mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
1353 lines
30 KiB
C++
1353 lines
30 KiB
C++
/*
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===========================================================================
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include <stdlib.h>
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#include "m_bbox.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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// Data.
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#include "sounds.h"
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#include "Main.h"
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// If "floatok" true, move would be ok
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// if within "tmfloorz - tmceilingz".
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// keep track of the line that lowers the ceiling,
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// so missiles don't explode against sky hack walls
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// keep track of special ::g->lines as they are hit,
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// but don't process them until the move is proven valid
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//
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// TELEPORT MOVE
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//
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//
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// PIT_StompThing
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//
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qboolean PIT_StompThing (mobj_t* thing)
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{
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fixed_t blockdist;
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if (!(thing->flags & 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
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|| abs(thing->y - ::g->tmy) >= blockdist )
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{
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// didn't hit it
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return true;
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}
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// don't clip against self
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if (thing == ::g->tmthing)
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return true;
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// monsters don't stomp things except on boss level
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if ( !::g->tmthing->player && ::g->gamemap != 30)
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return false;
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P_DamageMobj (thing, ::g->tmthing, ::g->tmthing, 10000);
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return true;
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}
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//
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// P_TeleportMove
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//
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qboolean
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P_TeleportMove
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( mobj_t* thing,
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fixed_t x,
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fixed_t y )
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{
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int xl;
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int xh;
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int yl;
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int yh;
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int bx;
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int by;
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subsector_t* newsubsec;
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// kill anything occupying the position
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::g->tmthing = thing;
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::g->tmflags = thing->flags;
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::g->tmx = x;
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::g->tmy = y;
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::g->tmbbox[BOXTOP] = y + ::g->tmthing->radius;
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::g->tmbbox[BOXBOTTOM] = y - ::g->tmthing->radius;
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::g->tmbbox[BOXRIGHT] = x + ::g->tmthing->radius;
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::g->tmbbox[BOXLEFT] = x - ::g->tmthing->radius;
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newsubsec = R_PointInSubsector (x,y);
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::g->ceilingline = NULL;
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// The base floor/ceiling is from the subsector
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// that contains the point.
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// Any contacted ::g->lines the step closer together
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// will adjust them.
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::g->tmfloorz = ::g->tmdropoffz = newsubsec->sector->floorheight;
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::g->tmceilingz = newsubsec->sector->ceilingheight;
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::g->validcount++;
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::g->numspechit = 0;
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// stomp on any things contacted
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xl = (::g->tmbbox[BOXLEFT] - ::g->bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
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xh = (::g->tmbbox[BOXRIGHT] - ::g->bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
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yl = (::g->tmbbox[BOXBOTTOM] - ::g->bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
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yh = (::g->tmbbox[BOXTOP] - ::g->bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
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for (bx=xl ; bx<=xh ; bx++)
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for (by=yl ; by<=yh ; by++)
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if (!P_BlockThingsIterator(bx,by,PIT_StompThing))
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return false;
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// the move is ok,
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// so link the thing into its new position
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P_UnsetThingPosition (thing);
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thing->floorz = ::g->tmfloorz;
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thing->ceilingz = ::g->tmceilingz;
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thing->x = x;
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thing->y = y;
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P_SetThingPosition (thing);
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return true;
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}
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//
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// MOVEMENT ITERATOR FUNCTIONS
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//
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//
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// PIT_CheckLine
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// Adjusts ::g->tmfloorz and ::g->tmceilingz as ::g->lines are contacted
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//
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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]
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|| ::g->tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
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|| ::g->tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
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|| ::g->tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
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return true;
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if (P_BoxOnLineSide (::g->tmbbox, ld) != -1)
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return true;
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// A line has been hit
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// The moving thing's destination position will cross
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// the given line.
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// If this should not be allowed, return false.
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// If the line is special, keep track of it
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// to process later if the move is proven ok.
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// NOTE: specials are NOT sorted by order,
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// so two special ::g->lines that are only 8 pixels apart
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// could be crossed in either order.
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if (!ld->backsector)
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return false; // one sided line
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if (!(::g->tmthing->flags & MF_MISSILE) )
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{
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if ( ld->flags & ML_BLOCKING )
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return false; // explicitly blocking everything
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if ( !::g->tmthing->player && ld->flags & ML_BLOCKMONSTERS )
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return false; // block monsters only
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}
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// set ::g->openrange, ::g->opentop, ::g->openbottom
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P_LineOpening (ld);
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// adjust floor / ceiling heights
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if (::g->opentop < ::g->tmceilingz)
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{
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::g->tmceilingz = ::g->opentop;
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::g->ceilingline = ld;
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}
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if (::g->openbottom > ::g->tmfloorz)
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::g->tmfloorz = ::g->openbottom;
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if (::g->lowfloor < ::g->tmdropoffz)
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::g->tmdropoffz = ::g->lowfloor;
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// if contacted a special line, add it to the list
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if (ld->special && ::g->numspechit < MAXSPECIALCROSS )
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{
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::g->spechit[::g->numspechit] = ld;
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::g->numspechit++;
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}
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return true;
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}
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//
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// PIT_CheckThing
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//
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qboolean PIT_CheckThing (mobj_t* thing)
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{
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fixed_t blockdist;
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qboolean solid;
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int damage;
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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
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|| abs(thing->y - ::g->tmy) >= blockdist )
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{
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// didn't hit it
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return true;
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}
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// don't clip against self
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if (thing == ::g->tmthing)
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return true;
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// check for skulls slamming into things
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if (::g->tmthing->flags & MF_SKULLFLY)
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{
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damage = ((P_Random()%8)+1)*::g->tmthing->info->damage;
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P_DamageMobj (thing, ::g->tmthing, ::g->tmthing, damage);
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::g->tmthing->flags &= ~MF_SKULLFLY;
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::g->tmthing->momx = ::g->tmthing->momy = ::g->tmthing->momz = 0;
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P_SetMobjState (::g->tmthing, (statenum_t)::g->tmthing->info->spawnstate);
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return false; // stop moving
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}
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// missiles can hit other things
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if (::g->tmthing->flags & MF_MISSILE)
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{
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// see if it went over / under
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if (::g->tmthing->z > thing->z + thing->height)
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return true; // overhead
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if (::g->tmthing->z+::g->tmthing->height < thing->z)
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return true; // underneath
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if (::g->tmthing->target && (
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::g->tmthing->target->type == thing->type ||
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(::g->tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER)||
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(::g->tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT) ) )
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{
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// Don't hit same species as originator.
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if (thing == ::g->tmthing->target)
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return true;
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if (thing->type != MT_PLAYER)
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{
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// Explode, but do no damage.
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// Let ::g->players missile other ::g->players.
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return false;
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}
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}
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if (! (thing->flags & MF_SHOOTABLE) )
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{
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// didn't do any damage
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return !(thing->flags & MF_SOLID);
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}
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// damage / explode
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damage = ((P_Random()%8)+1)*::g->tmthing->info->damage;
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P_DamageMobj (thing, ::g->tmthing, ::g->tmthing->target, damage);
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// don't traverse any more
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return false;
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}
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// check for special pickup
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if (thing->flags & MF_SPECIAL)
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{
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solid = thing->flags&MF_SOLID;
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if (::g->tmflags&MF_PICKUP)
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{
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// can remove thing
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P_TouchSpecialThing (thing, ::g->tmthing);
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}
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return !solid;
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}
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return !(thing->flags & MF_SOLID);
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}
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//
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// MOVEMENT CLIPPING
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//
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//
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// P_CheckPosition
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// This is purely informative, nothing is modified
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// (except things picked up).
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//
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// in:
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// a mobj_t (can be valid or invalid)
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// a position to be checked
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// (doesn't need to be related to the mobj_t->x,y)
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//
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// during:
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// special things are touched if MF_PICKUP
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// early out on solid lines?
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//
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// out:
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// newsubsec
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// floorz
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// ceilingz
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// ::g->tmdropoffz
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// the lowest point contacted
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// (monsters won't move to a dropoff)
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// speciallines[]
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// numspeciallines
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//
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qboolean
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P_CheckPosition
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( mobj_t* thing,
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fixed_t x,
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fixed_t y )
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{
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int xl;
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int xh;
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int yl;
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int yh;
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int bx;
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int by;
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subsector_t* newsubsec;
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::g->tmthing = thing;
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::g->tmflags = thing->flags;
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::g->tmx = x;
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::g->tmy = y;
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::g->tmbbox[BOXTOP] = y + ::g->tmthing->radius;
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::g->tmbbox[BOXBOTTOM] = y - ::g->tmthing->radius;
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::g->tmbbox[BOXRIGHT] = x + ::g->tmthing->radius;
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::g->tmbbox[BOXLEFT] = x - ::g->tmthing->radius;
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newsubsec = R_PointInSubsector (x,y);
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::g->ceilingline = NULL;
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// The base floor / ceiling is from the subsector
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// that contains the point.
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// Any contacted ::g->lines the step closer together
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// will adjust them.
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::g->tmfloorz = ::g->tmdropoffz = newsubsec->sector->floorheight;
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::g->tmceilingz = newsubsec->sector->ceilingheight;
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::g->validcount++;
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::g->numspechit = 0;
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if ( ::g->tmflags & MF_NOCLIP )
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return true;
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// Check things first, possibly picking things up.
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// The bounding box is extended by MAXRADIUS
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// because mobj_ts are grouped into mapblocks
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// based on their origin point, and can overlap
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// into adjacent blocks by up to MAXRADIUS units.
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xl = (::g->tmbbox[BOXLEFT] - ::g->bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
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xh = (::g->tmbbox[BOXRIGHT] - ::g->bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
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yl = (::g->tmbbox[BOXBOTTOM] - ::g->bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
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yh = (::g->tmbbox[BOXTOP] - ::g->bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
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for (bx=xl ; bx<=xh ; bx++)
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for (by=yl ; by<=yh ; by++)
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if (!P_BlockThingsIterator(bx,by,PIT_CheckThing))
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return false;
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// check ::g->lines
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xl = (::g->tmbbox[BOXLEFT] - ::g->bmaporgx)>>MAPBLOCKSHIFT;
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xh = (::g->tmbbox[BOXRIGHT] - ::g->bmaporgx)>>MAPBLOCKSHIFT;
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yl = (::g->tmbbox[BOXBOTTOM] - ::g->bmaporgy)>>MAPBLOCKSHIFT;
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yh = (::g->tmbbox[BOXTOP] - ::g->bmaporgy)>>MAPBLOCKSHIFT;
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for (bx=xl ; bx<=xh ; bx++)
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for (by=yl ; by<=yh ; by++)
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if (!P_BlockLinesIterator (bx,by,PIT_CheckLine))
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return false;
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return true;
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}
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//
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// P_TryMove
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// Attempt to move to a new position,
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// crossing special ::g->lines unless MF_TELEPORT is set.
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//
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qboolean
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P_TryMove
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( mobj_t* thing,
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fixed_t x,
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fixed_t y )
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{
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fixed_t oldx;
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fixed_t oldy;
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int side;
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int oldside;
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line_t* ld;
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::g->floatok = false;
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if (!P_CheckPosition (thing, x, y))
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return false; // solid wall or thing
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if ( !(thing->flags & MF_NOCLIP) )
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{
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if (::g->tmceilingz - ::g->tmfloorz < thing->height)
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return false; // doesn't fit
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::g->floatok = true;
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if ( !(thing->flags&MF_TELEPORT)
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&&::g->tmceilingz - thing->z < thing->height)
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return false; // mobj must lower itself to fit
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if ( !(thing->flags&MF_TELEPORT)
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&& ::g->tmfloorz - thing->z > 24*FRACUNIT )
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return false; // too big a step up
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if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT))
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&& ::g->tmfloorz - ::g->tmdropoffz > 24*FRACUNIT )
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return false; // don't stand over a dropoff
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}
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// the move is ok,
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// so link the thing into its new position
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P_UnsetThingPosition (thing);
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oldx = thing->x;
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oldy = thing->y;
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thing->floorz = ::g->tmfloorz;
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thing->ceilingz = ::g->tmceilingz;
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thing->x = x;
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thing->y = y;
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P_SetThingPosition (thing);
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// if any special ::g->lines were hit, do the effect
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if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) )
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{
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while (::g->numspechit--)
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{
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// see if the line was crossed
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ld = ::g->spechit[::g->numspechit];
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side = P_PointOnLineSide (thing->x, thing->y, ld);
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oldside = P_PointOnLineSide (oldx, oldy, ld);
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if (side != oldside)
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{
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if (ld->special)
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P_CrossSpecialLine (ld-::g->lines, oldside, thing);
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}
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}
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}
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return true;
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}
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//
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// P_ThingHeightClip
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// Takes a valid thing and adjusts the thing->floorz,
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// thing->ceilingz, and possibly thing->z.
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// This is called for all nearby monsters
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// whenever a sector changes height.
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// If the thing doesn't fit,
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// the z will be set to the lowest value
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// and false will be returned.
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//
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qboolean P_ThingHeightClip (mobj_t* thing)
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{
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qboolean onfloor;
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onfloor = (thing->z == thing->floorz);
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P_CheckPosition (thing, thing->x, thing->y);
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// what about stranding a monster partially off an edge?
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thing->floorz = ::g->tmfloorz;
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thing->ceilingz = ::g->tmceilingz;
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|
|
|
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;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
void P_HitSlideLine (line_t* ld)
|
|
{
|
|
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]);
|
|
}
|
|
|
|
|
|
//
|
|
// PTR_SlideTraverse
|
|
//
|
|
qboolean PTR_SlideTraverse (intercept_t* in)
|
|
{
|
|
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
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
void P_SlideMove (mobj_t* mo)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// 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
|
|
PTR_AimTraverse (intercept_t* in)
|
|
{
|
|
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
|
|
}
|
|
|
|
|
|
//
|
|
// PTR_ShootTraverse
|
|
//
|
|
qboolean PTR_ShootTraverse (intercept_t* in)
|
|
{
|
|
fixed_t x;
|
|
fixed_t y;
|
|
fixed_t z;
|
|
fixed_t frac;
|
|
|
|
line_t* li;
|
|
|
|
mobj_t* th;
|
|
|
|
fixed_t slope;
|
|
fixed_t dist;
|
|
fixed_t thingtopslope;
|
|
fixed_t thingbottomslope;
|
|
|
|
if (in->isaline)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// 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->aimslope)
|
|
return true; // shot over the thing
|
|
|
|
thingbottomslope = FixedDiv (th->z - ::g->shootz, dist);
|
|
|
|
if (thingbottomslope > ::g->aimslope)
|
|
return true; // shot under the thing
|
|
|
|
|
|
// 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));
|
|
|
|
// check for friendly fire.
|
|
#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
|
|
if( th && gameLocal->GetMatchParms().GetGameType() != GAME_TYPE_PVP ) {
|
|
player_t * hitPlayer = th->player;
|
|
|
|
if( hitPlayer ) {
|
|
|
|
mobj_t * sourceObject = ::g->shootthing;
|
|
|
|
if( sourceObject ) {
|
|
player_t* sourcePlayer = sourceObject->player;
|
|
|
|
if( sourcePlayer != NULL && sourcePlayer != hitPlayer && !gameLocal->GetMatchParms().AllowFriendlyFire() ) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
mobj_t * sourceObject = ::g->shootthing;
|
|
if( sourceObject ) {
|
|
|
|
if( ( sourceObject->player) == &(::g->players[DoomLib::GetPlayer()]) ) {
|
|
|
|
// Fist Punch.
|
|
if( ::g->attackrange == MELEERANGE ) {
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// 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);
|
|
|
|
if (::g->la_damage)
|
|
P_DamageMobj (th, ::g->shootthing, ::g->shootthing, ::g->la_damage);
|
|
|
|
// don't go any farther
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// P_AimLineAttack
|
|
//
|
|
fixed_t
|
|
P_AimLineAttack
|
|
( mobj_t* t1,
|
|
angle_t angle,
|
|
fixed_t distance )
|
|
{
|
|
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;
|
|
}
|
|
|
|
|
|
//
|
|
// 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 )
|
|
{
|
|
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 );
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// USE LINES
|
|
//
|
|
|
|
qboolean PTR_UseTraverse (intercept_t* in)
|
|
{
|
|
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;
|
|
}
|
|
|
|
|
|
//
|
|
// P_UseLines
|
|
// Looks for special ::g->lines in front of the player to activate.
|
|
//
|
|
void P_UseLines (player_t* player)
|
|
{
|
|
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 );
|
|
}
|
|
|
|
|
|
//
|
|
// RADIUS ATTACK
|
|
//
|
|
|
|
|
|
//
|
|
// PIT_RadiusAttack
|
|
// "bombsource" is the creature
|
|
// that caused the explosion at "bombspot".
|
|
//
|
|
qboolean PIT_RadiusAttack (mobj_t* thing)
|
|
{
|
|
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;
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
//
|
|
// P_RadiusAttack
|
|
// Source is the creature that caused the explosion at spot.
|
|
//
|
|
void
|
|
P_RadiusAttack
|
|
( mobj_t* spot,
|
|
mobj_t* source,
|
|
int damage )
|
|
{
|
|
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 );
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// 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
|
|
//
|
|
qboolean PIT_ChangeSector (mobj_t* thing)
|
|
{
|
|
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)
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// P_ChangeSector
|
|
//
|
|
qboolean
|
|
P_ChangeSector
|
|
( sector_t* sector,
|
|
qboolean crunch )
|
|
{
|
|
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;
|
|
}
|
|
|
|
|