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dedd80a0f0
Issue #1195 - Standing at a corner under steam, but far away enough to not be... See merge request STJr/SRB2!2318
5117 lines
151 KiB
C
5117 lines
151 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2023 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_map.c
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/// \brief Movement, collision handling
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///
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/// Shooting and aiming
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#include "doomdef.h"
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#include "g_game.h"
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#include "m_bbox.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_setup.h" // NiGHTS stuff
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#include "r_fps.h"
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#include "r_state.h"
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#include "r_main.h"
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#include "r_sky.h"
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#include "s_sound.h"
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#include "w_wad.h"
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#include "r_splats.h"
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#include "p_slopes.h"
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#include "z_zone.h"
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#include "lua_hook.h"
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#include "m_perfstats.h" // ps_checkposition_calls
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fixed_t tmbbox[4];
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mobj_t *tmthing;
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static INT32 tmflags;
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fixed_t tmx;
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fixed_t tmy;
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static precipmobj_t *tmprecipthing;
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static fixed_t preciptmbbox[4];
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// If "floatok" true, move would be ok
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// if within "tmfloorz - tmceilingz".
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boolean floatok;
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fixed_t tmfloorz, tmceilingz;
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static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights
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mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector
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mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
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ffloor_t *tmfloorrover, *tmceilingrover;
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pslope_t *tmfloorslope, *tmceilingslope;
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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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line_t *ceilingline;
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// set by PIT_CheckLine() for any line that stopped the PIT_CheckLine()
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// that is, for any line which is 'solid'
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line_t *blockingline;
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msecnode_t *sector_list = NULL;
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mprecipsecnode_t *precipsector_list = NULL;
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camera_t *mapcampointer;
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//
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// TELEPORT MOVE
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//
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//
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// P_TeleportMove
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//
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static boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
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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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// Remove touching_sectorlist from mobj.
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if (sector_list)
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{
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P_DelSeclist(sector_list);
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sector_list = NULL;
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}
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thing->x = x;
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thing->y = y;
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thing->z = z;
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P_SetThingPosition(thing);
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P_CheckPosition(thing, thing->x, thing->y);
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if (P_MobjWasRemoved(thing))
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return true;
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thing->floorz = tmfloorz;
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thing->ceilingz = tmceilingz;
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thing->floorrover = tmfloorrover;
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thing->ceilingrover = tmceilingrover;
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return true;
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}
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// P_SetOrigin - P_TeleportMove which RESETS interpolation values.
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//
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boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
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{
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boolean result = P_TeleportMove(thing, x, y, z);
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if (result == true)
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{
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thing->old_x = thing->x;
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thing->old_y = thing->y;
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thing->old_z = thing->z;
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}
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return result;
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}
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//
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// P_MoveOrigin - P_TeleportMove which KEEPS interpolation values.
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//
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boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
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{
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return P_TeleportMove(thing, x, y, z);
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}
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// =========================================================================
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// MOVEMENT ITERATOR FUNCTIONS
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// =========================================================================
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// P_DoSpring
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//
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// MF_SPRING does some weird, mildly hacky stuff sometimes.
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// mass = vertical speed
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// damage = horizontal speed
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// raisestate = state to change spring to on collision
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// reactiontime = number of times it can give 10 points (0 is standard)
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// painchance = spring mode:
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// 0 = standard vanilla spring behaviour
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// Positive spring modes are minor variants of vanilla spring behaviour.
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// 1 = launch players in jump
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// 2 = don't modify player at all, just add momentum
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// 3 = speed-booster mode (force onto ground, MF_AMBUSH causes auto-spin)
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// Negative spring modes are mildly-related gimmicks with customisation.
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// -1 = pinball bumper
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// Any other spring mode defaults to standard vanilla spring behaviour,
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// ****** but forward compatibility is not guaranteed for these. ******
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//
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boolean P_DoSpring(mobj_t *spring, mobj_t *object)
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{
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fixed_t vertispeed = spring->info->mass;
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fixed_t horizspeed = spring->info->damage;
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boolean final = false;
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UINT8 strong = 0;
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// Object was already sprung this tic
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if (object->eflags & MFE_SPRUNG)
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return false;
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// Spectators don't trigger springs.
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if (object->player && object->player->spectator)
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return false;
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// "Even in Death" is a song from Volume 8, not a command.
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if (!spring->health || !object->health)
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return false;
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if (object->player)
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{
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if (spring->info->painchance == 3)
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;
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else if (object->player->powers[pw_strong] & STR_SPRING)
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strong = 1;
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}
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if (spring->info->painchance == -1) // Pinball bumper mode.
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{
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// The first of the entirely different spring modes!
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// Some of the attributes mean different things here.
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// mass = default strength (can be controlled by mapthing's spawnangle)
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// damage = unused
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angle_t horizangle, vertiangle;
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if (!vertispeed)
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return false;
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if (object->player && object->player->homing) // Sonic Heroes and Shadow the Hedgehog are the only games to contain homing-attackable bumpers!
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{
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horizangle = 0;
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vertiangle = ((object->eflags & MFE_VERTICALFLIP) ? ANGLE_270 : ANGLE_90) >> ANGLETOFINESHIFT;
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object->player->pflags &= ~PF_THOKKED;
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if (spring->eflags & MFE_VERTICALFLIP)
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object->z = spring->z - object->height - 1;
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else
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object->z = spring->z + spring->height + 1;
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}
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else
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{
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horizangle = R_PointToAngle2(spring->x, spring->y, object->x, object->y);
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vertiangle = (R_PointToAngle2(
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0,
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spring->z + spring->height/2,
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FixedHypot(object->x - spring->x, object->y - spring->y),
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object->z + object->height/2)
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>> ANGLETOFINESHIFT) & FINEMASK;
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}
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if (spring->spawnpoint && spring->spawnpoint->angle > 0)
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vertispeed = (spring->spawnpoint->angle<<(FRACBITS-1))/5;
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vertispeed = FixedMul(vertispeed, FixedMul(object->scale, spring->scale));
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if (object->player)
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{
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fixed_t playervelocity;
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if (strong)
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vertispeed <<= 1;
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if (!(object->player->pflags & PF_THOKKED) && !(object->player->homing)
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&& ((playervelocity = FixedDiv(9*FixedHypot(object->player->speed, object->momz), 10<<FRACBITS)) > vertispeed))
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vertispeed = playervelocity;
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if (object->player->powers[pw_carry] == CR_NIGHTSMODE) // THIS has NiGHTS support, at least...
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{
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angle_t nightsangle = 0;
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if (object->player->bumpertime > (TICRATE/2)-5)
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return false;
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if ((object->player->pflags & PF_TRANSFERTOCLOSEST) && object->player->axis1 && object->player->axis2)
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{
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nightsangle = R_PointToAngle2(object->player->axis1->x, object->player->axis1->y, object->player->axis2->x, object->player->axis2->y);
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nightsangle += ANGLE_90;
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}
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else if (object->target)
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{
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if (object->target->flags2 & MF2_AMBUSH)
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nightsangle = R_PointToAngle2(object->target->x, object->target->y, object->x, object->y);
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else
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nightsangle = R_PointToAngle2(object->x, object->y, object->target->x, object->target->y);
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}
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object->player->flyangle = AngleFixed(R_PointToAngle2(
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0,
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spring->z + spring->height/2,
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FixedMul(
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FINESINE(((nightsangle - horizangle) >> ANGLETOFINESHIFT) & FINEMASK),
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FixedHypot(object->x - spring->x, object->y - spring->y)),
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object->z + object->height/2))>>FRACBITS;
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object->player->bumpertime = TICRATE/2;
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}
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else
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{
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INT32 pflags = object->player->pflags & (PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING|PF_CANCARRY); // Not identical to below...
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UINT8 secondjump = object->player->secondjump;
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UINT16 tailsfly = object->player->powers[pw_tailsfly];
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if (object->player->pflags & PF_GLIDING)
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P_SetMobjState(object, S_PLAY_FALL);
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P_ResetPlayer(object->player);
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object->player->pflags |= pflags;
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object->player->secondjump = secondjump;
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object->player->powers[pw_tailsfly] = tailsfly;
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}
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}
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if (!P_IsObjectOnGround(object)) // prevents uncurling when spinning due to "landing"
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object->momz = FixedMul(vertispeed, FINESINE(vertiangle));
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P_InstaThrust(object, horizangle, FixedMul(vertispeed, FINECOSINE(vertiangle)));
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object->eflags |= MFE_SPRUNG; // apply this flag asap!
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goto springstate;
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}
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// Does nothing?
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if (!vertispeed && !horizspeed)
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return false;
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object->standingslope = NULL; // Okay, now we know it's not going to be relevant - no launching off at silly angles for you.
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if (spring->eflags & MFE_VERTICALFLIP)
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vertispeed *= -1;
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if (object->player && (object->player->powers[pw_carry] == CR_NIGHTSMODE))
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{
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/*Someone want to make these work like bumpers?*/
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return false;
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}
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if (strong)
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{
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if (horizspeed)
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horizspeed = FixedMul(horizspeed, (4*FRACUNIT)/3);
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if (vertispeed)
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vertispeed = FixedMul(vertispeed, (6*FRACUNIT)/5); // aprox square root of above
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}
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object->eflags |= MFE_SPRUNG; // apply this flag asap!
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spring->flags &= ~(MF_SPRING|MF_SPECIAL); // De-solidify
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if (spring->info->painchance != 2)
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{
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if (object->player)
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{
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object->player->pflags &= ~PF_APPLYAUTOBRAKE;
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#ifndef SPRINGSPIN
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object->player->powers[pw_justsprung] = 5;
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if (horizspeed)
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object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
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else if (P_MobjFlip(object) == P_MobjFlip(spring))
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object->player->powers[pw_justsprung] |= (1<<15);
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#else
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object->player->powers[pw_justsprung] = 15;
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if (horizspeed)
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object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
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else
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{
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if (abs(object->player->rmomx) > object->scale || abs(object->player->rmomy) > object->scale)
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object->player->drawangle = R_PointToAngle2(0, 0, object->player->rmomx, object->player->rmomy);
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if (P_MobjFlip(object) == P_MobjFlip(spring))
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object->player->powers[pw_justsprung] |= (1<<15);
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}
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#endif
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}
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if ((horizspeed && vertispeed) || (object->player && object->player->homing)) // Mimic SA
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{
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object->momx = object->momy = 0;
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P_TryMove(object, spring->x, spring->y, true);
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}
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if (vertispeed > 0)
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object->z = spring->z + spring->height + 1;
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else if (vertispeed < 0)
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object->z = spring->z - object->height - 1;
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else
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{
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fixed_t offx, offy;
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// Horizontal springs teleport you in FRONT of them.
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object->momx = object->momy = 0;
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// Overestimate the distance to position you at
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offx = P_ReturnThrustX(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
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offy = P_ReturnThrustY(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
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// Make it square by clipping
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if (offx > (spring->radius + object->radius + 1))
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offx = spring->radius + object->radius + 1;
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else if (offx < -(spring->radius + object->radius + 1))
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offx = -(spring->radius + object->radius + 1);
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if (offy > (spring->radius + object->radius + 1))
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offy = spring->radius + object->radius + 1;
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else if (offy < -(spring->radius + object->radius + 1))
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offy = -(spring->radius + object->radius + 1);
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// Set position!
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P_TryMove(object, spring->x + offx, spring->y + offy, true);
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if ((spring->info->painchance == 3))
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{
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object->z = spring->z;
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if (spring->eflags & MFE_VERTICALFLIP)
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object->z -= object->height;
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object->momz = 0;
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}
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}
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}
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if (vertispeed)
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object->momz = FixedMul(vertispeed,FixedSqrt(FixedMul(object->scale, spring->scale)));
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if (horizspeed)
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P_InstaThrustEvenIn2D(object, spring->angle, FixedMul(horizspeed,FixedSqrt(FixedMul(object->scale, spring->scale))));
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// Re-solidify
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spring->flags |= (spring->info->flags & (MF_SPRING|MF_SPECIAL));
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if (object->player)
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{
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INT32 pflags;
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UINT8 secondjump;
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boolean washoming;
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if (spring->flags & MF_ENEMY) // Spring shells
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P_SetTarget(&spring->target, object);
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if (horizspeed)
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{
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object->angle = object->player->drawangle = spring->angle;
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if (!demoplayback || P_ControlStyle(object->player) == CS_LMAOGALOG)
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P_SetPlayerAngle(object->player, spring->angle);
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}
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if (object->player->pflags & PF_GLIDING)
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P_SetMobjState(object, S_PLAY_FALL);
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if ((spring->info->painchance == 3))
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{
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if (!(pflags = (object->player->pflags & PF_SPINNING)) &&
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(((object->player->charability2 == CA2_SPINDASH) && (object->player->cmd.buttons & BT_SPIN))
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|| (spring->flags2 & MF2_AMBUSH)))
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{
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pflags = PF_SPINNING;
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P_SetMobjState(object, S_PLAY_ROLL);
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S_StartSound(object, sfx_spin);
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}
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else
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P_SetMobjState(object, S_PLAY_ROLL);
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}
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else
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{
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boolean wasSpindashing = object->player->dashspeed > 0 && (object->player->charability2 == CA2_SPINDASH);
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pflags = object->player->pflags & (PF_STARTJUMP | PF_JUMPED | PF_NOJUMPDAMAGE | PF_SPINNING | PF_THOKKED | PF_BOUNCING); // I still need these.
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if (wasSpindashing) // Ensure we're in the rolling state, and not spindash.
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P_SetMobjState(object, S_PLAY_ROLL);
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if (object->player->charability == CA_GLIDEANDCLIMB && object->player->skidtime && (pflags & PF_JUMPED))
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{
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object->player->skidtime = 0; // No skidding should be happening, either.
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pflags &= ~PF_JUMPED;
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}
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}
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secondjump = object->player->secondjump;
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washoming = object->player->homing;
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P_ResetPlayer(object->player);
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if (spring->info->painchance == 1) // For all those ancient, SOC'd abilities.
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{
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object->player->pflags |= P_GetJumpFlags(object->player);
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P_SetMobjState(object, S_PLAY_JUMP);
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}
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else if ((spring->info->painchance == 2) || ((spring->info->painchance != 3) && (pflags & PF_BOUNCING))) // Adding momentum only.
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{
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object->player->pflags |= (pflags &~ PF_STARTJUMP);
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object->player->secondjump = secondjump;
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if (washoming)
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object->player->pflags &= ~PF_THOKKED;
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}
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else if (!vertispeed)
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{
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if (pflags & (PF_JUMPED|PF_SPINNING))
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{
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object->player->pflags |= pflags;
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object->player->secondjump = secondjump;
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}
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else if (object->player->dashmode >= DASHMODE_THRESHOLD)
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P_SetMobjState(object, S_PLAY_DASH);
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else if (P_IsObjectOnGround(object))
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P_SetMobjState(object, (horizspeed >= FixedMul(object->player->runspeed, object->scale)) ? S_PLAY_RUN : S_PLAY_WALK);
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else
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P_SetMobjState(object, (object->momz > 0) ? S_PLAY_SPRING : S_PLAY_FALL);
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}
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else if (P_MobjFlip(object)*vertispeed > 0)
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P_SetMobjState(object, S_PLAY_SPRING);
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else
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P_SetMobjState(object, S_PLAY_FALL);
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}
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else if (horizspeed
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&& object->tracer
|
|
&& object->tracer->player
|
|
&& object->tracer->player->powers[pw_carry] != CR_NONE
|
|
&& object->tracer->tracer == object
|
|
&& (!demoplayback || P_ControlStyle(object->tracer->player) == CS_LMAOGALOG))
|
|
P_SetPlayerAngle(object->tracer->player, spring->angle);
|
|
|
|
object->standingslope = NULL; // And again.
|
|
|
|
final = true;
|
|
|
|
springstate:
|
|
if ((statenum_t)(spring->state-states) < spring->info->raisestate)
|
|
{
|
|
P_SetMobjState(spring, spring->info->raisestate);
|
|
if (object->player && spring->reactiontime && !(spring->info->flags & MF_ENEMY))
|
|
{
|
|
if (object->player->powers[pw_carry] != CR_NIGHTSMODE) // don't make graphic in NiGHTS
|
|
P_SetMobjState(P_SpawnMobj(spring->x, spring->y, spring->z + (spring->height/2), MT_SCORE), mobjinfo[MT_SCORE].spawnstate+11);
|
|
P_AddPlayerScore(object->player, 10);
|
|
spring->reactiontime--;
|
|
}
|
|
|
|
if (strong)
|
|
{
|
|
if (object->player->charability == CA_TWINSPIN || object->player->charability2 == CA2_MELEE)
|
|
P_TwinSpinRejuvenate(object->player, (object->player->charability == CA_TWINSPIN ? object->player->thokitem : object->player->revitem));
|
|
S_StartSound(object, sfx_sprong); // strong spring. sprong.
|
|
}
|
|
}
|
|
|
|
return final;
|
|
}
|
|
|
|
static void P_DoFan(mobj_t *fan, mobj_t *object)
|
|
{
|
|
player_t *p = object->player; // will be NULL if not a player
|
|
fixed_t zdist; // distance between bottoms
|
|
fixed_t speed = fan->info->mass; // fans use this for the vertical thrust
|
|
SINT8 flipval = P_MobjFlip(fan); // virtually everything here centers around the thruster's gravity, not the object's!
|
|
|
|
if (p && object->state == &states[object->info->painstate]) // can't use fans when player is in pain!
|
|
return;
|
|
|
|
// is object's top below thruster's position? if not, calculate distance between their bottoms
|
|
if (fan->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (object->z > fan->z + fan->height)
|
|
return;
|
|
zdist = (fan->z + fan->height) - (object->z + object->height);
|
|
}
|
|
else
|
|
{
|
|
if (object->z + object->height < fan->z)
|
|
return;
|
|
zdist = object->z - fan->z;
|
|
}
|
|
|
|
object->standingslope = NULL; // No launching off at silly angles for you.
|
|
|
|
switch (fan->type)
|
|
{
|
|
case MT_FAN: // fan
|
|
if (zdist > (fan->health << FRACBITS)) // max z distance determined by health (set by map thing args[0])
|
|
break;
|
|
if (flipval*object->momz >= FixedMul(speed, fan->scale)) // if object's already moving faster than your best, don't bother
|
|
break;
|
|
if (p && (p->climbing || p->pflags & PF_GLIDING)) // doesn't affect Knux when he's using his abilities!
|
|
break;
|
|
|
|
object->momz += flipval*FixedMul(speed/4, fan->scale);
|
|
|
|
// limit the speed if too high
|
|
if (flipval*object->momz > FixedMul(speed, fan->scale))
|
|
object->momz = flipval*FixedMul(speed, fan->scale);
|
|
|
|
if (p && !p->powers[pw_tailsfly] && !p->powers[pw_carry]) // doesn't reset anim for Tails' flight
|
|
{
|
|
P_ResetPlayer(p);
|
|
P_SetMobjState(object, S_PLAY_FALL);
|
|
P_SetTarget(&object->tracer, fan);
|
|
p->powers[pw_carry] = CR_FAN;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void P_DoPterabyteCarry(player_t *player, mobj_t *ptera)
|
|
{
|
|
if (player->powers[pw_carry] && player->powers[pw_carry] != CR_ROLLOUT)
|
|
return;
|
|
if (player->powers[pw_ignorelatch] & (1<<15))
|
|
return;
|
|
if (ptera->extravalue1 != 1)
|
|
return; // Not swooping
|
|
if (ptera->target != player->mo)
|
|
return; // Not swooping for you!
|
|
|
|
if (player->spectator)
|
|
return;
|
|
|
|
if ((player->mo->eflags & MFE_VERTICALFLIP) != (ptera->eflags & MFE_VERTICALFLIP))
|
|
return; // Both should be in same gravity
|
|
|
|
if (ptera->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (ptera->ceilingz - (ptera->z + ptera->height) < player->mo->height - FixedMul(2*FRACUNIT, player->mo->scale))
|
|
return;
|
|
}
|
|
else if (ptera->z - ptera->floorz < player->mo->height - FixedMul(2*FRACUNIT, player->mo->scale))
|
|
return; // No room to pick up this guy!
|
|
|
|
P_ResetPlayer(player);
|
|
P_SetTarget(&player->mo->tracer, ptera);
|
|
player->pflags &= ~PF_APPLYAUTOBRAKE;
|
|
player->powers[pw_carry] = CR_PTERABYTE;
|
|
S_StartSound(player->mo, sfx_s3k4a);
|
|
P_UnsetThingPosition(player->mo);
|
|
player->mo->x = ptera->x;
|
|
player->mo->y = ptera->y;
|
|
P_SetThingPosition(player->mo);
|
|
ptera->movefactor = 3*TICRATE; // timer before dropping
|
|
ptera->watertop = ptera->waterbottom = ptera->cusval = 0;
|
|
}
|
|
|
|
static void P_DoTailsCarry(player_t *sonic, player_t *tails)
|
|
{
|
|
INT32 p;
|
|
fixed_t zdist; // z distance between the two players' bottoms
|
|
|
|
if (tails->powers[pw_carry])
|
|
return;
|
|
if (sonic->powers[pw_carry])
|
|
return;
|
|
|
|
if (tails->spectator)
|
|
return;
|
|
if (sonic->spectator)
|
|
return;
|
|
|
|
if (!(tails->pflags & PF_CANCARRY))
|
|
return;
|
|
|
|
if ((sonic->mo->eflags & MFE_VERTICALFLIP) != (tails->mo->eflags & MFE_VERTICALFLIP))
|
|
return; // Both should be in same gravity
|
|
|
|
if (tails->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (tails->mo->ceilingz - (tails->mo->z + tails->mo->height) < sonic->mo->height-FixedMul(2*FRACUNIT, sonic->mo->scale))
|
|
return;
|
|
}
|
|
else if (tails->mo->z - tails->mo->floorz < sonic->mo->height-FixedMul(2*FRACUNIT, sonic->mo->scale))
|
|
return; // No room to pick up this guy!
|
|
|
|
// Search in case another player is already being carried by this fox.
|
|
for (p = 0; p < MAXPLAYERS; p++)
|
|
if (playeringame[p] && players[p].mo
|
|
&& players[p].powers[pw_carry] == CR_PLAYER && players[p].mo->tracer == tails->mo)
|
|
return;
|
|
|
|
// Why block opposing teams from tailsflying each other?
|
|
// Sneaking into the hands of a flying tails player in Race might be a viable strategy, who knows.
|
|
/*
|
|
if ((gametyperules & GTR_RACE)
|
|
|| (netgame && (tails->spectator || sonic->spectator))
|
|
|| (G_TagGametype() && (!(tails->pflags & PF_TAGIT) != !(sonic->pflags & PF_TAGIT)))
|
|
|| (gametype == GT_MATCH)
|
|
|| (G_GametypeHasTeams() && tails->ctfteam != sonic->ctfteam))
|
|
return; */
|
|
|
|
if (tails->mo->eflags & MFE_VERTICALFLIP)
|
|
zdist = (sonic->mo->z + sonic->mo->height) - (tails->mo->z + tails->mo->height);
|
|
else
|
|
zdist = tails->mo->z - sonic->mo->z;
|
|
|
|
if (zdist <= sonic->mo->height + sonic->mo->scale // FixedMul(FRACUNIT, sonic->mo->scale), but scale == FRACUNIT by default
|
|
&& zdist > sonic->mo->height*2/3
|
|
&& P_MobjFlip(tails->mo)*sonic->mo->momz <= 0
|
|
&& !(sonic->powers[pw_ignorelatch] & (1<<15)))
|
|
{
|
|
if (sonic-players == consoleplayer && botingame)
|
|
CV_SetValue(&cv_analog[1], false);
|
|
P_ResetPlayer(sonic);
|
|
P_SetTarget(&sonic->mo->tracer, tails->mo);
|
|
sonic->powers[pw_carry] = CR_PLAYER;
|
|
S_StartSound(sonic->mo, sfx_s3k4a);
|
|
P_UnsetThingPosition(sonic->mo);
|
|
sonic->mo->x = tails->mo->x;
|
|
sonic->mo->y = tails->mo->y;
|
|
P_SetThingPosition(sonic->mo);
|
|
}
|
|
else {
|
|
if (sonic-players == consoleplayer && botingame)
|
|
CV_SetValue(&cv_analog[1], true);
|
|
P_SetTarget(&sonic->mo->tracer, NULL);
|
|
sonic->powers[pw_carry] = CR_NONE;
|
|
}
|
|
}
|
|
|
|
// Boss 5 post-defeat comedy
|
|
static void P_SlapStick(mobj_t *fang, mobj_t *pole)
|
|
{
|
|
fixed_t momx1, momx2, momy1, momy2;
|
|
|
|
#define dist 3
|
|
momx1 = pole->momx/dist;
|
|
momy1 = pole->momy/dist;
|
|
momx2 = fang->momx/dist;
|
|
momy2 = fang->momy/dist;
|
|
|
|
pole->tracer->tracer->momx = momx1 + (dist-1)*momx2;
|
|
pole->tracer->tracer->momy = momy1 + (dist-1)*momy2;
|
|
fang->momx = (dist-1)*momx1 + momx2;
|
|
fang->momy = (dist-1)*momy1 + momy2;
|
|
#undef dist
|
|
|
|
P_SetObjectMomZ(pole->tracer->tracer, 6*FRACUNIT, false);
|
|
pole->tracer->tracer->flags &= ~(MF_NOGRAVITY|MF_NOCLIP);
|
|
pole->tracer->tracer->movedir = ANGLE_67h;
|
|
if ((R_PointToAngle(fang->x - pole->tracer->tracer->x, fang->y - pole->tracer->tracer->y) - pole->angle) > ANGLE_180)
|
|
pole->tracer->tracer->movedir = InvAngle(pole->tracer->movedir);
|
|
|
|
P_SetObjectMomZ(fang, 14*FRACUNIT, false);
|
|
fang->flags |= MF_NOGRAVITY|MF_NOCLIP;
|
|
P_SetMobjState(fang, fang->info->xdeathstate);
|
|
|
|
pole->tracer->tracer->tics = pole->tracer->tics = pole->tics = fang->tics;
|
|
|
|
var1 = var2 = 0;
|
|
A_Scream(pole->tracer->tracer);
|
|
S_StartSound(fang, sfx_altdi1);
|
|
|
|
P_SetTarget(&pole->tracer->tracer, NULL);
|
|
P_SetMobjState(pole->tracer, pole->info->xdeathstate);
|
|
P_SetTarget(&pole->tracer, NULL);
|
|
P_SetMobjState(pole, pole->info->deathstate);
|
|
}
|
|
|
|
static void P_PlayerBarrelCollide(mobj_t *toucher, mobj_t *barrel)
|
|
{
|
|
if (toucher->momz < 0)
|
|
{
|
|
if (toucher->z + toucher->momz > barrel->z + barrel->height)
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (toucher->z > barrel->z + barrel->height)
|
|
return;
|
|
}
|
|
|
|
if (toucher->momz > 0)
|
|
{
|
|
if (toucher->z + toucher->height + toucher->momz < barrel->z)
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (toucher->z + toucher->height < barrel->z)
|
|
return;
|
|
}
|
|
|
|
if (P_PlayerCanDamage(toucher->player, barrel))
|
|
P_DamageMobj(barrel, toucher, toucher, 1, 0);
|
|
}
|
|
|
|
enum
|
|
{
|
|
CHECKTHING_NOCOLLIDE,
|
|
CHECKTHING_COLLIDE,
|
|
CHECKTHING_DONE,
|
|
CHECKTHING_IGNORE
|
|
};
|
|
|
|
static unsigned PIT_DoCheckThing(mobj_t *thing)
|
|
{
|
|
fixed_t blockdist;
|
|
|
|
// don't clip against self
|
|
if (thing == tmthing)
|
|
return CHECKTHING_IGNORE;
|
|
|
|
// Ignore... things.
|
|
if (!tmthing || !thing || P_MobjWasRemoved(thing))
|
|
return CHECKTHING_IGNORE;
|
|
|
|
I_Assert(!P_MobjWasRemoved(tmthing));
|
|
I_Assert(!P_MobjWasRemoved(thing));
|
|
|
|
// Ignore spectators
|
|
if ((tmthing->player && tmthing->player->spectator)
|
|
|| (thing->player && thing->player->spectator))
|
|
return CHECKTHING_IGNORE;
|
|
|
|
// Do name checks all the way up here
|
|
// So that NOTHING ELSE can see MT_NAMECHECK because it is client-side.
|
|
if (tmthing->type == MT_NAMECHECK)
|
|
{
|
|
// Ignore things that aren't players, ignore spectators, ignore yourself.
|
|
if (!thing->player || !(tmthing->target && tmthing->target->player) || thing->player->spectator || (tmthing->target && thing->player == tmthing->target->player))
|
|
return CHECKTHING_IGNORE;
|
|
|
|
// Now check that you actually hit them.
|
|
blockdist = thing->radius + tmthing->radius;
|
|
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
|
|
return CHECKTHING_NOCOLLIDE; // didn't hit it
|
|
// see if it went over / under
|
|
if (tmthing->z > thing->z + thing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (tmthing->z + tmthing->height < thing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
|
|
// Call any SeenPlayer Lua hooks
|
|
if (!LUA_HookSeenPlayer(tmthing->target->player, thing->player))
|
|
return CHECKTHING_DONE;
|
|
|
|
seenplayer = thing->player;
|
|
return CHECKTHING_DONE;
|
|
}
|
|
|
|
// Metal Sonic destroys tiny baby objects.
|
|
if (tmthing->type == MT_METALSONIC_RACE
|
|
&& (thing->flags & (MF_MISSILE|MF_ENEMY|MF_BOSS)
|
|
|| (thing->type == MT_SPIKE
|
|
|| thing->type == MT_WALLSPIKE)))
|
|
{
|
|
if ((thing->flags & (MF_ENEMY|MF_BOSS)) && (thing->health <= 0 || !(thing->flags & MF_SHOOTABLE)))
|
|
return CHECKTHING_IGNORE;
|
|
blockdist = thing->radius + tmthing->radius;
|
|
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
|
|
return CHECKTHING_NOCOLLIDE; // didn't hit it
|
|
// see if it went over / under
|
|
if (tmthing->z > thing->z + thing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (tmthing->z + tmthing->height < thing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
if (thing->type == MT_SPIKE
|
|
|| thing->type == MT_WALLSPIKE)
|
|
{
|
|
mobj_t *iter;
|
|
if (thing->flags & MF_SOLID)
|
|
S_StartSound(tmthing, thing->info->deathsound);
|
|
for (iter = thing->subsector->sector->thinglist; iter; iter = iter->snext)
|
|
if (iter->type == thing->type && iter->health > 0 && iter->flags & MF_SOLID && (iter == thing || P_AproxDistance(P_AproxDistance(thing->x - iter->x, thing->y - iter->y), thing->z - iter->z) < 56*thing->scale))//FixedMul(56*FRACUNIT, thing->scale))
|
|
P_KillMobj(iter, tmthing, tmthing, 0);
|
|
}
|
|
else
|
|
{
|
|
thing->health = 0;
|
|
P_KillMobj(thing, tmthing, tmthing, 0);
|
|
}
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
|
|
// STR_SPIKE users destroy spikes
|
|
if ((tmthing->player) && ((tmthing->player->powers[pw_strong] & STR_SPIKE) && (thing->type == MT_SPIKE || thing->type == MT_WALLSPIKE)))
|
|
{
|
|
mobj_t *iter;
|
|
blockdist = thing->radius + tmthing->radius;
|
|
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
|
|
return CHECKTHING_NOCOLLIDE; // didn't hit it
|
|
// see if it went over / under
|
|
if (tmthing->z > thing->z + thing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (tmthing->z + tmthing->height < thing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
|
|
if (thing->flags & MF_SOLID)
|
|
S_StartSound(tmthing, thing->info->deathsound);
|
|
for (iter = thing->subsector->sector->thinglist; iter; iter = iter->snext)
|
|
if (iter->type == thing->type && iter->health > 0 && iter->flags & MF_SOLID && (iter == thing || P_AproxDistance(P_AproxDistance(thing->x - iter->x, thing->y - iter->y), thing->z - iter->z) < 56*thing->scale))//FixedMul(56*FRACUNIT, thing->scale))
|
|
P_KillMobj(iter, tmthing, tmthing, 0);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
|
|
// vectorise metal - done in a special case as at this point neither has the right flags for touching
|
|
if (thing->type == MT_METALSONIC_BATTLE
|
|
&& (tmthing->flags & MF_MISSILE)
|
|
&& tmthing->target != thing
|
|
&& thing->state == &states[thing->info->spawnstate])
|
|
{
|
|
blockdist = thing->radius + tmthing->radius;
|
|
|
|
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
|
|
return CHECKTHING_NOCOLLIDE; // didn't hit it
|
|
|
|
if (tmthing->z > thing->z + thing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (tmthing->z + tmthing->height < thing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
|
|
thing->flags2 |= MF2_CLASSICPUSH;
|
|
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
|
|
if ((thing->flags & MF_NOCLIPTHING) || !(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
|
|
return CHECKTHING_IGNORE;
|
|
|
|
// Don't collide with your buddies while NiGHTS-flying.
|
|
if (tmthing->player && thing->player && (maptol & TOL_NIGHTS)
|
|
&& ((tmthing->player->powers[pw_carry] == CR_NIGHTSMODE) || (thing->player->powers[pw_carry] == CR_NIGHTSMODE)))
|
|
return CHECKTHING_IGNORE;
|
|
|
|
blockdist = thing->radius + tmthing->radius;
|
|
|
|
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
|
|
return CHECKTHING_NOCOLLIDE; // didn't hit it
|
|
|
|
if (thing->flags & MF_PAPERCOLLISION) // CAUTION! Very easy to get stuck inside MF_SOLID objects. Giving the player MF_PAPERCOLLISION is a bad idea unless you know what you're doing.
|
|
{
|
|
fixed_t cosradius, sinradius;
|
|
vertex_t v1, v2; // fake vertexes
|
|
line_t junk; // fake linedef
|
|
|
|
cosradius = FixedMul(thing->radius, FINECOSINE(thing->angle>>ANGLETOFINESHIFT));
|
|
sinradius = FixedMul(thing->radius, FINESINE(thing->angle>>ANGLETOFINESHIFT));
|
|
|
|
v1.x = thing->x - cosradius;
|
|
v1.y = thing->y - sinradius;
|
|
v2.x = thing->x + cosradius;
|
|
v2.y = thing->y + sinradius;
|
|
|
|
junk.v1 = &v1;
|
|
junk.v2 = &v2;
|
|
junk.dx = 2*cosradius; // v2.x - v1.x;
|
|
junk.dy = 2*sinradius; // v2.y - v1.y;
|
|
|
|
if (tmthing->flags & MF_PAPERCOLLISION) // more strenuous checking to prevent clipping issues
|
|
{
|
|
INT32 check1, check2, check3, check4;
|
|
fixed_t tmcosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT));
|
|
fixed_t tmsinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT));
|
|
if (abs(thing->x - tmx) >= (abs(tmcosradius) + abs(cosradius)) || abs(thing->y - tmy) >= (abs(tmsinradius) + abs(sinradius)))
|
|
return CHECKTHING_NOCOLLIDE; // didn't hit it
|
|
check1 = P_PointOnLineSide(tmx - tmcosradius, tmy - tmsinradius, &junk);
|
|
check2 = P_PointOnLineSide(tmx + tmcosradius, tmy + tmsinradius, &junk);
|
|
check3 = P_PointOnLineSide(tmx + tmthing->momx - tmcosradius, tmy + tmthing->momy - tmsinradius, &junk);
|
|
check4 = P_PointOnLineSide(tmx + tmthing->momx + tmcosradius, tmy + tmthing->momy + tmsinradius, &junk);
|
|
if ((check1 == check2) && (check2 == check3) && (check3 == check4))
|
|
return CHECKTHING_NOCOLLIDE; // the line doesn't cross between collider's start or end
|
|
}
|
|
else
|
|
{
|
|
if (abs(thing->x - tmx) >= (tmthing->radius + abs(cosradius)) || abs(thing->y - tmy) >= (tmthing->radius + abs(sinradius)))
|
|
return CHECKTHING_NOCOLLIDE; // didn't hit it
|
|
if ((P_PointOnLineSide(tmx - tmthing->radius, tmy - tmthing->radius, &junk)
|
|
== P_PointOnLineSide(tmx + tmthing->radius, tmy + tmthing->radius, &junk))
|
|
&& (P_PointOnLineSide(tmx + tmthing->radius, tmy - tmthing->radius, &junk)
|
|
== P_PointOnLineSide(tmx - tmthing->radius, tmy + tmthing->radius, &junk)))
|
|
return CHECKTHING_NOCOLLIDE; // the line doesn't cross between either pair of opposite corners
|
|
}
|
|
}
|
|
else if (tmthing->flags & MF_PAPERCOLLISION)
|
|
{
|
|
fixed_t tmcosradius, tmsinradius;
|
|
vertex_t v1, v2; // fake vertexes
|
|
line_t junk; // fake linedef
|
|
|
|
tmcosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT));
|
|
tmsinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT));
|
|
|
|
if (abs(thing->x - tmx) >= (thing->radius + abs(tmcosradius)) || abs(thing->y - tmy) >= (thing->radius + abs(tmsinradius)))
|
|
return CHECKTHING_NOCOLLIDE; // didn't hit it
|
|
|
|
v1.x = tmx - tmcosradius;
|
|
v1.y = tmy - tmsinradius;
|
|
v2.x = tmx + tmcosradius;
|
|
v2.y = tmy + tmsinradius;
|
|
|
|
junk.v1 = &v1;
|
|
junk.v2 = &v2;
|
|
junk.dx = 2*tmcosradius; // v2.x - v1.x;
|
|
junk.dy = 2*tmsinradius; // v2.y - v1.y;
|
|
|
|
// no need to check whether other thing has MF_PAPERCOLLISION, since would fall under other condition
|
|
if ((P_PointOnLineSide(thing->x - thing->radius, thing->y - thing->radius, &junk)
|
|
== P_PointOnLineSide(thing->x + thing->radius, thing->y + thing->radius, &junk))
|
|
&& (P_PointOnLineSide(thing->x + thing->radius, thing->y - thing->radius, &junk)
|
|
== P_PointOnLineSide(thing->x - thing->radius, thing->y + thing->radius, &junk)))
|
|
return CHECKTHING_NOCOLLIDE; // the line doesn't cross between either pair of opposite corners
|
|
}
|
|
|
|
{
|
|
UINT8 shouldCollide = LUA_Hook2Mobj(thing, tmthing, MOBJ_HOOK(MobjCollide)); // checks hook for thing's type
|
|
if (P_MobjWasRemoved(tmthing) || P_MobjWasRemoved(thing))
|
|
return CHECKTHING_NOCOLLIDE; // one of them was removed???
|
|
if (shouldCollide == 1)
|
|
return CHECKTHING_DONE; // force collide
|
|
else if (shouldCollide == 2)
|
|
return CHECKTHING_NOCOLLIDE; // force no collide
|
|
|
|
shouldCollide = LUA_Hook2Mobj(tmthing, thing, MOBJ_HOOK(MobjMoveCollide)); // checks hook for tmthing's type
|
|
if (P_MobjWasRemoved(tmthing) || P_MobjWasRemoved(thing))
|
|
return CHECKTHING_NOCOLLIDE; // one of them was removed???
|
|
if (shouldCollide == 1)
|
|
return CHECKTHING_DONE; // force collide
|
|
else if (shouldCollide == 2)
|
|
return CHECKTHING_NOCOLLIDE; // force no collide
|
|
}
|
|
|
|
if (tmthing->type == MT_LAVAFALL_LAVA && (thing->type == MT_RING || thing->type == MT_REDTEAMRING || thing->type == MT_BLUETEAMRING || thing->type == MT_FLINGRING))
|
|
{
|
|
//height check
|
|
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !(thing->health))
|
|
return CHECKTHING_NOCOLLIDE;
|
|
|
|
P_KillMobj(thing, tmthing, tmthing, DMG_FIRE);
|
|
}
|
|
|
|
if (tmthing->type == MT_MINECART)
|
|
{
|
|
//height check
|
|
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !(thing->health))
|
|
return CHECKTHING_NOCOLLIDE;
|
|
|
|
if (thing->type == MT_TNTBARREL)
|
|
P_KillMobj(thing, tmthing, tmthing->target, 0);
|
|
else if ((thing->flags & MF_MONITOR) || (thing->flags & MF_ENEMY))
|
|
{
|
|
P_KillMobj(thing, tmthing, tmthing->target, 0);
|
|
if (tmthing->momz*P_MobjFlip(tmthing) < 0)
|
|
tmthing->momz = abs(tmthing->momz)*P_MobjFlip(tmthing);
|
|
}
|
|
}
|
|
|
|
if (thing->type == MT_SALOONDOOR && tmthing->player)
|
|
{
|
|
mobj_t *ref = (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)) ? tmthing->tracer : tmthing;
|
|
if (((thing->flags2 & MF2_AMBUSH) && (tmthing->z <= thing->z + thing->height) && (tmthing->z + tmthing->height >= thing->z))
|
|
|| ref != tmthing)
|
|
{
|
|
fixed_t dm = min(FixedHypot(ref->momx, ref->momy), 16*FRACUNIT);
|
|
angle_t ang = R_PointToAngle2(0, 0, ref->momx, ref->momy) - thing->angle;
|
|
fixed_t s = FINESINE((ang >> ANGLETOFINESHIFT) & FINEMASK);
|
|
S_StartSound(tmthing, thing->info->activesound);
|
|
thing->extravalue2 += 2*FixedMul(s, dm)/3;
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
}
|
|
|
|
if (thing->type == MT_SALOONDOORCENTER && tmthing->player)
|
|
{
|
|
if (((thing->flags2 & MF2_AMBUSH) && (tmthing->z <= thing->z + thing->height) && (tmthing->z + tmthing->height >= thing->z))
|
|
|| (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)))
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
|
|
if (thing->type == MT_ROLLOUTROCK && tmthing->player && tmthing->health)
|
|
{
|
|
if (tmthing->player->powers[pw_carry] == CR_ROLLOUT)
|
|
{
|
|
return CHECKTHING_NOCOLLIDE;
|
|
}
|
|
if ((thing->flags & MF_PUSHABLE) // not carrying a player
|
|
&& (tmthing->player->powers[pw_carry] == CR_NONE) // player is not already riding something
|
|
&& !(tmthing->player->powers[pw_ignorelatch] & (1<<15))
|
|
&& ((tmthing->eflags & MFE_VERTICALFLIP) == (thing->eflags & MFE_VERTICALFLIP))
|
|
&& (P_MobjFlip(tmthing)*tmthing->momz <= 0)
|
|
&& ((!(tmthing->eflags & MFE_VERTICALFLIP) && abs(thing->z + thing->height - tmthing->z) < (thing->height>>2))
|
|
|| (tmthing->eflags & MFE_VERTICALFLIP && abs(tmthing->z + tmthing->height - thing->z) < (thing->height>>2))))
|
|
{
|
|
thing->flags &= ~MF_PUSHABLE; // prevent riding player from applying pushable movement logic
|
|
thing->flags2 &= ~MF2_DONTDRAW; // don't leave the rock invisible if it was flashing prior to boarding
|
|
P_SetTarget(&thing->tracer, tmthing);
|
|
P_ResetPlayer(tmthing->player);
|
|
P_SetMobjState(tmthing, S_PLAY_WALK);
|
|
tmthing->player->powers[pw_carry] = CR_ROLLOUT;
|
|
P_SetTarget(&tmthing->tracer, thing);
|
|
if (!P_IsObjectOnGround(thing))
|
|
thing->momz += tmthing->momz;
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
}
|
|
else if (tmthing->type == MT_ROLLOUTROCK)
|
|
{
|
|
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !thing->health)
|
|
return CHECKTHING_NOCOLLIDE;
|
|
|
|
if (thing == tmthing->tracer) // don't collide with rider
|
|
return CHECKTHING_IGNORE;
|
|
|
|
if (thing->flags & MF_SPRING) // bounce on springs
|
|
{
|
|
P_DoSpring(thing, tmthing);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
else if ((thing->flags & (MF_MONITOR|MF_SHOOTABLE)) == (MF_MONITOR|MF_SHOOTABLE) && !(tmthing->flags & MF_PUSHABLE)) // pop monitors while carrying a player
|
|
{
|
|
P_KillMobj(thing, tmthing, tmthing->tracer, 0);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
|
|
if (thing->type == tmthing->type // bounce against other rollout rocks
|
|
&& (tmthing->momx || tmthing->momy || thing->momx || thing->momy))
|
|
{
|
|
fixed_t tempmomx = thing->momx, tempmomy = thing->momy;
|
|
thing->momx = tmthing->momx;
|
|
thing->momy = tmthing->momy;
|
|
tmthing->momx = tempmomx;
|
|
tmthing->momy = tempmomy;
|
|
S_StartSound(thing, thing->info->painsound);
|
|
}
|
|
}
|
|
|
|
if (thing->type == MT_PTERABYTE && tmthing->player)
|
|
P_DoPterabyteCarry(tmthing->player, thing);
|
|
|
|
if (thing->type == MT_TNTBARREL && tmthing->player)
|
|
P_PlayerBarrelCollide(tmthing, thing);
|
|
|
|
if (thing->type == MT_VULTURE && tmthing->type == MT_VULTURE)
|
|
{
|
|
fixed_t dx = thing->x - tmthing->x;
|
|
fixed_t dy = thing->y - tmthing->y;
|
|
fixed_t dz = thing->z - tmthing->z;
|
|
fixed_t dm = FixedHypot(dz, FixedHypot(dx, dy));
|
|
thing->momx += FixedDiv(dx, dm);
|
|
thing->momy += FixedDiv(dy, dm);
|
|
thing->momz += FixedDiv(dz, dm);
|
|
}
|
|
|
|
if (tmthing->type == MT_FANG && thing->type == MT_FSGNB)
|
|
{
|
|
if (thing->z > tmthing->z + tmthing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (thing->z + thing->height < tmthing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
if (!thing->tracer || !thing->tracer->tracer)
|
|
return CHECKTHING_IGNORE;
|
|
P_SlapStick(tmthing, thing);
|
|
// no return value was used in the original prototype script at this point,
|
|
// so I'm assuming we fall back on the solid code to determine how it all ends?
|
|
// -- Monster Iestyn
|
|
}
|
|
|
|
// Billiards mines!
|
|
if (thing->type == MT_BIGMINE)
|
|
{
|
|
if (tmthing->type == MT_BIGMINE)
|
|
{
|
|
if (!tmthing->momx && !tmthing->momy)
|
|
return CHECKTHING_IGNORE;
|
|
if ((statenum_t)(thing->state-states) >= thing->info->meleestate)
|
|
return CHECKTHING_IGNORE;
|
|
if (thing->z > tmthing->z + tmthing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (thing->z + thing->height < tmthing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
|
|
thing->momx = tmthing->momx/3;
|
|
thing->momy = tmthing->momy/3;
|
|
thing->momz = tmthing->momz/3;
|
|
tmthing->momx /= -8;
|
|
tmthing->momy /= -8;
|
|
tmthing->momz /= -8;
|
|
if (thing->info->activesound)
|
|
S_StartSound(thing, thing->info->activesound);
|
|
P_SetMobjState(thing, thing->info->meleestate);
|
|
P_SetTarget(&thing->tracer, tmthing->tracer);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
else if (tmthing->type == MT_CRUSHCLAW)
|
|
{
|
|
if (tmthing->extravalue1 <= 0)
|
|
return CHECKTHING_IGNORE;
|
|
if ((statenum_t)(thing->state-states) >= thing->info->meleestate)
|
|
return CHECKTHING_IGNORE;
|
|
if (thing->z > tmthing->z + tmthing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (thing->z + thing->height < tmthing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
|
|
thing->momx = P_ReturnThrustX(tmthing, tmthing->angle, 2*tmthing->extravalue1*tmthing->scale/3);
|
|
thing->momy = P_ReturnThrustY(tmthing, tmthing->angle, 2*tmthing->extravalue1*tmthing->scale/3);
|
|
if (thing->info->activesound)
|
|
S_StartSound(thing, thing->info->activesound);
|
|
P_SetMobjState(thing, thing->info->meleestate);
|
|
if (tmthing->tracer)
|
|
P_SetTarget(&thing->tracer, tmthing->tracer->target);
|
|
return CHECKTHING_DONE;
|
|
}
|
|
}
|
|
|
|
// When solid spikes move, assume they just popped up and teleport things on top of them to hurt.
|
|
if (tmthing->type == MT_SPIKE && (thing->flags & MF_SOLID) && (tmthing->flags & MF_SOLID))
|
|
{
|
|
if (thing->z > tmthing->z + tmthing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (thing->z + thing->height < tmthing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
|
|
if (tmthing->eflags & MFE_VERTICALFLIP)
|
|
P_SetOrigin(thing, thing->x, thing->y, tmthing->z - thing->height - FixedMul(FRACUNIT, tmthing->scale));
|
|
else
|
|
P_SetOrigin(thing, thing->x, thing->y, tmthing->z + tmthing->height + FixedMul(FRACUNIT, tmthing->scale));
|
|
if (thing->flags & MF_SHOOTABLE)
|
|
P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
|
|
if (thing->flags & MF_PAIN && tmthing->player)
|
|
{ // Player touches painful thing sitting on the floor
|
|
// see if it went over / under
|
|
if (thing->z > tmthing->z + tmthing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (thing->z + thing->height < tmthing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
if (tmthing->flags & MF_SHOOTABLE && thing->health > 0)
|
|
{
|
|
UINT32 damagetype = (thing->info->mass & 0xFF);
|
|
if (!damagetype && thing->flags & MF_FIRE) // BURN!
|
|
damagetype = DMG_FIRE;
|
|
if (P_DamageMobj(tmthing, thing, thing, 1, damagetype) && (damagetype = (thing->info->mass>>8)))
|
|
S_StartSound(thing, damagetype);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
return CHECKTHING_NOCOLLIDE;
|
|
}
|
|
else if (tmthing->flags & MF_PAIN && thing->player)
|
|
{ // Painful thing splats player in the face
|
|
// see if it went over / under
|
|
if (tmthing->z > thing->z + thing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (tmthing->z + tmthing->height < thing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
if (thing->flags & MF_SHOOTABLE && tmthing->health > 0)
|
|
{
|
|
UINT32 damagetype = (tmthing->info->mass & 0xFF);
|
|
if (!damagetype && tmthing->flags & MF_FIRE) // BURN!
|
|
damagetype = DMG_FIRE;
|
|
if (P_DamageMobj(thing, tmthing, tmthing, 1, damagetype) && (damagetype = (tmthing->info->mass>>8)))
|
|
S_StartSound(tmthing, damagetype);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
return CHECKTHING_NOCOLLIDE;
|
|
}
|
|
|
|
if (thing->type == MT_HOOPCOLLIDE && thing->flags & MF_SPECIAL && tmthing->player)
|
|
{
|
|
P_TouchSpecialThing(thing, tmthing, true);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
|
|
// check for skulls slamming into things
|
|
if (tmthing->flags2 & MF2_SKULLFLY)
|
|
{
|
|
if (tmthing->type == MT_EGGMOBILE) // Don't make Eggman stop!
|
|
return CHECKTHING_COLLIDE; // Let him RUN YOU RIGHT OVER. >:3
|
|
else
|
|
{
|
|
// see if it went over / under
|
|
if (tmthing->z > thing->z + thing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (tmthing->z + tmthing->height < thing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
|
|
tmthing->flags2 &= ~MF2_SKULLFLY;
|
|
tmthing->momx = tmthing->momy = tmthing->momz = 0;
|
|
return CHECKTHING_DONE; // stop moving
|
|
}
|
|
}
|
|
|
|
if ((thing->type == MT_SPRINGSHELL || thing->type == MT_YELLOWSHELL) && thing->health > 0
|
|
&& (tmthing->player || (tmthing->flags & MF_PUSHABLE)) && tmthing->health > 0)
|
|
{
|
|
// Multiplying by -1 inherently flips "less than" and "greater than"
|
|
fixed_t tmz = ((thing->eflags & MFE_VERTICALFLIP) ? -(tmthing->z + tmthing->height) : tmthing->z);
|
|
fixed_t tmznext = ((thing->eflags & MFE_VERTICALFLIP) ? -tmthing->momz : tmthing->momz) + tmz;
|
|
fixed_t thzh = ((thing->eflags & MFE_VERTICALFLIP) ? -thing->z : thing->z + thing->height);
|
|
fixed_t sprarea = FixedMul(8*FRACUNIT, thing->scale) * P_MobjFlip(thing);
|
|
|
|
if ((tmznext <= thzh && tmz > thzh) || (tmznext > thzh - sprarea && tmznext < thzh))
|
|
{
|
|
P_DoSpring(thing, tmthing);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
else if (tmz > thzh - sprarea && tmz < thzh) // Don't damage people springing up / down
|
|
return CHECKTHING_NOCOLLIDE;
|
|
}
|
|
|
|
// missiles can hit other things
|
|
if (tmthing->flags & MF_MISSILE || tmthing->type == MT_SHELL)
|
|
{
|
|
// see if it went over / under
|
|
if (tmthing->z > thing->z + thing->height)
|
|
return CHECKTHING_NOCOLLIDE; // overhead
|
|
if (tmthing->z + tmthing->height < thing->z)
|
|
return CHECKTHING_NOCOLLIDE; // underneath
|
|
|
|
if (tmthing->type != MT_SHELL && tmthing->target && tmthing->target->type == thing->type)
|
|
{
|
|
// Don't hit same species as originator.
|
|
if (thing == tmthing->target)
|
|
return CHECKTHING_IGNORE;
|
|
|
|
if (thing->type != MT_PLAYER)
|
|
{
|
|
// Explode, but do no damage.
|
|
// Let players missile other players.
|
|
return CHECKTHING_DONE;
|
|
}
|
|
}
|
|
|
|
// Special case for bounce rings so they don't get caught behind solid objects.
|
|
if ((tmthing->type == MT_THROWNBOUNCE && tmthing->fuse > 8*TICRATE) && thing->flags & MF_SOLID)
|
|
return CHECKTHING_IGNORE;
|
|
|
|
// Missiles ignore Brak's helper.
|
|
if (thing->type == MT_BLACKEGGMAN_HELPER)
|
|
return CHECKTHING_IGNORE;
|
|
|
|
// Hurting Brak
|
|
if (tmthing->type == MT_BLACKEGGMAN_MISSILE
|
|
&& thing->type == MT_BLACKEGGMAN && tmthing->target != thing)
|
|
{
|
|
// Not if Brak's already in pain
|
|
if (!(thing->state >= &states[S_BLACKEGG_PAIN1] && thing->state <= &states[S_BLACKEGG_PAIN35]))
|
|
P_SetMobjState(thing, thing->info->painstate);
|
|
return CHECKTHING_DONE;
|
|
}
|
|
|
|
if (!(thing->flags & MF_SHOOTABLE) && !(thing->type == MT_EGGSHIELD))
|
|
{
|
|
// didn't do any damage
|
|
if (thing->flags & MF_SOLID)
|
|
return CHECKTHING_COLLIDE;
|
|
else
|
|
return CHECKTHING_NOCOLLIDE;
|
|
}
|
|
|
|
if (tmthing->flags & MF_MISSILE && thing->player && tmthing->target && tmthing->target->player
|
|
&& thing->player->ctfteam == tmthing->target->player->ctfteam
|
|
&& thing->player->powers[pw_carry] == CR_PLAYER && thing->tracer == tmthing->target)
|
|
return CHECKTHING_IGNORE; // Don't give rings to your carry player by accident.
|
|
|
|
if (thing->type == MT_EGGSHIELD)
|
|
{
|
|
angle_t angle = (R_PointToAngle2(thing->x, thing->y, tmthing->x - tmthing->momx, tmthing->y - tmthing->momy) - thing->angle) - ANGLE_90;
|
|
|
|
if (angle < ANGLE_180) // hit shield from behind, shield is destroyed!
|
|
P_KillMobj(thing, tmthing, tmthing, 0);
|
|
return CHECKTHING_DONE;
|
|
}
|
|
|
|
// damage / explode
|
|
if (tmthing->flags & MF_ENEMY) // An actual ENEMY! (Like the deton, for example)
|
|
P_DamageMobj(thing, tmthing, tmthing, 1, 0);
|
|
else if (tmthing->type == MT_BLACKEGGMAN_MISSILE && thing->player
|
|
&& (thing->player->pflags & PF_JUMPED)
|
|
&& !thing->player->powers[pw_flashing]
|
|
&& !thing->player->powers[pw_ignorelatch]
|
|
&& thing->tracer != tmthing
|
|
&& tmthing->target != thing)
|
|
{
|
|
// Hop on the missile for a ride!
|
|
thing->player->powers[pw_carry] = CR_GENERIC;
|
|
thing->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
|
|
P_SetTarget(&thing->tracer, tmthing);
|
|
P_SetTarget(&tmthing->target, thing); // Set owner to the player
|
|
P_SetTarget(&tmthing->tracer, NULL); // Disable homing-ness
|
|
tmthing->momz = 0;
|
|
|
|
thing->angle = tmthing->angle;
|
|
|
|
if (!demoplayback || P_ControlStyle(thing->player) == CS_LMAOGALOG)
|
|
P_SetPlayerAngle(thing->player, thing->angle);
|
|
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
else if (tmthing->type == MT_BLACKEGGMAN_MISSILE && thing->player && ((thing->player->powers[pw_carry] == CR_GENERIC) || (thing->player->pflags & PF_JUMPED)))
|
|
{
|
|
// Ignore
|
|
}
|
|
else if (tmthing->type == MT_BLACKEGGMAN_GOOPFIRE)
|
|
{
|
|
P_UnsetThingPosition(tmthing);
|
|
tmthing->x = thing->x;
|
|
tmthing->y = thing->y;
|
|
P_SetThingPosition(tmthing);
|
|
}
|
|
else if (!(tmthing->type == MT_SHELL && thing->player)) // player collision handled in touchspecial for shell
|
|
{
|
|
UINT8 damagetype = tmthing->info->mass;
|
|
if (!damagetype && tmthing->flags & MF_FIRE) // BURN!
|
|
damagetype = DMG_FIRE;
|
|
P_DamageMobj(thing, tmthing, tmthing->target, 1, damagetype);
|
|
}
|
|
|
|
// Fireball touched an enemy
|
|
// Don't bounce though, just despawn right there
|
|
if ((tmthing->type == MT_FIREBALL) && (thing->flags & MF_ENEMY))
|
|
P_KillMobj(tmthing, NULL, NULL, 0);
|
|
|
|
// don't traverse any more
|
|
if (tmthing->type == MT_SHELL)
|
|
return CHECKTHING_COLLIDE;
|
|
else
|
|
return CHECKTHING_DONE;
|
|
}
|
|
|
|
if (thing->flags & MF_PUSHABLE && (tmthing->player || tmthing->flags & MF_PUSHABLE)
|
|
&& tmthing->z + tmthing->height > thing->z && tmthing->z < thing->z + thing->height
|
|
&& !(netgame && tmthing->player && tmthing->player->spectator)) // Push thing!
|
|
{
|
|
if (thing->flags2 & MF2_SLIDEPUSH) // Make it slide
|
|
{
|
|
if (tmthing->momy > 0 && tmthing->momy > FixedMul(4*FRACUNIT, thing->scale) && tmthing->momy > thing->momy)
|
|
{
|
|
thing->momy += FixedMul(PUSHACCEL, thing->scale);
|
|
tmthing->momy -= FixedMul(PUSHACCEL, thing->scale);
|
|
}
|
|
else if (tmthing->momy < 0 && tmthing->momy < FixedMul(-4*FRACUNIT, thing->scale)
|
|
&& tmthing->momy < thing->momy)
|
|
{
|
|
thing->momy -= FixedMul(PUSHACCEL, thing->scale);
|
|
tmthing->momy += FixedMul(PUSHACCEL, thing->scale);
|
|
}
|
|
if (tmthing->momx > 0 && tmthing->momx > FixedMul(4*FRACUNIT, thing->scale)
|
|
&& tmthing->momx > thing->momx)
|
|
{
|
|
thing->momx += FixedMul(PUSHACCEL, thing->scale);
|
|
tmthing->momx -= FixedMul(PUSHACCEL, thing->scale);
|
|
}
|
|
else if (tmthing->momx < 0 && tmthing->momx < FixedMul(-4*FRACUNIT, thing->scale)
|
|
&& tmthing->momx < thing->momx)
|
|
{
|
|
thing->momx -= FixedMul(PUSHACCEL, thing->scale);
|
|
tmthing->momx += FixedMul(PUSHACCEL, thing->scale);
|
|
}
|
|
|
|
if (thing->momx > FixedMul(thing->info->speed, thing->scale))
|
|
thing->momx = FixedMul(thing->info->speed, thing->scale);
|
|
else if (thing->momx < -FixedMul(thing->info->speed, thing->scale))
|
|
thing->momx = -FixedMul(thing->info->speed, thing->scale);
|
|
if (thing->momy > FixedMul(thing->info->speed, thing->scale))
|
|
thing->momy = FixedMul(thing->info->speed, thing->scale);
|
|
else if (thing->momy < -FixedMul(thing->info->speed, thing->scale))
|
|
thing->momy = -FixedMul(thing->info->speed, thing->scale);
|
|
}
|
|
else
|
|
{
|
|
if (tmthing->momx > FixedMul(4*FRACUNIT, thing->scale))
|
|
tmthing->momx = FixedMul(4*FRACUNIT, thing->scale);
|
|
else if (tmthing->momx < FixedMul(-4*FRACUNIT, thing->scale))
|
|
tmthing->momx = FixedMul(-4*FRACUNIT, thing->scale);
|
|
if (tmthing->momy > FixedMul(4*FRACUNIT, thing->scale))
|
|
tmthing->momy = FixedMul(4*FRACUNIT, thing->scale);
|
|
else if (tmthing->momy < FixedMul(-4*FRACUNIT, thing->scale))
|
|
tmthing->momy = FixedMul(-4*FRACUNIT, thing->scale);
|
|
|
|
thing->momx = tmthing->momx;
|
|
thing->momy = tmthing->momy;
|
|
}
|
|
|
|
if (thing->type != MT_GARGOYLE || P_IsObjectOnGround(thing))
|
|
S_StartSound(thing, thing->info->activesound);
|
|
|
|
P_SetTarget(&thing->target, tmthing);
|
|
}
|
|
|
|
// NiGHTS lap logic
|
|
if ((tmthing->type == MT_NIGHTSDRONE || thing->type == MT_NIGHTSDRONE)
|
|
&& (tmthing->player || thing->player))
|
|
{
|
|
mobj_t *droneobj = (tmthing->type == MT_NIGHTSDRONE) ? tmthing : thing;
|
|
player_t *pl = (droneobj == thing) ? tmthing->player : thing->player;
|
|
|
|
// Must be NiGHTS, must wait about a second
|
|
// must be flying in the SAME DIRECTION as the last time you came through.
|
|
// not (your direction) xor (stored direction)
|
|
// In other words, you can't u-turn and respawn rings near the drone.
|
|
if ((pl->powers[pw_carry] == CR_NIGHTSMODE) && (INT32)leveltime > droneobj->extravalue2 && (
|
|
!(pl->flyangle > 90 && pl->flyangle < 270)
|
|
^ (droneobj->extravalue1 > 90 && droneobj->extravalue1 < 270)
|
|
))
|
|
{
|
|
pl->marelap++;
|
|
pl->totalmarelap++;
|
|
pl->lapbegunat = leveltime;
|
|
pl->lapstartedtime = pl->nightstime;
|
|
|
|
if (pl->bonustime)
|
|
{
|
|
pl->marebonuslap++;
|
|
pl->totalmarebonuslap++;
|
|
|
|
// Respawn rings and items
|
|
P_ReloadRings();
|
|
}
|
|
|
|
P_RunNightsLapExecutors(pl->mo);
|
|
}
|
|
droneobj->extravalue1 = pl->flyangle;
|
|
droneobj->extravalue2 = (INT32)leveltime + TICRATE;
|
|
}
|
|
|
|
// check for special pickup
|
|
if (thing->flags & MF_SPECIAL)
|
|
{
|
|
P_TouchSpecialThing(thing, tmthing, true); // can remove thing
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
// check again for special pickup
|
|
if (tmthing->flags & MF_SPECIAL)
|
|
{
|
|
P_TouchSpecialThing(tmthing, thing, true); // can remove thing
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
|
|
// Sprite Spikes!
|
|
// Do not return because solidity code comes below.
|
|
if (tmthing->type == MT_SPIKE && tmthing->flags & MF_SOLID && thing->player) // moving spike rams into player?!
|
|
{
|
|
if (tmthing->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (thing->z + thing->height <= tmthing->z + FixedMul(FRACUNIT, tmthing->scale)
|
|
&& thing->z + thing->height + thing->momz >= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz
|
|
&& !(thing->player->charability == CA_BOUNCE && thing->player->panim == PA_ABILITY && thing->eflags & MFE_VERTICALFLIP))
|
|
P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
|
|
}
|
|
else if (thing->z >= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale)
|
|
&& thing->z + thing->momz <= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz
|
|
&& !(thing->player->charability == CA_BOUNCE && thing->player->panim == PA_ABILITY && !(thing->eflags & MFE_VERTICALFLIP)))
|
|
P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
|
|
}
|
|
else if (thing->type == MT_SPIKE && thing->flags & MF_SOLID && tmthing->player) // unfortunate player falls into spike?!
|
|
{
|
|
if (thing->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (tmthing->z + tmthing->height <= thing->z - FixedMul(FRACUNIT, thing->scale)
|
|
&& tmthing->z + tmthing->height + tmthing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale)
|
|
&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && tmthing->eflags & MFE_VERTICALFLIP))
|
|
P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
|
|
}
|
|
else if (tmthing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
|
|
&& tmthing->z + tmthing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
|
|
&& !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && !(tmthing->eflags & MFE_VERTICALFLIP)))
|
|
P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
|
|
}
|
|
|
|
if (tmthing->type == MT_WALLSPIKE && tmthing->flags & MF_SOLID && thing->player) // wall spike impales player
|
|
{
|
|
fixed_t bottomz, topz;
|
|
bottomz = tmthing->z;
|
|
topz = tmthing->z + tmthing->height;
|
|
if (tmthing->eflags & MFE_VERTICALFLIP)
|
|
bottomz -= FixedMul(FRACUNIT, tmthing->scale);
|
|
else
|
|
topz += FixedMul(FRACUNIT, tmthing->scale);
|
|
|
|
if (thing->z + thing->height > bottomz // above bottom
|
|
&& thing->z < topz) // below top
|
|
// don't check angle, the player was clearly in the way in this case
|
|
P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
|
|
}
|
|
else if (thing->type == MT_WALLSPIKE && thing->flags & MF_SOLID && tmthing->player)
|
|
{
|
|
fixed_t bottomz, topz;
|
|
angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, tmthing->x, tmthing->y);
|
|
|
|
if (P_PlayerInPain(tmthing->player) && (tmthing->momx || tmthing->momy))
|
|
{
|
|
angle_t playerangle = R_PointToAngle2(0, 0, tmthing->momx, tmthing->momy) - touchangle;
|
|
if (playerangle > ANGLE_180)
|
|
playerangle = InvAngle(playerangle);
|
|
if (playerangle < ANGLE_90)
|
|
return CHECKTHING_IGNORE; // Yes, this is intentionally outside the z-height check. No standing on spikes whilst moving away from them.
|
|
}
|
|
|
|
bottomz = thing->z;
|
|
topz = thing->z + thing->height;
|
|
|
|
if (thing->eflags & MFE_VERTICALFLIP)
|
|
bottomz -= FixedMul(FRACUNIT, thing->scale);
|
|
else
|
|
topz += FixedMul(FRACUNIT, thing->scale);
|
|
|
|
if (tmthing->z + tmthing->height > bottomz // above bottom
|
|
&& tmthing->z < topz // below top
|
|
&& !P_MobjWasRemoved(thing->tracer)) // this probably wouldn't work if we didn't have a tracer
|
|
{ // use base as a reference point to determine what angle you touched the spike at
|
|
touchangle = thing->angle - touchangle;
|
|
if (touchangle > ANGLE_180)
|
|
touchangle = InvAngle(touchangle);
|
|
if (touchangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked!
|
|
P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE);
|
|
}
|
|
}
|
|
|
|
if (thing->flags & MF_PUSHABLE)
|
|
{
|
|
if (tmthing->type == MT_FAN)
|
|
P_DoFan(tmthing, thing);
|
|
}
|
|
|
|
if (tmthing->flags & MF_PUSHABLE)
|
|
{
|
|
if (thing->type == MT_FAN)
|
|
{
|
|
P_DoFan(thing, tmthing);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
else if (thing->flags & MF_SPRING)
|
|
{
|
|
if ( thing->z <= tmthing->z + tmthing->height
|
|
&& tmthing->z <= thing->z + thing->height)
|
|
if (P_DoSpring(thing, tmthing))
|
|
return CHECKTHING_DONE;
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
}
|
|
|
|
// thanks to sal for solidenemies dot lua
|
|
if (thing->flags & (MF_ENEMY|MF_BOSS) && tmthing->flags & (MF_ENEMY|MF_BOSS))
|
|
{
|
|
if ((thing->z + thing->height >= tmthing->z)
|
|
&& (tmthing->z + tmthing->height >= thing->z))
|
|
return CHECKTHING_DONE;
|
|
}
|
|
|
|
// Damage other players when invincible
|
|
if (tmthing->player && thing->player
|
|
// Make sure they aren't able to damage you ANYWHERE along the Z axis, you have to be TOUCHING the person.
|
|
&& !(thing->z + thing->height < tmthing->z || thing->z > tmthing->z + tmthing->height))
|
|
{
|
|
if (G_RingSlingerGametype() && (!G_GametypeHasTeams() || tmthing->player->ctfteam != thing->player->ctfteam))
|
|
{
|
|
if ((tmthing->player->powers[pw_invulnerability] || tmthing->player->powers[pw_super] || (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) && (tmthing->player->pflags & PF_SHIELDABILITY)))
|
|
&& !thing->player->powers[pw_super])
|
|
P_DamageMobj(thing, tmthing, tmthing, 1, 0);
|
|
else if ((thing->player->powers[pw_invulnerability] || thing->player->powers[pw_super] || (((thing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) && (thing->player->pflags & PF_SHIELDABILITY)))
|
|
&& !tmthing->player->powers[pw_super])
|
|
P_DamageMobj(tmthing, thing, thing, 1, 0);
|
|
}
|
|
|
|
// If players are using touch tag, seekers damage hiders.
|
|
if (G_TagGametype() && cv_touchtag.value &&
|
|
((thing->player->pflags & PF_TAGIT) != (tmthing->player->pflags & PF_TAGIT)))
|
|
{
|
|
if ((tmthing->player->pflags & PF_TAGIT) && !(thing->player->pflags & PF_TAGIT))
|
|
P_DamageMobj(thing, tmthing, tmthing, 1, 0);
|
|
else if ((thing->player->pflags & PF_TAGIT) && !(tmthing->player->pflags & PF_TAGIT))
|
|
P_DamageMobj(tmthing, thing, tmthing, 1, 0);
|
|
}
|
|
}
|
|
|
|
// Force solid players in hide and seek to avoid corner stacking.
|
|
if (cv_tailspickup.value && !(gametyperules & GTR_HIDEFROZEN))
|
|
{
|
|
if (tmthing->player && thing->player)
|
|
{
|
|
P_DoTailsCarry(thing->player, tmthing->player);
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
}
|
|
else if (thing->player) {
|
|
if (thing->player-players == consoleplayer && botingame)
|
|
CV_SetValue(&cv_analog[1], true);
|
|
if (thing->player->powers[pw_carry] == CR_PLAYER)
|
|
{
|
|
P_SetTarget(&thing->tracer, NULL);
|
|
thing->player->powers[pw_carry] = CR_NONE;
|
|
}
|
|
}
|
|
|
|
if (thing->player)
|
|
{
|
|
// Doesn't matter what gravity player's following! Just do your stuff in YOUR direction only
|
|
if (tmthing->eflags & MFE_VERTICALFLIP
|
|
&& (tmthing->z + tmthing->height + tmthing->momz < thing->z
|
|
|| tmthing->z + tmthing->height + tmthing->momz >= thing->z + thing->height))
|
|
;
|
|
else if (!(tmthing->eflags & MFE_VERTICALFLIP)
|
|
&& (tmthing->z + tmthing->momz > thing->z + thing->height
|
|
|| tmthing->z + tmthing->momz <= thing->z))
|
|
;
|
|
else if (P_IsObjectOnGround(thing)
|
|
&& !P_IsObjectOnGround(tmthing) // Don't crush if the monitor is on the ground...
|
|
&& (tmthing->flags & MF_SOLID))
|
|
{
|
|
if (tmthing->flags & (MF_MONITOR|MF_PUSHABLE))
|
|
{
|
|
// Objects kill you if it falls from above.
|
|
if (thing != tmthing->target)
|
|
P_DamageMobj(thing, tmthing, tmthing->target, 1, DMG_CRUSHED);
|
|
|
|
tmthing->momz = -tmthing->momz/2; // Bounce, just for fun!
|
|
// The tmthing->target allows the pusher of the object
|
|
// to get the point if he topples it on an opponent.
|
|
}
|
|
}
|
|
|
|
if (tmthing->type == MT_FAN)
|
|
P_DoFan(tmthing, thing);
|
|
}
|
|
|
|
if (tmthing->player) // Is the moving/interacting object the player?
|
|
{
|
|
if (!tmthing->health)
|
|
return CHECKTHING_IGNORE;
|
|
|
|
if (thing->type == MT_FAN)
|
|
P_DoFan(thing, tmthing);
|
|
else if (thing->flags & MF_SPRING && tmthing->player->powers[pw_carry] != CR_MINECART)
|
|
{
|
|
if ( thing->z <= tmthing->z + tmthing->height
|
|
&& tmthing->z <= thing->z + thing->height)
|
|
if (P_DoSpring(thing, tmthing))
|
|
return CHECKTHING_DONE;
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
// Monitor?
|
|
else if (thing->flags & MF_MONITOR
|
|
&& !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2))
|
|
&& (!(thing->flags & MF_SOLID) || P_PlayerCanDamage(tmthing->player, thing)))
|
|
{
|
|
unsigned collide = CHECKTHING_NOCOLLIDE;
|
|
|
|
if (thing->z - thing->scale <= tmthing->z + tmthing->height
|
|
&& thing->z + thing->height + thing->scale >= tmthing->z)
|
|
{
|
|
player_t *player = tmthing->player;
|
|
// 0 = none, 1 = elemental pierce, 2 = bubble bounce
|
|
UINT8 elementalpierce = (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY)
|
|
? (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2)
|
|
: 0);
|
|
SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed.
|
|
fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;;
|
|
fixed_t *z = &tmthing->z; // aau.
|
|
// Going down? Then bounce back up.
|
|
if (P_DamageMobj(thing, tmthing, tmthing, 1, 0) // break the monitor
|
|
&& (flipval*(*momz) < 0) // monitor is on the floor and you're going down, or on the ceiling and you're going up
|
|
&& (elementalpierce != 1) && (!(player->powers[pw_strong] & STR_HEAVY))) // you're not piercing through the monitor...
|
|
{
|
|
fixed_t setmomz = -*momz; // Store this, momz get changed by P_DoJump within P_DoBubbleBounce
|
|
|
|
if (elementalpierce == 2) // Reset bubblewrap, part 1
|
|
P_DoBubbleBounce(player);
|
|
*momz = setmomz; // Therefore, you should be thrust in the opposite direction, vertically.
|
|
if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
|
|
P_TwinSpinRejuvenate(player, player->thokitem);
|
|
if (elementalpierce == 2) // Reset bubblewrap, part 2
|
|
{
|
|
boolean underwater = tmthing->eflags & MFE_UNDERWATER;
|
|
|
|
if (underwater)
|
|
*momz /= 2;
|
|
*momz -= (*momz/(underwater ? 8 : 4)); // Cap the height!
|
|
}
|
|
collide = CHECKTHING_COLLIDE;
|
|
}
|
|
if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough.
|
|
{
|
|
if (player->pflags & PF_BOUNCING)
|
|
P_DoAbilityBounce(player, false);
|
|
collide = CHECKTHING_DONE;
|
|
}
|
|
else
|
|
*z -= *momz; // to ensure proper collision.
|
|
}
|
|
|
|
return collide;
|
|
}
|
|
}
|
|
|
|
// not solid not blocked
|
|
unsigned collide = CHECKTHING_NOCOLLIDE;
|
|
|
|
if ((tmthing->flags & MF_SPRING || tmthing->type == MT_SPIKE || tmthing->type == MT_WALLSPIKE) && (thing->player))
|
|
; // springs and spikes should never be able to step up onto a player
|
|
// z checking at last
|
|
// Treat noclip things as non-solid!
|
|
else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID
|
|
&& (tmthing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID)
|
|
{
|
|
fixed_t topz, tmtopz;
|
|
|
|
if (tmthing->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
// pass under
|
|
tmtopz = tmthing->z;
|
|
|
|
if (tmtopz > thing->z + thing->height)
|
|
{
|
|
if (thing->z + thing->height > tmfloorz)
|
|
{
|
|
tmfloorz = thing->z + thing->height;
|
|
tmfloorrover = NULL;
|
|
tmfloorslope = NULL;
|
|
}
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
|
|
topz = thing->z - thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
|
|
|
|
// block only when jumping not high enough,
|
|
// (dont climb max. 24units while already in air)
|
|
// since return CHECKTHING_DONE doesn't handle momentum properly,
|
|
// we lie to P_TryMove() so it's always too high
|
|
if (tmthing->player && tmthing->z + tmthing->height > topz
|
|
&& tmthing->z + tmthing->height < tmthing->ceilingz)
|
|
{
|
|
if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->info->flags & MF_MONITOR)) // Gold monitor hack...
|
|
return CHECKTHING_DONE;
|
|
|
|
tmfloorz = tmceilingz = topz; // block while in air
|
|
tmceilingrover = NULL;
|
|
tmceilingslope = NULL;
|
|
tmfloorthing = thing; // needed for side collision
|
|
|
|
collide = CHECKTHING_COLLIDE;
|
|
}
|
|
else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height)
|
|
{
|
|
tmceilingz = topz;
|
|
tmceilingrover = NULL;
|
|
tmceilingslope = NULL;
|
|
tmfloorthing = thing; // thing we may stand on
|
|
|
|
collide = CHECKTHING_COLLIDE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// pass under
|
|
tmtopz = tmthing->z + tmthing->height;
|
|
|
|
if (tmtopz < thing->z)
|
|
{
|
|
if (thing->z < tmceilingz)
|
|
{
|
|
tmceilingz = thing->z;
|
|
tmceilingrover = NULL;
|
|
tmceilingslope = NULL;
|
|
}
|
|
return CHECKTHING_COLLIDE;
|
|
}
|
|
|
|
topz = thing->z + thing->height + thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
|
|
|
|
// block only when jumping not high enough,
|
|
// (dont climb max. 24units while already in air)
|
|
// since return CHECKTHING_DONE doesn't handle momentum properly,
|
|
// we lie to P_TryMove() so it's always too high
|
|
if (tmthing->player && tmthing->z < topz
|
|
&& tmthing->z > tmthing->floorz)
|
|
{
|
|
if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->info->flags & MF_MONITOR)) // Gold monitor hack...
|
|
return CHECKTHING_DONE;
|
|
|
|
tmfloorz = tmceilingz = topz; // block while in air
|
|
tmfloorrover = NULL;
|
|
tmfloorslope = NULL;
|
|
tmfloorthing = thing; // needed for side collision
|
|
|
|
collide = CHECKTHING_COLLIDE;
|
|
}
|
|
else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z)
|
|
{
|
|
tmfloorz = topz;
|
|
tmfloorrover = NULL;
|
|
tmfloorslope = NULL;
|
|
tmfloorthing = thing; // thing we may stand on
|
|
|
|
collide = CHECKTHING_COLLIDE;
|
|
}
|
|
}
|
|
}
|
|
|
|
return collide;
|
|
}
|
|
|
|
static boolean PIT_CheckThing(mobj_t *thing)
|
|
{
|
|
return PIT_DoCheckThing(thing) != CHECKTHING_DONE;
|
|
}
|
|
|
|
// PIT_CheckCameraLine
|
|
// Adjusts tmfloorz and tmceilingz as lines are contacted - FOR CAMERA ONLY
|
|
static boolean PIT_CheckCameraLine(line_t *ld)
|
|
{
|
|
if (ld->polyobj && !(ld->polyobj->flags & POF_SOLID))
|
|
return true;
|
|
|
|
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|
|
|| tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (P_BoxOnLineSide(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 lines that are only 8 pixels apart
|
|
// could be crossed in either order.
|
|
|
|
// this line is out of the if so upper and lower textures can be hit by a splat
|
|
blockingline = ld;
|
|
if (!ld->backsector) // one sided line
|
|
{
|
|
if (P_PointOnLineSide(mapcampointer->x, mapcampointer->y, ld))
|
|
return true; // don't hit the back side
|
|
return false;
|
|
}
|
|
|
|
// set openrange, opentop, openbottom
|
|
P_CameraLineOpening(ld);
|
|
|
|
// adjust floor / ceiling heights
|
|
if (opentop < tmceilingz)
|
|
{
|
|
tmceilingz = opentop;
|
|
ceilingline = ld;
|
|
}
|
|
|
|
if (openbottom > tmfloorz)
|
|
{
|
|
tmfloorz = openbottom;
|
|
}
|
|
|
|
if (highceiling > tmdrpoffceilz)
|
|
tmdrpoffceilz = highceiling;
|
|
|
|
if (lowfloor < tmdropoffz)
|
|
tmdropoffz = lowfloor;
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// PIT_CheckLine
|
|
// Adjusts tmfloorz and tmceilingz as lines are contacted
|
|
//
|
|
static boolean PIT_CheckLine(line_t *ld)
|
|
{
|
|
if (ld->polyobj && !(ld->polyobj->flags & POF_SOLID))
|
|
return true;
|
|
|
|
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|
|
|| tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
|
|
return true;
|
|
|
|
if (P_BoxOnLineSide(tmbbox, ld) != -1)
|
|
return true;
|
|
|
|
if (tmthing->flags & MF_PAPERCOLLISION) // Caution! Turning whilst up against a wall will get you stuck. You probably shouldn't give the player this flag.
|
|
{
|
|
fixed_t cosradius, sinradius;
|
|
cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT));
|
|
sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT));
|
|
if (P_PointOnLineSide(tmx - cosradius, tmy - sinradius, ld)
|
|
== P_PointOnLineSide(tmx + cosradius, tmy + sinradius, ld))
|
|
return true; // the line doesn't cross between collider's start or end
|
|
#ifdef PAPER_COLLISIONCORRECTION
|
|
{
|
|
fixed_t dist;
|
|
vertex_t result;
|
|
angle_t langle;
|
|
P_ClosestPointOnLine(tmx, tmy, ld, &result);
|
|
langle = R_PointToAngle2(ld->v1->x, ld->v1->y, ld->v2->x, ld->v2->y);
|
|
langle += ANGLE_90*(P_PointOnLineSide(tmx, tmy, ld) ? -1 : 1);
|
|
dist = abs(FixedMul(tmthing->radius, FINECOSINE((tmthing->angle - langle)>>ANGLETOFINESHIFT)));
|
|
cosradius = FixedMul(dist, FINECOSINE(langle>>ANGLETOFINESHIFT));
|
|
sinradius = FixedMul(dist, FINESINE(langle>>ANGLETOFINESHIFT));
|
|
tmthing->flags |= MF_NOCLIP;
|
|
P_MoveOrigin(tmthing, result.x + cosradius - tmthing->momx, result.y + sinradius - tmthing->momy, tmthing->z);
|
|
tmthing->flags &= ~MF_NOCLIP;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// 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 lines that are only 8 pixels apart
|
|
// could be crossed in either order.
|
|
|
|
// this line is out of the if so upper and lower textures can be hit by a splat
|
|
blockingline = ld;
|
|
|
|
{
|
|
UINT8 shouldCollide = LUA_HookMobjLineCollide(tmthing, blockingline); // checks hook for thing's type
|
|
if (P_MobjWasRemoved(tmthing))
|
|
return true; // one of them was removed???
|
|
if (shouldCollide == 1)
|
|
return false; // force collide
|
|
else if (shouldCollide == 2)
|
|
return true; // force no collide
|
|
}
|
|
|
|
if (!ld->backsector) // one sided line
|
|
{
|
|
if (P_PointOnLineSide(tmthing->x, tmthing->y, ld))
|
|
return true; // don't hit the back side
|
|
return false;
|
|
}
|
|
|
|
// missiles can cross uncrossable lines
|
|
if (!(tmthing->flags & MF_MISSILE))
|
|
{
|
|
if (ld->flags & ML_IMPASSIBLE) // block objects from moving through this linedef.
|
|
return false;
|
|
if ((tmthing->flags & (MF_ENEMY|MF_BOSS)) && ld->flags & ML_BLOCKMONSTERS)
|
|
return false; // block monsters only
|
|
}
|
|
|
|
// set openrange, opentop, openbottom
|
|
P_LineOpening(ld, tmthing);
|
|
|
|
// adjust floor / ceiling heights
|
|
if (opentop < tmceilingz)
|
|
{
|
|
tmceilingz = opentop;
|
|
ceilingline = ld;
|
|
tmceilingrover = openceilingrover;
|
|
tmceilingslope = opentopslope;
|
|
}
|
|
|
|
if (openbottom > tmfloorz)
|
|
{
|
|
tmfloorz = openbottom;
|
|
tmfloorrover = openfloorrover;
|
|
tmfloorslope = openbottomslope;
|
|
}
|
|
|
|
if (highceiling > tmdrpoffceilz)
|
|
tmdrpoffceilz = highceiling;
|
|
|
|
if (lowfloor < tmdropoffz)
|
|
tmdropoffz = lowfloor;
|
|
|
|
return true;
|
|
}
|
|
|
|
// =========================================================================
|
|
// MOVEMENT CLIPPING
|
|
// =========================================================================
|
|
boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
|
|
{
|
|
INT32 xl, xh, yl, yh, bx, by;
|
|
subsector_t *newsubsec;
|
|
boolean blockval = true;
|
|
|
|
ps_checkposition_calls.value.i++;
|
|
|
|
I_Assert(thing != NULL);
|
|
#ifdef PARANOIA
|
|
if (P_MobjWasRemoved(thing))
|
|
I_Error("Previously-removed Thing of type %u crashes P_CheckPosition!", thing->type);
|
|
#endif
|
|
|
|
P_SetTarget(&tmthing, thing);
|
|
tmflags = thing->flags;
|
|
|
|
tmx = x;
|
|
tmy = y;
|
|
|
|
tmbbox[BOXTOP] = y + tmthing->radius;
|
|
tmbbox[BOXBOTTOM] = y - tmthing->radius;
|
|
tmbbox[BOXRIGHT] = x + tmthing->radius;
|
|
tmbbox[BOXLEFT] = x - tmthing->radius;
|
|
|
|
newsubsec = R_PointInSubsector(x, y);
|
|
ceilingline = blockingline = NULL;
|
|
|
|
// The base floor / ceiling is from the subsector
|
|
// that contains the point.
|
|
// Any contacted lines the step closer together
|
|
// will adjust them.
|
|
tmfloorz = tmdropoffz = P_GetFloorZ(thing, newsubsec->sector, x, y, NULL); //newsubsec->sector->floorheight;
|
|
tmceilingz = P_GetCeilingZ(thing, newsubsec->sector, x, y, NULL); //newsubsec->sector->ceilingheight;
|
|
tmfloorrover = NULL;
|
|
tmceilingrover = NULL;
|
|
tmfloorslope = newsubsec->sector->f_slope;
|
|
tmceilingslope = newsubsec->sector->c_slope;
|
|
|
|
// Check list of fake floors and see if tmfloorz/tmceilingz need to be altered.
|
|
if (newsubsec->sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t delta1, delta2;
|
|
INT32 thingtop = thing->z + thing->height;
|
|
|
|
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
fixed_t topheight, bottomheight;
|
|
|
|
if (!(rover->fofflags & FOF_EXISTS))
|
|
continue;
|
|
|
|
topheight = P_GetFOFTopZ(thing, newsubsec->sector, rover, x, y, NULL);
|
|
bottomheight = P_GetFOFBottomZ(thing, newsubsec->sector, rover, x, y, NULL);
|
|
|
|
if ((rover->fofflags & (FOF_SWIMMABLE|FOF_GOOWATER)) == (FOF_SWIMMABLE|FOF_GOOWATER) && !(thing->flags & MF_NOGRAVITY))
|
|
{
|
|
// If you're inside goowater and slowing down
|
|
fixed_t sinklevel = FixedMul(thing->info->height/6, thing->scale);
|
|
fixed_t minspeed = FixedMul(thing->info->height/9, thing->scale);
|
|
if (thing->z < topheight && bottomheight < thingtop
|
|
&& abs(thing->momz) < minspeed)
|
|
{
|
|
// Oh no! The object is stick in between the surface of the goo and sinklevel! help them out!
|
|
if (!(thing->eflags & MFE_VERTICALFLIP) && thing->z > topheight - sinklevel
|
|
&& thing->momz >= 0 && thing->momz < (minspeed>>2))
|
|
thing->momz += minspeed>>2;
|
|
else if (thing->eflags & MFE_VERTICALFLIP && thingtop < bottomheight + sinklevel
|
|
&& thing->momz <= 0 && thing->momz > -(minspeed>>2))
|
|
thing->momz -= minspeed>>2;
|
|
|
|
// Land on the top or the bottom, depending on gravity flip.
|
|
if (!(thing->eflags & MFE_VERTICALFLIP) && thing->z >= topheight - sinklevel && thing->momz <= 0)
|
|
{
|
|
if (tmfloorz < topheight - sinklevel) {
|
|
tmfloorz = topheight - sinklevel;
|
|
tmfloorrover = rover;
|
|
tmfloorslope = *rover->t_slope;
|
|
}
|
|
}
|
|
else if (thing->eflags & MFE_VERTICALFLIP && thingtop <= bottomheight + sinklevel && thing->momz >= 0)
|
|
{
|
|
if (tmceilingz > bottomheight + sinklevel) {
|
|
tmceilingz = bottomheight + sinklevel;
|
|
tmceilingrover = rover;
|
|
tmceilingslope = *rover->b_slope;
|
|
}
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (thing->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(thing->player, rover)))
|
|
;
|
|
else if (thing->type == MT_SKIM && (rover->fofflags & FOF_SWIMMABLE))
|
|
;
|
|
else if (!((rover->fofflags & FOF_BLOCKPLAYER && thing->player)
|
|
|| (rover->fofflags & FOF_BLOCKOTHERS && !thing->player)
|
|
|| rover->fofflags & FOF_QUICKSAND))
|
|
continue;
|
|
|
|
if (rover->fofflags & FOF_QUICKSAND)
|
|
{
|
|
if (!(thing->eflags & MFE_VERTICALFLIP) && thing->z < topheight && bottomheight < thingtop)
|
|
{
|
|
if (tmfloorz < thing->z) {
|
|
tmfloorz = thing->z;
|
|
tmfloorrover = rover;
|
|
tmfloorslope = NULL;
|
|
}
|
|
}
|
|
else if (thing->eflags & MFE_VERTICALFLIP && thing->z < topheight && bottomheight < thingtop)
|
|
{
|
|
if (tmceilingz > thingtop) {
|
|
tmceilingz = thingtop;
|
|
tmceilingrover = rover;
|
|
tmceilingslope = NULL;
|
|
}
|
|
}
|
|
// Quicksand blocks never change heights otherwise.
|
|
continue;
|
|
}
|
|
|
|
delta1 = thing->z - (bottomheight
|
|
+ ((topheight - bottomheight)/2));
|
|
delta2 = thingtop - (bottomheight
|
|
+ ((topheight - bottomheight)/2));
|
|
|
|
if (topheight > tmfloorz && abs(delta1) < abs(delta2)
|
|
&& !(rover->fofflags & FOF_REVERSEPLATFORM))
|
|
{
|
|
tmfloorz = tmdropoffz = topheight;
|
|
tmfloorrover = rover;
|
|
tmfloorslope = *rover->t_slope;
|
|
}
|
|
if (bottomheight < tmceilingz && abs(delta1) >= abs(delta2)
|
|
&& !(rover->fofflags & FOF_PLATFORM)
|
|
&& !(thing->type == MT_SKIM && (rover->fofflags & FOF_SWIMMABLE)))
|
|
{
|
|
tmceilingz = tmdrpoffceilz = bottomheight;
|
|
tmceilingrover = rover;
|
|
tmceilingslope = *rover->b_slope;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
|
|
BMBOUNDFIX(xl, xh, yl, yh);
|
|
|
|
// Check polyobjects and see if tmfloorz/tmceilingz need to be altered
|
|
{
|
|
validcount++;
|
|
|
|
for (by = yl; by <= yh; by++)
|
|
for (bx = xl; bx <= xh; bx++)
|
|
{
|
|
INT32 offset;
|
|
polymaplink_t *plink; // haleyjd 02/22/06
|
|
|
|
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
|
|
continue;
|
|
|
|
offset = by*bmapwidth + bx;
|
|
|
|
// haleyjd 02/22/06: consider polyobject lines
|
|
plink = polyblocklinks[offset];
|
|
|
|
while (plink)
|
|
{
|
|
polyobj_t *po = plink->po;
|
|
|
|
if (po->validcount != validcount) // if polyobj hasn't been checked
|
|
{
|
|
sector_t *polysec;
|
|
fixed_t delta1, delta2, thingtop;
|
|
fixed_t polytop, polybottom;
|
|
|
|
po->validcount = validcount;
|
|
|
|
if (!P_BBoxInsidePolyobj(po, tmbbox)
|
|
|| !(po->flags & POF_SOLID))
|
|
{
|
|
plink = (polymaplink_t *)(plink->link.next);
|
|
continue;
|
|
}
|
|
|
|
// We're inside it! Yess...
|
|
polysec = po->lines[0]->backsector;
|
|
|
|
if (po->flags & POF_CLIPPLANES)
|
|
{
|
|
polytop = polysec->ceilingheight;
|
|
polybottom = polysec->floorheight;
|
|
}
|
|
else
|
|
{
|
|
polytop = INT32_MAX;
|
|
polybottom = INT32_MIN;
|
|
}
|
|
|
|
thingtop = thing->z + thing->height;
|
|
delta1 = thing->z - (polybottom + ((polytop - polybottom)/2));
|
|
delta2 = thingtop - (polybottom + ((polytop - polybottom)/2));
|
|
|
|
if (polytop > tmfloorz && abs(delta1) < abs(delta2)) {
|
|
tmfloorz = tmdropoffz = polytop;
|
|
tmfloorslope = NULL;
|
|
tmfloorrover = NULL;
|
|
}
|
|
|
|
if (polybottom < tmceilingz && abs(delta1) >= abs(delta2)) {
|
|
tmceilingz = tmdrpoffceilz = polybottom;
|
|
tmceilingslope = NULL;
|
|
tmceilingrover = NULL;
|
|
}
|
|
}
|
|
plink = (polymaplink_t *)(plink->link.next);
|
|
}
|
|
}
|
|
}
|
|
|
|
// tmfloorthing is set when tmfloorz comes from a thing's top
|
|
tmfloorthing = NULL;
|
|
tmhitthing = NULL;
|
|
|
|
validcount++;
|
|
|
|
if (tmflags & MF_NOCLIP)
|
|
return true;
|
|
|
|
// Check things first.
|
|
if (!(thing->flags & MF_NOCLIPTHING))
|
|
{
|
|
for (bx = xl; bx <= xh; bx++)
|
|
for (by = yl; by <= yh; by++)
|
|
{
|
|
if (!P_BlockThingsIterator(bx, by, PIT_CheckThing))
|
|
blockval = false;
|
|
else
|
|
tmhitthing = tmfloorthing;
|
|
if (P_MobjWasRemoved(tmthing))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
validcount++;
|
|
|
|
// check lines
|
|
for (bx = xl; bx <= xh; bx++)
|
|
for (by = yl; by <= yh; by++)
|
|
if (!P_BlockLinesIterator(bx, by, PIT_CheckLine))
|
|
blockval = false;
|
|
|
|
return blockval;
|
|
}
|
|
|
|
static const fixed_t hoopblockdist = 16*FRACUNIT + 8*FRACUNIT;
|
|
static const fixed_t hoophalfheight = (56*FRACUNIT)/2;
|
|
|
|
// P_CheckPosition optimized for the MT_HOOPCOLLIDE object. This needs to be as fast as possible!
|
|
void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius)
|
|
{
|
|
INT32 i;
|
|
|
|
(void)radius; //unused
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || !players[i].mo || players[i].spectator)
|
|
continue;
|
|
|
|
if (abs(players[i].mo->x - x) >= hoopblockdist ||
|
|
abs(players[i].mo->y - y) >= hoopblockdist ||
|
|
abs((players[i].mo->z+hoophalfheight) - z) >= hoopblockdist)
|
|
continue; // didn't hit it
|
|
|
|
// can remove thing
|
|
P_TouchSpecialThing(hoopthing, players[i].mo, false);
|
|
break;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//
|
|
// P_CheckCameraPosition
|
|
//
|
|
boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam)
|
|
{
|
|
INT32 xl, xh, yl, yh, bx, by;
|
|
subsector_t *newsubsec;
|
|
|
|
tmx = x;
|
|
tmy = y;
|
|
|
|
tmbbox[BOXTOP] = y + thiscam->radius;
|
|
tmbbox[BOXBOTTOM] = y - thiscam->radius;
|
|
tmbbox[BOXRIGHT] = x + thiscam->radius;
|
|
tmbbox[BOXLEFT] = x - thiscam->radius;
|
|
|
|
newsubsec = R_PointInSubsector(x, y);
|
|
ceilingline = blockingline = NULL;
|
|
|
|
mapcampointer = thiscam;
|
|
|
|
if (newsubsec->sector->flags & MSF_NOCLIPCAMERA)
|
|
{ // Camera noclip on entire sector.
|
|
tmfloorz = tmdropoffz = thiscam->z;
|
|
tmceilingz = tmdrpoffceilz = thiscam->z + thiscam->height;
|
|
return true;
|
|
}
|
|
|
|
// The base floor / ceiling is from the subsector
|
|
// that contains the point.
|
|
// Any contacted lines the step closer together
|
|
// will adjust them.
|
|
tmfloorz = tmdropoffz = P_CameraGetFloorZ(thiscam, newsubsec->sector, x, y, NULL);
|
|
|
|
tmceilingz = P_CameraGetCeilingZ(thiscam, newsubsec->sector, x, y, NULL);
|
|
|
|
// Cameras use the heightsec's heights rather then the actual sector heights.
|
|
// If you can see through it, why not move the camera through it too?
|
|
if (newsubsec->sector->heightsec >= 0)
|
|
{
|
|
tmfloorz = tmdropoffz = sectors[newsubsec->sector->heightsec].floorheight;
|
|
tmceilingz = tmdrpoffceilz = sectors[newsubsec->sector->heightsec].ceilingheight;
|
|
}
|
|
|
|
// Use preset camera clipping heights if set with Sector Special Parameters whose control sector has Camera Intangible special -Red
|
|
if (newsubsec->sector->camsec >= 0)
|
|
{
|
|
tmfloorz = tmdropoffz = sectors[newsubsec->sector->camsec].floorheight;
|
|
tmceilingz = tmdrpoffceilz = sectors[newsubsec->sector->camsec].ceilingheight;
|
|
}
|
|
|
|
// Check list of fake floors and see if tmfloorz/tmceilingz need to be altered.
|
|
if (newsubsec->sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t delta1, delta2;
|
|
INT32 thingtop = thiscam->z + thiscam->height;
|
|
|
|
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
fixed_t topheight, bottomheight;
|
|
if (!(rover->fofflags & FOF_BLOCKOTHERS) || !(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_RENDERALL) || (rover->master->frontsector->flags & MSF_NOCLIPCAMERA))
|
|
continue;
|
|
|
|
topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, x, y, NULL);
|
|
bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, x, y, NULL);
|
|
|
|
delta1 = thiscam->z - (bottomheight
|
|
+ ((topheight - bottomheight)/2));
|
|
delta2 = thingtop - (bottomheight
|
|
+ ((topheight - bottomheight)/2));
|
|
if (topheight > tmfloorz && abs(delta1) < abs(delta2))
|
|
{
|
|
tmfloorz = tmdropoffz = topheight;
|
|
}
|
|
if (bottomheight < tmceilingz && abs(delta1) >= abs(delta2))
|
|
{
|
|
tmceilingz = tmdrpoffceilz = bottomheight;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
|
|
BMBOUNDFIX(xl, xh, yl, yh);
|
|
|
|
// Check polyobjects and see if tmfloorz/tmceilingz need to be altered
|
|
{
|
|
validcount++;
|
|
|
|
for (by = yl; by <= yh; by++)
|
|
for (bx = xl; bx <= xh; bx++)
|
|
{
|
|
INT32 offset;
|
|
polymaplink_t *plink; // haleyjd 02/22/06
|
|
|
|
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
|
|
continue;
|
|
|
|
offset = by*bmapwidth + bx;
|
|
|
|
// haleyjd 02/22/06: consider polyobject lines
|
|
plink = polyblocklinks[offset];
|
|
|
|
while (plink)
|
|
{
|
|
polyobj_t *po = plink->po;
|
|
|
|
if (po->validcount != validcount) // if polyobj hasn't been checked
|
|
{
|
|
sector_t *polysec;
|
|
fixed_t delta1, delta2, thingtop;
|
|
fixed_t polytop, polybottom;
|
|
|
|
po->validcount = validcount;
|
|
|
|
if (!P_PointInsidePolyobj(po, x, y) || !(po->flags & POF_SOLID))
|
|
{
|
|
plink = (polymaplink_t *)(plink->link.next);
|
|
continue;
|
|
}
|
|
|
|
// We're inside it! Yess...
|
|
polysec = po->lines[0]->backsector;
|
|
|
|
if (polysec->flags & MSF_NOCLIPCAMERA)
|
|
{ // Camera noclip polyobj.
|
|
plink = (polymaplink_t *)(plink->link.next);
|
|
continue;
|
|
}
|
|
|
|
if (po->flags & POF_CLIPPLANES)
|
|
{
|
|
polytop = polysec->ceilingheight;
|
|
polybottom = polysec->floorheight;
|
|
}
|
|
else
|
|
{
|
|
polytop = INT32_MAX;
|
|
polybottom = INT32_MIN;
|
|
}
|
|
|
|
thingtop = thiscam->z + thiscam->height;
|
|
delta1 = thiscam->z - (polybottom + ((polytop - polybottom)/2));
|
|
delta2 = thingtop - (polybottom + ((polytop - polybottom)/2));
|
|
|
|
if (polytop > tmfloorz && abs(delta1) < abs(delta2))
|
|
tmfloorz = tmdropoffz = polytop;
|
|
|
|
if (polybottom < tmceilingz && abs(delta1) >= abs(delta2))
|
|
tmceilingz = tmdrpoffceilz = polybottom;
|
|
}
|
|
plink = (polymaplink_t *)(plink->link.next);
|
|
}
|
|
}
|
|
}
|
|
|
|
// check lines
|
|
for (bx = xl; bx <= xh; bx++)
|
|
for (by = yl; by <= yh; by++)
|
|
if (!P_BlockLinesIterator(bx, by, PIT_CheckCameraLine))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
// The highest the camera will "step up" onto another floor.
|
|
#define MAXCAMERASTEPMOVE MAXSTEPMOVE
|
|
|
|
//
|
|
// P_TryCameraMove
|
|
//
|
|
// Attempt to move the camera to a new position
|
|
//
|
|
// Return true if the move succeeded and no sliding should be done.
|
|
//
|
|
boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam)
|
|
{
|
|
subsector_t *s = R_PointInSubsector(x, y);
|
|
boolean itsatwodlevel = false;
|
|
|
|
floatok = false;
|
|
|
|
if (twodlevel
|
|
|| (thiscam == &camera && players[displayplayer].mo && (players[displayplayer].mo->flags2 & MF2_TWOD))
|
|
|| (thiscam == &camera2 && players[secondarydisplayplayer].mo && (players[secondarydisplayplayer].mo->flags2 & MF2_TWOD)))
|
|
itsatwodlevel = true;
|
|
|
|
if (!itsatwodlevel && players[displayplayer].mo)
|
|
{
|
|
fixed_t tryx = thiscam->x;
|
|
fixed_t tryy = thiscam->y;
|
|
|
|
if ((thiscam == &camera && (players[displayplayer].pflags & PF_NOCLIP || players[displayplayer].powers[pw_carry] == CR_NIGHTSMODE))
|
|
|| (thiscam == &camera2 && (players[secondarydisplayplayer].pflags & PF_NOCLIP || players[secondarydisplayplayer].powers[pw_carry] == CR_NIGHTSMODE)))
|
|
{ // Noclipping player camera noclips too!!
|
|
floatok = true;
|
|
thiscam->floorz = thiscam->z;
|
|
thiscam->ceilingz = thiscam->z + thiscam->height;
|
|
thiscam->x = x;
|
|
thiscam->y = y;
|
|
thiscam->subsector = s;
|
|
return true;
|
|
}
|
|
|
|
do {
|
|
if (x-tryx > MAXRADIUS)
|
|
tryx += MAXRADIUS;
|
|
else if (x-tryx < -MAXRADIUS)
|
|
tryx -= MAXRADIUS;
|
|
else
|
|
tryx = x;
|
|
if (y-tryy > MAXRADIUS)
|
|
tryy += MAXRADIUS;
|
|
else if (y-tryy < -MAXRADIUS)
|
|
tryy -= MAXRADIUS;
|
|
else
|
|
tryy = y;
|
|
|
|
if (!P_CheckCameraPosition(tryx, tryy, thiscam))
|
|
return false; // solid wall or thing
|
|
|
|
if (tmceilingz - tmfloorz < thiscam->height)
|
|
return false; // doesn't fit
|
|
|
|
floatok = true;
|
|
|
|
if (tmceilingz - thiscam->z < thiscam->height)
|
|
{
|
|
if (s == thiscam->subsector && tmceilingz >= thiscam->z)
|
|
{
|
|
floatok = true;
|
|
thiscam->floorz = tmfloorz;
|
|
thiscam->ceilingz = tmfloorz + thiscam->height;
|
|
thiscam->x = x;
|
|
thiscam->y = y;
|
|
thiscam->subsector = s;
|
|
return true;
|
|
}
|
|
else
|
|
return false; // mobj must lower itself to fit
|
|
}
|
|
|
|
if ((tmfloorz - thiscam->z > MAXCAMERASTEPMOVE))
|
|
return false; // too big a step up
|
|
} while(tryx != x || tryy != y);
|
|
}
|
|
else
|
|
{
|
|
tmfloorz = P_CameraGetFloorZ(thiscam, thiscam->subsector->sector, x, y, NULL);
|
|
tmceilingz = P_CameraGetCeilingZ(thiscam, thiscam->subsector->sector, x, y, NULL);
|
|
}
|
|
|
|
// the move is ok,
|
|
// so link the thing into its new position
|
|
|
|
thiscam->floorz = tmfloorz;
|
|
thiscam->ceilingz = tmceilingz;
|
|
thiscam->x = x;
|
|
thiscam->y = y;
|
|
thiscam->subsector = s;
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// PIT_PushableMoved
|
|
//
|
|
// Move things standing on top
|
|
// of pushable things being pushed.
|
|
//
|
|
static mobj_t *stand;
|
|
static fixed_t standx, standy;
|
|
|
|
boolean PIT_PushableMoved(mobj_t *thing)
|
|
{
|
|
fixed_t blockdist;
|
|
|
|
if (!(thing->flags & MF_SOLID)
|
|
|| (thing->flags & MF_NOGRAVITY))
|
|
return true; // Don't move something non-solid!
|
|
|
|
// Only pushables are supported... in 2.0. Now players can be moved too!
|
|
if (!(thing->flags & MF_PUSHABLE || thing->player))
|
|
return true;
|
|
|
|
if (thing == stand)
|
|
return true;
|
|
|
|
blockdist = stand->radius + thing->radius;
|
|
|
|
if (abs(thing->x - stand->x) >= blockdist || abs(thing->y - stand->y) >= blockdist)
|
|
return true; // didn't hit it
|
|
|
|
if ((!(stand->eflags & MFE_VERTICALFLIP) && thing->z != stand->z + stand->height + FixedMul(FRACUNIT, stand->scale))
|
|
|| ((stand->eflags & MFE_VERTICALFLIP) && thing->z + thing->height != stand->z - FixedMul(FRACUNIT, stand->scale)))
|
|
return true; // Not standing on top
|
|
|
|
if (!stand->momx && !stand->momy)
|
|
return true;
|
|
|
|
// Move this guy!
|
|
if (thing->player)
|
|
{
|
|
// Monster Iestyn - 29/11/13
|
|
// Ridiculous amount of newly declared stuff so players can't get stuck in walls AND so gargoyles don't break themselves at the same time either
|
|
// These are all non-static map variables that are changed for each and every single mobj
|
|
// See, changing player's momx/y would possibly trigger stuff as if the player were running somehow, so this must be done to keep the player standing
|
|
// All this so players can ride gargoyles!
|
|
boolean oldfltok = floatok;
|
|
fixed_t oldflrz = tmfloorz;
|
|
fixed_t oldceilz = tmceilingz;
|
|
mobj_t *oldflrthing = tmfloorthing;
|
|
mobj_t *oldthing = tmthing;
|
|
line_t *oldceilline = ceilingline;
|
|
line_t *oldblockline = blockingline;
|
|
ffloor_t *oldflrrover = tmfloorrover;
|
|
ffloor_t *oldceilrover = tmceilingrover;
|
|
pslope_t *oldfslope = tmfloorslope;
|
|
pslope_t *oldcslope = tmceilingslope;
|
|
|
|
// Move the player
|
|
P_TryMove(thing, thing->x+stand->momx, thing->y+stand->momy, true);
|
|
|
|
// Now restore EVERYTHING so the gargoyle doesn't keep the player's tmstuff and break
|
|
floatok = oldfltok;
|
|
tmfloorz = oldflrz;
|
|
tmceilingz = oldceilz;
|
|
tmfloorthing = oldflrthing;
|
|
P_SetTarget(&tmthing, oldthing);
|
|
ceilingline = oldceilline;
|
|
blockingline = oldblockline;
|
|
tmfloorrover = oldflrrover;
|
|
tmceilingrover = oldceilrover;
|
|
tmfloorslope = oldfslope;
|
|
tmceilingslope = oldcslope;
|
|
thing->momz = stand->momz;
|
|
}
|
|
else
|
|
{
|
|
thing->momx = stand->momx;
|
|
thing->momy = stand->momy;
|
|
thing->momz = stand->momz;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static boolean
|
|
increment_move
|
|
( mobj_t * thing,
|
|
fixed_t x,
|
|
fixed_t y,
|
|
boolean allowdropoff)
|
|
{
|
|
fixed_t tryx = thing->x;
|
|
fixed_t tryy = thing->y;
|
|
fixed_t radius = thing->radius;
|
|
fixed_t thingtop;
|
|
floatok = false;
|
|
|
|
// This makes sure that there are no freezes from computing extremely small movements.
|
|
// Originally was MAXRADIUS/2, but that can cause some bad inconsistencies for small players.
|
|
radius = max(radius, thing->scale);
|
|
|
|
// And we also have to prevent Big Large (tm) movements, as those can skip too far
|
|
// across slopes and cause us to fail step up checks on them when we otherwise shouldn't.
|
|
radius = min(radius, 16 * thing->scale);
|
|
|
|
// (This whole "step" system is flawed; it was OK before, but the addition of slopes has
|
|
// exposed the problems with doing it like this. The right thing to do would be to use
|
|
// raycasting for physics to fix colliding in weird order, double-checking collisions,
|
|
// randomly colliding with slopes instead of going up them, etc. I don't feel like porting
|
|
// that from RR, as its both a huge sweeping change and still incomplete at the time of
|
|
// writing. Clamping radius to make our steps more precise will work just fine as long
|
|
// as you keep all of your crazy intentions to poke any of the other deep-rooted movement
|
|
// code to yourself. -- Sal 6/5/2023)
|
|
|
|
do {
|
|
if (thing->flags & MF_NOCLIP) {
|
|
tryx = x;
|
|
tryy = y;
|
|
} else {
|
|
if (x-tryx > radius)
|
|
tryx += radius;
|
|
else if (x-tryx < -radius)
|
|
tryx -= radius;
|
|
else
|
|
tryx = x;
|
|
if (y-tryy > radius)
|
|
tryy += radius;
|
|
else if (y-tryy < -radius)
|
|
tryy -= radius;
|
|
else
|
|
tryy = y;
|
|
}
|
|
|
|
if (!P_CheckPosition(thing, tryx, tryy) || P_MobjWasRemoved(thing))
|
|
return false; // solid wall or thing
|
|
|
|
if (!(thing->flags & MF_NOCLIP))
|
|
{
|
|
//All things are affected by their scale.
|
|
fixed_t maxstep = FixedMul(MAXSTEPMOVE, thing->scale);
|
|
|
|
if (thing->player)
|
|
{
|
|
// If using SSF_DOUBLESTEPUP, double the maxstep.
|
|
if (P_PlayerTouchingSectorSpecialFlag(thing->player, SSF_DOUBLESTEPUP)
|
|
|| (R_PointInSubsector(x, y)->sector->specialflags & SSF_DOUBLESTEPUP))
|
|
maxstep <<= 1;
|
|
|
|
// If using SSF_NOSTEPDOWN, no maxstep.
|
|
if (P_PlayerTouchingSectorSpecialFlag(thing->player, SSF_NOSTEPDOWN)
|
|
|| (R_PointInSubsector(x, y)->sector->specialflags & SSF_NOSTEPDOWN))
|
|
maxstep = 0;
|
|
|
|
// Don't 'step up' while springing,
|
|
// Only step up "if needed".
|
|
if (thing->player->panim == PA_SPRING
|
|
&& P_MobjFlip(thing)*thing->momz > FixedMul(FRACUNIT, thing->scale))
|
|
maxstep = 0;
|
|
}
|
|
else if (thing->flags & MF_PUSHABLE)
|
|
{
|
|
// If using SSF_DOUBLESTEPUP, double the maxstep.
|
|
if (R_PointInSubsector(x, y)->sector->specialflags & SSF_DOUBLESTEPUP)
|
|
maxstep <<= 1;
|
|
|
|
// If using SSF_NOSTEPDOWN, no maxstep.
|
|
if (R_PointInSubsector(x, y)->sector->specialflags & SSF_NOSTEPDOWN)
|
|
maxstep = 0;
|
|
}
|
|
|
|
if (thing->type == MT_SKIM)
|
|
maxstep = 0;
|
|
|
|
if (tmceilingz - tmfloorz < thing->height
|
|
|| (thing->player
|
|
&& tmceilingz - tmfloorz < P_GetPlayerHeight(thing->player)
|
|
&& !P_PlayerCanEnterSpinGaps(thing->player)))
|
|
{
|
|
if (tmfloorthing)
|
|
tmhitthing = tmfloorthing;
|
|
return false; // doesn't fit
|
|
}
|
|
|
|
floatok = true;
|
|
|
|
thingtop = thing->z + thing->height;
|
|
|
|
// Step up
|
|
if (thing->z < tmfloorz)
|
|
{
|
|
if (maxstep > 0 && tmfloorz - thing->z <= maxstep)
|
|
{
|
|
thing->z = thing->floorz = tmfloorz;
|
|
thing->floorrover = tmfloorrover;
|
|
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
|
|
}
|
|
else
|
|
{
|
|
return false; // mobj must raise itself to fit
|
|
}
|
|
}
|
|
else if (tmceilingz < thingtop)
|
|
{
|
|
if (maxstep > 0 && thingtop - tmceilingz <= maxstep)
|
|
{
|
|
thing->z = ( thing->ceilingz = tmceilingz ) - thing->height;
|
|
thing->ceilingrover = tmceilingrover;
|
|
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
|
|
}
|
|
else
|
|
{
|
|
return false; // mobj must lower itself to fit
|
|
}
|
|
}
|
|
else if (maxstep > 0) // Step down
|
|
{
|
|
// If the floor difference is MAXSTEPMOVE or less, and the sector isn't Section1:14, ALWAYS
|
|
// step down! Formerly required a Section1:13 sector for the full MAXSTEPMOVE, but no more.
|
|
|
|
if (thingtop == thing->ceilingz && tmceilingz > thingtop && tmceilingz - thingtop <= maxstep)
|
|
{
|
|
thing->z = (thing->ceilingz = tmceilingz) - thing->height;
|
|
thing->ceilingrover = tmceilingrover;
|
|
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
|
|
}
|
|
else if (thing->z == thing->floorz && tmfloorz < thing->z && thing->z - tmfloorz <= maxstep)
|
|
{
|
|
thing->z = thing->floorz = tmfloorz;
|
|
thing->floorrover = tmfloorrover;
|
|
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
|
|
}
|
|
}
|
|
|
|
if (!allowdropoff && !(thing->flags & MF_FLOAT) && thing->type != MT_SKIM && !tmfloorthing)
|
|
{
|
|
if (thing->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (tmdrpoffceilz - tmceilingz > maxstep)
|
|
return false;
|
|
}
|
|
else if (tmfloorz - tmdropoffz > maxstep)
|
|
return false; // don't stand over a dropoff
|
|
}
|
|
}
|
|
} while (tryx != x || tryy != y);
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// P_CheckMove
|
|
// Check if a P_TryMove would be successful.
|
|
//
|
|
boolean P_CheckMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
|
|
{
|
|
boolean moveok;
|
|
mobj_t *hack = P_SpawnMobjFromMobj(thing, 0, 0, 0, MT_RAY);
|
|
if (P_MobjWasRemoved(hack))
|
|
return false;
|
|
|
|
hack->radius = thing->radius;
|
|
hack->height = thing->height;
|
|
|
|
moveok = increment_move(hack, x, y, allowdropoff);
|
|
P_RemoveMobj(hack);
|
|
|
|
return moveok;
|
|
}
|
|
|
|
//
|
|
// P_TryMove
|
|
// Attempt to move to a new position.
|
|
//
|
|
boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
|
|
{
|
|
fixed_t startingonground = P_IsObjectOnGround(thing);
|
|
|
|
// The move is ok!
|
|
if (!increment_move(thing, x, y, allowdropoff))
|
|
return false;
|
|
|
|
// If it's a pushable object, check if anything is
|
|
// standing on top and move it, too.
|
|
if (thing->flags & MF_PUSHABLE)
|
|
{
|
|
INT32 xl, xh, yl, yh;
|
|
|
|
yh = (unsigned)(thing->y + MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yl = (unsigned)(thing->y - MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT;
|
|
xh = (unsigned)(thing->x + MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xl = (unsigned)(thing->x - MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
|
|
|
|
BMBOUNDFIX(xl, xh, yl, yh);
|
|
|
|
stand = thing;
|
|
standx = x;
|
|
standy = y;
|
|
|
|
P_DoBlockThingsIterate(xl, yl, xh, yh, PIT_PushableMoved);
|
|
}
|
|
|
|
// Link the thing into its new position
|
|
P_UnsetThingPosition(thing);
|
|
|
|
thing->floorz = tmfloorz;
|
|
thing->ceilingz = tmceilingz;
|
|
thing->floorrover = tmfloorrover;
|
|
thing->ceilingrover = tmceilingrover;
|
|
|
|
if (!(thing->flags & MF_NOCLIPHEIGHT))
|
|
{
|
|
// Assign thing's standingslope if needed
|
|
if (thing->z <= tmfloorz && !(thing->eflags & MFE_VERTICALFLIP)) {
|
|
if (!startingonground && tmfloorslope)
|
|
P_HandleSlopeLanding(thing, tmfloorslope);
|
|
|
|
if (thing->momz <= 0)
|
|
{
|
|
thing->standingslope = tmfloorslope;
|
|
P_SetPitchRollFromSlope(thing, thing->standingslope);
|
|
|
|
if (thing->momz == 0 && thing->player && !startingonground)
|
|
P_PlayerHitFloor(thing->player, true);
|
|
}
|
|
}
|
|
else if (thing->z+thing->height >= tmceilingz && (thing->eflags & MFE_VERTICALFLIP)) {
|
|
if (!startingonground && tmceilingslope)
|
|
P_HandleSlopeLanding(thing, tmceilingslope);
|
|
|
|
if (thing->momz >= 0)
|
|
{
|
|
thing->standingslope = tmceilingslope;
|
|
P_SetPitchRollFromSlope(thing, thing->standingslope);
|
|
|
|
if (thing->momz == 0 && thing->player && !startingonground)
|
|
P_PlayerHitFloor(thing->player, true);
|
|
}
|
|
}
|
|
}
|
|
else // don't set standingslope if you're not going to clip against it
|
|
thing->standingslope = NULL;
|
|
|
|
thing->x = x;
|
|
thing->y = y;
|
|
|
|
if (tmfloorthing)
|
|
thing->eflags &= ~MFE_ONGROUND; // not on real floor
|
|
else
|
|
thing->eflags |= MFE_ONGROUND;
|
|
|
|
P_SetThingPosition(thing);
|
|
return true;
|
|
}
|
|
|
|
boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y)
|
|
{
|
|
fixed_t tryx, tryy;
|
|
I_Assert(!P_MobjWasRemoved(thing));
|
|
|
|
tryx = thing->x;
|
|
tryy = thing->y;
|
|
do {
|
|
if (x-tryx > MAXRADIUS)
|
|
tryx += MAXRADIUS;
|
|
else if (x-tryx < -MAXRADIUS)
|
|
tryx -= MAXRADIUS;
|
|
else
|
|
tryx = x;
|
|
if (y-tryy > MAXRADIUS)
|
|
tryy += MAXRADIUS;
|
|
else if (y-tryy < -MAXRADIUS)
|
|
tryy -= MAXRADIUS;
|
|
else
|
|
tryy = y;
|
|
|
|
if (!P_CheckPosition(thing, tryx, tryy) || P_MobjWasRemoved(thing))
|
|
return false; // solid wall or thing
|
|
|
|
if (!(thing->flags & MF_NOCLIP))
|
|
{
|
|
const fixed_t maxstep = MAXSTEPMOVE;
|
|
|
|
if (tmceilingz - tmfloorz < thing->height)
|
|
return false; // doesn't fit
|
|
|
|
if (tmceilingz - thing->z < thing->height)
|
|
return false; // mobj must lower itself to fit
|
|
|
|
if (tmfloorz - thing->z > maxstep)
|
|
return false; // too big a step up
|
|
}
|
|
} while(tryx != x || tryy != y);
|
|
|
|
// the move is ok,
|
|
// so link the thing into its new position
|
|
P_UnsetThingPosition(thing);
|
|
|
|
thing->floorz = tmfloorz;
|
|
thing->ceilingz = tmceilingz;
|
|
thing->floorrover = tmfloorrover;
|
|
thing->ceilingrover = tmceilingrover;
|
|
thing->x = x;
|
|
thing->y = y;
|
|
|
|
if (tmfloorthing)
|
|
thing->eflags &= ~MFE_ONGROUND; // not on real floor
|
|
else
|
|
thing->eflags |= MFE_ONGROUND;
|
|
|
|
P_SetThingPosition(thing);
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
static boolean P_ThingHeightClip(mobj_t *thing)
|
|
{
|
|
boolean floormoved;
|
|
fixed_t oldfloorz = thing->floorz, oldz = thing->z;
|
|
ffloor_t *oldfloorrover = thing->floorrover;
|
|
ffloor_t *oldceilingrover = thing->ceilingrover;
|
|
boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz);
|
|
ffloor_t *rover = NULL;
|
|
boolean bouncing;
|
|
boolean hitfloor = false;
|
|
|
|
if (thing->flags & MF_NOCLIPHEIGHT)
|
|
return true;
|
|
|
|
P_CheckPosition(thing, thing->x, thing->y);
|
|
|
|
if (P_MobjWasRemoved(thing))
|
|
return true;
|
|
|
|
floormoved = (thing->eflags & MFE_VERTICALFLIP && tmceilingz != thing->ceilingz)
|
|
|| (!(thing->eflags & MFE_VERTICALFLIP) && tmfloorz != thing->floorz);
|
|
|
|
thing->floorz = tmfloorz;
|
|
thing->ceilingz = tmceilingz;
|
|
thing->floorrover = tmfloorrover;
|
|
thing->ceilingrover = tmceilingrover;
|
|
|
|
// Ugly hack?!?! As long as just ceilingz is the lowest,
|
|
// you'll still get crushed, right?
|
|
if (tmfloorz > oldfloorz+thing->height)
|
|
return true;
|
|
|
|
bouncing = thing->player && thing->state-states == S_PLAY_BOUNCE_LANDING && P_IsObjectOnGround(thing);
|
|
|
|
if ((onfloor || bouncing) && !(thing->flags & MF_NOGRAVITY) && floormoved)
|
|
{
|
|
rover = (thing->eflags & MFE_VERTICALFLIP) ? oldceilingrover : oldfloorrover;
|
|
|
|
// Match the Thing's old floorz to an FOF and check for FOF_EXISTS
|
|
// If ~FOF_EXISTS, don't set mobj Z.
|
|
if (!rover || ((rover->fofflags & FOF_EXISTS) && (rover->fofflags & FOF_SOLID)))
|
|
{
|
|
hitfloor = bouncing;
|
|
if (!(thing->player) || !(thing->player->pflags & PF_JUMPED || bouncing))
|
|
{
|
|
if (thing->eflags & MFE_VERTICALFLIP)
|
|
thing->pmomz = thing->ceilingz - (thing->z + thing->height);
|
|
else
|
|
thing->pmomz = thing->floorz - thing->z;
|
|
thing->eflags |= MFE_APPLYPMOMZ;
|
|
}
|
|
|
|
if (thing->eflags & MFE_VERTICALFLIP)
|
|
thing->z = thing->ceilingz - thing->height;
|
|
else
|
|
thing->z = thing->floorz;
|
|
}
|
|
}
|
|
else if (!tmfloorthing)
|
|
{
|
|
// don't adjust a floating monster unless forced to
|
|
if (thing->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (!onfloor && thing->z < tmfloorz)
|
|
thing->z = thing->floorz;
|
|
}
|
|
else if (!onfloor && thing->z + thing->height > tmceilingz)
|
|
thing->z = thing->ceilingz - thing->height;
|
|
}
|
|
|
|
if ((P_MobjFlip(thing)*(thing->z - oldz) > 0 || hitfloor) && thing->player)
|
|
P_PlayerHitFloor(thing->player, !onfloor);
|
|
|
|
// debug: be sure it falls to the floor
|
|
thing->eflags &= ~MFE_ONGROUND;
|
|
|
|
if (thing->ceilingz - thing->floorz < thing->height && thing->z >= thing->floorz)
|
|
// BP: i know that this code cause many trouble but this also fixes
|
|
// a lot of problems, mainly this is implementation of the stepping
|
|
// for mobj (walk on solid corpse without jumping or fake 3d bridge)
|
|
// problem is imp into imp at map01 and monster going at top of others
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// SLIDE MOVE
|
|
// Allows the player to slide along any angled walls.
|
|
//
|
|
static fixed_t bestslidefrac, secondslidefrac;
|
|
static line_t *bestslideline;
|
|
static line_t *secondslideline;
|
|
static mobj_t *slidemo;
|
|
static fixed_t tmxmove, tmymove;
|
|
|
|
//
|
|
// P_HitCameraSlideLine
|
|
//
|
|
static void P_HitCameraSlideLine(line_t *ld, camera_t *thiscam)
|
|
{
|
|
INT32 side;
|
|
angle_t lineangle, moveangle, deltaangle;
|
|
fixed_t movelen, newlen;
|
|
|
|
if (ld->slopetype == ST_HORIZONTAL)
|
|
{
|
|
tmymove = 0;
|
|
return;
|
|
}
|
|
|
|
if (ld->slopetype == ST_VERTICAL)
|
|
{
|
|
tmxmove = 0;
|
|
return;
|
|
}
|
|
|
|
side = P_PointOnLineSide(thiscam->x, thiscam->y, ld);
|
|
lineangle = ld->angle;
|
|
|
|
if (side == 1)
|
|
lineangle += ANGLE_180;
|
|
|
|
moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove);
|
|
deltaangle = moveangle-lineangle;
|
|
|
|
if (deltaangle > ANGLE_180)
|
|
deltaangle += ANGLE_180;
|
|
|
|
lineangle >>= ANGLETOFINESHIFT;
|
|
deltaangle >>= ANGLETOFINESHIFT;
|
|
|
|
movelen = P_AproxDistance(tmxmove, tmymove);
|
|
newlen = FixedMul(movelen, FINECOSINE(deltaangle));
|
|
|
|
tmxmove = FixedMul(newlen, FINECOSINE(lineangle));
|
|
tmymove = FixedMul(newlen, FINESINE(lineangle));
|
|
}
|
|
|
|
//
|
|
// P_HitSlideLine
|
|
// Adjusts the xmove / ymove
|
|
// so that the next move will slide along the wall.
|
|
//
|
|
static void P_HitSlideLine(line_t *ld)
|
|
{
|
|
INT32 side;
|
|
angle_t lineangle, moveangle, deltaangle;
|
|
fixed_t movelen, newlen;
|
|
|
|
if (ld->slopetype == ST_HORIZONTAL)
|
|
{
|
|
tmymove = 0;
|
|
return;
|
|
}
|
|
|
|
if (ld->slopetype == ST_VERTICAL)
|
|
{
|
|
tmxmove = 0;
|
|
return;
|
|
}
|
|
|
|
side = P_PointOnLineSide(slidemo->x, slidemo->y, ld);
|
|
|
|
lineangle = ld->angle;
|
|
|
|
if (side == 1)
|
|
lineangle += ANGLE_180;
|
|
|
|
moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove);
|
|
deltaangle = moveangle-lineangle;
|
|
|
|
if (deltaangle > ANGLE_180)
|
|
deltaangle += ANGLE_180;
|
|
|
|
lineangle >>= ANGLETOFINESHIFT;
|
|
deltaangle >>= ANGLETOFINESHIFT;
|
|
|
|
movelen = R_PointToDist2(0, 0, tmxmove, tmymove);
|
|
newlen = FixedMul(movelen, FINECOSINE(deltaangle));
|
|
|
|
tmxmove = FixedMul(newlen, FINECOSINE(lineangle));
|
|
tmymove = FixedMul(newlen, FINESINE(lineangle));
|
|
}
|
|
|
|
//
|
|
// P_HitBounceLine
|
|
//
|
|
// Adjusts the xmove / ymove so that the next move will bounce off the wall.
|
|
//
|
|
static void P_HitBounceLine(line_t *ld)
|
|
{
|
|
angle_t lineangle, moveangle, deltaangle;
|
|
fixed_t movelen;
|
|
|
|
if (ld->slopetype == ST_HORIZONTAL)
|
|
{
|
|
tmymove = -tmymove;
|
|
return;
|
|
}
|
|
|
|
if (ld->slopetype == ST_VERTICAL)
|
|
{
|
|
tmxmove = -tmxmove;
|
|
return;
|
|
}
|
|
|
|
lineangle = ld->angle;
|
|
|
|
if (lineangle >= ANGLE_180)
|
|
lineangle -= ANGLE_180;
|
|
|
|
moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove);
|
|
deltaangle = moveangle + 2*(lineangle - moveangle);
|
|
|
|
lineangle >>= ANGLETOFINESHIFT;
|
|
deltaangle >>= ANGLETOFINESHIFT;
|
|
|
|
movelen = P_AproxDistance(tmxmove, tmymove);
|
|
|
|
tmxmove = FixedMul(movelen, FINECOSINE(deltaangle));
|
|
tmymove = FixedMul(movelen, FINESINE(deltaangle));
|
|
|
|
deltaangle = R_PointToAngle2(0, 0, tmxmove, tmymove);
|
|
}
|
|
|
|
//
|
|
// PTR_SlideCameraTraverse
|
|
//
|
|
static boolean PTR_SlideCameraTraverse(intercept_t *in)
|
|
{
|
|
line_t *li;
|
|
|
|
I_Assert(in->isaline);
|
|
|
|
li = in->d.line;
|
|
|
|
// one-sided linedef
|
|
if (!li->backsector)
|
|
{
|
|
if (P_PointOnLineSide(mapcampointer->x, mapcampointer->y, li))
|
|
return true; // don't hit the back side
|
|
goto isblocking;
|
|
}
|
|
|
|
// set openrange, opentop, openbottom
|
|
P_CameraLineOpening(li);
|
|
|
|
if (openrange < mapcampointer->height)
|
|
goto isblocking; // doesn't fit
|
|
|
|
if (opentop - mapcampointer->z < mapcampointer->height)
|
|
goto isblocking; // mobj is too high
|
|
|
|
if (openbottom - mapcampointer->z > 0) // We don't want to make the camera step up.
|
|
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 < bestslidefrac)
|
|
{
|
|
secondslidefrac = bestslidefrac;
|
|
secondslideline = bestslideline;
|
|
bestslidefrac = in->frac;
|
|
bestslideline = li;
|
|
}
|
|
}
|
|
|
|
return false; // stop
|
|
}
|
|
|
|
//
|
|
// P_IsClimbingValid
|
|
//
|
|
// Unlike P_DoClimbing, don't use when up against a one-sided linedef.
|
|
//
|
|
static boolean P_IsClimbingValid(player_t *player, angle_t angle)
|
|
{
|
|
fixed_t platx, platy;
|
|
sector_t *glidesector;
|
|
fixed_t floorz, ceilingz;
|
|
mobj_t *mo = player->mo;
|
|
ffloor_t *rover;
|
|
|
|
platx = P_ReturnThrustX(mo, angle, mo->radius + FixedMul(8*FRACUNIT, mo->scale));
|
|
platy = P_ReturnThrustY(mo, angle, mo->radius + FixedMul(8*FRACUNIT, mo->scale));
|
|
|
|
glidesector = R_PointInSubsector(mo->x + platx, mo->y + platy)->sector;
|
|
|
|
floorz = P_GetSectorFloorZAt (glidesector, mo->x, mo->y);
|
|
ceilingz = P_GetSectorCeilingZAt(glidesector, mo->x, mo->y);
|
|
|
|
if (glidesector != mo->subsector->sector)
|
|
{
|
|
boolean floorclimb = false;
|
|
fixed_t topheight, bottomheight;
|
|
|
|
for (rover = glidesector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_BLOCKPLAYER))
|
|
continue;
|
|
|
|
topheight = P_GetFFloorTopZAt (rover, mo->x, mo->y);
|
|
bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y);
|
|
|
|
floorclimb = true;
|
|
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if ((topheight < mo->z + mo->height) && ((mo->z + mo->height + mo->momz) < topheight))
|
|
floorclimb = true;
|
|
if (topheight < mo->z) // Waaaay below the ledge.
|
|
floorclimb = false;
|
|
if (bottomheight > mo->z + mo->height - FixedMul(16*FRACUNIT,mo->scale))
|
|
floorclimb = false;
|
|
}
|
|
else
|
|
{
|
|
if ((bottomheight > mo->z) && ((mo->z - mo->momz) > bottomheight))
|
|
floorclimb = true;
|
|
if (bottomheight > mo->z + mo->height) // Waaaay below the ledge.
|
|
floorclimb = false;
|
|
if (topheight < mo->z + FixedMul(16*FRACUNIT,mo->scale))
|
|
floorclimb = false;
|
|
}
|
|
|
|
if (floorclimb)
|
|
break;
|
|
}
|
|
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if ((floorz <= mo->z + mo->height)
|
|
&& ((mo->z + mo->height - mo->momz) <= floorz))
|
|
floorclimb = true;
|
|
|
|
if ((floorz > mo->z)
|
|
&& glidesector->floorpic == skyflatnum)
|
|
return false;
|
|
|
|
if ((mo->z + mo->height - FixedMul(16*FRACUNIT,mo->scale) > ceilingz)
|
|
|| (mo->z + mo->height <= floorz))
|
|
floorclimb = true;
|
|
}
|
|
else
|
|
{
|
|
if ((ceilingz >= mo->z)
|
|
&& ((mo->z - mo->momz) >= ceilingz))
|
|
floorclimb = true;
|
|
|
|
if ((ceilingz < mo->z+mo->height)
|
|
&& glidesector->ceilingpic == skyflatnum)
|
|
return false;
|
|
|
|
if ((mo->z + FixedMul(16*FRACUNIT,mo->scale) < floorz)
|
|
|| (mo->z >= ceilingz))
|
|
floorclimb = true;
|
|
}
|
|
|
|
if (!floorclimb)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// P_LineIsBlocking
|
|
//
|
|
// Determines if line would block mo's movement
|
|
//
|
|
boolean P_LineIsBlocking(mobj_t *mo, line_t *li)
|
|
{
|
|
// one-sided linedefs are always solid to sliding movement.
|
|
if (!li->backsector)
|
|
return !P_PointOnLineSide(mo->x, mo->y, li);
|
|
|
|
if (!(mo->flags & MF_MISSILE))
|
|
{
|
|
if (li->flags & ML_IMPASSIBLE)
|
|
return true;
|
|
|
|
if ((mo->flags & (MF_ENEMY|MF_BOSS)) && li->flags & ML_BLOCKMONSTERS)
|
|
return true;
|
|
}
|
|
|
|
// set openrange, opentop, openbottom
|
|
P_LineOpening(li, mo);
|
|
|
|
if (openrange < mo->height)
|
|
return true; // doesn't fit
|
|
|
|
if (opentop - mo->z < mo->height)
|
|
return true; // mobj is too high
|
|
|
|
if (openbottom - mo->z > FixedMul(MAXSTEPMOVE, mo->scale))
|
|
return true; // too big a step up
|
|
|
|
if (mo->player
|
|
&& openrange < P_GetPlayerHeight(mo->player)
|
|
&& !P_PlayerCanEnterSpinGaps(mo->player))
|
|
return true; // nonspin character should not take this path
|
|
|
|
return false;
|
|
}
|
|
|
|
static void PTR_GlideClimbTraverse(line_t *li)
|
|
{
|
|
line_t *checkline = li;
|
|
ffloor_t *rover;
|
|
fixed_t topheight, bottomheight;
|
|
boolean fofline = false;
|
|
sector_t *checksector = (li->backsector && !P_PointOnLineSide(slidemo->x, slidemo->y, li)) ? li->backsector : li->frontsector;
|
|
|
|
if (checksector->ffloors)
|
|
{
|
|
for (rover = checksector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_BLOCKPLAYER) || ((rover->fofflags & FOF_BUSTUP) && (slidemo->player->charflags & SF_CANBUSTWALLS)))
|
|
continue;
|
|
|
|
topheight = P_GetFFloorTopZAt (rover, slidemo->x, slidemo->y);
|
|
bottomheight = P_GetFFloorBottomZAt(rover, slidemo->x, slidemo->y);
|
|
|
|
if (topheight < slidemo->z)
|
|
continue;
|
|
|
|
if (bottomheight > slidemo->z + slidemo->height)
|
|
continue;
|
|
|
|
// Got this far, so I guess it's climbable. // TODO: Climbing check, also, better method to do this?
|
|
if (rover->master->flags & ML_TFERLINE)
|
|
{
|
|
size_t linenum = li-checksector->lines[0];
|
|
checkline = rover->master->frontsector->lines[0] + linenum;
|
|
fofline = true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// see about climbing on the wall
|
|
if (!(checkline->flags & ML_NOCLIMB) && checkline->special != SPECIAL_HORIZON_LINE)
|
|
{
|
|
boolean canclimb;
|
|
angle_t climbangle, climbline;
|
|
INT32 whichside = P_PointOnLineSide(slidemo->x, slidemo->y, li);
|
|
|
|
climbangle = climbline = R_PointToAngle2(li->v1->x, li->v1->y, li->v2->x, li->v2->y);
|
|
|
|
if (whichside) // on second side?
|
|
climbline += ANGLE_180;
|
|
|
|
climbangle += (ANGLE_90 * (whichside ? -1 : 1));
|
|
|
|
canclimb = (li->backsector ? P_IsClimbingValid(slidemo->player, climbangle) : true);
|
|
|
|
if (((!slidemo->player->climbing && abs((signed)(slidemo->angle - ANGLE_90 - climbline)) < ANGLE_45)
|
|
|| (slidemo->player->climbing == 1 && abs((signed)(slidemo->angle - climbline)) < ANGLE_135))
|
|
&& canclimb)
|
|
{
|
|
slidemo->angle = climbangle;
|
|
/*if (!demoplayback || P_ControlStyle(slidemo->player) == CS_LMAOGALOG)
|
|
P_SetPlayerAngle(slidemo->player, slidemo->angle);*/
|
|
|
|
if (!slidemo->player->climbing)
|
|
{
|
|
S_StartSound(slidemo, sfx_s3k4a);
|
|
slidemo->player->climbing = 5;
|
|
if (slidemo->player->powers[pw_super])
|
|
{
|
|
P_Earthquake(slidemo, slidemo, 256*FRACUNIT);
|
|
S_StartSound(slidemo, sfx_s3k49);
|
|
}
|
|
}
|
|
|
|
slidemo->player->pflags &= ~(PF_GLIDING|PF_SPINNING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED);
|
|
slidemo->player->glidetime = 0;
|
|
slidemo->player->secondjump = 0;
|
|
|
|
if (slidemo->player->climbing > 1)
|
|
slidemo->momz = slidemo->momx = slidemo->momy = 0;
|
|
|
|
if (fofline)
|
|
whichside = 0;
|
|
|
|
// Even if you attach to the second side of a linedef, we want to know the last hit.
|
|
slidemo->player->lastsidehit = checkline->sidenum[whichside];
|
|
slidemo->player->lastlinehit = (INT16)(checkline - lines);
|
|
|
|
P_Thrust(slidemo, slidemo->angle, FixedMul(5*FRACUNIT, slidemo->scale));
|
|
}
|
|
}
|
|
}
|
|
|
|
static boolean PTR_SlideTraverse(intercept_t *in)
|
|
{
|
|
line_t *li;
|
|
|
|
I_Assert(in->isaline);
|
|
|
|
li = in->d.line;
|
|
|
|
if (!P_LineIsBlocking(slidemo, li))
|
|
return true;
|
|
|
|
// the line blocks movement,
|
|
// see if it is closer than best so far
|
|
if (li->polyobj && slidemo->player)
|
|
{
|
|
if ((li->polyobj->lines[0]->backsector->flags & MSF_TRIGGERSPECIAL_TOUCH) && !(li->polyobj->flags & POF_NOSPECIALS))
|
|
P_ProcessSpecialSector(slidemo->player, slidemo->subsector->sector, li->polyobj->lines[0]->backsector);
|
|
}
|
|
|
|
if (slidemo->player)
|
|
{
|
|
if (slidemo->player->charability == CA_GLIDEANDCLIMB
|
|
&& (slidemo->player->pflags & PF_GLIDING || slidemo->player->climbing))
|
|
PTR_GlideClimbTraverse(li);
|
|
else
|
|
{
|
|
slidemo->player->lastsidehit = li->sidenum[P_PointOnLineSide(slidemo->x, slidemo->y, li)];
|
|
slidemo->player->lastlinehit = (INT16)(li - lines);
|
|
}
|
|
}
|
|
|
|
if (in->frac < bestslidefrac && (!slidemo->player || !slidemo->player->climbing))
|
|
{
|
|
secondslidefrac = bestslidefrac;
|
|
secondslideline = bestslideline;
|
|
bestslidefrac = in->frac;
|
|
bestslideline = li;
|
|
}
|
|
|
|
return false; // stop
|
|
}
|
|
|
|
//
|
|
// P_SlideCameraMove
|
|
//
|
|
// Tries to slide the camera along a wall.
|
|
//
|
|
void P_SlideCameraMove(camera_t *thiscam)
|
|
{
|
|
fixed_t leadx, leady, trailx, traily, newx, newy;
|
|
INT32 hitcount = 0;
|
|
INT32 retval = 0;
|
|
|
|
bestslideline = NULL;
|
|
|
|
retry:
|
|
if (++hitcount == 3)
|
|
goto stairstep; // don't loop forever
|
|
|
|
// trace along the three leading corners
|
|
if (thiscam->momx > 0)
|
|
{
|
|
leadx = thiscam->x + thiscam->radius;
|
|
trailx = thiscam->x - thiscam->radius;
|
|
}
|
|
else
|
|
{
|
|
leadx = thiscam->x - thiscam->radius;
|
|
trailx = thiscam->x + thiscam->radius;
|
|
}
|
|
|
|
if (thiscam->momy > 0)
|
|
{
|
|
leady = thiscam->y + thiscam->radius;
|
|
traily = thiscam->y - thiscam->radius;
|
|
}
|
|
else
|
|
{
|
|
leady = thiscam->y - thiscam->radius;
|
|
traily = thiscam->y + thiscam->radius;
|
|
}
|
|
|
|
bestslidefrac = FRACUNIT+1;
|
|
|
|
mapcampointer = thiscam;
|
|
|
|
P_PathTraverse(leadx, leady, leadx + thiscam->momx, leady + thiscam->momy,
|
|
PT_ADDLINES, PTR_SlideCameraTraverse);
|
|
P_PathTraverse(trailx, leady, trailx + thiscam->momx, leady + thiscam->momy,
|
|
PT_ADDLINES, PTR_SlideCameraTraverse);
|
|
P_PathTraverse(leadx, traily, leadx + thiscam->momx, traily + thiscam->momy,
|
|
PT_ADDLINES, PTR_SlideCameraTraverse);
|
|
|
|
// move up to the wall
|
|
if (bestslidefrac == FRACUNIT+1)
|
|
{
|
|
retval = P_TryCameraMove(thiscam->x, thiscam->y + thiscam->momy, thiscam);
|
|
// the move must have hit the middle, so stairstep
|
|
stairstep:
|
|
if (!retval) // Allow things to drop off.
|
|
P_TryCameraMove(thiscam->x + thiscam->momx, thiscam->y, thiscam);
|
|
return;
|
|
}
|
|
|
|
// fudge a bit to make sure it doesn't hit
|
|
bestslidefrac -= 0x800;
|
|
if (bestslidefrac > 0)
|
|
{
|
|
newx = FixedMul(thiscam->momx, bestslidefrac);
|
|
newy = FixedMul(thiscam->momy, bestslidefrac);
|
|
|
|
retval = P_TryCameraMove(thiscam->x + newx, thiscam->y + newy, thiscam);
|
|
|
|
if (!retval)
|
|
goto stairstep;
|
|
}
|
|
|
|
// Now continue along the wall.
|
|
// First calculate remainder.
|
|
bestslidefrac = FRACUNIT - (bestslidefrac+0x800);
|
|
|
|
if (bestslidefrac > FRACUNIT)
|
|
bestslidefrac = FRACUNIT;
|
|
|
|
if (bestslidefrac <= 0)
|
|
return;
|
|
|
|
tmxmove = FixedMul(thiscam->momx, bestslidefrac);
|
|
tmymove = FixedMul(thiscam->momy, bestslidefrac);
|
|
|
|
P_HitCameraSlideLine(bestslideline, thiscam); // clip the moves
|
|
|
|
thiscam->momx = tmxmove;
|
|
thiscam->momy = tmymove;
|
|
|
|
retval = P_TryCameraMove(thiscam->x + tmxmove, thiscam->y + tmymove, thiscam);
|
|
|
|
if (!retval)
|
|
goto retry;
|
|
}
|
|
|
|
static void P_CheckLavaWall(mobj_t *mo, sector_t *sec)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t topheight, bottomheight;
|
|
|
|
for (rover = sec->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->fofflags & FOF_EXISTS))
|
|
continue;
|
|
|
|
if (!(rover->fofflags & FOF_SWIMMABLE))
|
|
continue;
|
|
|
|
if (rover->master->frontsector->damagetype != SD_LAVA)
|
|
continue;
|
|
|
|
topheight = P_GetFFloorTopZAt(rover, mo->x, mo->y);
|
|
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (topheight < mo->z - mo->height)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (topheight < mo->z)
|
|
continue;
|
|
}
|
|
|
|
bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y);
|
|
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (bottomheight > mo->z)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (bottomheight > mo->z + mo->height)
|
|
continue;
|
|
}
|
|
|
|
P_DamageMobj(mo, NULL, NULL, 1, DMG_FIRE);
|
|
return;
|
|
}
|
|
}
|
|
|
|
static inline void P_StairStepSlideMove(mobj_t *mo)
|
|
{
|
|
if (!P_TryMove(mo, mo->x, mo->y + mo->momy, true) && !P_MobjWasRemoved(mo)) //Allow things to drop off.
|
|
P_TryMove(mo, mo->x + mo->momx, mo->y, true);
|
|
}
|
|
|
|
//
|
|
// 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, leady, trailx, traily, newx, newy;
|
|
INT16 hitcount = 0;
|
|
boolean success = false;
|
|
|
|
boolean papercol = false;
|
|
vertex_t v1, v2; // fake vertexes
|
|
static line_t junk; // fake linedef
|
|
|
|
memset(&junk, 0x00, sizeof(junk));
|
|
|
|
I_Assert(!P_MobjWasRemoved(mo));
|
|
|
|
if (tmhitthing && mo->z + mo->height > tmhitthing->z && mo->z < tmhitthing->z + tmhitthing->height)
|
|
{
|
|
// Don't mess with your momentum if it's a pushable object. Pushables do their own crazy things already.
|
|
if (tmhitthing->flags & MF_PUSHABLE)
|
|
return;
|
|
|
|
if (tmhitthing->flags & MF_PAPERCOLLISION)
|
|
{
|
|
fixed_t cosradius, sinradius, num, den;
|
|
|
|
// 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;
|
|
}
|
|
|
|
papercol = true;
|
|
slidemo = mo;
|
|
bestslideline = &junk;
|
|
|
|
cosradius = FixedMul(tmhitthing->radius, FINECOSINE(tmhitthing->angle>>ANGLETOFINESHIFT));
|
|
sinradius = FixedMul(tmhitthing->radius, FINESINE(tmhitthing->angle>>ANGLETOFINESHIFT));
|
|
|
|
v1.x = tmhitthing->x - cosradius;
|
|
v1.y = tmhitthing->y - sinradius;
|
|
v2.x = tmhitthing->x + cosradius;
|
|
v2.y = tmhitthing->y + sinradius;
|
|
|
|
// Can we box collision our way into smooth movement..?
|
|
if (sinradius && mo->y + mo->radius <= min(v1.y, v2.y))
|
|
{
|
|
mo->momy = 0;
|
|
P_TryMove(mo, mo->x + mo->momx, min(v1.y, v2.y) - mo->radius, true);
|
|
return;
|
|
}
|
|
else if (sinradius && mo->y - mo->radius >= max(v1.y, v2.y))
|
|
{
|
|
mo->momy = 0;
|
|
P_TryMove(mo, mo->x + mo->momx, max(v1.y, v2.y) + mo->radius, true);
|
|
return;
|
|
}
|
|
else if (cosradius && mo->x + mo->radius <= min(v1.x, v2.x))
|
|
{
|
|
mo->momx = 0;
|
|
P_TryMove(mo, min(v1.x, v2.x) - mo->radius, mo->y + mo->momy, true);
|
|
return;
|
|
}
|
|
else if (cosradius && mo->x - mo->radius >= max(v1.x, v2.x))
|
|
{
|
|
mo->momx = 0;
|
|
P_TryMove(mo, max(v1.x, v2.x) + mo->radius, mo->y + mo->momy, true);
|
|
return;
|
|
}
|
|
|
|
// nope, gotta fuck around with a fake linedef!
|
|
junk.v1 = &v1;
|
|
junk.v2 = &v2;
|
|
junk.dx = 2*cosradius; // v2.x - v1.x;
|
|
junk.dy = 2*sinradius; // v2.y - v1.y;
|
|
|
|
junk.slopetype = !cosradius ? ST_VERTICAL : !sinradius ? ST_HORIZONTAL :
|
|
((sinradius > 0) == (cosradius > 0)) ? ST_POSITIVE : ST_NEGATIVE;
|
|
|
|
bestslidefrac = FRACUNIT+1;
|
|
|
|
den = FixedMul(junk.dy>>8, mo->momx) - FixedMul(junk.dx>>8, mo->momy);
|
|
|
|
if (!den)
|
|
bestslidefrac = 0;
|
|
else
|
|
{
|
|
fixed_t frac;
|
|
#define P_PaperTraverse(startx, starty) \
|
|
num = FixedMul((v1.x - leadx)>>8, junk.dy) + FixedMul((leady - v1.y)>>8, junk.dx); \
|
|
frac = FixedDiv(num, den); \
|
|
if (frac < bestslidefrac) \
|
|
bestslidefrac = frac
|
|
P_PaperTraverse(leadx, leady);
|
|
P_PaperTraverse(trailx, leady);
|
|
P_PaperTraverse(leadx, traily);
|
|
#undef dowork
|
|
}
|
|
|
|
goto papercollision;
|
|
}
|
|
|
|
// Thankfully box collisions are a lot simpler than arbitrary lines. There's only four possible cases.
|
|
if (mo->y + mo->radius <= tmhitthing->y - tmhitthing->radius)
|
|
{
|
|
mo->momy = 0;
|
|
P_TryMove(mo, mo->x + mo->momx, tmhitthing->y - tmhitthing->radius - mo->radius, true);
|
|
}
|
|
else if (mo->y - mo->radius >= tmhitthing->y + tmhitthing->radius)
|
|
{
|
|
mo->momy = 0;
|
|
P_TryMove(mo, mo->x + mo->momx, tmhitthing->y + tmhitthing->radius + mo->radius, true);
|
|
}
|
|
else if (mo->x + mo->radius <= tmhitthing->x - tmhitthing->radius)
|
|
{
|
|
mo->momx = 0;
|
|
P_TryMove(mo, tmhitthing->x - tmhitthing->radius - mo->radius, mo->y + mo->momy, true);
|
|
}
|
|
else if (mo->x - mo->radius >= tmhitthing->x + tmhitthing->radius)
|
|
{
|
|
mo->momx = 0;
|
|
P_TryMove(mo, tmhitthing->x + tmhitthing->radius + mo->radius, mo->y + mo->momy, true);
|
|
}
|
|
else
|
|
mo->momx = mo->momy = 0;
|
|
return;
|
|
}
|
|
|
|
slidemo = mo;
|
|
bestslideline = NULL;
|
|
|
|
retry:
|
|
if ((++hitcount == 3) || papercol)
|
|
{
|
|
P_StairStepSlideMove(mo);
|
|
return;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
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);
|
|
|
|
if (bestslideline && mo->player && bestslideline->sidenum[1] != NO_SIDEDEF)
|
|
{
|
|
sector_t *sec = P_PointOnLineSide(mo->x, mo->y, bestslideline) ? bestslideline->frontsector : bestslideline->backsector;
|
|
P_CheckLavaWall(mo, sec);
|
|
}
|
|
|
|
// Some walls are bouncy even if you're not
|
|
if (bestslideline && bestslideline->flags & ML_BOUNCY)
|
|
{
|
|
P_BounceMove(mo);
|
|
return;
|
|
}
|
|
|
|
papercollision:
|
|
// move up to the wall
|
|
if (bestslidefrac == FRACUNIT+1)
|
|
{
|
|
// the move must have hit the middle, so stairstep
|
|
P_StairStepSlideMove(mo);
|
|
return;
|
|
}
|
|
|
|
// fudge a bit to make sure it doesn't hit
|
|
bestslidefrac -= 0x800;
|
|
if (bestslidefrac > 0)
|
|
{
|
|
newx = FixedMul(mo->momx, bestslidefrac);
|
|
newy = FixedMul(mo->momy, bestslidefrac);
|
|
|
|
if (!P_TryMove(mo, mo->x + newx, mo->y + newy, true))
|
|
{
|
|
if (!P_MobjWasRemoved(mo))
|
|
P_StairStepSlideMove(mo);
|
|
return;
|
|
}
|
|
if (P_MobjWasRemoved(mo))
|
|
return;
|
|
}
|
|
|
|
// Now continue along the wall.
|
|
// First calculate remainder.
|
|
bestslidefrac = FRACUNIT - (bestslidefrac+0x800);
|
|
|
|
if (bestslidefrac > FRACUNIT)
|
|
bestslidefrac = FRACUNIT;
|
|
|
|
if (bestslidefrac <= 0)
|
|
return;
|
|
|
|
tmxmove = FixedMul(mo->momx, bestslidefrac);
|
|
tmymove = FixedMul(mo->momy, bestslidefrac);
|
|
|
|
P_HitSlideLine(bestslideline); // clip the moves
|
|
|
|
if ((twodlevel || (mo->flags2 & MF2_TWOD)) && mo->player)
|
|
{
|
|
mo->momx = tmxmove;
|
|
tmymove = 0;
|
|
}
|
|
else
|
|
{
|
|
mo->momx = tmxmove;
|
|
mo->momy = tmymove;
|
|
}
|
|
|
|
do {
|
|
if (tmxmove > mo->radius) {
|
|
newx = mo->x + mo->radius;
|
|
tmxmove -= mo->radius;
|
|
} else if (tmxmove < -mo->radius) {
|
|
newx = mo->x - mo->radius;
|
|
tmxmove += mo->radius;
|
|
} else {
|
|
newx = mo->x + tmxmove;
|
|
tmxmove = 0;
|
|
}
|
|
if (tmymove > mo->radius) {
|
|
newy = mo->y + mo->radius;
|
|
tmymove -= mo->radius;
|
|
} else if (tmymove < -mo->radius) {
|
|
newy = mo->y - mo->radius;
|
|
tmymove += mo->radius;
|
|
} else {
|
|
newy = mo->y + tmymove;
|
|
tmymove = 0;
|
|
}
|
|
if (!P_TryMove(mo, newx, newy, true)) {
|
|
if (success || P_MobjWasRemoved(mo))
|
|
return; // Good enough!!
|
|
else
|
|
goto retry;
|
|
}
|
|
if (P_MobjWasRemoved(mo))
|
|
return;
|
|
success = true;
|
|
} while(tmxmove || tmymove);
|
|
}
|
|
|
|
//
|
|
// P_BounceMove
|
|
//
|
|
// The momx / momy move is bad, so try to bounce off a wall.
|
|
//
|
|
void P_BounceMove(mobj_t *mo)
|
|
{
|
|
fixed_t leadx, leady;
|
|
fixed_t trailx, traily;
|
|
fixed_t newx, newy;
|
|
INT32 hitcount;
|
|
fixed_t mmomx = 0, mmomy = 0;
|
|
|
|
slidemo = mo;
|
|
hitcount = 0;
|
|
|
|
do
|
|
{
|
|
if (++hitcount == 3)
|
|
goto bounceback; // don't loop forever
|
|
|
|
if (mo->player)
|
|
{
|
|
mmomx = mo->player->rmomx;
|
|
mmomy = mo->player->rmomy;
|
|
}
|
|
else
|
|
{
|
|
mmomx = mo->momx;
|
|
mmomy = mo->momy;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
bestslidefrac = FRACUNIT + 1;
|
|
|
|
P_PathTraverse(leadx, leady, leadx + mmomx, leady + mmomy, PT_ADDLINES, PTR_SlideTraverse);
|
|
P_PathTraverse(trailx, leady, trailx + mmomx, leady + mmomy, PT_ADDLINES, PTR_SlideTraverse);
|
|
P_PathTraverse(leadx, traily, leadx + mmomx, traily + mmomy, PT_ADDLINES, PTR_SlideTraverse);
|
|
|
|
// move up to the wall
|
|
if (bestslidefrac == FRACUNIT + 1)
|
|
{
|
|
// the move must have hit the middle, so bounce straight back
|
|
bounceback:
|
|
if (P_TryMove(mo, mo->x - mmomx, mo->y - mmomy, true))
|
|
{
|
|
mo->momx *= -1;
|
|
mo->momy *= -1;
|
|
mo->momx = FixedMul(mo->momx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
|
|
mo->momy = FixedMul(mo->momy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
|
|
|
|
if (mo->player)
|
|
{
|
|
mo->player->cmomx *= -1;
|
|
mo->player->cmomy *= -1;
|
|
mo->player->cmomx = FixedMul(mo->player->cmomx,
|
|
(FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
|
|
mo->player->cmomy = FixedMul(mo->player->cmomy,
|
|
(FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// fudge a bit to make sure it doesn't hit
|
|
bestslidefrac -= 0x800;
|
|
if (bestslidefrac > 0)
|
|
{
|
|
newx = FixedMul(mmomx, bestslidefrac);
|
|
newy = FixedMul(mmomy, bestslidefrac);
|
|
|
|
if (!P_TryMove(mo, mo->x + newx, mo->y + newy, true))
|
|
{
|
|
if (P_MobjWasRemoved(mo))
|
|
return;
|
|
goto bounceback;
|
|
}
|
|
}
|
|
|
|
// Now continue along the wall.
|
|
// First calculate remainder.
|
|
bestslidefrac = FRACUNIT - bestslidefrac;
|
|
|
|
if (bestslidefrac > FRACUNIT)
|
|
bestslidefrac = FRACUNIT;
|
|
|
|
if (bestslidefrac <= 0)
|
|
return;
|
|
|
|
if (mo->type == MT_SHELL)
|
|
{
|
|
tmxmove = mmomx;
|
|
tmymove = mmomy;
|
|
}
|
|
else if (mo->type == MT_THROWNBOUNCE)
|
|
{
|
|
tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>6) - (FRACUNIT>>5)));
|
|
tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>6) - (FRACUNIT>>5)));
|
|
}
|
|
else if (mo->type == MT_THROWNGRENADE || mo->type == MT_CYBRAKDEMON_NAPALM_BOMB_LARGE)
|
|
{
|
|
// Quickly decay speed as it bounces
|
|
tmxmove = FixedDiv(mmomx, 2*FRACUNIT);
|
|
tmymove = FixedDiv(mmomy, 2*FRACUNIT);
|
|
}
|
|
else
|
|
{
|
|
tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
|
|
tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
|
|
}
|
|
|
|
P_HitBounceLine(bestslideline); // clip the moves
|
|
|
|
mo->momx = tmxmove;
|
|
mo->momy = tmymove;
|
|
|
|
if (mo->player)
|
|
{
|
|
mo->player->cmomx = tmxmove;
|
|
mo->player->cmomy = tmymove;
|
|
}
|
|
}
|
|
while (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove, true) && !P_MobjWasRemoved(mo));
|
|
}
|
|
|
|
//
|
|
// RADIUS ATTACK
|
|
//
|
|
static fixed_t bombdamage;
|
|
static mobj_t *bombsource;
|
|
static mobj_t *bombspot;
|
|
static UINT8 bombdamagetype;
|
|
static boolean bombsightcheck;
|
|
|
|
//
|
|
// PIT_RadiusAttack
|
|
// "bombsource" is the creature
|
|
// that caused the explosion at "bombspot".
|
|
//
|
|
static boolean PIT_RadiusAttack(mobj_t *thing)
|
|
{
|
|
fixed_t dx, dy, dz, dist;
|
|
|
|
if (thing == bombspot) // ignore the bomb itself (Deton fix)
|
|
return true;
|
|
|
|
if (bombsource && thing->type == bombsource->type && !(bombdamagetype & DMG_CANHURTSELF)) // ignore the type of guys who dropped the bomb (Jetty-Syn Bomber or Skim can bomb eachother, but not themselves.)
|
|
return true;
|
|
|
|
if (thing->type == MT_MINUS && !(thing->flags & (MF_SPECIAL|MF_SHOOTABLE)) && !bombsightcheck)
|
|
thing->flags = (thing->flags & ~MF_NOCLIPTHING)|MF_SPECIAL|MF_SHOOTABLE;
|
|
|
|
if (thing->type == MT_EGGGUARD && thing->tracer) //nuke Egg Guard's shield!
|
|
P_KillMobj(thing->tracer, bombspot, bombsource, bombdamagetype);
|
|
|
|
if ((thing->flags & (MF_MONITOR|MF_SHOOTABLE)) != MF_SHOOTABLE)
|
|
return true;
|
|
|
|
dx = abs(thing->x - bombspot->x);
|
|
dy = abs(thing->y - bombspot->y);
|
|
dz = abs(thing->z + (thing->height>>1) - bombspot->z);
|
|
|
|
dist = P_AproxDistance(P_AproxDistance(dx, dy), dz);
|
|
dist -= thing->radius;
|
|
|
|
if (dist < 0)
|
|
dist = 0;
|
|
|
|
if (dist >= bombdamage)
|
|
return true; // out of range
|
|
|
|
if (thing->floorz > bombspot->z && bombspot->ceilingz < thing->z)
|
|
return true;
|
|
|
|
if (thing->ceilingz < bombspot->z && bombspot->floorz > thing->z)
|
|
return true;
|
|
|
|
if (!bombsightcheck || P_CheckSight(thing, bombspot))
|
|
{ // must be in direct path
|
|
P_DamageMobj(thing, bombspot, bombsource, 1, bombdamagetype); // Tails 01-11-2001
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// P_RadiusAttack
|
|
// Source is the creature that caused the explosion at spot.
|
|
//
|
|
void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist, UINT8 damagetype, boolean sightcheck)
|
|
{
|
|
INT32 xl, xh, yl, yh;
|
|
fixed_t dist;
|
|
|
|
dist = FixedMul(damagedist, spot->scale) + MAXRADIUS;
|
|
yh = (unsigned)(spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yl = (unsigned)(spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
|
|
xh = (unsigned)(spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xl = (unsigned)(spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
|
|
|
|
BMBOUNDFIX(xl, xh, yl, yh);
|
|
|
|
bombspot = spot;
|
|
bombsource = source;
|
|
bombdamage = FixedMul(damagedist, spot->scale);
|
|
bombdamagetype = damagetype;
|
|
bombsightcheck = sightcheck;
|
|
|
|
P_DoBlockThingsIterate(xl, yl, xh, yh, PIT_RadiusAttack);
|
|
}
|
|
|
|
//
|
|
// SECTOR HEIGHT CHANGING
|
|
// After modifying a 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_CheckSector (? was P_ChangeSector - Graue) again
|
|
// to undo the changes.
|
|
//
|
|
|
|
//
|
|
// PIT_ChangeSector
|
|
//
|
|
static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush, boolean crunch)
|
|
{
|
|
mobj_t *killer = NULL;
|
|
//If a thing is both pushable and vulnerable, it doesn't block the crusher because it gets killed.
|
|
boolean immunepushable = ((thing->flags & (MF_PUSHABLE | MF_SHOOTABLE)) == MF_PUSHABLE);
|
|
|
|
if (P_ThingHeightClip(thing))
|
|
{
|
|
//thing fits, check next thing
|
|
return true;
|
|
}
|
|
|
|
if (!(thing->flags & (MF_SHOOTABLE|MF_PUSHABLE))
|
|
|| thing->flags & MF_NOCLIPHEIGHT)
|
|
{
|
|
//doesn't interact with the crusher, just ignore it
|
|
return true;
|
|
}
|
|
|
|
// Thing doesn't fit. If thing is vulnerable, that means it's being crushed. If thing is pushable, it might
|
|
// just be blocked by another object - check if it's really a ceiling!
|
|
if (thing->z + thing->height > thing->ceilingz && thing->z <= thing->ceilingz)
|
|
{
|
|
if (immunepushable && thing->z + thing->height > thing->subsector->sector->ceilingheight)
|
|
return false; //Thing is a pushable and blocks the moving ceiling
|
|
|
|
//Check FOFs in the sector
|
|
if (thing->subsector->sector->ffloors && (realcrush || immunepushable))
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t topheight, bottomheight;
|
|
fixed_t delta1, delta2;
|
|
INT32 thingtop = thing->z + thing->height;
|
|
|
|
for (rover = thing->subsector->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
thinker_t *think;
|
|
|
|
if (!(rover->fofflags & FOF_EXISTS))
|
|
continue;
|
|
if (thing->player && !(rover->fofflags & FOF_BLOCKPLAYER))
|
|
continue;
|
|
if (!thing->player && !(rover->fofflags & FOF_BLOCKOTHERS))
|
|
continue;
|
|
|
|
topheight = *rover->topheight;
|
|
bottomheight = *rover->bottomheight;
|
|
|
|
if (bottomheight > thing->ceilingz)
|
|
continue;
|
|
|
|
delta1 = thing->z - (bottomheight + topheight)/2;
|
|
delta2 = thingtop - (bottomheight + topheight)/2;
|
|
if (abs(delta1) < abs(delta2))
|
|
continue;
|
|
|
|
if (immunepushable)
|
|
return false; //FOF is blocked by pushable
|
|
|
|
if (!realcrush)
|
|
continue;
|
|
|
|
//If the thing was crushed by a crumbling FOF, reward the player who made it crumble!
|
|
for (think = thlist[THINK_MAIN].next; think != &thlist[THINK_MAIN]; think = think->next)
|
|
{
|
|
crumble_t *crumbler;
|
|
|
|
if (think->function.acp1 != (actionf_p1)T_StartCrumble)
|
|
continue;
|
|
|
|
crumbler = (crumble_t *)think;
|
|
|
|
if (!crumbler->player)
|
|
continue;
|
|
if (!crumbler->player->mo)
|
|
continue;
|
|
if (crumbler->player->mo == thing)
|
|
continue;
|
|
if (crumbler->actionsector != thing->subsector->sector)
|
|
continue;
|
|
if (crumbler->sector != rover->master->frontsector)
|
|
continue;
|
|
|
|
killer = crumbler->player->mo;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (realcrush)
|
|
{
|
|
// Crush the object
|
|
if (netgame && thing->player && thing->player->spectator)
|
|
P_DamageMobj(thing, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators
|
|
else
|
|
P_DamageMobj(thing, killer, killer, 1, DMG_CRUSHED);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (realcrush && crunch)
|
|
P_DamageMobj(thing, NULL, NULL, 1, 0);
|
|
|
|
// keep checking (crush other things)
|
|
return true;
|
|
}
|
|
|
|
static boolean P_CheckSectorPolyObjects(sector_t *sector, boolean realcrush, boolean crunch)
|
|
{
|
|
size_t i;
|
|
|
|
// Sal: This stupid function chain is required to fix polyobjects not being able to crush.
|
|
// Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead
|
|
validcount++;
|
|
|
|
for (i = 0; i < sector->linecount; i++)
|
|
{
|
|
INT32 x, y;
|
|
polyobj_t *po = sector->lines[i]->polyobj;
|
|
|
|
if (!po)
|
|
continue;
|
|
if (po->validcount == validcount)
|
|
continue; // skip if already checked
|
|
if (!(po->flags & POF_SOLID))
|
|
continue;
|
|
if (po->lines[0]->backsector != sector) // Make sure you're currently checking the control sector
|
|
continue;
|
|
|
|
po->validcount = validcount;
|
|
|
|
for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
|
|
{
|
|
for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
|
|
{
|
|
mobj_t *mo;
|
|
blocknode_t *block;
|
|
|
|
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
|
|
continue;
|
|
|
|
block = blocklinks[y * bmapwidth + x];
|
|
|
|
for (; block; block = block->mnext)
|
|
{
|
|
mo = block->mobj;
|
|
|
|
// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
|
|
if (!P_MobjInsidePolyobj(po, mo))
|
|
continue;
|
|
|
|
if (!PIT_ChangeSector(mo, realcrush, crunch) && !realcrush)
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static boolean P_CheckTouchingThinglist(sector_t *sector, boolean realcrush, boolean crunch)
|
|
{
|
|
msecnode_t *n;
|
|
|
|
for (n = sector->touching_thinglist; n; n = n->m_thinglist_next)
|
|
n->visited = false;
|
|
|
|
do
|
|
{
|
|
for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list
|
|
{
|
|
if (n->visited)
|
|
continue;
|
|
|
|
n->visited = true; // mark thing as processed
|
|
|
|
if (n->m_thing->flags & MF_NOBLOCKMAP) //jff 4/7/98 don't do these
|
|
continue;
|
|
|
|
if (!PIT_ChangeSector(n->m_thing, realcrush, crunch) && !realcrush) // process it
|
|
return false;
|
|
|
|
break; // exit and start over
|
|
}
|
|
} while (n); // repeat from scratch until all things left are marked valid
|
|
|
|
return true;
|
|
}
|
|
|
|
static boolean P_CheckSectorFFloors(sector_t *sector, boolean realcrush, boolean crunch)
|
|
{
|
|
sector_t *sec;
|
|
size_t i;
|
|
|
|
if (!sector->numattached)
|
|
return true;
|
|
|
|
for (i = 0; i < sector->numattached; i++)
|
|
{
|
|
sec = §ors[sector->attached[i]];
|
|
|
|
sec->moved = true;
|
|
|
|
P_RecalcPrecipInSector(sec);
|
|
|
|
if (!sector->attachedsolid[i])
|
|
continue;
|
|
|
|
if (!P_CheckTouchingThinglist(sec, realcrush, crunch))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static boolean P_CheckSectorHelper(sector_t *sector, boolean realcrush, boolean crunch)
|
|
{
|
|
if (!P_CheckSectorPolyObjects(sector, realcrush, crunch))
|
|
return false;
|
|
|
|
if (!P_CheckSectorFFloors(sector, realcrush, crunch))
|
|
return false;
|
|
|
|
// Mark all things invalid
|
|
sector->moved = true;
|
|
|
|
return P_CheckTouchingThinglist(sector, realcrush, crunch);
|
|
}
|
|
|
|
//
|
|
// P_CheckSector
|
|
//
|
|
boolean P_CheckSector(sector_t *sector, boolean crunch)
|
|
{
|
|
// killough 4/4/98: scan list front-to-back until empty or exhausted,
|
|
// restarting from beginning after each thing is processed. Avoids
|
|
// crashes, and is sure to examine all things in the sector, and only
|
|
// the things which are in the sector, until a steady-state is reached.
|
|
// Things can arbitrarily be inserted and removed and it won't mess up.
|
|
//
|
|
// killough 4/7/98: simplified to avoid using complicated counter
|
|
|
|
// First, let's see if anything will keep it from crushing.
|
|
if (!P_CheckSectorHelper(sector, false, crunch))
|
|
return true;
|
|
|
|
// Nothing blocked us, so lets crush for real!
|
|
P_CheckSectorHelper(sector, true, crunch);
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
SoM: 3/15/2000
|
|
Lots of new Boom functions that work faster and add functionality.
|
|
*/
|
|
|
|
static msecnode_t *headsecnode = NULL;
|
|
static mprecipsecnode_t *headprecipsecnode = NULL;
|
|
|
|
void P_Initsecnode(void)
|
|
{
|
|
headsecnode = NULL;
|
|
headprecipsecnode = NULL;
|
|
}
|
|
|
|
// P_GetSecnode() retrieves a node from the freelist. The calling routine
|
|
// should make sure it sets all fields properly.
|
|
|
|
static msecnode_t *P_GetSecnode(void)
|
|
{
|
|
msecnode_t *node;
|
|
|
|
if (headsecnode)
|
|
{
|
|
node = headsecnode;
|
|
headsecnode = headsecnode->m_thinglist_next;
|
|
}
|
|
else
|
|
node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL);
|
|
return node;
|
|
}
|
|
|
|
static mprecipsecnode_t *P_GetPrecipSecnode(void)
|
|
{
|
|
mprecipsecnode_t *node;
|
|
|
|
if (headprecipsecnode)
|
|
{
|
|
node = headprecipsecnode;
|
|
headprecipsecnode = headprecipsecnode->m_thinglist_next;
|
|
}
|
|
else
|
|
node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL);
|
|
return node;
|
|
}
|
|
|
|
// P_PutSecnode() returns a node to the freelist.
|
|
|
|
static inline void P_PutSecnode(msecnode_t *node)
|
|
{
|
|
node->m_thinglist_next = headsecnode;
|
|
headsecnode = node;
|
|
}
|
|
|
|
// Tails 08-25-2002
|
|
static inline void P_PutPrecipSecnode(mprecipsecnode_t *node)
|
|
{
|
|
node->m_thinglist_next = headprecipsecnode;
|
|
headprecipsecnode = node;
|
|
}
|
|
|
|
// P_AddSecnode() searches the current list to see if this sector is
|
|
// already there. If not, it adds a sector node at the head of the list of
|
|
// sectors this object appears in. This is called when creating a list of
|
|
// nodes that will get linked in later. Returns a pointer to the new node.
|
|
|
|
static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode)
|
|
{
|
|
msecnode_t *node;
|
|
|
|
node = nextnode;
|
|
while (node)
|
|
{
|
|
if (node->m_sector == s) // Already have a node for this sector?
|
|
{
|
|
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
|
|
return nextnode;
|
|
}
|
|
node = node->m_sectorlist_next;
|
|
}
|
|
|
|
// Couldn't find an existing node for this sector. Add one at the head
|
|
// of the list.
|
|
|
|
node = P_GetSecnode();
|
|
|
|
// mark new nodes unvisited.
|
|
node->visited = 0;
|
|
|
|
node->m_sector = s; // sector
|
|
node->m_thing = thing; // mobj
|
|
node->m_sectorlist_prev = NULL; // prev node on Thing thread
|
|
node->m_sectorlist_next = nextnode; // next node on Thing thread
|
|
if (nextnode)
|
|
nextnode->m_sectorlist_prev = node; // set back link on Thing
|
|
|
|
// Add new node at head of sector thread starting at s->touching_thinglist
|
|
|
|
node->m_thinglist_prev = NULL; // prev node on sector thread
|
|
node->m_thinglist_next = s->touching_thinglist; // next node on sector thread
|
|
if (s->touching_thinglist)
|
|
node->m_thinglist_next->m_thinglist_prev = node;
|
|
s->touching_thinglist = node;
|
|
return node;
|
|
}
|
|
|
|
// More crazy crap Tails 08-25-2002
|
|
static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mprecipsecnode_t *nextnode)
|
|
{
|
|
mprecipsecnode_t *node;
|
|
|
|
node = nextnode;
|
|
while (node)
|
|
{
|
|
if (node->m_sector == s) // Already have a node for this sector?
|
|
{
|
|
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
|
|
return nextnode;
|
|
}
|
|
node = node->m_sectorlist_next;
|
|
}
|
|
|
|
// Couldn't find an existing node for this sector. Add one at the head
|
|
// of the list.
|
|
|
|
node = P_GetPrecipSecnode();
|
|
|
|
// mark new nodes unvisited.
|
|
node->visited = 0;
|
|
|
|
node->m_sector = s; // sector
|
|
node->m_thing = thing; // mobj
|
|
node->m_sectorlist_prev = NULL; // prev node on Thing thread
|
|
node->m_sectorlist_next = nextnode; // next node on Thing thread
|
|
if (nextnode)
|
|
nextnode->m_sectorlist_prev = node; // set back link on Thing
|
|
|
|
// Add new node at head of sector thread starting at s->touching_thinglist
|
|
|
|
node->m_thinglist_prev = NULL; // prev node on sector thread
|
|
node->m_thinglist_next = s->touching_preciplist; // next node on sector thread
|
|
if (s->touching_preciplist)
|
|
node->m_thinglist_next->m_thinglist_prev = node;
|
|
s->touching_preciplist = node;
|
|
return node;
|
|
}
|
|
|
|
// P_DelSecnode() deletes a sector node from the list of
|
|
// sectors this object appears in. Returns a pointer to the next node
|
|
// on the linked list, or NULL.
|
|
|
|
static msecnode_t *P_DelSecnode(msecnode_t *node)
|
|
{
|
|
msecnode_t *tp; // prev node on thing thread
|
|
msecnode_t *tn; // next node on thing thread
|
|
msecnode_t *sp; // prev node on sector thread
|
|
msecnode_t *sn; // next node on sector thread
|
|
|
|
if (!node)
|
|
return NULL;
|
|
|
|
// Unlink from the Thing thread. The Thing thread begins at
|
|
// sector_list and not from mobj_t->touching_sectorlist.
|
|
|
|
tp = node->m_sectorlist_prev;
|
|
tn = node->m_sectorlist_next;
|
|
if (tp)
|
|
tp->m_sectorlist_next = tn;
|
|
if (tn)
|
|
tn->m_sectorlist_prev = tp;
|
|
|
|
// Unlink from the sector thread. This thread begins at
|
|
// sector_t->touching_thinglist.
|
|
|
|
sp = node->m_thinglist_prev;
|
|
sn = node->m_thinglist_next;
|
|
if (sp)
|
|
sp->m_thinglist_next = sn;
|
|
else
|
|
node->m_sector->touching_thinglist = sn;
|
|
if (sn)
|
|
sn->m_thinglist_prev = sp;
|
|
|
|
// Return this node to the freelist
|
|
|
|
P_PutSecnode(node);
|
|
return tn;
|
|
}
|
|
|
|
// Tails 08-25-2002
|
|
static mprecipsecnode_t *P_DelPrecipSecnode(mprecipsecnode_t *node)
|
|
{
|
|
mprecipsecnode_t *tp; // prev node on thing thread
|
|
mprecipsecnode_t *tn; // next node on thing thread
|
|
mprecipsecnode_t *sp; // prev node on sector thread
|
|
mprecipsecnode_t *sn; // next node on sector thread
|
|
|
|
if (!node)
|
|
return NULL;
|
|
|
|
// Unlink from the Thing thread. The Thing thread begins at
|
|
// sector_list and not from mobj_t->touching_sectorlist.
|
|
|
|
tp = node->m_sectorlist_prev;
|
|
tn = node->m_sectorlist_next;
|
|
if (tp)
|
|
tp->m_sectorlist_next = tn;
|
|
if (tn)
|
|
tn->m_sectorlist_prev = tp;
|
|
|
|
// Unlink from the sector thread. This thread begins at
|
|
// sector_t->touching_thinglist.
|
|
|
|
sp = node->m_thinglist_prev;
|
|
sn = node->m_thinglist_next;
|
|
if (sp)
|
|
sp->m_thinglist_next = sn;
|
|
else
|
|
node->m_sector->touching_preciplist = sn;
|
|
if (sn)
|
|
sn->m_thinglist_prev = sp;
|
|
|
|
// Return this node to the freelist
|
|
|
|
P_PutPrecipSecnode(node);
|
|
return tn;
|
|
}
|
|
|
|
// Delete an entire sector list
|
|
void P_DelSeclist(msecnode_t *node)
|
|
{
|
|
while (node)
|
|
node = P_DelSecnode(node);
|
|
}
|
|
|
|
// Tails 08-25-2002
|
|
void P_DelPrecipSeclist(mprecipsecnode_t *node)
|
|
{
|
|
while (node)
|
|
node = P_DelPrecipSecnode(node);
|
|
}
|
|
|
|
// PIT_GetSectors
|
|
// Locates all the sectors the object is in by looking at the lines that
|
|
// cross through it. You have already decided that the object is allowed
|
|
// at this location, so don't bother with checking impassable or
|
|
// blocking lines.
|
|
|
|
static inline boolean PIT_GetSectors(line_t *ld)
|
|
{
|
|
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] ||
|
|
tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] ||
|
|
tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] ||
|
|
tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
|
|
return true;
|
|
|
|
if (P_BoxOnLineSide(tmbbox, ld) != -1)
|
|
return true;
|
|
|
|
if (ld->polyobj) // line belongs to a polyobject, don't add it
|
|
return true;
|
|
|
|
// This line crosses through the object.
|
|
|
|
// Collect the sector(s) from the line and add to the
|
|
// sector_list you're examining. If the Thing ends up being
|
|
// allowed to move to this position, then the sector_list
|
|
// will be attached to the Thing's mobj_t at touching_sectorlist.
|
|
|
|
sector_list = P_AddSecnode(ld->frontsector,tmthing,sector_list);
|
|
|
|
// Don't assume all lines are 2-sided, since some Things
|
|
// like MT_TFOG are allowed regardless of whether their radius takes
|
|
// them beyond an impassable linedef.
|
|
|
|
// Use sidedefs instead of 2s flag to determine two-sidedness.
|
|
if (ld->backsector)
|
|
sector_list = P_AddSecnode(ld->backsector, tmthing, sector_list);
|
|
|
|
return true;
|
|
}
|
|
|
|
// Tails 08-25-2002
|
|
static inline boolean PIT_GetPrecipSectors(line_t *ld)
|
|
{
|
|
if (preciptmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] ||
|
|
preciptmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] ||
|
|
preciptmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] ||
|
|
preciptmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
|
|
return true;
|
|
|
|
if (P_BoxOnLineSide(preciptmbbox, ld) != -1)
|
|
return true;
|
|
|
|
if (ld->polyobj) // line belongs to a polyobject, don't add it
|
|
return true;
|
|
|
|
// This line crosses through the object.
|
|
|
|
// Collect the sector(s) from the line and add to the
|
|
// sector_list you're examining. If the Thing ends up being
|
|
// allowed to move to this position, then the sector_list
|
|
// will be attached to the Thing's mobj_t at touching_sectorlist.
|
|
|
|
precipsector_list = P_AddPrecipSecnode(ld->frontsector, tmprecipthing, precipsector_list);
|
|
|
|
// Don't assume all lines are 2-sided, since some Things
|
|
// like MT_TFOG are allowed regardless of whether their radius takes
|
|
// them beyond an impassable linedef.
|
|
|
|
// Use sidedefs instead of 2s flag to determine two-sidedness.
|
|
if (ld->backsector)
|
|
precipsector_list = P_AddPrecipSecnode(ld->backsector, tmprecipthing, precipsector_list);
|
|
|
|
return true;
|
|
}
|
|
|
|
// P_CreateSecNodeList alters/creates the sector_list that shows what sectors
|
|
// the object resides in.
|
|
|
|
void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
|
|
{
|
|
INT32 xl, xh, yl, yh, bx, by;
|
|
msecnode_t *node = sector_list;
|
|
mobj_t *saved_tmthing = tmthing; /* cph - see comment at func end */
|
|
fixed_t saved_tmx = tmx, saved_tmy = tmy; /* ditto */
|
|
|
|
// First, clear out the existing m_thing fields. As each node is
|
|
// added or verified as needed, m_thing will be set properly. When
|
|
// finished, delete all nodes where m_thing is still NULL. These
|
|
// represent the sectors the Thing has vacated.
|
|
|
|
while (node)
|
|
{
|
|
node->m_thing = NULL;
|
|
node = node->m_sectorlist_next;
|
|
}
|
|
|
|
P_SetTarget(&tmthing, thing);
|
|
tmflags = thing->flags;
|
|
|
|
tmx = x;
|
|
tmy = y;
|
|
|
|
tmbbox[BOXTOP] = y + tmthing->radius;
|
|
tmbbox[BOXBOTTOM] = y - tmthing->radius;
|
|
tmbbox[BOXRIGHT] = x + tmthing->radius;
|
|
tmbbox[BOXLEFT] = x - tmthing->radius;
|
|
|
|
validcount++; // used to make sure we only process a line once
|
|
|
|
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
|
|
BMBOUNDFIX(xl, xh, yl, yh);
|
|
|
|
for (bx = xl; bx <= xh; bx++)
|
|
for (by = yl; by <= yh; by++)
|
|
P_BlockLinesIterator(bx, by, PIT_GetSectors);
|
|
|
|
// Add the sector of the (x, y) point to sector_list.
|
|
sector_list = P_AddSecnode(thing->subsector->sector, thing, sector_list);
|
|
|
|
// Now delete any nodes that won't be used. These are the ones where
|
|
// m_thing is still NULL.
|
|
node = sector_list;
|
|
while (node)
|
|
{
|
|
if (!node->m_thing)
|
|
{
|
|
if (node == sector_list)
|
|
sector_list = node->m_sectorlist_next;
|
|
node = P_DelSecnode(node);
|
|
}
|
|
else
|
|
node = node->m_sectorlist_next;
|
|
}
|
|
|
|
/* cph -
|
|
* This is the strife we get into for using global variables. tmthing
|
|
* is being used by several different functions calling
|
|
* P_BlockThingIterator, including functions that can be called *from*
|
|
* P_BlockThingIterator. Using a global tmthing is not reentrant.
|
|
* OTOH for Boom/MBF demos we have to preserve the buggy behavior.
|
|
* Fun. We restore its previous value unless we're in a Boom/MBF demo.
|
|
*/
|
|
P_SetTarget(&tmthing, saved_tmthing);
|
|
|
|
/* And, duh, the same for tmx/y - cph 2002/09/22
|
|
* And for tmbbox - cph 2003/08/10 */
|
|
tmx = saved_tmx, tmy = saved_tmy;
|
|
|
|
if (tmthing)
|
|
{
|
|
tmbbox[BOXTOP] = tmy + tmthing->radius;
|
|
tmbbox[BOXBOTTOM] = tmy - tmthing->radius;
|
|
tmbbox[BOXRIGHT] = tmx + tmthing->radius;
|
|
tmbbox[BOXLEFT] = tmx - tmthing->radius;
|
|
}
|
|
}
|
|
|
|
// More crazy crap Tails 08-25-2002
|
|
void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
|
|
{
|
|
INT32 xl, xh, yl, yh, bx, by;
|
|
mprecipsecnode_t *node = precipsector_list;
|
|
precipmobj_t *saved_tmthing = tmprecipthing; /* cph - see comment at func end */
|
|
|
|
// First, clear out the existing m_thing fields. As each node is
|
|
// added or verified as needed, m_thing will be set properly. When
|
|
// finished, delete all nodes where m_thing is still NULL. These
|
|
// represent the sectors the Thing has vacated.
|
|
|
|
while (node)
|
|
{
|
|
node->m_thing = NULL;
|
|
node = node->m_sectorlist_next;
|
|
}
|
|
|
|
tmprecipthing = thing;
|
|
|
|
preciptmbbox[BOXTOP] = y + 2*FRACUNIT;
|
|
preciptmbbox[BOXBOTTOM] = y - 2*FRACUNIT;
|
|
preciptmbbox[BOXRIGHT] = x + 2*FRACUNIT;
|
|
preciptmbbox[BOXLEFT] = x - 2*FRACUNIT;
|
|
|
|
validcount++; // used to make sure we only process a line once
|
|
|
|
xl = (unsigned)(preciptmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xh = (unsigned)(preciptmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
yl = (unsigned)(preciptmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yh = (unsigned)(preciptmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
|
|
BMBOUNDFIX(xl, xh, yl, yh);
|
|
|
|
for (bx = xl; bx <= xh; bx++)
|
|
for (by = yl; by <= yh; by++)
|
|
P_BlockLinesIterator(bx, by, PIT_GetPrecipSectors);
|
|
|
|
// Add the sector of the (x, y) point to sector_list.
|
|
precipsector_list = P_AddPrecipSecnode(thing->subsector->sector, thing, precipsector_list);
|
|
|
|
// Now delete any nodes that won't be used. These are the ones where
|
|
// m_thing is still NULL.
|
|
node = precipsector_list;
|
|
while (node)
|
|
{
|
|
if (!node->m_thing)
|
|
{
|
|
if (node == precipsector_list)
|
|
precipsector_list = node->m_sectorlist_next;
|
|
node = P_DelPrecipSecnode(node);
|
|
}
|
|
else
|
|
node = node->m_sectorlist_next;
|
|
}
|
|
|
|
/* cph -
|
|
* This is the strife we get into for using global variables. tmthing
|
|
* is being used by several different functions calling
|
|
* P_BlockThingIterator, including functions that can be called *from*
|
|
* P_BlockThingIterator. Using a global tmthing is not reentrant.
|
|
* OTOH for Boom/MBF demos we have to preserve the buggy behavior.
|
|
* Fun. We restore its previous value unless we're in a Boom/MBF demo.
|
|
*/
|
|
tmprecipthing = saved_tmthing;
|
|
}
|
|
|
|
/* cphipps 2004/08/30 -
|
|
* Must clear tmthing at tic end, as it might contain a pointer to a removed thinker, or the level might have ended/been ended and we clear the objects it was pointing too. Hopefully we don't need to carry this between tics for sync. */
|
|
void P_MapStart(void)
|
|
{
|
|
if (tmthing)
|
|
I_Error("P_MapStart: tmthing set!");
|
|
}
|
|
|
|
void P_MapEnd(void)
|
|
{
|
|
P_SetTarget(&tmthing, NULL);
|
|
}
|
|
|
|
// P_FloorzAtPos
|
|
// Returns the floorz of the XYZ position
|
|
// Tails 05-26-2003
|
|
fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
|
|
{
|
|
sector_t *sec = R_PointInSubsector(x, y)->sector;
|
|
fixed_t floorz = P_GetSectorFloorZAt(sec, x, y);
|
|
|
|
// Intercept the stupid 'fall through 3dfloors' bug Tails 03-17-2002
|
|
if (sec->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t delta1, delta2, thingtop = z + height;
|
|
|
|
for (rover = sec->ffloors; rover; rover = rover->next)
|
|
{
|
|
fixed_t topheight, bottomheight;
|
|
if (!(rover->fofflags & FOF_EXISTS))
|
|
continue;
|
|
|
|
if ((!(rover->fofflags & FOF_SOLID || rover->fofflags & FOF_QUICKSAND) || (rover->fofflags & FOF_SWIMMABLE)))
|
|
continue;
|
|
|
|
topheight = P_GetFFloorTopZAt (rover, x, y);
|
|
bottomheight = P_GetFFloorBottomZAt(rover, x, y);
|
|
|
|
if (rover->fofflags & FOF_QUICKSAND)
|
|
{
|
|
if (z < topheight && bottomheight < thingtop)
|
|
{
|
|
if (floorz < z)
|
|
floorz = z;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
delta1 = z - (bottomheight + ((topheight - bottomheight)/2));
|
|
delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
|
|
if (topheight > floorz && abs(delta1) < abs(delta2))
|
|
floorz = topheight;
|
|
}
|
|
}
|
|
|
|
return floorz;
|
|
}
|
|
|
|
// P_CeilingZAtPos
|
|
// Returns the ceilingz of the XYZ position
|
|
fixed_t P_CeilingzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
|
|
{
|
|
sector_t *sec = R_PointInSubsector(x, y)->sector;
|
|
fixed_t ceilingz = P_GetSectorCeilingZAt(sec, x, y);
|
|
|
|
if (sec->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t delta1, delta2, thingtop = z + height;
|
|
|
|
for (rover = sec->ffloors; rover; rover = rover->next)
|
|
{
|
|
fixed_t topheight, bottomheight;
|
|
if (!(rover->fofflags & FOF_EXISTS))
|
|
continue;
|
|
|
|
if ((!(rover->fofflags & FOF_SOLID || rover->fofflags & FOF_QUICKSAND) || (rover->fofflags & FOF_SWIMMABLE)))
|
|
continue;
|
|
|
|
topheight = P_GetFFloorTopZAt (rover, x, y);
|
|
bottomheight = P_GetFFloorBottomZAt(rover, x, y);
|
|
|
|
if (rover->fofflags & FOF_QUICKSAND)
|
|
{
|
|
if (thingtop > bottomheight && topheight > z)
|
|
{
|
|
if (ceilingz > thingtop)
|
|
ceilingz = thingtop;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
delta1 = z - (bottomheight + ((topheight - bottomheight)/2));
|
|
delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
|
|
if (bottomheight < ceilingz && abs(delta1) > abs(delta2))
|
|
ceilingz = bottomheight;
|
|
}
|
|
}
|
|
|
|
return ceilingz;
|
|
}
|
|
|
|
INT32 P_GetSectorLightNumAt(sector_t *sector, fixed_t x, fixed_t y, fixed_t z)
|
|
{
|
|
if (!sector->numlights)
|
|
return -1;
|
|
|
|
INT32 light = sector->numlights - 1;
|
|
|
|
// R_GetPlaneLight won't work on sloped lights!
|
|
for (INT32 lightnum = 1; lightnum < sector->numlights; lightnum++) {
|
|
fixed_t h = P_GetLightZAt(§or->lightlist[lightnum], x, y);
|
|
if (h <= z) {
|
|
light = lightnum - 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return light;
|
|
}
|
|
|
|
INT32 P_GetLightLevelFromSectorAt(sector_t *sector, fixed_t x, fixed_t y, fixed_t z)
|
|
{
|
|
if (sector->numlights)
|
|
return *sector->lightlist[P_GetSectorLightNumAt(sector, x, y, z)].lightlevel;
|
|
else
|
|
return sector->lightlevel;
|
|
}
|
|
|
|
INT32 P_GetSectorLightLevelAt(fixed_t x, fixed_t y, fixed_t z)
|
|
{
|
|
return P_GetLightLevelFromSectorAt(R_PointInSubsector(x, y)->sector, x, y, z);
|
|
}
|
|
|
|
extracolormap_t *P_GetColormapFromSectorAt(sector_t *sector, fixed_t x, fixed_t y, fixed_t z)
|
|
{
|
|
if (sector->numlights)
|
|
return *sector->lightlist[P_GetSectorLightNumAt(sector, x, y, z)].extra_colormap;
|
|
else
|
|
return sector->extra_colormap;
|
|
}
|
|
|
|
extracolormap_t *P_GetSectorColormapAt(fixed_t x, fixed_t y, fixed_t z)
|
|
{
|
|
return P_GetColormapFromSectorAt(R_PointInSubsector(x, y)->sector, x, y, z);
|
|
}
|