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- Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere.
- Rewrote BlockThingsIterator code not to use callbacks anymore. SVN r888 (trunk)
This commit is contained in:
parent
ebd17de30a
commit
0b26377624
7 changed files with 730 additions and 989 deletions
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@ -1,3 +1,7 @@
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April 7, 2008 (Changes by Graf Zahl)
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- Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere.
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- Rewrote BlockThingsIterator code not to use callbacks anymore.
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April 6, 2008 (Changes by Graf Zahl)
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- Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but
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P_FindFloorCeiling never did that.
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@ -35,58 +35,6 @@ void A_ThrustLower (AActor *);
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void A_ThrustBlock (AActor *);
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void A_ThrustImpale (AActor *);
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AActor *tsthing;
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bool PIT_ThrustStompThing (AActor *thing)
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{
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fixed_t blockdist;
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if (!(thing->flags & MF_SHOOTABLE) )
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return true;
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blockdist = thing->radius + tsthing->radius;
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if ( abs(thing->x - tsthing->x) >= blockdist ||
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abs(thing->y - tsthing->y) >= blockdist ||
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(thing->z > tsthing->z+tsthing->height) )
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return true; // didn't hit it
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if (thing == tsthing)
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return true; // don't clip against self
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P_DamageMobj (thing, tsthing, tsthing, 10001, NAME_Crush);
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P_TraceBleed (10001, thing);
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tsthing->args[1] = 1; // Mark thrust thing as bloody
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return true;
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}
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void P_ThrustSpike (AActor *actor)
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{
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static TArray<AActor *> spikebt;
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int xl,xh,yl,yh,bx,by;
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int x0,x2,y0,y2;
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tsthing = actor;
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x0 = actor->x - actor->radius;
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x2 = actor->x + actor->radius;
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y0 = actor->y - actor->radius;
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y2 = actor->y + actor->radius;
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xl = (x0 - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
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xh = (x2 - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
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yl = (y0 - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
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yh = (y2 - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
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spikebt.Clear();
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// stomp on any things contacted
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for (bx = xl; bx <= xh; bx++)
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for (by = yl; by <= yh; by++)
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P_BlockThingsIterator (bx, by, PIT_ThrustStompThing, spikebt);
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}
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// AThrustFloor is just a container for all the spike states.
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// All the real spikes subclass it.
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@ -313,7 +261,19 @@ void A_ThrustBlock (AActor *actor)
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void A_ThrustImpale (AActor *actor)
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{
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// Impale all shootables in radius
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P_ThrustSpike (actor);
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AActor *thing;
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FRadiusThingsIterator it(actor->x, actor->y, actor->radius);
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while ((thing = it.Next()))
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{
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if (!(thing->flags & MF_SHOOTABLE) )
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continue;
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if (thing == actor)
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continue; // don't clip against self
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P_DamageMobj (thing, actor, actor, 10001, NAME_Crush);
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P_TraceBleed (10001, thing);
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actor->args[1] = 1; // Mark thrust thing as bloody
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}
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}
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108
src/p_enemy.cpp
108
src/p_enemy.cpp
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@ -2078,43 +2078,46 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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//==========================================================================
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//
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// PIT_VileCheck
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// P_CheckForResurrection (formerly part of A_VileChase)
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// Check for ressurecting a body
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//
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//==========================================================================
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static AActor *corpsehit;
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static AActor *vileobj;
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static fixed_t viletryx;
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static fixed_t viletryy;
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static FState *raisestate;
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static bool PIT_VileCheck (AActor *thing)
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static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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{
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int maxdist;
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bool check;
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const AActor *info;
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AActor *temp;
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if (!(thing->flags & MF_CORPSE) )
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return true; // not a monster
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if (self->movedir != DI_NODIR)
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{
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const fixed_t absSpeed = abs (self->Speed);
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fixed_t viletryx = self->x + FixedMul (absSpeed, xspeed[self->movedir]);
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fixed_t viletryy = self->y + FixedMul (absSpeed, yspeed[self->movedir]);
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AActor *corpsehit;
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FState *raisestate;
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if (thing->tics != -1)
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return true; // not lying still yet
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FBlockThingsIterator it(FBoundingBox(viletryx, viletryy, 32*FRACUNIT));
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while ((corpsehit = it.Next()))
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{
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if (!(corpsehit->flags & MF_CORPSE) )
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continue; // not a monster
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raisestate = thing->FindState(NAME_Raise);
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if (corpsehit->tics != -1)
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continue; // not lying still yet
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raisestate = corpsehit->FindState(NAME_Raise);
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if (raisestate == NULL)
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return true; // monster doesn't have a raise state
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// This may be a potential problem if this is used by something other
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// than an Arch Vile.
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//maxdist = thing->GetDefault()->radius + GetDefault<AArchvile>()->radius;
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continue; // monster doesn't have a raise state
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// use the current actor's radius instead of the Arch Vile's default.
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maxdist = thing->GetDefault()->radius + vileobj->radius;
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fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;
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if ( abs(thing->x - viletryx) > maxdist
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|| abs(thing->y - viletryy) > maxdist )
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return true; // not actually touching
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maxdist = corpsehit-> GetDefault()->radius + self->radius;
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if ( abs(corpsehit-> x - viletryx) > maxdist ||
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abs(corpsehit-> y - viletryy) > maxdist )
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continue; // not actually touching
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corpsehit = thing;
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corpsehit->momx = corpsehit->momy = 0;
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// [RH] Check against real height and radius
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corpsehit->flags |= MF_SOLID;
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corpsehit->height = corpsehit->GetDefault()->height;
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check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
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bool check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
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corpsehit->flags = oldflags;
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corpsehit->radius = oldradius;
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corpsehit->height = oldheight;
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if (!check) continue;
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return !check;
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}
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//==========================================================================
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//
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// P_CheckForResurrection (formerly part of A_VileChase)
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// Check for ressurecting a body
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//
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//==========================================================================
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static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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{
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static TArray<AActor *> vilebt;
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int xl, xh, yl, yh;
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int bx, by;
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const AActor *info;
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AActor *temp;
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if (self->movedir != DI_NODIR)
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{
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const fixed_t absSpeed = abs (self->Speed);
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// check for corpses to raise
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viletryx = self->x + FixedMul (absSpeed, xspeed[self->movedir]);
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viletryy = self->y + FixedMul (absSpeed, yspeed[self->movedir]);
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xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
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xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
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yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
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yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
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vileobj = self;
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validcount++;
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vilebt.Clear();
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for (bx = xl; bx <= xh; bx++)
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{
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for (by = yl; by <= yh; by++)
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{
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// Call PIT_VileCheck to check
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// whether object is a corpse
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// that can be raised.
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if (!P_BlockThingsIterator (bx, by, PIT_VileCheck, vilebt))
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{
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// got one!
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temp = self->target;
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self->target = corpsehit;
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@ -2185,8 +2142,8 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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// If this is a friendly Arch-Vile (which is turning the resurrected monster into its friend)
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// and the Arch-Vile is currently targetting the resurrected monster the target must be cleared.
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if (self->lastenemy == temp) self->lastenemy = NULL;
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if (self->lastenemy == corpsehit) self->lastenemy = NULL;
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if (temp == self->target) temp = NULL;
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}
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self->target = temp;
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// You are the Archvile's minion now, so hate what it hates
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corpsehit->CopyFriendliness (self, false);
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return true;
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}
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}
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}
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}
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return false;
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}
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@ -255,12 +255,48 @@ public:
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void Reset() { StartBlock(minx, miny); }
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};
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bool P_BlockThingsIterator (int x, int y, bool(*func)(AActor*), TArray<AActor *> &checkarray, AActor *start=NULL);
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class FBlockThingsIterator
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{
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typedef TArray<AActor *> BTChecked;
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static TDeletingArray< BTChecked* > FreeBTChecked;
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int minx, maxx;
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int miny, maxy;
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int curx, cury;
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bool dontfreecheck;
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BTChecked *checkarray;
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FBlockNode *block;
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static BTChecked *GetCheckArray();
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void FreeCheckArray();
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void StartBlock(int x, int y);
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public:
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FBlockThingsIterator(int minx, int miny, int maxx, int maxy, TArray<AActor *> *check = NULL);
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FBlockThingsIterator(const FBoundingBox &box);
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~FBlockThingsIterator()
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{
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if (!dontfreecheck) FreeCheckArray();
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}
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AActor *Next();
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void Reset() { StartBlock(minx, miny); }
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};
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class FRadiusThingsIterator : public FBlockThingsIterator
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{
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fixed_t X, Y, Radius;
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public:
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FRadiusThingsIterator(fixed_t x, fixed_t y, fixed_t radius);
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AActor *Next();
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};
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#define PT_ADDLINES 1
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#define PT_ADDTHINGS 2
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#define PT_EARLYOUT 4
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extern divline_t trace;
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602
src/p_map.cpp
602
src/p_map.cpp
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@ -71,16 +71,11 @@ static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
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static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puff,
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fixed_t vx, fixed_t vy, fixed_t vz);
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fixed_t tmbbox[4];
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AActor *tmthing;
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static int tmflags;
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static fixed_t tmx;
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static fixed_t tmy;
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static fixed_t tmz; // [RH] Needed for third dimension of teleporters
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static fixed_t pe_x; // Pain Elemental position for Lost Soul checks // phares
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static fixed_t pe_y; // Pain Elemental position for Lost Soul checks // phares
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static fixed_t ls_x; // Lost Soul position for Lost Soul checks // phares
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static fixed_t ls_y; // Lost Soul position for Lost Soul checks // phares
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static FRandom pr_tracebleed ("TraceBleed");
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static FRandom pr_checkthing ("CheckThing");
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@ -140,7 +135,7 @@ AActor *LastRipped;
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//
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//==========================================================================
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static bool PIT_FindFloorCeiling (line_t *ld, AActor *tmfthing, const FBoundingBox &box, fixed_t tmx, fixed_t tmy)
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static bool PIT_FindFloorCeiling (line_t *ld, AActor *tmfthing, const FBoundingBox &box, fixed_t x, fixed_t y)
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{
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if (box.Right() <= ld->bbox[BOXLEFT]
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|| box.Left() >= ld->bbox[BOXRIGHT]
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@ -167,19 +162,19 @@ static bool PIT_FindFloorCeiling (line_t *ld, AActor *tmfthing, const FBoundingB
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(ld->frontsector->ceilingplane.a | ld->frontsector->ceilingplane.b) |
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(ld->backsector->ceilingplane.a | ld->backsector->ceilingplane.b)) == 0)
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{
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P_LineOpening (open, tmfthing, ld, sx=tmx, sy=tmy, tmx, tmy);
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P_LineOpening (open, tmfthing, ld, sx=x, sy=y, x, y);
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}
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else
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{ // Find the point on the line closest to the actor's center, and use
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// that to calculate openings
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float dx = (float)ld->dx;
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float dy = (float)ld->dy;
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fixed_t r = (fixed_t)(((float)(tmx - ld->v1->x) * dx +
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(float)(tmy - ld->v1->y) * dy) /
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fixed_t r = (fixed_t)(((float)(x - ld->v1->x) * dx +
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(float)(y - ld->v1->y) * dy) /
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(dx*dx + dy*dy) * 16777216.f);
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if (r <= 0)
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{
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P_LineOpening (open, tmfthing, ld, sx=ld->v1->x, sy=ld->v1->y, tmx, tmy);
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P_LineOpening (open, tmfthing, ld, sx=ld->v1->x, sy=ld->v1->y, x, y);
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}
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else if (r >= (1<<24))
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{
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@ -188,7 +183,7 @@ static bool PIT_FindFloorCeiling (line_t *ld, AActor *tmfthing, const FBoundingB
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else
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{
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P_LineOpening (open, tmfthing, ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
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sy=ld->v1->y + MulScale24 (r, ld->dy), tmx, tmy);
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sy=ld->v1->y + MulScale24 (r, ld->dy), x, y);
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}
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}
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@ -253,54 +248,6 @@ void P_FindFloorCeiling (AActor *actor)
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// TELEPORT MOVE
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//
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//
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// PIT_StompThing
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//
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static bool StompAlwaysFrags;
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bool PIT_StompThing (AActor *thing)
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{
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fixed_t blockdist;
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if (!(thing->flags & MF_SHOOTABLE))
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return true;
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// don't clip against self
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if (thing == tmthing)
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return true;
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blockdist = thing->radius + tmthing->radius;
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if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
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{
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// didn't hit it
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return true;
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}
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// [RH] Z-Check
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// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
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// Otherwise those things would get stuck inside each other.
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if ((tmthing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
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{
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if (!(thing->flags3 & tmthing->flags3 & MF3_DONTOVERLAP))
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{
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if (tmz > thing->z + thing->height)
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return true; // overhead
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if (tmz+tmthing->height < thing->z)
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return true; // underneath
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}
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}
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// monsters don't stomp things except on boss level
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// [RH] Some Heretic/Hexen monsters can telestomp
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if (StompAlwaysFrags || (tmthing->flags2 & MF2_TELESTOMP))
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{
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P_DamageMobj (thing, tmthing, tmthing, 1000000, NAME_Telefrag);
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return true;
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}
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return false;
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}
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//
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// P_TeleportMove
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//
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@ -312,29 +259,9 @@ bool PIT_StompThing (AActor *thing)
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// was being teleported between two non-overlapping height ranges.
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bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag)
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{
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static TArray<AActor *> telebt;
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int xl;
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int xh;
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int yl;
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int yh;
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int bx;
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int by;
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sector_t* newsec;
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// kill anything occupying the position
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tmthing = thing;
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tmflags = thing->flags;
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tmx = x;
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tmy = y;
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tmz = z;
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tmbbox[BOXTOP] = y + tmthing->radius;
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tmbbox[BOXBOTTOM] = y - tmthing->radius;
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tmbbox[BOXRIGHT] = x + tmthing->radius;
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tmbbox[BOXLEFT] = x - tmthing->radius;
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newsec = P_PointInSector (x,y);
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ceilingline = NULL;
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@ -348,11 +275,9 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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tmfceilingpic = newsec->ceilingpic;
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tmfceilingsector = newsec;
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|
||||
validcount++;
|
||||
spechit.Clear ();
|
||||
telebt.Clear();
|
||||
|
||||
StompAlwaysFrags = tmthing->player || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
|
||||
bool StompAlwaysFrags = thing->player || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
|
||||
|
||||
FBoundingBox box(x, y, thing->radius);
|
||||
FBlockLinesIterator it(box);
|
||||
|
@ -373,23 +298,40 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
|
|||
int savecpic = tmffloorpic;
|
||||
fixed_t savedropoff = tmfdropoffz;
|
||||
|
||||
// stomp on any things contacted
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
FRadiusThingsIterator it2(x, y, thing->radius);
|
||||
AActor *th;
|
||||
|
||||
// stomp on any things contacted
|
||||
for (bx=xl ; bx<=xh ; bx++)
|
||||
while ((th = it2.Next()))
|
||||
{
|
||||
for (by=yl ; by<=yh ; by++)
|
||||
if (!(th->flags & MF_SHOOTABLE))
|
||||
continue;
|
||||
|
||||
// don't clip against self
|
||||
if (th == thing)
|
||||
continue;
|
||||
|
||||
// [RH] Z-Check
|
||||
// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
|
||||
// Otherwise those things would get stuck inside each other.
|
||||
if ((thing->flags2 & MF2_PASSMOBJ || th->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
|
||||
{
|
||||
if (!P_BlockThingsIterator(bx,by,PIT_StompThing,telebt))
|
||||
if (!(th->flags3 & thing->flags3 & MF3_DONTOVERLAP))
|
||||
{
|
||||
if (z > th->z + th->height || // overhead
|
||||
z+thing->height < th->z) // underneath
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// monsters don't stomp things except on boss level
|
||||
// [RH] Some Heretic/Hexen monsters can telestomp
|
||||
if (StompAlwaysFrags || (thing->flags2 & MF2_TELESTOMP))
|
||||
{
|
||||
P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag);
|
||||
continue;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// the move is ok, so link the thing into its new position
|
||||
thing->SetOrigin (x, y, z);
|
||||
|
@ -424,72 +366,30 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
|
|||
// Like P_TeleportMove, but it doesn't move anything, and only monsters and other
|
||||
// players get telefragged.
|
||||
//
|
||||
bool PIT_StompThing2 (AActor *thing)
|
||||
{
|
||||
fixed_t blockdist;
|
||||
|
||||
if (!(thing->flags & MF_SHOOTABLE))
|
||||
return true;
|
||||
|
||||
// don't clip against self, and don't kill your own voodoo dolls
|
||||
if (thing == tmthing ||
|
||||
(thing->player == tmthing->player && thing->player != NULL))
|
||||
return true;
|
||||
|
||||
// only kill monsters and other players
|
||||
if (thing->player == NULL && !(thing->flags3 & MF3_ISMONSTER))
|
||||
return true;
|
||||
|
||||
blockdist = thing->radius + tmthing->radius;
|
||||
|
||||
if (abs(thing->x - tmthing->x) >= blockdist || abs(thing->y - tmthing->y) >= blockdist)
|
||||
{
|
||||
// didn't hit it
|
||||
return true;
|
||||
}
|
||||
|
||||
if (tmthing->z > thing->z + thing->height)
|
||||
return true; // overhead
|
||||
if (tmthing->z + tmthing->height < thing->z)
|
||||
return true; // underneath
|
||||
|
||||
P_DamageMobj (thing, tmthing, tmthing, 1000000, NAME_Telefrag);
|
||||
return true;
|
||||
}
|
||||
|
||||
void P_PlayerStartStomp (AActor *actor)
|
||||
{
|
||||
static TArray<AActor *> telebt;
|
||||
AActor *th;
|
||||
FRadiusThingsIterator it(actor->x, actor->y, actor->radius);
|
||||
|
||||
int xl;
|
||||
int xh;
|
||||
int yl;
|
||||
int yh;
|
||||
int bx;
|
||||
int by;
|
||||
|
||||
tmthing = actor;
|
||||
tmflags = actor->flags;
|
||||
|
||||
tmbbox[BOXTOP] = actor->y + actor->radius;
|
||||
tmbbox[BOXBOTTOM] = actor->y - actor->radius;
|
||||
tmbbox[BOXRIGHT] = actor->x + actor->radius;
|
||||
tmbbox[BOXLEFT] = actor->x - actor->radius;
|
||||
|
||||
telebt.Clear();
|
||||
|
||||
// stomp on any things contacted
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
while ((th = it.Next()))
|
||||
{
|
||||
for (by = yl; by <= yh; by++)
|
||||
{
|
||||
P_BlockThingsIterator (bx, by, PIT_StompThing2, telebt);
|
||||
}
|
||||
if (!(th->flags & MF_SHOOTABLE))
|
||||
continue;
|
||||
|
||||
// don't clip against self, and don't kill your own voodoo dolls
|
||||
if (th == actor || (th->player == actor->player && th->player != NULL))
|
||||
continue;
|
||||
|
||||
// only kill monsters and other players
|
||||
if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER))
|
||||
continue;
|
||||
|
||||
if (actor->z > th->z + th->height)
|
||||
continue; // overhead
|
||||
if (actor->z + actor->height < th->z)
|
||||
continue; // underneath
|
||||
|
||||
P_DamageMobj (th, actor, actor, 1000000, NAME_Telefrag);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1072,50 +972,6 @@ bool PIT_CheckThing (AActor *thing)
|
|||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PIT_CheckOnmobjZ
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
bool PIT_CheckOnmobjZ (AActor *thing)
|
||||
{
|
||||
if (!(thing->flags & MF_SOLID))
|
||||
{ // Can't hit thing
|
||||
return true;
|
||||
}
|
||||
if (thing->flags & (MF_SPECIAL|MF_NOCLIP|MF_CORPSE))
|
||||
{ // [RH] Corpses and specials and noclippers don't block moves
|
||||
return true;
|
||||
}
|
||||
if (!(thing->flags4 & MF4_ACTLIKEBRIDGE) && (tmthing->flags & MF_SPECIAL))
|
||||
{ // [RH] Only bridges block pickup items
|
||||
return true;
|
||||
}
|
||||
if (thing == tmthing)
|
||||
{ // Don't clip against self
|
||||
return true;
|
||||
}
|
||||
if (tmthing->z > thing->z+thing->height)
|
||||
{ // over thing
|
||||
return true;
|
||||
}
|
||||
else if (tmthing->z+tmthing->height <= thing->z)
|
||||
{ // under thing
|
||||
return true;
|
||||
}
|
||||
else if (!tmflags && onmobj != NULL && thing->z + thing->height < onmobj->z + onmobj->height)
|
||||
{ // something higher is in the way
|
||||
return true;
|
||||
}
|
||||
fixed_t blockdist = thing->radius+tmthing->radius;
|
||||
if (abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist)
|
||||
{ // Didn't hit thing
|
||||
return true;
|
||||
}
|
||||
onmobj = thing;
|
||||
return !tmflags;
|
||||
}
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
@ -1185,9 +1041,6 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|||
{
|
||||
static TArray<AActor *> checkpbt;
|
||||
|
||||
int xl, xh;
|
||||
int yl, yh;
|
||||
int bx, by;
|
||||
sector_t *newsec;
|
||||
AActor *thingblocker;
|
||||
AActor *fakedblocker;
|
||||
|
@ -1201,11 +1054,6 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|||
|
||||
FBoundingBox box(x, y, thing->radius);
|
||||
|
||||
tmbbox[BOXTOP] = box.Top();
|
||||
tmbbox[BOXBOTTOM] = box.Bottom();
|
||||
tmbbox[BOXRIGHT] = box.Right();
|
||||
tmbbox[BOXLEFT] = box.Left();
|
||||
|
||||
newsec = P_PointInSector (x,y);
|
||||
ceilingline = BlockingLine = NULL;
|
||||
|
||||
|
@ -1234,11 +1082,6 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|||
// because DActors are grouped into mapblocks
|
||||
// based on their origin point, and can overlap
|
||||
// into adjacent blocks by up to MAXRADIUS units.
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
|
||||
BlockingMobj = NULL;
|
||||
thingblocker = NULL;
|
||||
fakedblocker = NULL;
|
||||
|
@ -1248,14 +1091,12 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|||
}
|
||||
|
||||
stepthing = NULL;
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
|
||||
FRadiusThingsIterator it2(x, y, thing->radius);
|
||||
AActor *th;
|
||||
while ((th = it2.Next()))
|
||||
{
|
||||
for (by = yl; by <= yh; by++)
|
||||
{
|
||||
AActor *robin = NULL;
|
||||
do
|
||||
{
|
||||
if (!P_BlockThingsIterator (bx, by, PIT_CheckThing, checkpbt, robin))
|
||||
if (!PIT_CheckThing(th))
|
||||
{ // [RH] If a thing can be stepped up on, we need to continue checking
|
||||
// other things in the blocks and see if we hit something that is
|
||||
// definitely blocking. Otherwise, we need to check the lines, or we
|
||||
|
@ -1273,7 +1114,6 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|||
{
|
||||
thingblocker = BlockingMobj;
|
||||
}
|
||||
robin = BlockingMobj;
|
||||
BlockingMobj = NULL;
|
||||
}
|
||||
else if (thing->player &&
|
||||
|
@ -1288,7 +1128,6 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|||
// Nothing is blocking us, but this actor potentially could
|
||||
// if there is something else to step on.
|
||||
fakedblocker = BlockingMobj;
|
||||
robin = BlockingMobj;
|
||||
BlockingMobj = NULL;
|
||||
}
|
||||
else
|
||||
|
@ -1297,12 +1136,6 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
robin = NULL;
|
||||
}
|
||||
} while (robin);
|
||||
}
|
||||
}
|
||||
|
||||
// check lines
|
||||
|
@ -1374,40 +1207,47 @@ AActor *P_CheckOnmobj (AActor *thing)
|
|||
|
||||
bool P_TestMobjZ (AActor *actor, bool quick)
|
||||
{
|
||||
static TArray<AActor *> mobjzbt;
|
||||
|
||||
int xl,xh,yl,yh,bx,by;
|
||||
fixed_t x, y;
|
||||
|
||||
onmobj = NULL;
|
||||
if (actor->flags & MF_NOCLIP)
|
||||
return true;
|
||||
|
||||
tmx = x = actor->x;
|
||||
tmy = y = actor->y;
|
||||
tmthing = actor;
|
||||
tmflags = quick;
|
||||
FRadiusThingsIterator it(actor->x, actor->y, actor->radius);
|
||||
AActor *thing;
|
||||
|
||||
tmbbox[BOXTOP] = y + actor->radius;
|
||||
tmbbox[BOXBOTTOM] = y - actor->radius;
|
||||
tmbbox[BOXRIGHT] = x + actor->radius;
|
||||
tmbbox[BOXLEFT] = x - actor->radius;
|
||||
//
|
||||
// the bounding box is extended by MAXRADIUS because actors are grouped
|
||||
// into mapblocks based on their origin point, and can overlap into adjacent
|
||||
// blocks by up to MAXRADIUS units
|
||||
//
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
if (!(thing->flags & MF_SOLID))
|
||||
{ // Can't hit thing
|
||||
continue;
|
||||
}
|
||||
if (thing->flags & (MF_SPECIAL|MF_NOCLIP|MF_CORPSE))
|
||||
{ // [RH] Corpses and specials and noclippers don't block moves
|
||||
continue;
|
||||
}
|
||||
if (!(thing->flags4 & MF4_ACTLIKEBRIDGE) && (actor->flags & MF_SPECIAL))
|
||||
{ // [RH] Only bridges block pickup items
|
||||
continue;
|
||||
}
|
||||
if (thing == actor)
|
||||
{ // Don't clip against self
|
||||
continue;
|
||||
}
|
||||
if (actor->z > thing->z+thing->height)
|
||||
{ // over thing
|
||||
continue;
|
||||
}
|
||||
else if (actor->z+actor->height <= thing->z)
|
||||
{ // under thing
|
||||
continue;
|
||||
}
|
||||
else if (!quick && onmobj != NULL && thing->z + thing->height < onmobj->z + onmobj->height)
|
||||
{ // something higher is in the way
|
||||
continue;
|
||||
}
|
||||
onmobj = thing;
|
||||
if (quick) break;
|
||||
}
|
||||
|
||||
mobjzbt.Clear();
|
||||
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
for (by = yl; by <= yh; by++)
|
||||
if (!P_BlockThingsIterator (bx, by, PIT_CheckOnmobjZ, mobjzbt))
|
||||
return false;
|
||||
|
||||
return onmobj == NULL;
|
||||
}
|
||||
|
@ -3525,16 +3365,6 @@ bool P_UsePuzzleItem (AActor *actor, int itemType)
|
|||
//
|
||||
// RADIUS ATTACK
|
||||
//
|
||||
AActor* bombsource;
|
||||
AActor* bombspot;
|
||||
int bombdamage;
|
||||
float bombdamagefloat;
|
||||
int bombdistance;
|
||||
float bombdistancefloat;
|
||||
bool DamageSource;
|
||||
FName bombmod;
|
||||
FVector3 bombvec;
|
||||
bool bombdodamage;
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
|
@ -3555,19 +3385,36 @@ CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
|
|||
selfthrustscale = 1.f / self;
|
||||
}
|
||||
|
||||
bool PIT_RadiusAttack (AActor *thing)
|
||||
//
|
||||
// P_RadiusAttack
|
||||
// Source is the creature that caused the explosion at spot.
|
||||
//
|
||||
void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
|
||||
bool DamageSource, bool bombdodamage)
|
||||
{
|
||||
if (bombdistance <= 0)
|
||||
return;
|
||||
|
||||
float bombdistancefloat = 1.f / (float)bombdistance;
|
||||
float bombdamagefloat = (float)bombdamage;
|
||||
FVector3 bombvec(FIXED2FLOAT(bombspot->x), FIXED2FLOAT(bombspot->y), FIXED2FLOAT(bombspot->z));
|
||||
|
||||
FRadiusThingsIterator it(bombspot->x, bombspot->y, bombdistance<<FRACBITS);
|
||||
AActor *thing;
|
||||
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
if (!(thing->flags & MF_SHOOTABLE) )
|
||||
return true;
|
||||
continue;
|
||||
|
||||
// Boss spider and cyborg and Heretic's ep >= 2 bosses
|
||||
// take no damage from concussion.
|
||||
if (thing->flags3 & MF3_NORADIUSDMG && !(bombspot->flags4 & MF4_FORCERADIUSDMG))
|
||||
return true;
|
||||
continue;
|
||||
|
||||
if (!DamageSource && thing == bombsource)
|
||||
{ // don't damage the source of the explosion
|
||||
return true;
|
||||
continue;
|
||||
}
|
||||
|
||||
// a much needed option: monsters that fire explosive projectiles cannot
|
||||
|
@ -3577,7 +3424,7 @@ bool PIT_RadiusAttack (AActor *thing)
|
|||
thing->GetClass() == bombsource->GetClass() &&
|
||||
!thing->player &&
|
||||
bombsource->flags4 & MF4_DONTHURTSPECIES
|
||||
) return true;
|
||||
) continue;
|
||||
|
||||
// Barrels always use the original code, since this makes
|
||||
// them far too "active." BossBrains also use the old code
|
||||
|
@ -3687,7 +3534,7 @@ bool PIT_RadiusAttack (AActor *thing)
|
|||
dist = 0;
|
||||
|
||||
if (dist >= bombdistance)
|
||||
return true; // out of range
|
||||
continue; // out of range
|
||||
|
||||
if (P_CheckSight (thing, bombspot, 1))
|
||||
{ // OK to damage; target is in direct path
|
||||
|
@ -3702,48 +3549,7 @@ bool PIT_RadiusAttack (AActor *thing)
|
|||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//
|
||||
// P_RadiusAttack
|
||||
// Source is the creature that caused the explosion at spot.
|
||||
//
|
||||
void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, FName damageType,
|
||||
bool hurtSource, bool dodamage)
|
||||
{
|
||||
static TArray<AActor *> radbt;
|
||||
|
||||
int x, y;
|
||||
int xl, xh, yl, yh;
|
||||
fixed_t dist;
|
||||
|
||||
if (distance <= 0)
|
||||
return;
|
||||
|
||||
dist = (distance + MAXRADIUS)<<FRACBITS;
|
||||
yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
bombspot = spot;
|
||||
bombsource = source;
|
||||
bombdamage = damage;
|
||||
bombdistance = distance;
|
||||
bombdistancefloat = 1.f / (float)distance;
|
||||
DamageSource = hurtSource;
|
||||
bombdamagefloat = (float)damage;
|
||||
bombmod = damageType;
|
||||
bombdodamage = dodamage;
|
||||
bombvec.X = FIXED2FLOAT(spot->x);
|
||||
bombvec.Y = FIXED2FLOAT(spot->y);
|
||||
bombvec.Z = FIXED2FLOAT(spot->z);
|
||||
|
||||
radbt.Clear();
|
||||
|
||||
for (y = yl; y <= yh; y++)
|
||||
for (x = xl; x <= xh; x++)
|
||||
P_BlockThingsIterator (x, y, PIT_RadiusAttack, radbt);
|
||||
}
|
||||
|
||||
|
||||
|
@ -3812,72 +3618,6 @@ bool P_AdjustFloorCeil (AActor *thing, FChangePosition *cpos)
|
|||
return isgood;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// PIT_FindAboveIntersectors
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
bool PIT_FindAboveIntersectors (AActor *thing)
|
||||
{
|
||||
if (!(thing->flags & MF_SOLID))
|
||||
{ // Can't hit thing
|
||||
return true;
|
||||
}
|
||||
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
|
||||
{ // [RH] Corpses and specials don't block moves
|
||||
return true;
|
||||
}
|
||||
if (thing == tmthing)
|
||||
{ // Don't clip against self
|
||||
return true;
|
||||
}
|
||||
fixed_t blockdist = thing->radius+tmthing->radius;
|
||||
if (abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist)
|
||||
{ // Didn't hit thing
|
||||
return true;
|
||||
}
|
||||
if (thing->z >= tmthing->z &&
|
||||
thing->z <= tmthing->z + tmthing->height)
|
||||
{ // Thing intersects above the base
|
||||
intersectors.Push (thing);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// PIT_FindBelowIntersectors
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
bool PIT_FindBelowIntersectors (AActor *thing)
|
||||
{
|
||||
if (!(thing->flags & MF_SOLID))
|
||||
{ // Can't hit thing
|
||||
return true;
|
||||
}
|
||||
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
|
||||
{ // [RH] Corpses and specials don't block moves
|
||||
return true;
|
||||
}
|
||||
if (thing == tmthing)
|
||||
{ // Don't clip against self
|
||||
return true;
|
||||
}
|
||||
fixed_t blockdist = thing->radius+tmthing->radius;
|
||||
if (abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist)
|
||||
{ // Didn't hit thing
|
||||
return true;
|
||||
}
|
||||
if (thing->z + thing->height <= tmthing->z + tmthing->height &&
|
||||
thing->z + thing->height > tmthing->z)
|
||||
{ // Thing intersects below the base
|
||||
intersectors.Push (thing);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_FindAboveIntersectors
|
||||
|
@ -3886,43 +3626,34 @@ bool PIT_FindBelowIntersectors (AActor *thing)
|
|||
|
||||
void P_FindAboveIntersectors (AActor *actor)
|
||||
{
|
||||
static TArray<AActor *> abovebt;
|
||||
|
||||
int xl,xh,yl,yh,bx,by;
|
||||
fixed_t x, y;
|
||||
|
||||
if (actor->flags & MF_NOCLIP)
|
||||
return;
|
||||
|
||||
if (!(actor->flags & MF_SOLID))
|
||||
return;
|
||||
|
||||
tmx = x = actor->x;
|
||||
tmy = y = actor->y;
|
||||
tmthing = actor;
|
||||
|
||||
tmbbox[BOXTOP] = y + actor->radius;
|
||||
tmbbox[BOXBOTTOM] = y - actor->radius;
|
||||
tmbbox[BOXRIGHT] = x + actor->radius;
|
||||
tmbbox[BOXLEFT] = x - actor->radius;
|
||||
//
|
||||
// the bounding box is extended by MAXRADIUS because actors are grouped
|
||||
// into mapblocks based on their origin point, and can overlap into adjacent
|
||||
// blocks by up to MAXRADIUS units
|
||||
//
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
|
||||
abovebt.Clear();
|
||||
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
for (by = yl; by <= yh; by++)
|
||||
if (!P_BlockThingsIterator (bx, by, PIT_FindAboveIntersectors, abovebt))
|
||||
return;
|
||||
|
||||
return;
|
||||
AActor *thing;
|
||||
FRadiusThingsIterator it(actor->x, actor->y, actor->radius);
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
if (!(thing->flags & MF_SOLID))
|
||||
{ // Can't hit thing
|
||||
continue;
|
||||
}
|
||||
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
|
||||
{ // [RH] Corpses and specials don't block moves
|
||||
continue;
|
||||
}
|
||||
if (thing == actor)
|
||||
{ // Don't clip against self
|
||||
continue;
|
||||
}
|
||||
if (thing->z >= actor->z &&
|
||||
thing->z <= actor->z + actor->height)
|
||||
{ // Thing intersects above the base
|
||||
intersectors.Push (thing);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
@ -3933,43 +3664,34 @@ void P_FindAboveIntersectors (AActor *actor)
|
|||
|
||||
void P_FindBelowIntersectors (AActor *actor)
|
||||
{
|
||||
static TArray<AActor *> belowbt;
|
||||
|
||||
int xl,xh,yl,yh,bx,by;
|
||||
fixed_t x, y;
|
||||
|
||||
if (actor->flags & MF_NOCLIP)
|
||||
return;
|
||||
|
||||
if (!(actor->flags & MF_SOLID))
|
||||
return;
|
||||
|
||||
tmx = x = actor->x;
|
||||
tmy = y = actor->y;
|
||||
tmthing = actor;
|
||||
|
||||
tmbbox[BOXTOP] = y + actor->radius;
|
||||
tmbbox[BOXBOTTOM] = y - actor->radius;
|
||||
tmbbox[BOXRIGHT] = x + actor->radius;
|
||||
tmbbox[BOXLEFT] = x - actor->radius;
|
||||
//
|
||||
// the bounding box is extended by MAXRADIUS because actors are grouped
|
||||
// into mapblocks based on their origin point, and can overlap into adjacent
|
||||
// blocks by up to MAXRADIUS units
|
||||
//
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
|
||||
belowbt.Clear();
|
||||
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
for (by = yl; by <= yh; by++)
|
||||
if (!P_BlockThingsIterator (bx, by, PIT_FindBelowIntersectors, belowbt))
|
||||
return;
|
||||
|
||||
return;
|
||||
AActor *thing;
|
||||
FRadiusThingsIterator it(actor->x, actor->y, actor->radius);
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
if (!(thing->flags & MF_SOLID))
|
||||
{ // Can't hit thing
|
||||
continue;
|
||||
}
|
||||
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
|
||||
{ // [RH] Corpses and specials don't block moves
|
||||
continue;
|
||||
}
|
||||
if (thing == tmthing)
|
||||
{ // Don't clip against self
|
||||
continue;
|
||||
}
|
||||
if (thing->z + thing->height <= actor->z + actor->height &&
|
||||
thing->z + thing->height > actor->z)
|
||||
{ // Thing intersects below the base
|
||||
intersectors.Push (thing);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
|
216
src/p_maputl.cpp
216
src/p_maputl.cpp
|
@ -676,9 +676,11 @@ void FBlockNode::Release ()
|
|||
//
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockLinesIterator
|
||||
//
|
||||
//===========================================================================
|
||||
extern polyblock_t **PolyBlockMap;
|
||||
|
||||
FBlockLinesIterator::FBlockLinesIterator(int _minx, int _miny, int _maxx, int _maxy, bool keepvalidcount)
|
||||
|
@ -702,12 +704,18 @@ FBlockLinesIterator::FBlockLinesIterator(const FBoundingBox &box)
|
|||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockLinesIterator :: StartBlock
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FBlockLinesIterator::StartBlock(int x, int y)
|
||||
{
|
||||
if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
|
||||
{
|
||||
curx = x;
|
||||
cury = y;
|
||||
if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
|
||||
{
|
||||
int offset = y*bmapwidth + x;
|
||||
polyLink = PolyBlockMap? PolyBlockMap[offset] : NULL;
|
||||
polyIndex = 0;
|
||||
|
@ -725,6 +733,12 @@ void FBlockLinesIterator::StartBlock(int x, int y)
|
|||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockLinesIterator :: Next
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
line_t *FBlockLinesIterator::Next()
|
||||
{
|
||||
while (true)
|
||||
|
@ -792,66 +806,164 @@ line_t *FBlockLinesIterator::Next()
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// P_BlockThingsIterator
|
||||
// FBlockThingsIterator :: GetCheckArray
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool P_BlockThingsIterator (int x, int y, bool(*func)(AActor*), TArray<AActor *> &checkarray, AActor *actor)
|
||||
TDeletingArray< FBlockThingsIterator::BTChecked* > FBlockThingsIterator::FreeBTChecked;
|
||||
|
||||
FBlockThingsIterator::BTChecked *FBlockThingsIterator::GetCheckArray()
|
||||
{
|
||||
if ((unsigned int)x >= (unsigned int)bmapwidth ||
|
||||
(unsigned int)y >= (unsigned int)bmapheight)
|
||||
if (FreeBTChecked.Size() != 0)
|
||||
{
|
||||
return true;
|
||||
BTChecked *ret;
|
||||
FreeBTChecked.Pop(ret);
|
||||
ret->Clear();
|
||||
return ret;
|
||||
}
|
||||
return new BTChecked();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockThingsIterator :: FreeCheckArray
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FBlockThingsIterator::FreeCheckArray()
|
||||
{
|
||||
FreeBTChecked.Push(checkarray);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockThingsIterator :: FBlockThingsIterator
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FBlockThingsIterator::FBlockThingsIterator(int _minx, int _miny, int _maxx, int _maxy, TArray<AActor *> *Check)
|
||||
{
|
||||
if (Check != NULL)
|
||||
{
|
||||
checkarray = Check;
|
||||
dontfreecheck = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
FBlockNode *block;
|
||||
int index = y*bmapwidth + x;
|
||||
checkarray = GetCheckArray();
|
||||
}
|
||||
minx = _minx;
|
||||
maxx = _maxx;
|
||||
miny = _miny;
|
||||
maxy = _maxy;
|
||||
Reset();
|
||||
}
|
||||
|
||||
if (actor == NULL)
|
||||
FBlockThingsIterator::FBlockThingsIterator(const FBoundingBox &box)
|
||||
{
|
||||
block = blocklinks[index];
|
||||
checkarray = GetCheckArray();
|
||||
maxy = (box.Top() - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
miny = (box.Bottom() - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
maxx = (box.Right() - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
minx = (box.Left() - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
Reset();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockThingsIterator :: StartBlock
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FBlockThingsIterator::StartBlock(int x, int y)
|
||||
{
|
||||
if (x >= 0 && y >= 0 && x < bmapwidth && y <bmapheight)
|
||||
{
|
||||
curx = x;
|
||||
cury = y;
|
||||
block = blocklinks[y*bmapwidth + x];
|
||||
}
|
||||
else
|
||||
{
|
||||
block = actor->BlockNode;
|
||||
while (block != NULL && block->BlockIndex != index)
|
||||
// invalid block
|
||||
block = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockThingsIterator :: Next
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AActor *FBlockThingsIterator::Next()
|
||||
{
|
||||
block = block->NextBlock;
|
||||
}
|
||||
if (block != NULL)
|
||||
while (true)
|
||||
{
|
||||
block = block->NextActor;
|
||||
}
|
||||
}
|
||||
while (block != NULL)
|
||||
{
|
||||
FBlockNode *next = block->NextActor;
|
||||
AActor *me = block->Me;
|
||||
int i;
|
||||
|
||||
block = block->NextActor;
|
||||
// Don't recheck things that were already checked
|
||||
for (i = (int)checkarray.Size() - 1; i >= 0; --i)
|
||||
for (i = (int)checkarray->Size() - 1; i >= 0; --i)
|
||||
{
|
||||
if (checkarray[i] == block->Me)
|
||||
if ((*checkarray)[i] == me)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (i < 0)
|
||||
{
|
||||
checkarray.Push (block->Me);
|
||||
if (!func (block->Me))
|
||||
{
|
||||
return false;
|
||||
checkarray->Push (me);
|
||||
return me;
|
||||
}
|
||||
}
|
||||
block = next;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if (++curx > maxx)
|
||||
{
|
||||
curx = minx;
|
||||
if (++cury > maxy) return NULL;
|
||||
}
|
||||
StartBlock(curx, cury);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FRadiusThingsIterator :: Next
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FRadiusThingsIterator::FRadiusThingsIterator(fixed_t x, fixed_t y, fixed_t radius)
|
||||
: FBlockThingsIterator(FBoundingBox(x, y, radius))
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
Radius = radius;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FRadiusThingsIterator :: Next
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AActor *FRadiusThingsIterator::Next()
|
||||
{
|
||||
AActor *actor;
|
||||
while ((actor = FBlockThingsIterator::Next()))
|
||||
{
|
||||
fixed_t blockdist = actor->radius + Radius;
|
||||
if ( abs(actor->x - X) < blockdist && abs(actor->y - Y) < blockdist)
|
||||
return actor;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
|
@ -860,7 +972,6 @@ bool P_BlockThingsIterator (int x, int y, bool(*func)(AActor*), TArray<AActor *>
|
|||
TArray<intercept_t> intercepts (128);
|
||||
|
||||
divline_t trace;
|
||||
INTBOOL earlyout;
|
||||
int ptflags;
|
||||
|
||||
//
|
||||
|
@ -871,7 +982,6 @@ int ptflags;
|
|||
//
|
||||
// A line is crossed if its endpoints
|
||||
// are on opposite sides of the trace.
|
||||
// Returns true if earlyout and a solid line hit.
|
||||
//
|
||||
void P_AddLineIntercepts(int bx, int by)
|
||||
{
|
||||
|
@ -908,17 +1018,6 @@ void P_AddLineIntercepts(int bx, int by)
|
|||
|
||||
if (frac < 0) continue; // behind source
|
||||
|
||||
/* unused code
|
||||
// try to early out the check
|
||||
if (earlyout
|
||||
&& frac < FRACUNIT
|
||||
&& !ld->backsector)
|
||||
{
|
||||
return false; // stop checking
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
intercept_t newintercept;
|
||||
|
||||
newintercept.frac = frac;
|
||||
|
@ -932,7 +1031,12 @@ void P_AddLineIntercepts(int bx, int by)
|
|||
//
|
||||
// PIT_AddThingIntercepts
|
||||
//
|
||||
bool PIT_AddThingIntercepts (AActor* thing)
|
||||
void P_AddThingIntercepts (int bx, int by, TArray<AActor*> &checkbt)
|
||||
{
|
||||
FBlockThingsIterator it(bx, by, bx, by, &checkbt);
|
||||
AActor *thing;
|
||||
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
int numfronts = 0;
|
||||
divline_t line;
|
||||
|
@ -988,7 +1092,7 @@ bool PIT_AddThingIntercepts (AActor* thing)
|
|||
fixed_t frac = P_InterceptVector (&trace, &line);
|
||||
if (frac < 0)
|
||||
{ // behind source
|
||||
return true;
|
||||
continue;
|
||||
}
|
||||
|
||||
intercept_t newintercept;
|
||||
|
@ -996,7 +1100,7 @@ bool PIT_AddThingIntercepts (AActor* thing)
|
|||
newintercept.isaline = false;
|
||||
newintercept.d.thing = thing;
|
||||
intercepts.Push (newintercept);
|
||||
return true; // keep going
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1010,11 +1114,8 @@ bool PIT_AddThingIntercepts (AActor* thing)
|
|||
newintercept.isaline = false;
|
||||
newintercept.d.thing = thing;
|
||||
intercepts.Push (newintercept);
|
||||
return true; // keep going
|
||||
}
|
||||
|
||||
// Didn't hit it
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -1093,8 +1194,6 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
|
|||
|
||||
int count;
|
||||
|
||||
earlyout = flags & PT_EARLYOUT;
|
||||
|
||||
validcount++;
|
||||
intercepts.Clear ();
|
||||
pathbt.Clear ();
|
||||
|
@ -1197,8 +1296,7 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
|
|||
|
||||
if (flags & PT_ADDTHINGS)
|
||||
{
|
||||
if (!P_BlockThingsIterator (mapx, mapy, PIT_AddThingIntercepts, pathbt))
|
||||
return false; // early out
|
||||
P_AddThingIntercepts(mapx, mapy, pathbt);
|
||||
}
|
||||
|
||||
if (mapx == xt2 && mapy == yt2)
|
||||
|
@ -1236,9 +1334,8 @@ bool P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags,
|
|||
|
||||
if (flags & PT_ADDTHINGS)
|
||||
{
|
||||
if (!P_BlockThingsIterator (mapx + mapxstep, mapy, PIT_AddThingIntercepts, pathbt) ||
|
||||
!P_BlockThingsIterator (mapx, mapy + mapystep, PIT_AddThingIntercepts, pathbt))
|
||||
return false; // early out
|
||||
P_AddThingIntercepts(mapx + mapxstep, mapy, pathbt);
|
||||
P_AddThingIntercepts(mapx, mapy + mapystep, pathbt);
|
||||
}
|
||||
xintercept += xstep;
|
||||
yintercept += ystep;
|
||||
|
@ -1376,4 +1473,3 @@ static AActor *RoughBlockCheck (AActor *mo, int index)
|
|||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1684,58 +1684,17 @@ DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
|
|||
m_Affectee = affectee;
|
||||
}
|
||||
|
||||
/////////////////////////////
|
||||
//
|
||||
// PIT_PushThing determines the angle and magnitude of the effect.
|
||||
// The object's x and y momentum values are changed.
|
||||
//
|
||||
// tmpusher belongs to the point source (MT_PUSH/MT_PULL).
|
||||
//
|
||||
|
||||
DPusher *tmpusher; // pusher structure for blockmap searches
|
||||
|
||||
bool PIT_PushThing (AActor *thing)
|
||||
{
|
||||
if ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP))
|
||||
{
|
||||
int sx = tmpusher->m_X;
|
||||
int sy = tmpusher->m_Y;
|
||||
int dist = P_AproxDistance (thing->x - sx,thing->y - sy);
|
||||
int speed = (tmpusher->m_Magnitude -
|
||||
((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
|
||||
|
||||
// If speed <= 0, you're outside the effective radius. You also have
|
||||
// to be able to see the push/pull source point.
|
||||
|
||||
if ((speed > 0) && (P_CheckSight (thing, tmpusher->m_Source, 1)))
|
||||
{
|
||||
angle_t pushangle = R_PointToAngle2 (thing->x, thing->y, sx, sy);
|
||||
if (tmpusher->m_Source->IsA (RUNTIME_CLASS(APointPusher)))
|
||||
pushangle += ANG180; // away
|
||||
pushangle >>= ANGLETOFINESHIFT;
|
||||
thing->momx += FixedMul (speed, finecosine[pushangle]);
|
||||
thing->momy += FixedMul (speed, finesine[pushangle]);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/////////////////////////////
|
||||
//
|
||||
// T_Pusher looks for all objects that are inside the radius of
|
||||
// the effect.
|
||||
//
|
||||
extern fixed_t tmbbox[4];
|
||||
|
||||
void DPusher::Tick ()
|
||||
{
|
||||
static TArray<AActor *> pushbt;
|
||||
sector_t *sec;
|
||||
AActor *thing;
|
||||
msecnode_t *node;
|
||||
int xspeed,yspeed;
|
||||
int xl,xh,yl,yh,bx,by;
|
||||
int radius;
|
||||
int ht;
|
||||
|
||||
if (!var_pushers)
|
||||
|
@ -1773,22 +1732,32 @@ void DPusher::Tick ()
|
|||
// Seek out all pushable things within the force radius of this
|
||||
// point pusher. Crosses sectors, so use blockmap.
|
||||
|
||||
tmpusher = this; // MT_PUSH/MT_PULL point source
|
||||
radius = m_Radius; // where force goes to zero
|
||||
tmbbox[BOXTOP] = m_Y + radius;
|
||||
tmbbox[BOXBOTTOM] = m_Y - radius;
|
||||
tmbbox[BOXRIGHT] = m_X + radius;
|
||||
tmbbox[BOXLEFT] = m_X - radius;
|
||||
FBlockThingsIterator it(FBoundingBox(m_X, m_Y, m_Radius));
|
||||
AActor *thing;
|
||||
|
||||
pushbt.Clear();
|
||||
while ((thing = it.Next()))
|
||||
{
|
||||
if ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP))
|
||||
{
|
||||
int sx = m_X;
|
||||
int sy = m_Y;
|
||||
int dist = P_AproxDistance (thing->x - sx,thing->y - sy);
|
||||
int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
|
||||
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
for (bx=xl ; bx<=xh ; bx++)
|
||||
for (by=yl ; by<=yh ; by++)
|
||||
P_BlockThingsIterator (bx, by, PIT_PushThing, pushbt);
|
||||
// If speed <= 0, you're outside the effective radius. You also have
|
||||
// to be able to see the push/pull source point.
|
||||
|
||||
if ((speed > 0) && (P_CheckSight (thing, m_Source, 1)))
|
||||
{
|
||||
angle_t pushangle = R_PointToAngle2 (thing->x, thing->y, sx, sy);
|
||||
if (m_Source->IsA (RUNTIME_CLASS(APointPusher)))
|
||||
pushangle += ANG180; // away
|
||||
pushangle >>= ANGLETOFINESHIFT;
|
||||
thing->momx += FixedMul (speed, finecosine[pushangle]);
|
||||
thing->momy += FixedMul (speed, finesine[pushangle]);
|
||||
}
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue