SRB2/src/p_map.c
Sal 99c95e2d7a Merge branch 'fix-mobjcollide-removemobj-segfault' into 'next'
Fix segfault when calling P_RemoveMobj from MobjCollide hook

See merge request STJr/SRB2!2041
2023-07-26 12:03:09 +00:00

5069 lines
148 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2023 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_map.c
/// \brief Movement, collision handling
///
/// Shooting and aiming
#include "doomdef.h"
#include "g_game.h"
#include "m_bbox.h"
#include "m_random.h"
#include "p_local.h"
#include "p_setup.h" // NiGHTS stuff
#include "r_fps.h"
#include "r_state.h"
#include "r_main.h"
#include "r_sky.h"
#include "s_sound.h"
#include "w_wad.h"
#include "r_splats.h"
#include "p_slopes.h"
#include "z_zone.h"
#include "lua_hook.h"
#include "m_perfstats.h" // ps_checkposition_calls
fixed_t tmbbox[4];
mobj_t *tmthing;
static INT32 tmflags;
fixed_t tmx;
fixed_t tmy;
static precipmobj_t *tmprecipthing;
static fixed_t preciptmbbox[4];
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
boolean floatok;
fixed_t tmfloorz, tmceilingz;
static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights
mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector
mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
ffloor_t *tmfloorrover, *tmceilingrover;
pslope_t *tmfloorslope, *tmceilingslope;
// keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls
line_t *ceilingline;
// set by PIT_CheckLine() for any line that stopped the PIT_CheckLine()
// that is, for any line which is 'solid'
line_t *blockingline;
msecnode_t *sector_list = NULL;
mprecipsecnode_t *precipsector_list = NULL;
camera_t *mapcampointer;
//
// TELEPORT MOVE
//
//
// P_TeleportMove
//
static boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
{
// the move is ok,
// so link the thing into its new position
P_UnsetThingPosition(thing);
// Remove touching_sectorlist from mobj.
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
thing->x = x;
thing->y = y;
thing->z = z;
P_SetThingPosition(thing);
P_CheckPosition(thing, thing->x, thing->y);
if (P_MobjWasRemoved(thing))
return true;
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
thing->floorrover = tmfloorrover;
thing->ceilingrover = tmceilingrover;
return true;
}
// P_SetOrigin - P_TeleportMove which RESETS interpolation values.
//
boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
{
boolean result = P_TeleportMove(thing, x, y, z);
if (result == true)
{
thing->old_x = thing->x;
thing->old_y = thing->y;
thing->old_z = thing->z;
}
return result;
}
//
// P_MoveOrigin - P_TeleportMove which KEEPS interpolation values.
//
boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
{
return P_TeleportMove(thing, x, y, z);
}
// =========================================================================
// MOVEMENT ITERATOR FUNCTIONS
// =========================================================================
// P_DoSpring
//
// MF_SPRING does some weird, mildly hacky stuff sometimes.
// mass = vertical speed
// damage = horizontal speed
// raisestate = state to change spring to on collision
// reactiontime = number of times it can give 10 points (0 is standard)
// painchance = spring mode:
// 0 = standard vanilla spring behaviour
// Positive spring modes are minor variants of vanilla spring behaviour.
// 1 = launch players in jump
// 2 = don't modify player at all, just add momentum
// 3 = speed-booster mode (force onto ground, MF_AMBUSH causes auto-spin)
// Negative spring modes are mildly-related gimmicks with customisation.
// -1 = pinball bumper
// Any other spring mode defaults to standard vanilla spring behaviour,
// ****** but forward compatibility is not guaranteed for these. ******
//
boolean P_DoSpring(mobj_t *spring, mobj_t *object)
{
fixed_t vertispeed = spring->info->mass;
fixed_t horizspeed = spring->info->damage;
boolean final = false;
UINT8 strong = 0;
// Object was already sprung this tic
if (object->eflags & MFE_SPRUNG)
return false;
// Spectators don't trigger springs.
if (object->player && object->player->spectator)
return false;
// "Even in Death" is a song from Volume 8, not a command.
if (!spring->health || !object->health)
return false;
if (object->player)
{
if (spring->info->painchance == 3)
;
else if (object->player->powers[pw_strong] & STR_SPRING)
strong = 1;
}
if (spring->info->painchance == -1) // Pinball bumper mode.
{
// The first of the entirely different spring modes!
// Some of the attributes mean different things here.
// mass = default strength (can be controlled by mapthing's spawnangle)
// damage = unused
angle_t horizangle, vertiangle;
if (!vertispeed)
return false;
if (object->player && object->player->homing) // Sonic Heroes and Shadow the Hedgehog are the only games to contain homing-attackable bumpers!
{
horizangle = 0;
vertiangle = ((object->eflags & MFE_VERTICALFLIP) ? ANGLE_270 : ANGLE_90) >> ANGLETOFINESHIFT;
object->player->pflags &= ~PF_THOKKED;
if (spring->eflags & MFE_VERTICALFLIP)
object->z = spring->z - object->height - 1;
else
object->z = spring->z + spring->height + 1;
}
else
{
horizangle = R_PointToAngle2(spring->x, spring->y, object->x, object->y);
vertiangle = (R_PointToAngle2(
0,
spring->z + spring->height/2,
FixedHypot(object->x - spring->x, object->y - spring->y),
object->z + object->height/2)
>> ANGLETOFINESHIFT) & FINEMASK;
}
if (spring->spawnpoint && spring->spawnpoint->angle > 0)
vertispeed = (spring->spawnpoint->angle<<(FRACBITS-1))/5;
vertispeed = FixedMul(vertispeed, FixedMul(object->scale, spring->scale));
if (object->player)
{
fixed_t playervelocity;
if (strong)
vertispeed <<= 1;
if (!(object->player->pflags & PF_THOKKED) && !(object->player->homing)
&& ((playervelocity = FixedDiv(9*FixedHypot(object->player->speed, object->momz), 10<<FRACBITS)) > vertispeed))
vertispeed = playervelocity;
if (object->player->powers[pw_carry] == CR_NIGHTSMODE) // THIS has NiGHTS support, at least...
{
angle_t nightsangle = 0;
if (object->player->bumpertime > (TICRATE/2)-5)
return false;
if ((object->player->pflags & PF_TRANSFERTOCLOSEST) && object->player->axis1 && object->player->axis2)
{
nightsangle = R_PointToAngle2(object->player->axis1->x, object->player->axis1->y, object->player->axis2->x, object->player->axis2->y);
nightsangle += ANGLE_90;
}
else if (object->target)
{
if (object->target->flags2 & MF2_AMBUSH)
nightsangle = R_PointToAngle2(object->target->x, object->target->y, object->x, object->y);
else
nightsangle = R_PointToAngle2(object->x, object->y, object->target->x, object->target->y);
}
object->player->flyangle = AngleFixed(R_PointToAngle2(
0,
spring->z + spring->height/2,
FixedMul(
FINESINE(((nightsangle - horizangle) >> ANGLETOFINESHIFT) & FINEMASK),
FixedHypot(object->x - spring->x, object->y - spring->y)),
object->z + object->height/2))>>FRACBITS;
object->player->bumpertime = TICRATE/2;
}
else
{
INT32 pflags = object->player->pflags & (PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING|PF_CANCARRY); // Not identical to below...
UINT8 secondjump = object->player->secondjump;
UINT16 tailsfly = object->player->powers[pw_tailsfly];
if (object->player->pflags & PF_GLIDING)
P_SetPlayerMobjState(object, S_PLAY_FALL);
P_ResetPlayer(object->player);
object->player->pflags |= pflags;
object->player->secondjump = secondjump;
object->player->powers[pw_tailsfly] = tailsfly;
}
}
if (!P_IsObjectOnGround(object)) // prevents uncurling when spinning due to "landing"
object->momz = FixedMul(vertispeed, FINESINE(vertiangle));
P_InstaThrust(object, horizangle, FixedMul(vertispeed, FINECOSINE(vertiangle)));
object->eflags |= MFE_SPRUNG; // apply this flag asap!
goto springstate;
}
// Does nothing?
if (!vertispeed && !horizspeed)
return false;
object->standingslope = NULL; // Okay, now we know it's not going to be relevant - no launching off at silly angles for you.
if (spring->eflags & MFE_VERTICALFLIP)
vertispeed *= -1;
if (object->player && (object->player->powers[pw_carry] == CR_NIGHTSMODE))
{
/*Someone want to make these work like bumpers?*/
return false;
}
if (strong)
{
if (horizspeed)
horizspeed = FixedMul(horizspeed, (4*FRACUNIT)/3);
if (vertispeed)
vertispeed = FixedMul(vertispeed, (6*FRACUNIT)/5); // aprox square root of above
}
object->eflags |= MFE_SPRUNG; // apply this flag asap!
spring->flags &= ~(MF_SPRING|MF_SPECIAL); // De-solidify
if (spring->info->painchance != 2)
{
if (object->player)
{
object->player->pflags &= ~PF_APPLYAUTOBRAKE;
#ifndef SPRINGSPIN
object->player->powers[pw_justsprung] = 5;
if (horizspeed)
object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
else if (P_MobjFlip(object) == P_MobjFlip(spring))
object->player->powers[pw_justsprung] |= (1<<15);
#else
object->player->powers[pw_justsprung] = 15;
if (horizspeed)
object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
else
{
if (abs(object->player->rmomx) > object->scale || abs(object->player->rmomy) > object->scale)
object->player->drawangle = R_PointToAngle2(0, 0, object->player->rmomx, object->player->rmomy);
if (P_MobjFlip(object) == P_MobjFlip(spring))
object->player->powers[pw_justsprung] |= (1<<15);
}
#endif
}
if ((horizspeed && vertispeed) || (object->player && object->player->homing)) // Mimic SA
{
object->momx = object->momy = 0;
P_TryMove(object, spring->x, spring->y, true);
}
if (vertispeed > 0)
object->z = spring->z + spring->height + 1;
else if (vertispeed < 0)
object->z = spring->z - object->height - 1;
else
{
fixed_t offx, offy;
// Horizontal springs teleport you in FRONT of them.
object->momx = object->momy = 0;
// Overestimate the distance to position you at
offx = P_ReturnThrustX(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
offy = P_ReturnThrustY(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
// Make it square by clipping
if (offx > (spring->radius + object->radius + 1))
offx = spring->radius + object->radius + 1;
else if (offx < -(spring->radius + object->radius + 1))
offx = -(spring->radius + object->radius + 1);
if (offy > (spring->radius + object->radius + 1))
offy = spring->radius + object->radius + 1;
else if (offy < -(spring->radius + object->radius + 1))
offy = -(spring->radius + object->radius + 1);
// Set position!
P_TryMove(object, spring->x + offx, spring->y + offy, true);
if ((spring->info->painchance == 3))
{
object->z = spring->z;
if (spring->eflags & MFE_VERTICALFLIP)
object->z -= object->height;
object->momz = 0;
}
}
}
if (vertispeed)
object->momz = FixedMul(vertispeed,FixedSqrt(FixedMul(object->scale, spring->scale)));
if (horizspeed)
P_InstaThrustEvenIn2D(object, spring->angle, FixedMul(horizspeed,FixedSqrt(FixedMul(object->scale, spring->scale))));
// Re-solidify
spring->flags |= (spring->info->flags & (MF_SPRING|MF_SPECIAL));
if (object->player)
{
INT32 pflags;
UINT8 secondjump;
boolean washoming;
if (spring->flags & MF_ENEMY) // Spring shells
P_SetTarget(&spring->target, object);
if (horizspeed)
{
object->angle = object->player->drawangle = spring->angle;
if (!demoplayback || P_ControlStyle(object->player) == CS_LMAOGALOG)
P_SetPlayerAngle(object->player, spring->angle);
}
if (object->player->pflags & PF_GLIDING)
P_SetPlayerMobjState(object, S_PLAY_FALL);
if ((spring->info->painchance == 3))
{
if (!(pflags = (object->player->pflags & PF_SPINNING)) &&
(((object->player->charability2 == CA2_SPINDASH) && (object->player->cmd.buttons & BT_SPIN))
|| (spring->flags2 & MF2_AMBUSH)))
{
pflags = PF_SPINNING;
P_SetPlayerMobjState(object, S_PLAY_ROLL);
S_StartSound(object, sfx_spin);
}
else
P_SetPlayerMobjState(object, S_PLAY_ROLL);
}
else
{
boolean wasSpindashing = object->player->dashspeed > 0 && (object->player->charability2 == CA2_SPINDASH);
pflags = object->player->pflags & (PF_STARTJUMP | PF_JUMPED | PF_NOJUMPDAMAGE | PF_SPINNING | PF_THOKKED | PF_BOUNCING); // I still need these.
if (wasSpindashing) // Ensure we're in the rolling state, and not spindash.
P_SetPlayerMobjState(object, S_PLAY_ROLL);
if (object->player->charability == CA_GLIDEANDCLIMB && object->player->skidtime && (pflags & PF_JUMPED))
{
object->player->skidtime = 0; // No skidding should be happening, either.
pflags &= ~PF_JUMPED;
}
}
secondjump = object->player->secondjump;
washoming = object->player->homing;
P_ResetPlayer(object->player);
if (spring->info->painchance == 1) // For all those ancient, SOC'd abilities.
{
object->player->pflags |= P_GetJumpFlags(object->player);
P_SetPlayerMobjState(object, S_PLAY_JUMP);
}
else if ((spring->info->painchance == 2) || ((spring->info->painchance != 3) && (pflags & PF_BOUNCING))) // Adding momentum only.
{
object->player->pflags |= (pflags &~ PF_STARTJUMP);
object->player->secondjump = secondjump;
if (washoming)
object->player->pflags &= ~PF_THOKKED;
}
else if (!vertispeed)
{
if (pflags & (PF_JUMPED|PF_SPINNING))
{
object->player->pflags |= pflags;
object->player->secondjump = secondjump;
}
else if (object->player->dashmode >= DASHMODE_THRESHOLD)
P_SetPlayerMobjState(object, S_PLAY_DASH);
else if (P_IsObjectOnGround(object))
P_SetPlayerMobjState(object, (horizspeed >= FixedMul(object->player->runspeed, object->scale)) ? S_PLAY_RUN : S_PLAY_WALK);
else
P_SetPlayerMobjState(object, (object->momz > 0) ? S_PLAY_SPRING : S_PLAY_FALL);
}
else if (P_MobjFlip(object)*vertispeed > 0)
P_SetPlayerMobjState(object, S_PLAY_SPRING);
else
P_SetPlayerMobjState(object, S_PLAY_FALL);
}
else if (horizspeed
&& 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_DoFanAndGasJet(mobj_t *spring, mobj_t *object)
{
player_t *p = object->player; // will be NULL if not a player
fixed_t zdist; // distance between bottoms
fixed_t speed = spring->info->mass; // conveniently, both fans and gas jets use this for the vertical thrust
SINT8 flipval = P_MobjFlip(spring); // 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 and gas jets when player is in pain!
return;
// is object's top below thruster's position? if not, calculate distance between their bottoms
if (spring->eflags & MFE_VERTICALFLIP)
{
if (object->z > spring->z + spring->height)
return;
zdist = (spring->z + spring->height) - (object->z + object->height);
}
else
{
if (object->z + object->height < spring->z)
return;
zdist = object->z - spring->z;
}
object->standingslope = NULL; // No launching off at silly angles for you.
switch (spring->type)
{
case MT_FAN: // fan
if (zdist > (spring->health << FRACBITS)) // max z distance determined by health (set by map thing args[0])
break;
if (flipval*object->momz >= FixedMul(speed, spring->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, spring->scale);
// limit the speed if too high
if (flipval*object->momz > FixedMul(speed, spring->scale))
object->momz = flipval*FixedMul(speed, spring->scale);
if (p && !p->powers[pw_tailsfly] && !p->powers[pw_carry]) // doesn't reset anim for Tails' flight
{
P_ResetPlayer(p);
P_SetPlayerMobjState(object, S_PLAY_FALL);
P_SetTarget(&object->tracer, spring);
p->powers[pw_carry] = CR_FAN;
}
break;
case MT_STEAM: // Steam
if (zdist > FixedMul(16*FRACUNIT, spring->scale))
break;
if (spring->state != &states[S_STEAM1]) // Only when it bursts
break;
object->eflags |= MFE_SPRUNG;
object->momz = flipval*FixedMul(speed, FixedSqrt(FixedMul(spring->scale, object->scale))); // scale the speed with both objects' scales, just like with springs!
if (p)
{
P_ResetPlayer(p);
if (p->panim != PA_FALL)
P_SetPlayerMobjState(object, S_PLAY_FALL);
}
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);
}
//
// PIT_CheckThing
//
static boolean PIT_CheckThing(mobj_t *thing)
{
fixed_t blockdist;
// don't clip against self
if (thing == tmthing)
return true;
// Ignore... things.
if (!tmthing || !thing || P_MobjWasRemoved(thing))
return true;
I_Assert(!P_MobjWasRemoved(tmthing));
I_Assert(!P_MobjWasRemoved(thing));
// Ignore spectators
if ((tmthing->player && tmthing->player->spectator)
|| (thing->player && thing->player->spectator))
return true;
// 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 true;
// Now check that you actually hit them.
blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
return true; // didn't hit it
// see if it went over / under
if (tmthing->z > thing->z + thing->height)
return true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // underneath
// REX HAS SEEN YOU
if (!LUA_HookSeenPlayer(tmthing->target->player, thing->player))
return false;
seenplayer = thing->player;
return false;
}
// 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 true;
blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
return true; // didn't hit it
// see if it went over / under
if (tmthing->z > thing->z + thing->height)
return true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // 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 true;
}
// 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 true; // didn't hit it
// see if it went over / under
if (tmthing->z > thing->z + thing->height)
return true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // 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 true;
}
// 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 true; // didn't hit it
if (tmthing->z > thing->z + thing->height)
return true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // underneath
thing->flags2 |= MF2_CLASSICPUSH;
return true;
}
if ((thing->flags & MF_NOCLIPTHING) || !(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
return true;
// 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 true;
blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
return true; // 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 true; // 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 true; // 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 true; // 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 true; // 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 true; // 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 true; // 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 true; // one of them was removed???
if (shouldCollide == 1)
return false; // force collide
else if (shouldCollide == 2)
return true; // 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 true; // one of them was removed???
if (shouldCollide == 1)
return false; // force collide
else if (shouldCollide == 2)
return true; // 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 true;
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 true;
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 true;
}
}
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 true;
}
if (thing->type == MT_ROLLOUTROCK && tmthing->player && tmthing->health)
{
if (tmthing->player->powers[pw_carry] == CR_ROLLOUT)
{
return true;
}
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_SetPlayerMobjState(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 true;
}
}
else if (tmthing->type == MT_ROLLOUTROCK)
{
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !thing->health)
return true;
if (thing == tmthing->tracer) // don't collide with rider
return true;
if (thing->flags & MF_SPRING) // bounce on springs
{
P_DoSpring(thing, tmthing);
return true;
}
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 true;
}
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 true; // overhead
if (thing->z + thing->height < tmthing->z)
return true; // underneath
if (!thing->tracer || !thing->tracer->tracer)
return true;
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 true;
if ((statenum_t)(thing->state-states) >= thing->info->meleestate)
return true;
if (thing->z > tmthing->z + tmthing->height)
return true; // overhead
if (thing->z + thing->height < tmthing->z)
return true; // 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 true;
}
else if (tmthing->type == MT_CRUSHCLAW)
{
if (tmthing->extravalue1 <= 0)
return true;
if ((statenum_t)(thing->state-states) >= thing->info->meleestate)
return true;
if (thing->z > tmthing->z + tmthing->height)
return true; // overhead
if (thing->z + thing->height < tmthing->z)
return true; // 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 false;
}
}
// 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 true; // overhead
if (thing->z + thing->height < tmthing->z)
return true; // 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 true;
}
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 true; // overhead
if (thing->z + thing->height < tmthing->z)
return true; // 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 true;
}
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 true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // 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 true;
}
if (thing->type == MT_HOOPCOLLIDE && thing->flags & MF_SPECIAL && tmthing->player)
{
P_TouchSpecialThing(thing, tmthing, true);
return true;
}
// check for skulls slamming into things
if (tmthing->flags2 & MF2_SKULLFLY)
{
if (tmthing->type == MT_EGGMOBILE) // Don't make Eggman stop!
return true; // Let him RUN YOU RIGHT OVER. >:3
else
{
// see if it went over / under
if (tmthing->z > thing->z + thing->height)
return true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // underneath
tmthing->flags2 &= ~MF2_SKULLFLY;
tmthing->momx = tmthing->momy = tmthing->momz = 0;
return false; // 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 true;
}
else if (tmz > thzh - sprarea && tmz < thzh) // Don't damage people springing up / down
return true;
}
// 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 true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // 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 true;
if (thing->type != MT_PLAYER)
{
// Explode, but do no damage.
// Let players missile other players.
return false;
}
}
// 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 true;
// Missiles ignore Brak's helper.
if (thing->type == MT_BLACKEGGMAN_HELPER)
return true;
// 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 false;
}
if (!(thing->flags & MF_SHOOTABLE) && !(thing->type == MT_EGGSHIELD))
{
// didn't do any damage
return !(thing->flags & MF_SOLID);
}
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 true; // 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 false;
}
// 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 true;
}
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 true;
else
return false;
}
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 && tmthing->player)
{
P_TouchSpecialThing(thing, tmthing, true); // can remove thing
return true;
}
// check again for special pickup
if (tmthing->flags & MF_SPECIAL && thing->player)
{
P_TouchSpecialThing(tmthing, thing, true); // can remove thing
return true;
}
// 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 true; // 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 || tmthing->type == MT_STEAM)
P_DoFanAndGasJet(tmthing, thing);
}
if (tmthing->flags & MF_PUSHABLE)
{
if (thing->type == MT_FAN || thing->type == MT_STEAM)
{
P_DoFanAndGasJet(thing, tmthing);
return true;
}
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 false;
return true;
}
}
// 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 false;
}
// 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 true;
}
}
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 || tmthing->type == MT_STEAM)
P_DoFanAndGasJet(tmthing, thing);
}
if (tmthing->player) // Is the moving/interacting object the player?
{
if (!tmthing->health)
return true;
if (thing->type == MT_FAN || thing->type == MT_STEAM)
P_DoFanAndGasJet(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 false;
return true;
}
// 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)))
{
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!
}
}
if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough.
{
if (player->pflags & PF_BOUNCING)
P_DoAbilityBounce(player, false);
return false;
}
else
*z -= *momz; // to ensure proper collision.
}
return true;
}
}
if ((tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM || tmthing->type == MT_SPIKE || tmthing->type == MT_WALLSPIKE) && (thing->player))
; // springs, gas jets and springs 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 true;
}
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 false 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 false;
tmfloorz = tmceilingz = topz; // block while in air
tmceilingrover = NULL;
tmceilingslope = NULL;
tmfloorthing = thing; // needed for side collision
}
else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height)
{
tmceilingz = topz;
tmceilingrover = NULL;
tmceilingslope = NULL;
tmfloorthing = thing; // thing we may stand on
}
}
else
{
// pass under
tmtopz = tmthing->z + tmthing->height;
if (tmtopz < thing->z)
{
if (thing->z < tmceilingz)
{
tmceilingz = thing->z;
tmceilingrover = NULL;
tmceilingslope = NULL;
}
return true;
}
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 false 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 false;
tmfloorz = tmceilingz = topz; // block while in air
tmfloorrover = NULL;
tmfloorslope = NULL;
tmfloorthing = thing; // needed for side collision
}
else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z)
{
tmfloorz = topz;
tmfloorrover = NULL;
tmfloorslope = NULL;
tmfloorthing = thing; // thing we may stand on
}
}
}
// not solid not blocked
return true;
}
// 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
// =========================================================================
//
// P_CheckPosition
// This is purely informative, nothing is modified
// (except things picked up).
//
// in:
// a mobj_t (can be valid or invalid)
// a position to be checked
// (doesn't need to be related to the mobj_t->x,y)
//
// during:
// special things are touched if MF_PICKUP
// early out on solid lines?
//
// out:
// newsubsec
// tmfloorz
// tmceilingz
// tmdropoffz
// tmdrpoffceilz
// the lowest point contacted
// (monsters won't move to a dropoff)
// speciallines[]
// numspeciallines
//
// tmfloorz
// the nearest floor or thing's top under tmthing
// tmceilingz
// the nearest ceiling or thing's bottom over tmthing
//
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, possibly picking things up.
// MF_NOCLIPTHING: used by camera to not be blocked by things
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 retval = true;
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))
|| (thiscam == &camera2 && (players[secondarydisplayplayer].pflags & PF_NOCLIP)))
{ // 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 retval;
}
//
// 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))
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);
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 bx, by, 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;
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
P_BlockThingsIterator(bx, by, 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;
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))
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->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;
}
static boolean PTR_LineIsBlocking(line_t *li)
{
// one-sided linedefs are always solid to sliding movement.
if (!li->backsector)
return !P_PointOnLineSide(slidemo->x, slidemo->y, li);
if (!(slidemo->flags & MF_MISSILE))
{
if (li->flags & ML_IMPASSIBLE)
return true;
if ((slidemo->flags & (MF_ENEMY|MF_BOSS)) && li->flags & ML_BLOCKMONSTERS)
return true;
}
// set openrange, opentop, openbottom
P_LineOpening(li, slidemo);
if (openrange < slidemo->height)
return true; // doesn't fit
if (opentop - slidemo->z < slidemo->height)
return true; // mobj is too high
if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, slidemo->scale))
return true; // too big a step up
if (slidemo->player
&& openrange < P_GetPlayerHeight(slidemo->player)
&& !P_PlayerCanEnterSpinGaps(slidemo->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 != HORIZONSPECIAL)
{
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 (!PTR_LineIsBlocking(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;
}
}
//
// 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
line_t junk; // fake linedef
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)
goto stairstep; // don't loop forever
// 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] != 0xffff)
{
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
stairstep:
if (!P_TryMove(mo, mo->x, mo->y + mo->momy, true)) //Allow things to drop off.
P_TryMove(mo, mo->x + mo->momx, mo->y, true);
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))
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(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)
return; // Good enough!!
else
goto retry;
}
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 x, y;
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;
for (y = yl; y <= yh; y++)
for (x = xl; x <= xh; x++)
P_BlockThingsIterator(x, y, 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;
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
continue;
mo = blocklinks[y * bmapwidth + x];
for (; mo; mo = mo->bnext)
{
// 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 = &sectors[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;
}