean
P_CheckPosition
( mobj_t* thing,
fixed_t x,
fixed_t y )
{
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int xl;
int xh;
int yl;
int yh;
int bx;
int by;
subsector_t* newsubsec;
::g->tmthing = thing;
::g->tmflags = thing->flags;
::g->tmx = x;
::g->tmy = y;
::g->tmbbox[BOXTOP] = y + ::g->tmthing->radius;
::g->tmbbox[BOXBOTTOM] = y - ::g->tmthing->radius;
::g->tmbbox[BOXRIGHT] = x + ::g->tmthing->radius;
::g->tmbbox[BOXLEFT] = x - ::g->tmthing->radius;
newsubsec = R_PointInSubsector( x, y );
::g->ceilingline = NULL;
// The base floor / ceiling is from the subsector
// that contains the point.
// Any contacted ::g->lines the step closer together
// will adjust them.
::g->tmfloorz = ::g->tmdropoffz = newsubsec->sector->floorheight;
::g->tmceilingz = newsubsec->sector->ceilingheight;
::g->validcount++;
::g->numspechit = 0;
if( ::g->tmflags & MF_NOCLIP )
{
return true;
}
// Check things first, possibly picking things up.
// The bounding box is extended by MAXRADIUS
// because mobj_ts are grouped into mapblocks
// based on their origin point, and can overlap
// into adjacent blocks by up to MAXRADIUS units.
xl = ( ::g->tmbbox[BOXLEFT] - ::g->bmaporgx - MAXRADIUS ) >> MAPBLOCKSHIFT;
xh = ( ::g->tmbbox[BOXRIGHT] - ::g->bmaporgx + MAXRADIUS ) >> MAPBLOCKSHIFT;
yl = ( ::g->tmbbox[BOXBOTTOM] - ::g->bmaporgy - MAXRADIUS ) >> MAPBLOCKSHIFT;
yh = ( ::g->tmbbox[BOXTOP] - ::g->bmaporgy + MAXRADIUS ) >> MAPBLOCKSHIFT;
for( bx = xl ; bx <= xh ; bx++ )
for( by = yl ; by <= yh ; by++ )
if( !P_BlockThingsIterator( bx, by, PIT_CheckThing ) )
{
return false;
}
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// check ::g->lines
xl = ( ::g->tmbbox[BOXLEFT] - ::g->bmaporgx ) >> MAPBLOCKSHIFT;
xh = ( ::g->tmbbox[BOXRIGHT] - ::g->bmaporgx ) >> MAPBLOCKSHIFT;
yl = ( ::g->tmbbox[BOXBOTTOM] - ::g->bmaporgy ) >> MAPBLOCKSHIFT;
yh = ( ::g->tmbbox[BOXTOP] - ::g->bmaporgy ) >> MAPBLOCKSHIFT;
for( bx = xl ; bx <= xh ; bx++ )
for( by = yl ; by <= yh ; by++ )
if( !P_BlockLinesIterator( bx, by, PIT_CheckLine ) )
{
return false;
}
return true;
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}
//
// P_TryMove
// Attempt to move to a new position,
// crossing special ::g->lines unless MF_TELEPORT is set.
//
qboolean
P_TryMove
( mobj_t* thing,
fixed_t x,
fixed_t y )
{
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fixed_t oldx;
fixed_t oldy;
int side;
int oldside;
line_t* ld;
::g->floatok = false;
if( !P_CheckPosition( thing, x, y ) )
{
return false; // solid wall or thing
}
if( !( thing->flags & MF_NOCLIP ) )
{
if( ::g->tmceilingz - ::g->tmfloorz < thing->height )
{
return false; // doesn't fit
}
::g->floatok = true;
if( !( thing->flags & MF_TELEPORT )
&&::g->tmceilingz - thing->z < thing->height )
{
return false; // mobj must lower itself to fit
}
if( !( thing->flags & MF_TELEPORT )
&& ::g->tmfloorz - thing->z > 24 * FRACUNIT )
{
return false; // too big a step up
}
if( !( thing->flags & ( MF_DROPOFF | MF_FLOAT ) )
&& ::g->tmfloorz - ::g->tmdropoffz > 24 * FRACUNIT )
{
return false; // don't stand over a dropoff
}
}
// the move is ok,
// so link the thing into its new position
P_UnsetThingPosition( thing );
oldx = thing->x;
oldy = thing->y;
thing->floorz = ::g->tmfloorz;
thing->ceilingz = ::g->tmceilingz;
thing->x = x;
thing->y = y;
P_SetThingPosition( thing );
// if any special ::g->lines were hit, do the effect
if( !( thing->flags & ( MF_TELEPORT | MF_NOCLIP ) ) )
{
while( ::g->numspechit-- )
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{
// see if the line was crossed
ld = ::g->spechit[::g->numspechit];
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side = P_PointOnLineSide( thing->x, thing->y, ld );
oldside = P_PointOnLineSide( oldx, oldy, ld );
if( side != oldside )
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{
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if( ld->special )
{
P_CrossSpecialLine( ld -::g->lines, oldside, thing );
}
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}
}
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}
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return true;
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}
//
// P_ThingHeightClip
// Takes a valid thing and adjusts the thing->floorz,
// thing->ceilingz, and possibly thing->z.
// This is called for all nearby monsters
// whenever a sector changes height.
// If the thing doesn't fit,
// the z will be set to the lowest value
// and false will be returned.
//
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qboolean P_ThingHeightClip( mobj_t* thing )
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{
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qboolean onfloor;
onfloor = ( thing->z == thing->floorz );
P_CheckPosition( thing, thing->x, thing->y );
// what about stranding a monster partially off an edge?
thing->floorz = ::g->tmfloorz;
thing->ceilingz = ::g->tmceilingz;
if( onfloor )
{
// walking monsters rise and fall with the floor
thing->z = thing->floorz;
}
else
{
// don't adjust a floating monster unless forced to
if( thing->z + thing->height > thing->ceilingz )
{
thing->z = thing->ceilingz - thing->height;
}
}
if( thing->ceilingz - thing->floorz < thing->height )
{
return false;
}
return true;
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}
//
// SLIDE MOVE
// Allows the player to slide along any angled walls.
//
//
// P_HitSlideLine
// Adjusts the xmove / ymove
// so that the next move will slide along the wall.
//
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void P_HitSlideLine( line_t* ld )
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{
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int side;
angle_t lineangle;
angle_t moveangle;
angle_t deltaangle;
fixed_t movelen;
fixed_t newlen;
if( ld->slopetype == ST_HORIZONTAL )
{
::g->tmymove = 0;
return;
}
if( ld->slopetype == ST_VERTICAL )
{
::g->tmxmove = 0;
return;
}
side = P_PointOnLineSide( ::g->slidemo->x, ::g->slidemo->y, ld );
lineangle = R_PointToAngle2( 0, 0, ld->dx, ld->dy );
if( side == 1 )
{
lineangle += ANG180;
}
moveangle = R_PointToAngle2( 0, 0, ::g->tmxmove, ::g->tmymove );
deltaangle = moveangle - lineangle;
if( deltaangle > ANG180 )
{
deltaangle += ANG180;
}
// I_Error ("SlideLine: ang>ANG180");
lineangle >>= ANGLETOFINESHIFT;
deltaangle >>= ANGLETOFINESHIFT;
movelen = P_AproxDistance( ::g->tmxmove, ::g->tmymove );
newlen = FixedMul( movelen, finecosine[deltaangle] );
::g->tmxmove = FixedMul( newlen, finecosine[lineangle] );
::g->tmymove = FixedMul( newlen, finesine[lineangle] );
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}
//
// PTR_SlideTraverse
//
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qboolean PTR_SlideTraverse( intercept_t* in )
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{
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line_t* li;
if( !in->isaline )
{
I_Error( "PTR_SlideTraverse: not a line?" );
}
li = in->d.line;
if( !( li->flags & ML_TWOSIDED ) )
{
if( P_PointOnLineSide( ::g->slidemo->x, ::g->slidemo->y, li ) )
{
// don't hit the back side
return true;
}
goto isblocking;
}
// set ::g->openrange, ::g->opentop, ::g->openbottom
P_LineOpening( li );
if( ::g->openrange < ::g->slidemo->height )
{
goto isblocking; // doesn't fit
}
if( ::g->opentop - ::g->slidemo->z < ::g->slidemo->height )
{
goto isblocking; // mobj is too high
}
if( ::g->openbottom - ::g->slidemo->z > 24 * FRACUNIT )
{
goto isblocking; // too big a step up
}
// this line doesn't block movement
return true;
// the line does block movement,
// see if it is closer than best so far
isblocking:
if( in->frac < ::g->bestslidefrac )
{
::g->secondslidefrac = ::g->bestslidefrac;
::g->secondslideline = ::g->bestslideline;
::g->bestslidefrac = in->frac;
::g->bestslideline = li;
}
return false; // stop
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}
//
// P_SlideMove
// The momx / momy move is bad, so try to slide
// along a wall.
// Find the first line hit, move flush to it,
// and slide along it
//
// This is a kludgy mess.
//
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void P_SlideMove( mobj_t* mo )
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{
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fixed_t leadx;
fixed_t leady;
fixed_t trailx;
fixed_t traily;
fixed_t newx;
fixed_t newy;
int hitcount;
::g->slidemo = mo;
hitcount = 0;
retry:
if( ++hitcount == 3 )
{
goto stairstep; // don't loop forever
}
// ::g->trace along the three leading corners
if( mo->momx > 0 )
{
leadx = mo->x + mo->radius;
trailx = mo->x - mo->radius;
}
else
{
leadx = mo->x - mo->radius;
trailx = mo->x + mo->radius;
}
if( mo->momy > 0 )
{
leady = mo->y + mo->radius;
traily = mo->y - mo->radius;
}
else
{
leady = mo->y - mo->radius;
traily = mo->y + mo->radius;
}
::g->bestslidefrac = FRACUNIT + 1;
P_PathTraverse( leadx, leady, leadx + mo->momx, leady + mo->momy,
PT_ADDLINES, PTR_SlideTraverse );
P_PathTraverse( trailx, leady, trailx + mo->momx, leady + mo->momy,
PT_ADDLINES, PTR_SlideTraverse );
P_PathTraverse( leadx, traily, leadx + mo->momx, traily + mo->momy,
PT_ADDLINES, PTR_SlideTraverse );
// move up to the wall
if( ::g->bestslidefrac == FRACUNIT + 1 )
{
// the move most have hit the middle, so stairstep
stairstep:
if( !P_TryMove( mo, mo->x, mo->y + mo->momy ) )
{
P_TryMove( mo, mo->x + mo->momx, mo->y );
}
return;
}
// fudge a bit to make sure it doesn't hit
::g->bestslidefrac -= 0x800;
if( ::g->bestslidefrac > 0 )
{
newx = FixedMul( mo->momx, ::g->bestslidefrac );
newy = FixedMul( mo->momy, ::g->bestslidefrac );
if( !P_TryMove( mo, mo->x + newx, mo->y + newy ) )
{
goto stairstep;
}
}
// Now continue along the wall.
// First calculate remainder.
::g->bestslidefrac = FRACUNIT - ( ::g->bestslidefrac + 0x800 );
if( ::g->bestslidefrac > FRACUNIT )
{
::g->bestslidefrac = FRACUNIT;
}
if( ::g->bestslidefrac <= 0 )
{
return;
}
::g->tmxmove = FixedMul( mo->momx, ::g->bestslidefrac );
::g->tmymove = FixedMul( mo->momy, ::g->bestslidefrac );
P_HitSlideLine( ::g->bestslideline ); // clip the moves
mo->momx = ::g->tmxmove;
mo->momy = ::g->tmymove;
if( !P_TryMove( mo, mo->x +::g->tmxmove, mo->y +::g->tmymove ) )
{
goto retry;
}
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}
//
// P_LineAttack
//
// Height if not aiming up or down
// ???: use slope for monsters?
// slopes to top and bottom of target
//
// PTR_AimTraverse
// Sets linetaget and ::g->aimslope when a target is aimed at.
//
qboolean
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PTR_AimTraverse( intercept_t* in )
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{
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line_t* li;
mobj_t* th;
fixed_t slope;
fixed_t thingtopslope;
fixed_t thingbottomslope;
fixed_t dist;
if( in->isaline )
{
li = in->d.line;
if( !( li->flags & ML_TWOSIDED ) )
{
return false; // stop
}
// Crosses a two sided line.
// A two sided line will restrict
// the possible target ranges.
P_LineOpening( li );
if( ::g->openbottom >= ::g->opentop )
{
return false; // stop
}
dist = FixedMul( ::g->attackrange, in->frac );
if( li->frontsector->floorheight != li->backsector->floorheight )
{
slope = FixedDiv( ::g->openbottom - ::g->shootz , dist );
if( slope > ::g->bottomslope )
{
::g->bottomslope = slope;
}
}
if( li->frontsector->ceilingheight != li->backsector->ceilingheight )
{
slope = FixedDiv( ::g->opentop - ::g->shootz , dist );
if( slope < ::g->topslope )
{
::g->topslope = slope;
}
}
if( ::g->topslope <= ::g->bottomslope )
{
return false; // stop
}
return true; // shot continues
}
// shoot a thing
th = in->d.thing;
if( th == ::g->shootthing )
{
return true; // can't shoot self
}
if( !( th->flags & MF_SHOOTABLE ) )
{
return true; // corpse or something
}
// check angles to see if the thing can be aimed at
dist = FixedMul( ::g->attackrange, in->frac );
thingtopslope = FixedDiv( th->z + th->height - ::g->shootz , dist );
if( thingtopslope < ::g->bottomslope )
{
return true; // shot over the thing
}
thingbottomslope = FixedDiv( th->z - ::g->shootz, dist );
if( thingbottomslope > ::g->topslope )
{
return true; // shot under the thing
}
// this thing can be hit!
if( thingtopslope > ::g->topslope )
{
thingtopslope = ::g->topslope;
}
if( thingbottomslope < ::g->bottomslope )
{
thingbottomslope = ::g->bottomslope;
}
::g->aimslope = ( thingtopslope + thingbottomslope ) / 2;
::g->linetarget = th;
return false; // don't go any farther
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}
//
// PTR_ShootTraverse
//
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qboolean PTR_ShootTraverse( intercept_t* in )
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{
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fixed_t x;
fixed_t y;
fixed_t z;
fixed_t frac;
line_t* li;
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mobj_t* th;
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fixed_t slope;
fixed_t dist;
fixed_t thingtopslope;
fixed_t thingbottomslope;
if( in->isaline )
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{
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li = in->d.line;
if( li->special )
{
P_ShootSpecialLine( ::g->shootthing, li );
}
if( !( li->flags & ML_TWOSIDED ) )
{
goto hitline;
}
// crosses a two sided line
P_LineOpening( li );
dist = FixedMul( ::g->attackrange, in->frac );
if( li->frontsector->floorheight != li->backsector->floorheight )
{
slope = FixedDiv( ::g->openbottom - ::g->shootz , dist );
if( slope > ::g->aimslope )
{
goto hitline;
}
}
if( li->frontsector->ceilingheight != li->backsector->ceilingheight )
{
slope = FixedDiv( ::g->opentop - ::g->shootz , dist );
if( slope < ::g->aimslope )
{
goto hitline;
}
}
// shot continues
return true;
// hit line
hitline:
// position a bit closer
frac = in->frac - FixedDiv( 4 * FRACUNIT, ::g->attackrange );
x = ::g->trace.x + FixedMul( ::g->trace.dx, frac );
y = ::g->trace.y + FixedMul( ::g->trace.dy, frac );
z = ::g->shootz + FixedMul( ::g->aimslope, FixedMul( frac, ::g->attackrange ) );
if( li->frontsector->ceilingpic == ::g->skyflatnum )
{
// don't shoot the sky!
if( z > li->frontsector->ceilingheight )
{
return false;
}
// it's a sky hack wall
if( li->backsector && li->backsector->ceilingpic == ::g->skyflatnum )
{
return false;
}
}
mobj_t* sourceObject = ::g->shootthing;
if( sourceObject )
{
if( ( sourceObject->player ) == &( ::g->players[DoomLib::GetPlayer()] ) )
{
// Fist Punch.
if( ::g->attackrange == MELEERANGE )
{
}
}
}
// Spawn bullet puffs.
P_SpawnPuff( x, y, z );
// don't go any farther
return false;
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}
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// shoot a thing
th = in->d.thing;
if( th == ::g->shootthing )
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{
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return true; // can't shoot self
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}
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if( !( th->flags & MF_SHOOTABLE ) )
{
return true; // corpse or something
}
// check angles to see if the thing can be aimed at
dist = FixedMul( ::g->attackrange, in->frac );
thingtopslope = FixedDiv( th->z + th->height - ::g->shootz , dist );
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if( thingtopslope < ::g->aimslope )
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{
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return true; // shot over the thing
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}
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thingbottomslope = FixedDiv( th->z - ::g->shootz, dist );
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if( thingbottomslope > ::g->aimslope )
{
return true; // shot under the thing
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}
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// hit thing
// position a bit closer
frac = in->frac - FixedDiv( 10 * FRACUNIT, ::g->attackrange );
x = ::g->trace.x + FixedMul( ::g->trace.dx, frac );
y = ::g->trace.y + FixedMul( ::g->trace.dy, frac );
z = ::g->shootz + FixedMul( ::g->aimslope, FixedMul( frac, ::g->attackrange ) );
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// check for friendly fire.
#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
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if( th && gameLocal->GetMatchParms().GetGameType() != GAME_TYPE_PVP )
{
player_t* hitPlayer = th->player;
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if( hitPlayer )
{
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mobj_t* sourceObject = ::g->shootthing;
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if( sourceObject )
{
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player_t* sourcePlayer = sourceObject->player;
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if( sourcePlayer != NULL && sourcePlayer != hitPlayer && !gameLocal->GetMatchParms().AllowFriendlyFire() )
{
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return true;
}
}
}
}
#endif
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mobj_t* sourceObject = ::g->shootthing;
if( sourceObject )
{
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if( ( sourceObject->player ) == &( ::g->players[DoomLib::GetPlayer()] ) )
{
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// Fist Punch.
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if( ::g->attackrange == MELEERANGE )
{
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}
}
}
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// Spawn bullet puffs or blod spots,
// depending on target type.
if( in->d.thing->flags & MF_NOBLOOD )
{
P_SpawnPuff( x, y, z );
}
else
{
P_SpawnBlood( x, y, z, ::g->la_damage );
}
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if( ::g->la_damage )
{
P_DamageMobj( th, ::g->shootthing, ::g->shootthing, ::g->la_damage );
}
// don't go any farther
return false;
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}
//
// P_AimLineAttack
//
fixed_t
P_AimLineAttack
( mobj_t* t1,
angle_t angle,
fixed_t distance )
{
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fixed_t x2;
fixed_t y2;
angle >>= ANGLETOFINESHIFT;
::g->shootthing = t1;
x2 = t1->x + ( distance >> FRACBITS ) * finecosine[angle];
y2 = t1->y + ( distance >> FRACBITS ) * finesine[angle];
::g->shootz = t1->z + ( t1->height >> 1 ) + 8 * FRACUNIT;
// can't shoot outside view angles
::g->topslope = 100 * FRACUNIT / 160;
::g->bottomslope = -100 * FRACUNIT / 160;
::g->attackrange = distance;
::g->linetarget = NULL;
P_PathTraverse( t1->x, t1->y,
x2, y2,
PT_ADDLINES | PT_ADDTHINGS,
PTR_AimTraverse );
if( ::g->linetarget )
{
return ::g->aimslope;
}
return 0;
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}
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//
// P_LineAttack
// If damage == 0, it is just a test ::g->trace
// that will leave ::g->linetarget set.
//
void
P_LineAttack
( mobj_t* t1,
angle_t angle,
fixed_t distance,
fixed_t slope,
int damage )
{
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fixed_t x2;
fixed_t y2;
angle >>= ANGLETOFINESHIFT;
::g->shootthing = t1;
::g->la_damage = damage;
x2 = t1->x + ( distance >> FRACBITS ) * finecosine[angle];
y2 = t1->y + ( distance >> FRACBITS ) * finesine[angle];
::g->shootz = t1->z + ( t1->height >> 1 ) + 8 * FRACUNIT;
::g->attackrange = distance;
::g->aimslope = slope;
P_PathTraverse( t1->x, t1->y,
x2, y2,
PT_ADDLINES | PT_ADDTHINGS,
PTR_ShootTraverse );
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}
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2012-11-26 18:58:24 +00:00
//
// USE LINES
//
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qboolean PTR_UseTraverse( intercept_t* in )
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{
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int side;
if( !in->d.line->special )
{
P_LineOpening( in->d.line );
if( ::g->openrange <= 0 )
{
S_StartSound( ::g->usething, sfx_noway );
// can't use through a wall
return false;
}
// not a special line, but keep checking
return true ;
}
side = 0;
if( P_PointOnLineSide( ::g->usething->x, ::g->usething->y, in->d.line ) == 1 )
{
side = 1;
}
// return false; // don't use back side
P_UseSpecialLine( ::g->usething, in->d.line, side );
// can't use for than one special line in a row
return false;
2012-11-26 18:58:24 +00:00
}
//
// P_UseLines
// Looks for special ::g->lines in front of the player to activate.
//
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void P_UseLines( player_t* player )
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{
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int angle;
fixed_t x1;
fixed_t y1;
fixed_t x2;
fixed_t y2;
::g->usething = player->mo;
angle = player->mo->angle >> ANGLETOFINESHIFT;
x1 = player->mo->x;
y1 = player->mo->y;
x2 = x1 + ( USERANGE >> FRACBITS ) * finecosine[angle];
y2 = y1 + ( USERANGE >> FRACBITS ) * finesine[angle];
P_PathTraverse( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
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}
//
// RADIUS ATTACK
//
//
// PIT_RadiusAttack
// "bombsource" is the creature
// that caused the explosion at "bombspot".
//
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qboolean PIT_RadiusAttack( mobj_t* thing )
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{
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fixed_t dx;
fixed_t dy;
fixed_t dist;
if( !( thing->flags & MF_SHOOTABLE ) )
{
return true;
}
// Boss spider and cyborg
// take no damage from concussion.
if( thing->type == MT_CYBORG
|| thing->type == MT_SPIDER )
{
return true;
}
dx = abs( thing->x - ::g->bombspot->x );
dy = abs( thing->y - ::g->bombspot->y );
dist = dx > dy ? dx : dy;
dist = ( dist - thing->radius ) >> FRACBITS;
if( dist < 0 )
{
dist = 0;
}
2012-11-26 18:58:24 +00:00
2022-09-05 20:25:33 +00:00
if( dist >= ::g->bombdamage )
{
return true; // out of range
}
if( P_CheckSight( thing, ::g->bombspot ) )
{
// must be in direct path
P_DamageMobj( thing, ::g->bombspot, ::g->bombsource, ::g->bombdamage - dist );
}
return true;
2012-11-26 18:58:24 +00:00
}
//
// P_RadiusAttack
// Source is the creature that caused the explosion at spot.
//
void
P_RadiusAttack
( mobj_t* spot,
mobj_t* source,
int damage )
{
2022-09-05 20:25:33 +00:00
int x;
int y;
int xl;
int xh;
int yl;
int yh;
fixed_t dist;
dist = ( damage + MAXRADIUS ) << FRACBITS;
yh = ( spot->y + dist - ::g->bmaporgy ) >> MAPBLOCKSHIFT;
yl = ( spot->y - dist - ::g->bmaporgy ) >> MAPBLOCKSHIFT;
xh = ( spot->x + dist - ::g->bmaporgx ) >> MAPBLOCKSHIFT;
xl = ( spot->x - dist - ::g->bmaporgx ) >> MAPBLOCKSHIFT;
::g->bombspot = spot;
::g->bombsource = source;
::g->bombdamage = damage;
for( y = yl ; y <= yh ; y++ )
for( x = xl ; x <= xh ; x++ )
{
P_BlockThingsIterator( x, y, PIT_RadiusAttack );
}
2012-11-26 18:58:24 +00:00
}
//
// SECTOR HEIGHT CHANGING
// After modifying a ::g->sectors floor or ceiling height,
// call this routine to adjust the positions
// of all things that touch the sector.
//
// If anything doesn't fit anymore, true will be returned.
// If crunch is true, they will take damage
// as they are being crushed.
// If Crunch is false, you should set the sector height back
// the way it was and call P_ChangeSector again
// to undo the changes.
//
//
// PIT_ChangeSector
//
2022-09-05 20:25:33 +00:00
qboolean PIT_ChangeSector( mobj_t* thing )
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{
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mobj_t* mo;
if( P_ThingHeightClip( thing ) )
{
// keep checking
return true;
}
// crunch bodies to giblets
if( thing->health <= 0 )
{
P_SetMobjState( thing, S_GIBS );
thing->flags &= ~MF_SOLID;
thing->height = 0;
thing->radius = 0;
// keep checking
return true;
}
// crunch dropped items
if( thing->flags & MF_DROPPED )
{
P_RemoveMobj( thing );
// keep checking
return true;
}
if( !( thing->flags & MF_SHOOTABLE ) )
{
// assume it is bloody gibs or something
return true;
}
::g->nofit = true;
if( ::g->crushchange && !( ::g->leveltime & 3 ) )
{
P_DamageMobj( thing, NULL, NULL, 10 );
// spray blood in a random direction
mo = P_SpawnMobj( thing->x,
thing->y,
thing->z + thing->height / 2, MT_BLOOD );
mo->momx = ( P_Random() - P_Random() ) << 12;
mo->momy = ( P_Random() - P_Random() ) << 12;
}
// keep checking (crush other things)
2012-11-26 18:58:24 +00:00
return true;
}
//
// P_ChangeSector
//
qboolean
P_ChangeSector
( sector_t* sector,
qboolean crunch )
{
2022-09-05 20:25:33 +00:00
int x;
int y;
::g->nofit = false;
::g->crushchange = crunch;
// re-check heights for all things near the moving sector
for( x = sector->blockbox[BOXLEFT] ; x <= sector->blockbox[BOXRIGHT] ; x++ )
for( y = sector->blockbox[BOXBOTTOM]; y <= sector->blockbox[BOXTOP] ; y++ )
{
P_BlockThingsIterator( x, y, PIT_ChangeSector );
}
return ::g->nofit;
2012-11-26 18:58:24 +00:00
}