mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
9a410f864f
of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp SVN r954 (trunk)
4502 lines
121 KiB
C++
4502 lines
121 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Movement, collision handling.
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// Shooting and aiming.
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include <math.h>
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#include "templates.h"
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#include "vectors.h"
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#include "m_alloc.h"
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#include "m_bbox.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "c_dispatch.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_terrain.h"
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#include "p_trace.h"
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#include "s_sound.h"
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#include "decallib.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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#include "gi.h"
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#include "a_sharedglobal.h"
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#include "a_doomglobal.h"
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#include "p_conversation.h"
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#include "r_translate.h"
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#define WATER_SINK_FACTOR 3
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#define WATER_SINK_SMALL_FACTOR 4
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#define WATER_SINK_SPEED (FRACUNIT/2)
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#define WATER_JUMP_SPEED (FRACUNIT*7/2)
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CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
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CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
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static void CheckForPushSpecial (line_t *line, int side, AActor *mobj);
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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, fixed_t shootz);
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static FRandom pr_tracebleed ("TraceBleed");
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static FRandom pr_checkthing ("CheckThing");
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static FRandom pr_lineattack ("LineAttack");
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static FRandom pr_crunch ("DoCrunch");
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// keep track of special lines as they are hit,
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// but don't process them until the move is proven valid
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TArray<line_t *> spechit;
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// Temporary holder for thing_sectorlist threads
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msecnode_t* sector_list = NULL; // phares 3/16/98
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//==========================================================================
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//
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// PIT_FindFloorCeiling
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//
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//==========================================================================
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static bool PIT_FindFloorCeiling (line_t *ld, const FBoundingBox &box, FCheckPosition &tmf)
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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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|| box.Top() <= ld->bbox[BOXBOTTOM]
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|| box.Bottom() >= ld->bbox[BOXTOP] )
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return true;
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if (box.BoxOnLineSide (ld) != -1)
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return true;
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// A line has been hit
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if (!ld->backsector)
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{ // One sided line
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return true;
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}
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fixed_t sx, sy;
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FLineOpening open;
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// set openrange, opentop, openbottom
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if (((ld->frontsector->floorplane.a | ld->frontsector->floorplane.b) |
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(ld->backsector->floorplane.a | ld->backsector->floorplane.b) |
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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, tmf.thing, ld, sx=tmf.x, sy=tmf.y, tmf.x, tmf.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)(tmf.x - ld->v1->x) * dx +
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(float)(tmf.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, tmf.thing, ld, sx=ld->v1->x, sy=ld->v1->y, tmf.x, tmf.y);
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}
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else if (r >= (1<<24))
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{
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P_LineOpening (open, tmf.thing, ld, sx=ld->v2->x, sy=ld->v2->y, tmf.thing->x, tmf.thing->y);
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}
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else
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{
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P_LineOpening (open, tmf.thing, ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
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sy=ld->v1->y + MulScale24 (r, ld->dy), tmf.x, tmf.y);
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}
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}
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// adjust floor / ceiling heights
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if (open.top < tmf.ceilingz)
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{
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tmf.ceilingz = open.top;
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}
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if (open.bottom > tmf.floorz)
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{
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tmf.floorz = open.bottom;
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tmf.floorsector = open.bottomsec;
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tmf.touchmidtex = open.touchmidtex;
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}
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if (open.lowfloor < tmf.dropoffz)
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tmf.dropoffz = open.lowfloor;
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return true;
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}
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//==========================================================================
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//
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// P_FindFloorCeiling
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//
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//==========================================================================
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void P_FindFloorCeiling (AActor *actor)
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{
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sector_t *sec;
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FCheckPosition tmf;
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tmf.x = actor->x;
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tmf.y = actor->y;
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FBoundingBox box(tmf.x, tmf.y, actor->radius);
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sec = P_PointInSector (tmf.x, tmf.y);
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tmf.thing = actor;
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tmf.floorz = tmf.dropoffz = sec->floorplane.ZatPoint (tmf.x, tmf.y);
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tmf.ceilingz = sec->ceilingplane.ZatPoint (tmf.x, tmf.y);
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tmf.floorpic = sec->floorpic;
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tmf.floorsector = sec;
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tmf.ceilingpic = sec->ceilingpic;
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tmf.ceilingsector = sec;
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tmf.touchmidtex = false;
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validcount++;
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FBlockLinesIterator it(box);
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line_t *ld;
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while ((ld = it.Next()))
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{
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PIT_FindFloorCeiling(ld, box, tmf);
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}
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if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
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actor->floorz = tmf.floorz;
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actor->dropoffz = tmf.dropoffz;
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actor->ceilingz = tmf.ceilingz;
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actor->floorpic = tmf.floorpic;
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actor->floorsector = tmf.floorsector;
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actor->ceilingpic = tmf.ceilingpic;
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actor->ceilingsector = tmf.ceilingsector;
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}
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//
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// TELEPORT MOVE
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//
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//
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// P_TeleportMove
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//
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// [RH] Added telefrag parameter: When true, anything in the spawn spot
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// will always be telefragged, and the move will be successful.
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// Added z parameter. Originally, the thing's z was set *after* the
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// move was made, so the height checking I added for 1.13 could
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// potentially erroneously indicate the move was okay if the 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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FCheckPosition tmf;
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sector_t* newsec;
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// kill anything occupying the position
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newsec = P_PointInSector (x,y);
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// The base floor/ceiling is from the subsector that contains the point.
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// Any contacted lines the step closer together will adjust them.
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tmf.thing = thing;
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tmf.x = x;
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tmf.y = y;
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tmf.z = z;
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tmf.floorz = tmf.dropoffz = newsec->floorplane.ZatPoint (x, y);
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tmf.ceilingz = newsec->ceilingplane.ZatPoint (x, y);
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tmf.floorpic = newsec->floorpic;
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tmf.floorsector = newsec;
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tmf.ceilingpic = newsec->ceilingpic;
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tmf.ceilingsector = newsec;
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spechit.Clear ();
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bool StompAlwaysFrags = thing->player || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
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FBoundingBox box(x, y, thing->radius);
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FBlockLinesIterator it(box);
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line_t *ld;
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while ((ld = it.Next()))
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{
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PIT_FindFloorCeiling(ld, box, tmf);
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}
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if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
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FBlockThingsIterator it2(FBoundingBox(x, y, thing->radius));
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AActor *th;
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while ((th = it2.Next()))
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{
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if (!(th->flags & MF_SHOOTABLE))
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continue;
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// don't clip against self
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if (th == thing)
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continue;
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fixed_t blockdist = th->radius + tmf.thing->radius;
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if ( abs(th->x - tmf.x) >= blockdist || abs(th->y - tmf.y) >= blockdist)
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continue;
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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 ((thing->flags2 & MF2_PASSMOBJ || th->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
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{
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if (!(th->flags3 & thing->flags3 & MF3_DONTOVERLAP))
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{
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if (z > th->z + th->height || // overhead
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z+thing->height < th->z) // underneath
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continue;
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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 || (thing->flags2 & MF2_TELESTOMP))
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{
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P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag);
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continue;
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}
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return false;
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}
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// the move is ok, so link the thing into its new position
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thing->SetOrigin (x, y, z);
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thing->floorz = tmf.floorz;
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thing->ceilingz = tmf.ceilingz;
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thing->floorsector = tmf.floorsector;
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thing->floorpic = tmf.floorpic;
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thing->ceilingsector = tmf.ceilingsector;
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thing->ceilingpic = tmf.ceilingpic;
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thing->dropoffz = tmf.dropoffz; // killough 11/98
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thing->BlockingLine = NULL;
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if (thing->flags2 & MF2_FLOORCLIP)
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{
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thing->AdjustFloorClip ();
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}
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if (thing == players[consoleplayer].camera)
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{
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R_ResetViewInterpolation ();
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}
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thing->PrevX = x;
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thing->PrevY = y;
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thing->PrevZ = z;
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return true;
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}
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//
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// [RH] P_PlayerStartStomp
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//
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// Like P_TeleportMove, but it doesn't move anything, and only monsters and other
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// players get telefragged.
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//
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void P_PlayerStartStomp (AActor *actor)
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{
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AActor *th;
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FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
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while ((th = it.Next()))
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{
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if (!(th->flags & MF_SHOOTABLE))
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continue;
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// don't clip against self, and don't kill your own voodoo dolls
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if (th == actor || (th->player == actor->player && th->player != NULL))
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continue;
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if (!th->intersects(actor))
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continue;
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// only kill monsters and other players
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if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER))
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continue;
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if (actor->z > th->z + th->height)
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continue; // overhead
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if (actor->z + actor->height < th->z)
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continue; // underneath
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P_DamageMobj (th, actor, actor, 1000000, NAME_Telefrag);
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}
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}
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inline fixed_t secfriction (const sector_t *sec)
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{
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fixed_t friction = Terrains[TerrainTypes[sec->floorpic]].Friction;
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return friction != 0 ? friction : sec->friction;
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}
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inline fixed_t secmovefac (const sector_t *sec)
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{
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fixed_t movefactor = Terrains[TerrainTypes[sec->floorpic]].MoveFactor;
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return movefactor != 0 ? movefactor : sec->movefactor;
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}
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//
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// killough 8/28/98:
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//
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// P_GetFriction()
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//
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// Returns the friction associated with a particular mobj.
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int P_GetFriction (const AActor *mo, int *frictionfactor)
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{
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int friction = ORIG_FRICTION;
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int movefactor = ORIG_FRICTION_FACTOR;
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const msecnode_t *m;
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const sector_t *sec;
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if (mo->flags2 & MF2_FLY && mo->flags & MF_NOGRAVITY)
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{
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friction = FRICTION_FLY;
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}
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else if (!(mo->flags & MF_NOGRAVITY) && mo->waterlevel > 1 ||
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(mo->waterlevel == 1 && mo->z > mo->floorz + 6*FRACUNIT))
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{
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friction = secfriction (mo->Sector);
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movefactor = secmovefac (mo->Sector) >> 1;
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}
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else if (var_friction && !(mo->flags & (MF_NOCLIP|MF_NOGRAVITY)))
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{ // When the object is straddling sectors with the same
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// floor height that have different frictions, use the lowest
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// friction value (muddy has precedence over icy).
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for (m = mo->touching_sectorlist; m; m = m->m_tnext)
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{
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sec = m->m_sector;
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if (!(sec->special & FRICTION_MASK) &&
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Terrains[TerrainTypes[sec->floorpic]].Friction == 0)
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{
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continue;
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}
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if ((secfriction(sec) < friction || friction == ORIG_FRICTION) &&
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(mo->z <= sec->floorplane.ZatPoint (mo->x, mo->y) ||
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(sec->heightsec && !(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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mo->z <= sec->heightsec->floorplane.ZatPoint (mo->x, mo->y))))
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{
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friction = secfriction (sec);
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movefactor = secmovefac (sec);
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}
|
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}
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}
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|
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if (frictionfactor)
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*frictionfactor = movefactor;
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|
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return friction;
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}
|
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|
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// phares 3/19/98
|
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// P_GetMoveFactor() returns the value by which the x,y
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// movements are multiplied to add to player movement.
|
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//
|
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// killough 8/28/98: rewritten
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|
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int P_GetMoveFactor (const AActor *mo, int *frictionp)
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{
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int movefactor, friction;
|
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|
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// If the floor is icy or muddy, it's harder to get moving. This is where
|
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// the different friction factors are applied to 'trying to move'. In
|
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// p_mobj.c, the friction factors are applied as you coast and slow down.
|
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|
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if ((friction = P_GetFriction(mo, &movefactor)) < ORIG_FRICTION)
|
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{
|
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// phares 3/11/98: you start off slowly, then increase as
|
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// you get better footing
|
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|
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int momentum = P_AproxDistance(mo->momx,mo->momy);
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|
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if (momentum > MORE_FRICTION_MOMENTUM<<2)
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movefactor <<= 3;
|
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else if (momentum > MORE_FRICTION_MOMENTUM<<1)
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movefactor <<= 2;
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else if (momentum > MORE_FRICTION_MOMENTUM)
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movefactor <<= 1;
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}
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|
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if (frictionp)
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*frictionp = friction;
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|
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return movefactor;
|
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}
|
|
|
|
//
|
|
// MOVEMENT ITERATOR FUNCTIONS
|
|
//
|
|
|
|
//
|
|
// PIT_CheckLine
|
|
// Adjusts tmfloorz and tmceilingz as lines are contacted
|
|
//
|
|
|
|
static // killough 3/26/98: make static
|
|
bool PIT_CheckLine (line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
|
|
{
|
|
bool rail = false;
|
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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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|| box.Top() <= ld->bbox[BOXBOTTOM]
|
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|| box.Bottom() >= ld->bbox[BOXTOP] )
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return true;
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|
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if (box.BoxOnLineSide (ld) != -1)
|
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return true;
|
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|
|
// A line has been hit
|
|
/*
|
|
=
|
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= The moving thing's destination position will cross the given line.
|
|
= If this should not be allowed, return false.
|
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= If the line is special, keep track of it to process later if the move
|
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= is proven ok. NOTE: specials are NOT sorted by order, so two special lines
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= that are only 8 pixels apart could be crossed in either order.
|
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*/
|
|
|
|
if (!ld->backsector)
|
|
{ // One sided line
|
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if (tm.thing->flags2 & MF2_BLASTED)
|
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{
|
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P_DamageMobj (tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
|
|
}
|
|
tm.thing->BlockingLine = ld;
|
|
CheckForPushSpecial (ld, 0, tm.thing);
|
|
return false;
|
|
}
|
|
|
|
if (!(tm.thing->flags & MF_MISSILE) || (ld->flags & ML_BLOCKEVERYTHING))
|
|
{
|
|
if (ld->flags & ML_RAILING)
|
|
{
|
|
rail = true;
|
|
}
|
|
else if ((ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING)) || // explicitly blocking everything
|
|
(!(tm.thing->flags3 & MF3_NOBLOCKMONST) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
|
|
(tm.thing->player != NULL && (ld->flags & ML_BLOCK_PLAYERS)) || // block players
|
|
((ld->flags & ML_BLOCK_FLOATERS) && (tm.thing->flags & MF_FLOAT))) // block floaters
|
|
{
|
|
if (tm.thing->flags2 & MF2_BLASTED)
|
|
{
|
|
P_DamageMobj (tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
|
|
}
|
|
tm.thing->BlockingLine = ld;
|
|
CheckForPushSpecial (ld, 0, tm.thing);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// [RH] Steep sectors count as dropoffs (unless already in one)
|
|
if (!(tm.thing->flags & MF_DROPOFF) &&
|
|
!(tm.thing->flags & (MF_NOGRAVITY|MF_NOCLIP)))
|
|
{
|
|
if (ld->frontsector->floorplane.c < STEEPSLOPE ||
|
|
ld->backsector->floorplane.c < STEEPSLOPE)
|
|
{
|
|
const msecnode_t *node = tm.thing->touching_sectorlist;
|
|
bool allow = false;
|
|
int count = 0;
|
|
while (node != NULL)
|
|
{
|
|
count++;
|
|
if (node->m_sector->floorplane.c < STEEPSLOPE)
|
|
{
|
|
allow = true;
|
|
break;
|
|
}
|
|
node = node->m_tnext;
|
|
}
|
|
if (!allow)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
fixed_t sx=0, sy=0;
|
|
FLineOpening open;
|
|
|
|
// set openrange, opentop, openbottom
|
|
if (((ld->frontsector->floorplane.a | ld->frontsector->floorplane.b) |
|
|
(ld->backsector->floorplane.a | ld->backsector->floorplane.b) |
|
|
(ld->frontsector->ceilingplane.a | ld->frontsector->ceilingplane.b) |
|
|
(ld->backsector->ceilingplane.a | ld->backsector->ceilingplane.b)) == 0)
|
|
{
|
|
P_LineOpening (open, tm.thing, ld, sx=tm.x, sy=tm.y, tm.x, tm.y);
|
|
}
|
|
else
|
|
{ // Find the point on the line closest to the actor's center, and use
|
|
// that to calculate openings
|
|
float dx = (float)ld->dx;
|
|
float dy = (float)ld->dy;
|
|
fixed_t r = (fixed_t)(((float)(tm.x - ld->v1->x) * dx +
|
|
(float)(tm.y - ld->v1->y) * dy) /
|
|
(dx*dx + dy*dy) * 16777216.f);
|
|
/* Printf ("%d:%d: %d (%d %d %d %d) (%d %d %d %d)\n", level.time, ld-lines, r,
|
|
ld->frontsector->floorplane.a,
|
|
ld->frontsector->floorplane.b,
|
|
ld->frontsector->floorplane.c,
|
|
ld->frontsector->floorplane.ic,
|
|
ld->backsector->floorplane.a,
|
|
ld->backsector->floorplane.b,
|
|
ld->backsector->floorplane.c,
|
|
ld->backsector->floorplane.ic);*/
|
|
if (r <= 0)
|
|
{
|
|
P_LineOpening (open, tm.thing, ld, sx=ld->v1->x, sy=ld->v1->y, tm.x, tm.y);
|
|
}
|
|
else if (r >= (1<<24))
|
|
{
|
|
P_LineOpening (open, tm.thing, ld, sx=ld->v2->x, sy=ld->v2->y, tm.thing->x, tm.thing->y);
|
|
}
|
|
else
|
|
{
|
|
P_LineOpening (open, tm.thing, ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
|
|
sy=ld->v1->y + MulScale24 (r, ld->dy), tm.x, tm.y);
|
|
}
|
|
/* Printf (" %d %d %d\n", sx, sy, openbottom);*/
|
|
}
|
|
|
|
if (rail &&
|
|
// Eww! Gross! This check means the rail only exists if you stand on the
|
|
// high side of the rail. So if you're walking on the low side of the rail,
|
|
// it's possible to get stuck in the rail until you jump out. Unfortunately,
|
|
// there is an area on Strife MAP04 that requires this behavior. Still, it's
|
|
// better than Strife's handling of rails, which lets you jump into rails
|
|
// from either side. How long until somebody reports this as a bug and I'm
|
|
// forced to say, "It's not a bug. It's a feature?" Ugh.
|
|
(gameinfo.gametype != GAME_Strife ||
|
|
level.flags & LEVEL_HEXENFORMAT ||
|
|
open.bottom == tm.thing->Sector->floorplane.ZatPoint (sx, sy)))
|
|
{
|
|
open.bottom += 32*FRACUNIT;
|
|
}
|
|
|
|
// adjust floor / ceiling heights
|
|
if (open.top < tm.ceilingz)
|
|
{
|
|
tm.ceilingz = open.top;
|
|
tm.ceilingsector = open.topsec;
|
|
tm.ceilingpic = open.ceilingpic;
|
|
tm.ceilingline = ld;
|
|
tm.thing->BlockingLine = ld;
|
|
}
|
|
|
|
if (open.bottom > tm.floorz)
|
|
{
|
|
tm.floorz = open.bottom;
|
|
tm.floorsector = open.bottomsec;
|
|
tm.floorpic = open.floorpic;
|
|
tm.touchmidtex = open.touchmidtex;
|
|
tm.thing->BlockingLine = ld;
|
|
}
|
|
|
|
if (open.lowfloor < tm.dropoffz)
|
|
tm.dropoffz = open.lowfloor;
|
|
|
|
// if contacted a special line, add it to the list
|
|
if (ld->special)
|
|
{
|
|
spechit.Push (ld);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PIT_CheckThing
|
|
//
|
|
//==========================================================================
|
|
|
|
bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
|
{
|
|
fixed_t topz;
|
|
bool solid;
|
|
int damage;
|
|
|
|
// don't clip against self
|
|
if (thing == tm.thing)
|
|
return true;
|
|
|
|
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE)) )
|
|
return true; // can't hit thing
|
|
|
|
fixed_t blockdist = thing->radius + tm.thing->radius;
|
|
if ( abs(thing->x - tm.x) >= blockdist || abs(thing->y - tm.y) >= blockdist)
|
|
return true;
|
|
|
|
tm.thing->BlockingMobj = thing;
|
|
topz = thing->z + thing->height;
|
|
if (!(i_compatflags & COMPATF_NO_PASSMOBJ) && !(tm.thing->flags & (MF_FLOAT|MF_MISSILE|MF_SKULLFLY|MF_NOGRAVITY)) &&
|
|
(thing->flags & MF_SOLID) && (thing->flags4 & MF4_ACTLIKEBRIDGE))
|
|
{
|
|
// [RH] Let monsters walk on actors as well as floors
|
|
if ((tm.thing->flags3 & MF3_ISMONSTER) &&
|
|
topz >= tm.floorz && topz <= tm.thing->z + tm.thing->MaxStepHeight)
|
|
{
|
|
// The commented-out if is an attempt to prevent monsters from walking off a
|
|
// thing further than they would walk off a ledge. I can't think of an easy
|
|
// way to do this, so I restrict them to only walking on bridges instead.
|
|
// Uncommenting the if here makes it almost impossible for them to walk on
|
|
// anything, bridge or otherwise.
|
|
// if (abs(thing->x - tmx) <= thing->radius &&
|
|
// abs(thing->y - tmy) <= thing->radius)
|
|
{
|
|
tm.stepthing = thing;
|
|
tm.floorz = topz;
|
|
}
|
|
}
|
|
}
|
|
// [RH] If the other thing is a bridge, then treat the moving thing as if it had MF2_PASSMOBJ, so
|
|
// you can use a scrolling floor to move scenery items underneath a bridge.
|
|
if ((tm.thing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
|
|
{ // check if a mobj passed over/under another object
|
|
if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
|
|
{ // Some things prefer not to overlap each other, if possible
|
|
return false;
|
|
}
|
|
if ((tm.thing->z >= topz) || (tm.thing->z + tm.thing->height <= thing->z))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
// Check for skulls slamming into things
|
|
if (tm.thing->flags & MF_SKULLFLY)
|
|
{
|
|
bool res = tm.thing->Slam (tm.thing->BlockingMobj);
|
|
tm.thing->BlockingMobj = NULL;
|
|
return res;
|
|
}
|
|
// Check for blasted thing running into another
|
|
if ((tm.thing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE))
|
|
{
|
|
if (!(thing->flags2 & MF2_BOSS) && (thing->flags3 & MF3_ISMONSTER))
|
|
{
|
|
thing->momx += tm.thing->momx;
|
|
thing->momy += tm.thing->momy;
|
|
if ((thing->momx + thing->momy) > 3*FRACUNIT)
|
|
{
|
|
damage = (tm.thing->Mass / 100) + 1;
|
|
P_DamageMobj (thing, tm.thing, tm.thing, damage, tm.thing->DamageType);
|
|
P_TraceBleed (damage, thing, tm.thing);
|
|
damage = (thing->Mass / 100) + 1;
|
|
P_DamageMobj (tm.thing, thing, thing, damage >> 2, tm.thing->DamageType);
|
|
P_TraceBleed (damage, tm.thing, thing);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
// Check for missile
|
|
if (tm.thing->flags & MF_MISSILE)
|
|
{
|
|
// Check for a non-shootable mobj
|
|
if (thing->flags2 & MF2_NONSHOOTABLE)
|
|
{
|
|
return true;
|
|
}
|
|
// Check for passing through a ghost
|
|
if ((thing->flags3 & MF3_GHOST) && (tm.thing->flags2 & MF2_THRUGHOST))
|
|
{
|
|
return true;
|
|
}
|
|
// Check if it went over / under
|
|
if (tm.thing->z > thing->z + thing->height)
|
|
{ // Over thing
|
|
return true;
|
|
}
|
|
if (tm.thing->z+tm.thing->height < thing->z)
|
|
{ // Under thing
|
|
return true;
|
|
}
|
|
|
|
if (tm.thing->flags2 & MF2_BOUNCE2)
|
|
{
|
|
if (tm.thing->Damage == 0)
|
|
{
|
|
return (tm.thing->target == thing || !(thing->flags & MF_SOLID));
|
|
}
|
|
}
|
|
|
|
switch (tm.thing->SpecialMissileHit (thing))
|
|
{
|
|
case 0: return false;
|
|
case 1: return true;
|
|
default: break;
|
|
}
|
|
|
|
// [RH] Extend DeHacked infighting to allow for monsters
|
|
// to never fight each other
|
|
|
|
// [Graf Zahl] Why do I have the feeling that this didn't really work anymore now
|
|
// that ZDoom supports friendly monsters?
|
|
|
|
|
|
if (tm.thing->target != NULL)
|
|
{
|
|
if (thing == tm.thing->target)
|
|
{ // Don't missile self
|
|
return true;
|
|
}
|
|
|
|
// players are never subject to infighting settings and are always allowed
|
|
// to harm / be harmed by anything.
|
|
if (!thing->player && !tm.thing->target->player)
|
|
{
|
|
int infight;
|
|
if (level.flags & LEVEL_TOTALINFIGHTING) infight=1;
|
|
else if (level.flags & LEVEL_NOINFIGHTING) infight=-1;
|
|
else infight = infighting;
|
|
|
|
if (infight < 0)
|
|
{
|
|
// -1: Monsters cannot hurt each other, but make exceptions for
|
|
// friendliness and hate status.
|
|
if (tm.thing->target->flags & MF_SHOOTABLE)
|
|
{
|
|
if (!(thing->flags3 & MF3_ISMONSTER))
|
|
{
|
|
return false; // Question: Should monsters be allowed to shoot barrels in this mode?
|
|
// The old code does not.
|
|
}
|
|
|
|
// Monsters that are clearly hostile can always hurt each other
|
|
if (!thing->IsHostile (tm.thing->target))
|
|
{
|
|
// The same if the shooter hates the target
|
|
if (thing->tid == 0 || tm.thing->target->TIDtoHate != thing->tid)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (infight == 0)
|
|
{
|
|
// 0: Monsters cannot hurt same species except
|
|
// cases where they are clearly supposed to do that
|
|
if (thing->IsFriend (tm.thing->target))
|
|
{
|
|
// Friends never harm each other
|
|
return false;
|
|
}
|
|
if (thing->TIDtoHate != 0 && thing->TIDtoHate == tm.thing->target->TIDtoHate)
|
|
{
|
|
// [RH] Don't hurt monsters that hate the same thing as you do
|
|
return false;
|
|
}
|
|
if (thing->GetSpecies() == tm.thing->target->GetSpecies())
|
|
{
|
|
// Don't hurt same species or any relative -
|
|
// but only if the target isn't one's hostile.
|
|
if (!thing->IsHostile (tm.thing->target))
|
|
{
|
|
// Allow hurting monsters the shooter hates.
|
|
if (thing->tid == 0 || tm.thing->target->TIDtoHate != thing->tid)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// else if (infight==1) any shot hurts anything - no further tests
|
|
}
|
|
}
|
|
if (!(thing->flags & MF_SHOOTABLE))
|
|
{ // Didn't do any damage
|
|
return !(thing->flags & MF_SOLID);
|
|
}
|
|
if ((thing->flags4 & MF4_SPECTRAL) && !(tm.thing->flags4 & MF4_SPECTRAL))
|
|
{
|
|
return true;
|
|
}
|
|
if (tm.DoRipping && !(thing->flags5 & MF5_DONTRIP))
|
|
{
|
|
if (tm.LastRipped != thing)
|
|
{
|
|
tm.LastRipped = thing;
|
|
if (!(thing->flags & MF_NOBLOOD) &&
|
|
!(thing->flags2 & MF2_REFLECTIVE) &&
|
|
!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
|
|
!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
|
|
{ // Ok to spawn blood
|
|
P_RipperBlood (tm.thing, thing);
|
|
}
|
|
S_Sound (tm.thing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
|
|
damage = tm.thing->GetMissileDamage (3, 2);
|
|
P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
|
|
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
|
|
{
|
|
P_TraceBleed (damage, thing, tm.thing);
|
|
}
|
|
if (thing->flags2 & MF2_PUSHABLE
|
|
&& !(tm.thing->flags2 & MF2_CANNOTPUSH))
|
|
{ // Push thing
|
|
thing->momx += tm.thing->momx>>2;
|
|
thing->momy += tm.thing->momy>>2;
|
|
}
|
|
}
|
|
spechit.Clear ();
|
|
return true;
|
|
}
|
|
// Do damage
|
|
damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
|
|
if (damage > 0)
|
|
{
|
|
P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
|
|
if ((tm.thing->flags5 & MF5_BLOODSPLATTER) &&
|
|
!(thing->flags & MF_NOBLOOD) &&
|
|
!(thing->flags2 & MF2_REFLECTIVE) &&
|
|
!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) &&
|
|
!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
|
|
(pr_checkthing() < 192))
|
|
{
|
|
P_BloodSplatter (tm.thing->x, tm.thing->y, tm.thing->z, thing);
|
|
}
|
|
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
|
|
{
|
|
P_TraceBleed (damage, thing, tm.thing);
|
|
}
|
|
}
|
|
else if (damage < 0)
|
|
{
|
|
P_GiveBody (thing, -damage);
|
|
}
|
|
return false; // don't traverse any more
|
|
}
|
|
if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH) &&
|
|
(tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)))
|
|
{ // Push thing
|
|
thing->momx += tm.thing->momx >> 2;
|
|
thing->momy += tm.thing->momy >> 2;
|
|
}
|
|
solid = (thing->flags & MF_SOLID) &&
|
|
!(thing->flags & MF_NOCLIP) &&
|
|
(tm.thing->flags & MF_SOLID);
|
|
// Check for special pickup
|
|
if ((thing->flags & MF_SPECIAL) && (tm.thing->flags & MF_PICKUP)
|
|
// [RH] The next condition is to compensate for the extra height
|
|
// that gets added by P_CheckPosition() so that you cannot pick
|
|
// up things that are above your true height.
|
|
&& thing->z < tm.thing->z + tm.thing->height - tm.thing->MaxStepHeight)
|
|
{ // Can be picked up by tmthing
|
|
P_TouchSpecialThing (thing, tm.thing); // can remove thing
|
|
}
|
|
|
|
// killough 3/16/98: Allow non-solid moving objects to move through solid
|
|
// ones, by allowing the moving thing (tmthing) to move if it's non-solid,
|
|
// despite another solid thing being in the way.
|
|
// killough 4/11/98: Treat no-clipping things as not blocking
|
|
|
|
return !solid;
|
|
|
|
// return !(thing->flags & MF_SOLID); // old code -- killough
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
MOVEMENT CLIPPING
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// FUNC P_TestMobjLocation
|
|
//
|
|
// Returns true if the mobj is not blocked by anything at its current
|
|
// location, otherwise returns false.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool P_TestMobjLocation (AActor *mobj)
|
|
{
|
|
int flags;
|
|
|
|
flags = mobj->flags;
|
|
mobj->flags &= ~MF_PICKUP;
|
|
if (P_CheckPosition(mobj, mobj->x, mobj->y))
|
|
{ // XY is ok, now check Z
|
|
mobj->flags = flags;
|
|
fixed_t z = mobj->z;
|
|
if (mobj->flags2 & MF2_FLOATBOB)
|
|
{
|
|
z -= FloatBobOffsets[(mobj->FloatBobPhase + level.maptime - 1) & 63];
|
|
}
|
|
if ((z < mobj->floorz) || (z + mobj->height > mobj->ceilingz))
|
|
{ // Bad Z
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
mobj->flags = flags;
|
|
return false;
|
|
}
|
|
|
|
|
|
//
|
|
// P_CheckPosition
|
|
// This is purely informative, nothing is modified
|
|
// (except things picked up and missile damage applied).
|
|
//
|
|
// in:
|
|
// a AActor (can be valid or invalid)
|
|
// a position to be checked
|
|
// (doesn't need to be related to the AActor->x,y)
|
|
//
|
|
// during:
|
|
// special things are touched if MF_PICKUP
|
|
// early out on solid lines?
|
|
//
|
|
// out:
|
|
// newsubsec
|
|
// floorz
|
|
// ceilingz
|
|
// tmdropoffz = the lowest point contacted (monsters won't move to a dropoff)
|
|
// speciallines[]
|
|
// numspeciallines
|
|
// AActor *BlockingMobj = pointer to thing that blocked position (NULL if not
|
|
// blocked, or blocked by a line).
|
|
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
|
|
{
|
|
sector_t *newsec;
|
|
AActor *thingblocker;
|
|
AActor *fakedblocker;
|
|
fixed_t realheight = thing->height;
|
|
|
|
tm.thing = thing;
|
|
|
|
tm.x = x;
|
|
tm.y = y;
|
|
|
|
newsec = P_PointInSector (x,y);
|
|
tm.ceilingline = thing->BlockingLine = NULL;
|
|
|
|
// The base floor / ceiling is from the subsector that contains the point.
|
|
// Any contacted lines the step closer together will adjust them.
|
|
tm.floorz = tm.dropoffz = newsec->floorplane.ZatPoint (x, y);
|
|
tm.ceilingz = newsec->ceilingplane.ZatPoint (x, y);
|
|
tm.floorpic = newsec->floorpic;
|
|
tm.floorsector = newsec;
|
|
tm.ceilingpic = newsec->ceilingpic;
|
|
tm.ceilingsector = newsec;
|
|
tm.touchmidtex = false;
|
|
|
|
//Added by MC: Fill the tmsector.
|
|
tm.sector = newsec;
|
|
|
|
|
|
validcount++;
|
|
spechit.Clear ();
|
|
|
|
if ((thing->flags & MF_NOCLIP) && !(thing->flags & MF_SKULLFLY))
|
|
return true;
|
|
|
|
// Check things first, possibly picking things up.
|
|
// The bounding box is extended by MAXRADIUS
|
|
// because DActors are grouped into mapblocks
|
|
// based on their origin point, and can overlap
|
|
// into adjacent blocks by up to MAXRADIUS units.
|
|
thing->BlockingMobj = NULL;
|
|
thingblocker = NULL;
|
|
fakedblocker = NULL;
|
|
if (thing->player)
|
|
{ // [RH] Fake taller height to catch stepping up into things.
|
|
thing->height = realheight + thing->MaxStepHeight;
|
|
}
|
|
|
|
tm.stepthing = NULL;
|
|
FBoundingBox box(x, y, thing->radius);
|
|
|
|
{
|
|
FBlockThingsIterator it2(box);
|
|
AActor *th;
|
|
while ((th = it2.Next()))
|
|
{
|
|
if (!PIT_CheckThing(th, tm))
|
|
{ // [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
|
|
// could end up stuck inside a wall.
|
|
AActor *BlockingMobj = thing->BlockingMobj;
|
|
|
|
if (BlockingMobj == NULL || (i_compatflags & COMPATF_NO_PASSMOBJ))
|
|
{ // Thing slammed into something; don't let it move now.
|
|
thing->height = realheight;
|
|
return false;
|
|
}
|
|
else if (!BlockingMobj->player && !(thing->flags & (MF_FLOAT|MF_MISSILE|MF_SKULLFLY)) &&
|
|
BlockingMobj->z+BlockingMobj->height-thing->z <= thing->MaxStepHeight)
|
|
{
|
|
if (thingblocker == NULL ||
|
|
BlockingMobj->z > thingblocker->z)
|
|
{
|
|
thingblocker = BlockingMobj;
|
|
}
|
|
thing->BlockingMobj = NULL;
|
|
}
|
|
else if (thing->player &&
|
|
thing->z + thing->height - BlockingMobj->z <= thing->MaxStepHeight)
|
|
{
|
|
if (thingblocker)
|
|
{ // There is something to step up on. Return this thing as
|
|
// the blocker so that we don't step up.
|
|
thing->height = realheight;
|
|
return false;
|
|
}
|
|
// Nothing is blocking us, but this actor potentially could
|
|
// if there is something else to step on.
|
|
fakedblocker = BlockingMobj;
|
|
thing->BlockingMobj = NULL;
|
|
}
|
|
else
|
|
{ // Definitely blocking
|
|
thing->height = realheight;
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// check lines
|
|
|
|
// [RH] We need to increment validcount again, because a function above may
|
|
// have already set some lines to equal the current validcount.
|
|
//
|
|
// Specifically, when DehackedPickup spawns a new item in its TryPickup()
|
|
// function, that new actor will set the lines around it to match validcount
|
|
// when it links itself into the world. If we just leave validcount alone,
|
|
// that will give the player the freedom to walk through walls at will near
|
|
// a pickup they cannot get, because their validcount will prevent them from
|
|
// being considered for collision with the player.
|
|
validcount++;
|
|
|
|
thing->BlockingMobj = NULL;
|
|
thing->height = realheight;
|
|
if (thing->flags & MF_NOCLIP)
|
|
return (thing->BlockingMobj = thingblocker) == NULL;
|
|
|
|
FBlockLinesIterator it(box);
|
|
line_t *ld;
|
|
|
|
fixed_t thingdropoffz = tm.floorz;
|
|
//bool onthing = (thingdropoffz != tmdropoffz);
|
|
tm.floorz = tm.dropoffz;
|
|
|
|
while ((ld = it.Next()))
|
|
{
|
|
if (!PIT_CheckLine(ld, box, tm)) return false;
|
|
}
|
|
|
|
if (tm.ceilingz - tm.floorz < thing->height)
|
|
return false;
|
|
|
|
if (tm.stepthing != NULL || tm.touchmidtex)
|
|
{
|
|
tm.dropoffz = thingdropoffz;
|
|
}
|
|
|
|
return (thing->BlockingMobj = thingblocker) == NULL;
|
|
}
|
|
|
|
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
|
{
|
|
FCheckPosition tm;
|
|
return P_CheckPosition(thing, x, y, tm);
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_CheckOnmobj(AActor *thing)
|
|
//
|
|
// Checks if the new Z position is legal
|
|
//=============================================================================
|
|
|
|
AActor *P_CheckOnmobj (AActor *thing)
|
|
{
|
|
fixed_t oldz;
|
|
bool good;
|
|
AActor *onmobj;
|
|
|
|
oldz = thing->z;
|
|
P_FakeZMovement (thing);
|
|
good = P_TestMobjZ (thing, false, &onmobj);
|
|
thing->z = oldz;
|
|
|
|
return good ? NULL : onmobj;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_TestMobjZ
|
|
//
|
|
//=============================================================================
|
|
|
|
bool P_TestMobjZ (AActor *actor, bool quick, AActor **pOnmobj)
|
|
{
|
|
AActor *onmobj = NULL;
|
|
if (actor->flags & MF_NOCLIP)
|
|
{
|
|
if (pOnmobj) *pOnmobj = NULL;
|
|
return true;
|
|
}
|
|
|
|
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
|
|
AActor *thing;
|
|
|
|
while ((thing = it.Next()))
|
|
{
|
|
if (!thing->intersects(actor))
|
|
{
|
|
continue;
|
|
}
|
|
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;
|
|
}
|
|
|
|
if (pOnmobj) *pOnmobj = onmobj;
|
|
return onmobj == NULL;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_FakeZMovement
|
|
//
|
|
// Fake the zmovement so that we can check if a move is legal
|
|
//=============================================================================
|
|
|
|
void P_FakeZMovement (AActor *mo)
|
|
{
|
|
//
|
|
// adjust height
|
|
//
|
|
mo->z += mo->momz;
|
|
if ((mo->flags&MF_FLOAT) && mo->target)
|
|
{ // float down towards target if too close
|
|
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
|
|
{
|
|
fixed_t dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
|
|
fixed_t delta = (mo->target->z + (mo->height>>1)) - mo->z;
|
|
if (delta < 0 && dist < -(delta*3))
|
|
mo->z -= mo->FloatSpeed;
|
|
else if (delta > 0 && dist < (delta*3))
|
|
mo->z += mo->FloatSpeed;
|
|
}
|
|
}
|
|
if (mo->player && mo->flags&MF_NOGRAVITY && (mo->z > mo->floorz))
|
|
{
|
|
mo->z += finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8;
|
|
}
|
|
|
|
//
|
|
// clip movement
|
|
//
|
|
if (mo->z <= mo->floorz)
|
|
{ // hit the floor
|
|
mo->z = mo->floorz;
|
|
}
|
|
|
|
if (mo->z + mo->height > mo->ceilingz)
|
|
{ // hit the ceiling
|
|
mo->z = mo->ceilingz - mo->height;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// CheckForPushSpecial
|
|
//
|
|
//===========================================================================
|
|
|
|
static void CheckForPushSpecial (line_t *line, int side, AActor *mobj)
|
|
{
|
|
if (line->special)
|
|
{
|
|
if (mobj->flags2 & MF2_PUSHWALL)
|
|
{
|
|
P_ActivateLine (line, mobj, side, SPAC_Push);
|
|
}
|
|
else if (mobj->flags2 & MF2_IMPACT)
|
|
{
|
|
if ((level.flags & LEVEL_MISSILESACTIVATEIMPACT) ||
|
|
!(mobj->flags & MF_MISSILE) ||
|
|
(mobj->target == NULL))
|
|
{
|
|
P_ActivateLine (line, mobj, side, SPAC_Impact);
|
|
}
|
|
else
|
|
{
|
|
P_ActivateLine (line, mobj->target, side, SPAC_Impact);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_TryMove
|
|
// Attempt to move to a new position,
|
|
// crossing special lines unless MF_TELEPORT is set.
|
|
//
|
|
bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
|
bool dropoff, // killough 3/15/98: allow dropoff as option
|
|
bool onfloor, // [RH] Let P_TryMove keep the thing on the floor
|
|
FCheckPosition &tm)
|
|
{
|
|
fixed_t oldx;
|
|
fixed_t oldy;
|
|
fixed_t oldz;
|
|
int side;
|
|
int oldside;
|
|
line_t* ld;
|
|
sector_t* oldsec = thing->Sector; // [RH] for sector actions
|
|
sector_t* newsec;
|
|
|
|
tm.floatok = false;
|
|
oldz = thing->z;
|
|
if (onfloor)
|
|
{
|
|
thing->z = thing->floorsector->floorplane.ZatPoint (x, y);
|
|
}
|
|
if (!P_CheckPosition (thing, x, y, tm))
|
|
{
|
|
AActor *BlockingMobj = thing->BlockingMobj;
|
|
// Solid wall or thing
|
|
if (!BlockingMobj || BlockingMobj->player || !thing->player)
|
|
{
|
|
goto pushline;
|
|
}
|
|
else
|
|
{
|
|
if (BlockingMobj->player || !thing->player)
|
|
{
|
|
goto pushline;
|
|
}
|
|
else if (BlockingMobj->z+BlockingMobj->height-thing->z
|
|
> thing->MaxStepHeight
|
|
|| (BlockingMobj->Sector->ceilingplane.ZatPoint (x, y)
|
|
- (BlockingMobj->z+BlockingMobj->height) < thing->height)
|
|
|| (tm.ceilingz-(BlockingMobj->z+BlockingMobj->height)
|
|
< thing->height))
|
|
{
|
|
goto pushline;
|
|
}
|
|
}
|
|
if (!(tm.thing->flags2 & MF2_PASSMOBJ) || (i_compatflags & COMPATF_NO_PASSMOBJ))
|
|
{
|
|
thing->z = oldz;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (thing->flags3 & MF3_FLOORHUGGER)
|
|
{
|
|
thing->z = tm.floorz;
|
|
}
|
|
else if (thing->flags3 & MF3_CEILINGHUGGER)
|
|
{
|
|
thing->z = tm.ceilingz - thing->height;
|
|
}
|
|
|
|
if (onfloor && tm.floorsector == thing->floorsector)
|
|
{
|
|
thing->z = tm.floorz;
|
|
}
|
|
if (!(thing->flags & MF_NOCLIP))
|
|
{
|
|
if (tm.ceilingz - tm.floorz < thing->height)
|
|
{
|
|
goto pushline; // doesn't fit
|
|
}
|
|
|
|
tm.floatok = true;
|
|
|
|
if (!(thing->flags & MF_TELEPORT)
|
|
&& tm.ceilingz - thing->z < thing->height
|
|
&& !(thing->flags3 & MF3_CEILINGHUGGER)
|
|
&& (!(thing->flags2 & MF2_FLY) || !(thing->flags & MF_NOGRAVITY)))
|
|
{
|
|
goto pushline; // mobj must lower itself to fit
|
|
}
|
|
if (thing->flags2 & MF2_FLY && thing->flags & MF_NOGRAVITY)
|
|
{
|
|
#if 1
|
|
if (thing->z+thing->height > tm.ceilingz)
|
|
goto pushline;
|
|
#else
|
|
// When flying, slide up or down blocking lines until the actor
|
|
// is not blocked.
|
|
if (thing->z+thing->height > tmceilingz)
|
|
{
|
|
thing->momz = -8*FRACUNIT;
|
|
goto pushline;
|
|
}
|
|
else if (thing->z < tmfloorz && tmfloorz-tmdropoffz > thing->MaxDropOffHeight)
|
|
{
|
|
thing->momz = 8*FRACUNIT;
|
|
goto pushline;
|
|
}
|
|
#endif
|
|
}
|
|
if (!(thing->flags & MF_TELEPORT) && !(thing->flags3 & MF3_FLOORHUGGER))
|
|
{
|
|
if (tm.floorz-thing->z > thing->MaxStepHeight)
|
|
{ // too big a step up
|
|
goto pushline;
|
|
}
|
|
else if ((thing->flags & MF_MISSILE) && tm.floorz > thing->z)
|
|
{ // [RH] Don't let normal missiles climb steps
|
|
goto pushline;
|
|
}
|
|
else if (thing->z < tm.floorz)
|
|
{ // [RH] Check to make sure there's nothing in the way for the step up
|
|
fixed_t savedz = thing->z;
|
|
bool good;
|
|
thing->z = tm.floorz;
|
|
good = P_TestMobjZ (thing);
|
|
thing->z = savedz;
|
|
if (!good)
|
|
{
|
|
goto pushline;
|
|
}
|
|
}
|
|
}
|
|
|
|
// killough 3/15/98: Allow certain objects to drop off
|
|
if ((!dropoff && !(thing->flags & (MF_DROPOFF|MF_FLOAT|MF_MISSILE))) || (thing->flags5&MF5_NODROPOFF))
|
|
{
|
|
if (!(thing->flags5&MF5_AVOIDINGDROPOFF))
|
|
{
|
|
fixed_t floorz = tm.floorz;
|
|
// [RH] If the thing is standing on something, use its current z as the floorz.
|
|
// This is so that it does not walk off of things onto a drop off.
|
|
if (thing->flags2 & MF2_ONMOBJ)
|
|
{
|
|
floorz = MAX(thing->z, tm.floorz);
|
|
}
|
|
|
|
if (floorz - tm.dropoffz > thing->MaxDropOffHeight &&
|
|
!(thing->flags2 & MF2_BLASTED))
|
|
{ // Can't move over a dropoff unless it's been blasted
|
|
thing->z = oldz;
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// special logic to move a monster off a dropoff
|
|
// this intentionally does not check for standing on things.
|
|
if (thing->floorz - tm.floorz > thing->MaxDropOffHeight ||
|
|
thing->dropoffz - tm.dropoffz > thing->MaxDropOffHeight) return false;
|
|
}
|
|
}
|
|
if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
|
|
&& (tm.floorpic != thing->floorpic
|
|
|| tm.floorz - thing->z != 0))
|
|
{ // must stay within a sector of a certain floor type
|
|
thing->z = oldz;
|
|
return false;
|
|
}
|
|
|
|
//Added by MC: To prevent bot from getting into dangerous sectors.
|
|
if (thing->player && thing->player->isbot && thing->flags & MF_SHOOTABLE)
|
|
{
|
|
if (tm.sector != thing->Sector
|
|
&& bglobal.IsDangerous (tm.sector))
|
|
{
|
|
thing->player->prev = thing->player->dest;
|
|
thing->player->dest = NULL;
|
|
thing->momx = 0;
|
|
thing->momy = 0;
|
|
thing->z = oldz;
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Check status of eyes against fake floor/ceiling in case
|
|
// it slopes or the player's eyes are bobbing in and out.
|
|
|
|
bool oldAboveFakeFloor, oldAboveFakeCeiling;
|
|
fixed_t viewheight;
|
|
|
|
viewheight = thing->player ? thing->player->viewheight : thing->height / 2;
|
|
oldAboveFakeFloor = oldAboveFakeCeiling = false; // pacify GCC
|
|
|
|
if (oldsec->heightsec)
|
|
{
|
|
fixed_t eyez = oldz + viewheight;
|
|
|
|
oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint (thing->x, thing->y);
|
|
oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint (thing->x, thing->y);
|
|
}
|
|
|
|
// the move is ok, so link the thing into its new position
|
|
thing->UnlinkFromWorld ();
|
|
|
|
oldx = thing->x;
|
|
oldy = thing->y;
|
|
thing->floorz = tm.floorz;
|
|
thing->ceilingz = tm.ceilingz;
|
|
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
|
|
thing->floorpic = tm.floorpic;
|
|
thing->floorsector = tm.floorsector;
|
|
thing->ceilingpic = tm.ceilingpic;
|
|
thing->ceilingsector = tm.ceilingsector;
|
|
thing->x = x;
|
|
thing->y = y;
|
|
|
|
thing->LinkToWorld ();
|
|
|
|
if (thing->flags2 & MF2_FLOORCLIP)
|
|
{
|
|
thing->AdjustFloorClip ();
|
|
}
|
|
|
|
// [RH] Don't activate anything if just predicting
|
|
if (thing->player && (thing->player->cheats & CF_PREDICTING))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// if any special lines were hit, do the effect
|
|
if (!(thing->flags & (MF_TELEPORT|MF_NOCLIP)))
|
|
{
|
|
while (spechit.Pop (ld))
|
|
{
|
|
// see if the line was crossed
|
|
side = P_PointOnLineSide (thing->x, thing->y, ld);
|
|
oldside = P_PointOnLineSide (oldx, oldy, ld);
|
|
if (side != oldside && ld->special)
|
|
{
|
|
if (thing->player)
|
|
{
|
|
P_ActivateLine (ld, thing, oldside, SPAC_Cross);
|
|
}
|
|
else if (thing->flags2 & MF2_MCROSS)
|
|
{
|
|
P_ActivateLine (ld, thing, oldside, SPAC_MCross);
|
|
}
|
|
else if (thing->flags2 & MF2_PCROSS)
|
|
{
|
|
P_ActivateLine (ld, thing, oldside, SPAC_PCross);
|
|
}
|
|
else if ((ld->special == Teleport ||
|
|
ld->special == Teleport_NoFog ||
|
|
ld->special == Teleport_Line))
|
|
{ // [RH] Just a little hack for BOOM compatibility
|
|
P_ActivateLine (ld, thing, oldside, SPAC_MCross);
|
|
}
|
|
else
|
|
{
|
|
P_ActivateLine (ld, thing, oldside, SPAC_AnyCross);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Check for crossing fake floor/ceiling
|
|
newsec = thing->Sector;
|
|
if (newsec->heightsec && oldsec->heightsec && newsec->SecActTarget)
|
|
{
|
|
const sector_t *hs = newsec->heightsec;
|
|
fixed_t eyez = thing->z + viewheight;
|
|
fixed_t fakez = hs->floorplane.ZatPoint (x, y);
|
|
|
|
if (!oldAboveFakeFloor && eyez > fakez)
|
|
{ // View went above fake floor
|
|
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesSurface);
|
|
}
|
|
else if (oldAboveFakeFloor && eyez <= fakez)
|
|
{ // View went below fake floor
|
|
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesDive);
|
|
}
|
|
|
|
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
|
|
{
|
|
fakez = hs->ceilingplane.ZatPoint (x, y);
|
|
if (!oldAboveFakeCeiling && eyez > fakez)
|
|
{ // View went above fake ceiling
|
|
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesAboveC);
|
|
}
|
|
else if (oldAboveFakeCeiling && eyez <= fakez)
|
|
{ // View went below fake ceiling
|
|
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesBelowC);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] If changing sectors, trigger transitions
|
|
if (oldsec != newsec)
|
|
{
|
|
if (oldsec->SecActTarget)
|
|
{
|
|
oldsec->SecActTarget->TriggerAction (thing, SECSPAC_Exit);
|
|
}
|
|
if (newsec->SecActTarget)
|
|
{
|
|
int act = SECSPAC_Enter;
|
|
if (thing->z <= newsec->floorplane.ZatPoint (thing->x, thing->y))
|
|
{
|
|
act |= SECSPAC_HitFloor;
|
|
}
|
|
if (thing->z + thing->height >= newsec->ceilingplane.ZatPoint (thing->x, thing->y))
|
|
{
|
|
act |= SECSPAC_HitCeiling;
|
|
}
|
|
if (newsec->heightsec &&
|
|
thing->z == newsec->heightsec->floorplane.ZatPoint (thing->x, thing->y))
|
|
{
|
|
act |= SECSPAC_HitFakeFloor;
|
|
}
|
|
newsec->SecActTarget->TriggerAction (thing, act);
|
|
}
|
|
}
|
|
return true;
|
|
|
|
pushline:
|
|
// [RH] Don't activate anything if just predicting
|
|
if (thing->player && (thing->player->cheats & CF_PREDICTING))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
thing->z = oldz;
|
|
if (!(thing->flags&(MF_TELEPORT|MF_NOCLIP)))
|
|
{
|
|
int numSpecHitTemp;
|
|
|
|
if (tm.thing->flags2 & MF2_BLASTED)
|
|
{
|
|
P_DamageMobj (tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
|
|
}
|
|
numSpecHitTemp = (int)spechit.Size ();
|
|
while (numSpecHitTemp > 0)
|
|
{
|
|
// see which lines were pushed
|
|
ld = spechit[--numSpecHitTemp];
|
|
side = P_PointOnLineSide (thing->x, thing->y, ld);
|
|
CheckForPushSpecial (ld, side, thing);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
|
bool dropoff, // killough 3/15/98: allow dropoff as option
|
|
bool onfloor) // [RH] Let P_TryMove keep the thing on the floor
|
|
{
|
|
FCheckPosition tm;
|
|
return P_TryMove(thing, x, y, dropoff, onfloor, tm);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// SLIDE MOVE
|
|
// Allows the player to slide along any angled walls.
|
|
//
|
|
struct FSlide
|
|
{
|
|
fixed_t bestslidefrac;
|
|
fixed_t secondslidefrac;
|
|
|
|
line_t* bestslideline;
|
|
line_t* secondslideline;
|
|
|
|
AActor* slidemo;
|
|
|
|
fixed_t tmxmove;
|
|
fixed_t tmymove;
|
|
|
|
void HitSlideLine(line_t *ld);
|
|
void SlideTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
|
|
void SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps);
|
|
|
|
// The bouncing code uses the same data structure
|
|
bool BounceTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
|
|
bool BounceWall (AActor *mo);
|
|
};
|
|
|
|
|
|
|
|
//
|
|
// P_HitSlideLine
|
|
// Adjusts the xmove / ymove
|
|
// so that the next move will slide along the wall.
|
|
// If the floor is icy, then you can bounce off a wall. // phares
|
|
//
|
|
void FSlide::HitSlideLine (line_t* ld)
|
|
{
|
|
int side;
|
|
|
|
angle_t lineangle;
|
|
angle_t moveangle;
|
|
angle_t deltaangle;
|
|
|
|
fixed_t movelen;
|
|
bool icyfloor; // is floor icy? // phares
|
|
// |
|
|
// Under icy conditions, if the angle of approach to the wall // V
|
|
// is more than 45 degrees, then you'll bounce and lose half
|
|
// your momentum. If less than 45 degrees, you'll slide along
|
|
// the wall. 45 is arbitrary and is believable.
|
|
|
|
// Check for the special cases of horz or vert walls.
|
|
|
|
// killough 10/98: only bounce if hit hard (prevents wobbling)
|
|
icyfloor =
|
|
(P_AproxDistance(tmxmove, tmymove) > 4*FRACUNIT) &&
|
|
var_friction && // killough 8/28/98: calc friction on demand
|
|
slidemo->z <= slidemo->floorz &&
|
|
P_GetFriction (slidemo, NULL) > ORIG_FRICTION;
|
|
|
|
if (ld->slopetype == ST_HORIZONTAL)
|
|
{
|
|
if (icyfloor && (abs(tmymove) > abs(tmxmove)))
|
|
{
|
|
tmxmove /= 2; // absorb half the momentum
|
|
tmymove = -tmymove/2;
|
|
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
|
|
{
|
|
S_Sound (slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!
|
|
}
|
|
}
|
|
else
|
|
tmymove = 0; // no more movement in the Y direction
|
|
return;
|
|
}
|
|
|
|
if (ld->slopetype == ST_VERTICAL)
|
|
{
|
|
if (icyfloor && (abs(tmxmove) > abs(tmymove)))
|
|
{
|
|
tmxmove = -tmxmove/2; // absorb half the momentum
|
|
tmymove /= 2;
|
|
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
|
|
{
|
|
S_Sound (slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!// ^
|
|
}
|
|
} // |
|
|
else // phares
|
|
tmxmove = 0; // no more movement in the X direction
|
|
return;
|
|
}
|
|
|
|
// The wall is angled. Bounce if the angle of approach is // phares
|
|
// less than 45 degrees. // phares
|
|
|
|
side = P_PointOnLineSide (slidemo->x, slidemo->y, ld);
|
|
|
|
lineangle = R_PointToAngle2 (0,0, ld->dx, ld->dy);
|
|
|
|
if (side == 1)
|
|
lineangle += ANG180;
|
|
|
|
moveangle = R_PointToAngle2 (0,0, tmxmove, tmymove);
|
|
|
|
moveangle += 10; // prevents sudden path reversal due to // phares
|
|
// rounding error // |
|
|
deltaangle = moveangle-lineangle; // V
|
|
movelen = P_AproxDistance (tmxmove, tmymove);
|
|
if (icyfloor && (deltaangle > ANG45) && (deltaangle < ANG90+ANG45))
|
|
{
|
|
moveangle = lineangle - deltaangle;
|
|
movelen /= 2; // absorb
|
|
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
|
|
{
|
|
S_Sound (slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!
|
|
}
|
|
moveangle >>= ANGLETOFINESHIFT;
|
|
tmxmove = FixedMul (movelen, finecosine[moveangle]);
|
|
tmymove = FixedMul (movelen, finesine[moveangle]);
|
|
} // ^
|
|
else // |
|
|
{ // phares
|
|
#if 0
|
|
fixed_t newlen;
|
|
|
|
if (deltaangle > ANG180)
|
|
deltaangle += ANG180;
|
|
// I_Error ("SlideLine: ang>ANG180");
|
|
|
|
lineangle >>= ANGLETOFINESHIFT;
|
|
deltaangle >>= ANGLETOFINESHIFT;
|
|
|
|
newlen = FixedMul (movelen, finecosine[deltaangle]);
|
|
|
|
tmxmove = FixedMul (newlen, finecosine[lineangle]);
|
|
tmymove = FixedMul (newlen, finesine[lineangle]);
|
|
#else
|
|
divline_t dll, dlv;
|
|
fixed_t inter1, inter2, inter3;
|
|
|
|
P_MakeDivline (ld, &dll);
|
|
|
|
dlv.x = slidemo->x;
|
|
dlv.y = slidemo->y;
|
|
dlv.dx = dll.dy;
|
|
dlv.dy = -dll.dx;
|
|
|
|
inter1 = P_InterceptVector(&dll, &dlv);
|
|
|
|
dlv.dx = tmxmove;
|
|
dlv.dy = tmymove;
|
|
inter2 = P_InterceptVector (&dll, &dlv);
|
|
inter3 = P_InterceptVector (&dlv, &dll);
|
|
|
|
if (inter3 != 0)
|
|
{
|
|
tmxmove = Scale (inter2-inter1, dll.dx, inter3);
|
|
tmymove = Scale (inter2-inter1, dll.dy, inter3);
|
|
}
|
|
else
|
|
{
|
|
tmxmove = tmymove = 0;
|
|
}
|
|
#endif
|
|
} // phares
|
|
}
|
|
|
|
|
|
//
|
|
// PTR_SlideTraverse
|
|
//
|
|
void FSlide::SlideTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
|
|
{
|
|
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
line_t* li;
|
|
|
|
if (!in->isaline)
|
|
{
|
|
// should never happen
|
|
Printf ("PTR_SlideTraverse: not a line?");
|
|
continue;
|
|
}
|
|
|
|
li = in->d.line;
|
|
|
|
if ( !(li->flags & ML_TWOSIDED) || !li->backsector )
|
|
{
|
|
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
|
|
{
|
|
// don't hit the back side
|
|
continue;
|
|
}
|
|
goto isblocking;
|
|
}
|
|
if (li->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
|
|
{
|
|
goto isblocking;
|
|
}
|
|
if (li->flags & ML_BLOCK_PLAYERS && slidemo->player != NULL)
|
|
{
|
|
goto isblocking;
|
|
}
|
|
if (li->flags & ML_BLOCKMONSTERS && !(slidemo->flags3 & MF3_NOBLOCKMONST))
|
|
{
|
|
goto isblocking;
|
|
}
|
|
|
|
FLineOpening open;
|
|
// set openrange, opentop, openbottom
|
|
P_LineOpening (open, slidemo, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
|
|
|
|
if (open.range < slidemo->height)
|
|
goto isblocking; // doesn't fit
|
|
|
|
if (open.top - slidemo->z < slidemo->height)
|
|
goto isblocking; // mobj is too high
|
|
|
|
if (open.bottom - slidemo->z > slidemo->MaxStepHeight)
|
|
{
|
|
goto isblocking; // too big a step up
|
|
}
|
|
else if (slidemo->z < open.bottom)
|
|
{ // [RH] Check to make sure there's nothing in the way for the step up
|
|
fixed_t savedz = slidemo->z;
|
|
slidemo->z = open.bottom;
|
|
bool good = P_TestMobjZ (slidemo);
|
|
slidemo->z = savedz;
|
|
if (!good)
|
|
{
|
|
goto isblocking;
|
|
}
|
|
}
|
|
|
|
// this line doesn't block movement
|
|
continue;
|
|
|
|
// 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; // stop
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// P_SlideMove
|
|
//
|
|
// The momx / momy move is bad, so try to slide along a wall.
|
|
//
|
|
// Find the first line hit, move flush to it, and slide along it
|
|
//
|
|
// This is a kludgy mess.
|
|
//
|
|
void FSlide::SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
|
|
{
|
|
fixed_t leadx, leady;
|
|
fixed_t trailx, traily;
|
|
fixed_t newx, newy;
|
|
fixed_t xmove, ymove;
|
|
bool walkplane;
|
|
int hitcount;
|
|
|
|
hitcount = 3;
|
|
slidemo = mo;
|
|
|
|
if (mo->player && mo->reactiontime > 0)
|
|
return; // player coming right out of a teleporter.
|
|
|
|
retry:
|
|
if (!--hitcount)
|
|
goto stairstep; // don't loop forever
|
|
|
|
// trace along the three leading corners
|
|
if (tryx > 0)
|
|
{
|
|
leadx = mo->x + mo->radius;
|
|
trailx = mo->x - mo->radius;
|
|
}
|
|
else
|
|
{
|
|
leadx = mo->x - mo->radius;
|
|
trailx = mo->x + mo->radius;
|
|
}
|
|
|
|
if (tryy > 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;
|
|
|
|
SlideTraverse (leadx, leady, leadx+tryx, leady+tryy);
|
|
SlideTraverse (trailx, leady, trailx+tryx, leady+tryy);
|
|
SlideTraverse (leadx, traily, leadx+tryx, traily+tryy);
|
|
|
|
// move up to the wall
|
|
if (bestslidefrac == FRACUNIT+1)
|
|
{
|
|
// the move must have hit the middle, so stairstep
|
|
stairstep:
|
|
// killough 3/15/98: Allow objects to drop off ledges
|
|
xmove = 0, ymove = tryy;
|
|
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
|
|
if (!P_TryMove (mo, mo->x + xmove, mo->y + ymove, true, walkplane))
|
|
{
|
|
xmove = tryx, ymove = 0;
|
|
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
|
|
P_TryMove (mo, mo->x + xmove, mo->y + ymove, true, walkplane);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// fudge a bit to make sure it doesn't hit
|
|
bestslidefrac -= FRACUNIT/32;
|
|
if (bestslidefrac > 0)
|
|
{
|
|
newx = FixedMul (tryx, bestslidefrac);
|
|
newy = FixedMul (tryy, bestslidefrac);
|
|
|
|
// killough 3/15/98: Allow objects to drop off ledges
|
|
if (!P_TryMove (mo, mo->x+newx, mo->y+newy, true))
|
|
goto stairstep;
|
|
}
|
|
|
|
// Now continue along the wall.
|
|
bestslidefrac = FRACUNIT - (bestslidefrac + FRACUNIT/32); // remainder
|
|
if (bestslidefrac > FRACUNIT)
|
|
bestslidefrac = FRACUNIT;
|
|
else if (bestslidefrac <= 0)
|
|
return;
|
|
|
|
tryx = tmxmove = FixedMul (tryx, bestslidefrac);
|
|
tryy = tmymove = FixedMul (tryy, bestslidefrac);
|
|
|
|
HitSlideLine (bestslideline); // clip the moves
|
|
|
|
mo->momx = tmxmove * numsteps;
|
|
mo->momy = tmymove * numsteps;
|
|
|
|
// killough 10/98: affect the bobbing the same way (but not voodoo dolls)
|
|
if (mo->player && mo->player->mo == mo)
|
|
{
|
|
if (abs(mo->player->momx) > abs(mo->momx))
|
|
mo->player->momx = mo->momx;
|
|
if (abs(mo->player->momy) > abs(mo->momy))
|
|
mo->player->momy = mo->momy;
|
|
}
|
|
|
|
walkplane = P_CheckSlopeWalk (mo, tmxmove, tmymove);
|
|
|
|
// killough 3/15/98: Allow objects to drop off ledges
|
|
if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove, true, walkplane))
|
|
{
|
|
goto retry;
|
|
}
|
|
}
|
|
|
|
void P_SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
|
|
{
|
|
FSlide slide;
|
|
slide.SlideMove(mo, tryx, tryy, numsteps);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_CheckSlopeWalk
|
|
//
|
|
//============================================================================
|
|
|
|
bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
|
|
{
|
|
if (actor->flags & MF_NOGRAVITY)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const secplane_t *plane = &actor->floorsector->floorplane;
|
|
fixed_t planezhere = plane->ZatPoint (actor->x, actor->y);
|
|
|
|
if (actor->floorsector != actor->Sector)
|
|
{
|
|
// this additional check prevents sliding on sloped dropoffs
|
|
if (planezhere>actor->floorz+4*FRACUNIT)
|
|
return false;
|
|
}
|
|
|
|
if (actor->z - planezhere > FRACUNIT)
|
|
{ // not on floor
|
|
return false;
|
|
}
|
|
|
|
if ((plane->a | plane->b) != 0)
|
|
{
|
|
fixed_t destx, desty;
|
|
fixed_t t;
|
|
|
|
destx = actor->x + xmove;
|
|
desty = actor->y + ymove;
|
|
t = TMulScale16 (plane->a, destx, plane->b, desty, plane->c, actor->z) + plane->d;
|
|
if (t < 0)
|
|
{ // Desired location is behind (below) the plane
|
|
// (i.e. Walking up the plane)
|
|
if (plane->c < STEEPSLOPE)
|
|
{ // Can't climb up slopes of ~45 degrees or more
|
|
if (actor->flags & MF_NOCLIP)
|
|
{
|
|
return (actor->floorsector == actor->Sector);
|
|
}
|
|
else
|
|
{
|
|
const msecnode_t *node;
|
|
bool dopush = true;
|
|
|
|
if (plane->c > STEEPSLOPE*2/3)
|
|
{
|
|
for (node = actor->touching_sectorlist; node; node = node->m_tnext)
|
|
{
|
|
const sector_t *sec = node->m_sector;
|
|
if (sec->floorplane.c >= STEEPSLOPE)
|
|
{
|
|
if (sec->floorplane.ZatPoint (destx, desty) >= actor->z - actor->MaxStepHeight)
|
|
{
|
|
dopush = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (dopush)
|
|
{
|
|
xmove = actor->momx = plane->a * 2;
|
|
ymove = actor->momy = plane->b * 2;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
// Slide the desired location along the plane's normal
|
|
// so that it lies on the plane's surface
|
|
destx -= FixedMul (plane->a, t);
|
|
desty -= FixedMul (plane->b, t);
|
|
xmove = destx - actor->x;
|
|
ymove = desty - actor->y;
|
|
return (actor->floorsector == actor->Sector);
|
|
}
|
|
else if (t > 0)
|
|
{ // Desired location is in front of (above) the plane
|
|
if (planezhere == actor->z)
|
|
{ // Actor's current spot is on/in the plane, so walk down it
|
|
// Same principle as walking up, except reversed
|
|
destx += FixedMul (plane->a, t);
|
|
desty += FixedMul (plane->b, t);
|
|
xmove = destx - actor->x;
|
|
ymove = desty - actor->y;
|
|
return (actor->floorsector == actor->Sector);//(plane->c >= STEEPSLOPE);
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// PTR_BounceTraverse
|
|
//
|
|
//============================================================================
|
|
|
|
bool FSlide::BounceTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
|
|
{
|
|
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
|
|
line_t *li;
|
|
|
|
if (!in->isaline)
|
|
{
|
|
Printf ("PTR_BounceTraverse: not a line?");
|
|
continue;
|
|
}
|
|
|
|
li = in->d.line;
|
|
assert(((size_t)li - (size_t)lines) % sizeof(line_t) == 0);
|
|
if (li->flags & ML_BLOCKEVERYTHING)
|
|
{
|
|
goto bounceblocking;
|
|
}
|
|
if (!(li->flags&ML_TWOSIDED) || !li->backsector)
|
|
{
|
|
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
|
|
continue; // don't hit the back side
|
|
goto bounceblocking;
|
|
}
|
|
|
|
FLineOpening open;
|
|
|
|
P_LineOpening (open, slidemo, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul (it.Trace().dy, in->frac)); // set openrange, opentop, openbottom
|
|
if (open.range < slidemo->height)
|
|
goto bounceblocking; // doesn't fit
|
|
|
|
if (open.top - slidemo->z < slidemo->height)
|
|
goto bounceblocking; // mobj is too high
|
|
|
|
if (open.bottom > slidemo->z)
|
|
goto bounceblocking; // mobj is too low
|
|
|
|
continue; // this line doesn't block movement
|
|
|
|
// the line does block movement, see if it is closer than best so far
|
|
bounceblocking:
|
|
if (in->frac < bestslidefrac)
|
|
{
|
|
secondslidefrac = bestslidefrac;
|
|
secondslideline = bestslideline;
|
|
bestslidefrac = in->frac;
|
|
bestslideline = li;
|
|
}
|
|
return false; // stop
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_BounceWall
|
|
//
|
|
//============================================================================
|
|
|
|
bool FSlide::BounceWall (AActor *mo)
|
|
{
|
|
fixed_t leadx, leady;
|
|
int side;
|
|
angle_t lineangle, moveangle, deltaangle;
|
|
fixed_t movelen;
|
|
line_t *line;
|
|
|
|
if (!(mo->flags2 & MF2_BOUNCE2))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
slidemo = mo;
|
|
//
|
|
// trace along the three leading corners
|
|
//
|
|
if (mo->momx > 0)
|
|
{
|
|
leadx = mo->x+mo->radius;
|
|
}
|
|
else
|
|
{
|
|
leadx = mo->x-mo->radius;
|
|
}
|
|
if (mo->momy > 0)
|
|
{
|
|
leady = mo->y+mo->radius;
|
|
}
|
|
else
|
|
{
|
|
leady = mo->y-mo->radius;
|
|
}
|
|
bestslidefrac = FRACUNIT+1;
|
|
bestslideline = mo->BlockingLine;
|
|
if (BounceTraverse(leadx, leady, leadx+mo->momx, leady+mo->momy) && mo->BlockingLine == NULL)
|
|
{ // Could not find a wall, so bounce off the floor/ceiling instead.
|
|
fixed_t floordist = mo->z - mo->floorz;
|
|
fixed_t ceildist = mo->ceilingz - mo->z;
|
|
if (floordist <= ceildist)
|
|
{
|
|
mo->FloorBounceMissile (mo->Sector->floorplane);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
mo->FloorBounceMissile (mo->Sector->ceilingplane);
|
|
return true;
|
|
}
|
|
}
|
|
line = bestslideline;
|
|
|
|
if (line->special == Line_Horizon)
|
|
{
|
|
mo->SeeSound = 0; // it might make a sound otherwise
|
|
mo->Destroy();
|
|
return true;
|
|
}
|
|
|
|
// The amount of bounces is limited
|
|
if (mo->bouncecount>0 && --mo->bouncecount==0)
|
|
{
|
|
P_ExplodeMissile(mo, NULL, NULL);
|
|
return true;
|
|
}
|
|
|
|
side = P_PointOnLineSide (mo->x, mo->y, line);
|
|
lineangle = R_PointToAngle2 (0, 0, line->dx, line->dy);
|
|
if (side == 1)
|
|
{
|
|
lineangle += ANG180;
|
|
}
|
|
moveangle = R_PointToAngle2 (0, 0, mo->momx, mo->momy);
|
|
deltaangle = (2*lineangle)-moveangle;
|
|
mo->angle = deltaangle;
|
|
|
|
lineangle >>= ANGLETOFINESHIFT;
|
|
deltaangle >>= ANGLETOFINESHIFT;
|
|
|
|
movelen = P_AproxDistance (mo->momx, mo->momy);
|
|
movelen = (movelen * 192) >> 8; // friction
|
|
|
|
FBoundingBox box(mo->x, mo->y, mo->radius);
|
|
if (box.BoxOnLineSide (line) == -1)
|
|
{
|
|
mo->SetOrigin (mo->x + FixedMul(mo->radius,
|
|
finecosine[deltaangle]), mo->y + FixedMul(mo->radius, finesine[deltaangle]), mo->z);
|
|
}
|
|
if (movelen < FRACUNIT)
|
|
{
|
|
movelen = 2*FRACUNIT;
|
|
}
|
|
mo->momx = FixedMul(movelen, finecosine[deltaangle]);
|
|
mo->momy = FixedMul(movelen, finesine[deltaangle]);
|
|
return true;
|
|
}
|
|
|
|
bool P_BounceWall (AActor *mo)
|
|
{
|
|
FSlide slide;
|
|
return slide.BounceWall(mo);
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// Aiming
|
|
//
|
|
//============================================================================
|
|
|
|
struct aim_t
|
|
{
|
|
fixed_t aimpitch;
|
|
fixed_t attackrange;
|
|
fixed_t shootz; // Height if not aiming up or down
|
|
AActor* shootthing;
|
|
|
|
fixed_t toppitch, bottompitch;
|
|
AActor * linetarget;
|
|
AActor * thing_friend, * thing_other;
|
|
angle_t pitch_friend, pitch_other;
|
|
bool notsmart;
|
|
|
|
void AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
|
|
|
|
};
|
|
|
|
//============================================================================
|
|
//
|
|
// PTR_AimTraverse
|
|
// Sets linetaget and aimpitch when a target is aimed at.
|
|
//
|
|
//============================================================================
|
|
|
|
void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
|
|
{
|
|
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES|PT_ADDTHINGS);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
line_t* li;
|
|
AActor* th;
|
|
fixed_t pitch;
|
|
fixed_t thingtoppitch;
|
|
fixed_t thingbottompitch;
|
|
fixed_t dist;
|
|
int thingpitch;
|
|
|
|
if (in->isaline)
|
|
{
|
|
li = in->d.line;
|
|
|
|
if ( !(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING) )
|
|
return; // stop
|
|
|
|
// Crosses a two sided line.
|
|
// A two sided line will restrict the possible target ranges.
|
|
FLineOpening open;
|
|
P_LineOpening (open, NULL, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
|
|
|
|
if (open.bottom >= open.top)
|
|
return; // stop
|
|
|
|
dist = FixedMul (attackrange, in->frac);
|
|
|
|
pitch = -(int)R_PointToAngle2 (0, shootz, dist, open.bottom);
|
|
if (pitch < bottompitch)
|
|
bottompitch = pitch;
|
|
|
|
pitch = -(int)R_PointToAngle2 (0, shootz, dist, open.top);
|
|
if (pitch > toppitch)
|
|
toppitch = pitch;
|
|
|
|
if (toppitch >= bottompitch)
|
|
return; // stop
|
|
|
|
continue; // shot continues
|
|
}
|
|
|
|
// shoot a thing
|
|
th = in->d.thing;
|
|
if (th == shootthing)
|
|
continue; // can't shoot self
|
|
|
|
if (!(th->flags&MF_SHOOTABLE))
|
|
continue; // corpse or something
|
|
|
|
// check for physical attacks on a ghost
|
|
if ((th->flags3 & MF3_GHOST) &&
|
|
shootthing->player && // [RH] Be sure shootthing is a player
|
|
shootthing->player->ReadyWeapon &&
|
|
(shootthing->player->ReadyWeapon->flags2 & MF2_THRUGHOST))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
dist = FixedMul (attackrange, in->frac);
|
|
// check angles to see if the thing can be aimed at
|
|
|
|
thingtoppitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z + th->height);
|
|
|
|
if (thingtoppitch > bottompitch)
|
|
continue; // shot over the thing
|
|
|
|
thingbottompitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z);
|
|
|
|
if (thingbottompitch < toppitch)
|
|
continue; // shot under the thing
|
|
|
|
// this thing can be hit!
|
|
if (thingtoppitch < toppitch)
|
|
thingtoppitch = toppitch;
|
|
|
|
if (thingbottompitch > bottompitch)
|
|
thingbottompitch = bottompitch;
|
|
|
|
thingpitch = thingtoppitch/2 + thingbottompitch/2;
|
|
|
|
if (sv_smartaim && !notsmart)
|
|
{
|
|
// try to be a little smarter about what to aim at!
|
|
// In particular avoid autoaiming at friends amd barrels.
|
|
if (th->IsFriend(shootthing))
|
|
{
|
|
if (sv_smartaim < 2)
|
|
{
|
|
// friends don't aim at friends (except players), at least not first
|
|
thing_friend=th;
|
|
pitch_friend=thingpitch;
|
|
}
|
|
}
|
|
else if (!(th->flags3&MF3_ISMONSTER) )
|
|
{
|
|
if (sv_smartaim < 3)
|
|
{
|
|
// don't autoaim at barrels and other shootable stuff unless no monsters have been found
|
|
thing_other=th;
|
|
pitch_other=thingpitch;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
linetarget=th;
|
|
aimpitch=thingpitch;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
linetarget=th;
|
|
aimpitch=thingpitch;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_AimLineAttack
|
|
//
|
|
//============================================================================
|
|
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, bool forcenosmart)
|
|
{
|
|
fixed_t x2;
|
|
fixed_t y2;
|
|
aim_t aim;
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
aim.shootthing = t1;
|
|
|
|
x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
|
|
y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
|
|
aim.shootz = t1->z + (t1->height>>1) - t1->floorclip;
|
|
if (t1->player != NULL)
|
|
{
|
|
aim.shootz += FixedMul (t1->player->mo->AttackZOffset, t1->player->crouchfactor);
|
|
}
|
|
else
|
|
{
|
|
aim.shootz += 8*FRACUNIT;
|
|
}
|
|
|
|
// can't shoot outside view angles
|
|
if (vrange == 0)
|
|
{
|
|
if (t1->player == NULL || !level.IsFreelookAllowed())
|
|
{
|
|
vrange = ANGLE_1*35;
|
|
}
|
|
else
|
|
{
|
|
// 35 degrees is approximately what Doom used. You cannot have a
|
|
// vrange of 0 degrees, because then toppitch and bottompitch will
|
|
// be equal, and PTR_AimTraverse will never find anything to shoot at
|
|
// if it crosses a line.
|
|
vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
|
|
}
|
|
}
|
|
aim.toppitch = t1->pitch - vrange;
|
|
aim.bottompitch = t1->pitch + vrange;
|
|
aim.notsmart = forcenosmart;
|
|
|
|
aim.attackrange = distance;
|
|
aim.linetarget = NULL;
|
|
|
|
// for smart aiming
|
|
aim.thing_friend=aim.thing_other=NULL;
|
|
|
|
// Information for tracking crossed 3D floors
|
|
aim.aimpitch=t1->pitch;
|
|
aim.AimTraverse (t1->x, t1->y, x2, y2);
|
|
|
|
if (!aim.linetarget)
|
|
{
|
|
if (aim.thing_other)
|
|
{
|
|
aim.linetarget=aim.thing_other;
|
|
aim.aimpitch=aim.pitch_other;
|
|
}
|
|
else if (aim.thing_friend)
|
|
{
|
|
aim.linetarget=aim.thing_friend;
|
|
aim.aimpitch=aim.pitch_friend;
|
|
}
|
|
}
|
|
if (pLineTarget) *pLineTarget = aim.linetarget;
|
|
return aim.linetarget ? aim.aimpitch : t1->pitch;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= P_LineAttack
|
|
=
|
|
= if damage == 0, it is just a test trace that will leave linetarget set
|
|
=
|
|
=================
|
|
*/
|
|
|
|
static bool CheckForGhost (FTraceResults &res)
|
|
{
|
|
if (res.HitType != TRACE_HitActor)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// check for physical attacks on a ghost
|
|
if (res.Actor->flags3 & MF3_GHOST || res.Actor->flags4 & MF4_SPECTRAL)
|
|
{
|
|
res.HitType = TRACE_HitNone;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static bool CheckForSpectral (FTraceResults &res)
|
|
{
|
|
if (res.HitType != TRACE_HitActor)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// check for physical attacks on spectrals
|
|
if (res.Actor->flags4 & MF4_SPECTRAL)
|
|
{
|
|
res.HitType = TRACE_HitNone;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|
int pitch, int damage, FName damageType, const PClass *pufftype, bool ismeleeattack)
|
|
{
|
|
fixed_t vx, vy, vz, shootz;
|
|
FTraceResults trace;
|
|
angle_t srcangle = angle;
|
|
int srcpitch = pitch;
|
|
bool hitGhosts;
|
|
bool killPuff = false;
|
|
AActor *puff = NULL;
|
|
int flags = ismeleeattack? PF_MELEERANGE : 0;
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
|
|
|
|
vx = FixedMul (finecosine[pitch], finecosine[angle]);
|
|
vy = FixedMul (finecosine[pitch], finesine[angle]);
|
|
vz = -finesine[pitch];
|
|
|
|
shootz = t1->z - t1->floorclip + (t1->height>>1);
|
|
if (t1->player != NULL)
|
|
{
|
|
shootz += FixedMul (t1->player->mo->AttackZOffset, t1->player->crouchfactor);
|
|
}
|
|
else
|
|
{
|
|
shootz += 8*FRACUNIT;
|
|
}
|
|
|
|
hitGhosts = (t1->player != NULL &&
|
|
t1->player->ReadyWeapon != NULL &&
|
|
(t1->player->ReadyWeapon->flags2 & MF2_THRUGHOST));
|
|
|
|
if (!Trace (t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
|
|
MF_SHOOTABLE, ML_BLOCKEVERYTHING, t1, trace,
|
|
TRACE_NoSky|TRACE_Impact, hitGhosts ? CheckForGhost : CheckForSpectral))
|
|
{ // hit nothing
|
|
AActor *puffDefaults = GetDefaultByType (pufftype);
|
|
if (puffDefaults->ActiveSound)
|
|
{ // Play miss sound
|
|
S_SoundID (t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
|
|
}
|
|
if (puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
|
{ // Spawn the puff anyway
|
|
puff = P_SpawnPuff (pufftype, trace.X, trace.Y, trace.Z, angle - ANG180, 2, flags);
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fixed_t hitx = 0, hity = 0, hitz = 0;
|
|
|
|
if (trace.HitType != TRACE_HitActor)
|
|
{
|
|
// position a bit closer for puffs
|
|
if (trace.HitType != TRACE_HitWall || trace.Line->special != Line_Horizon)
|
|
{
|
|
fixed_t closer = trace.Distance - 4*FRACUNIT;
|
|
puff = P_SpawnPuff (pufftype, t1->x + FixedMul (vx, closer),
|
|
t1->y + FixedMul (vy, closer),
|
|
shootz + FixedMul (vz, closer), angle - ANG90, 0, flags);
|
|
}
|
|
|
|
// [RH] Spawn a decal
|
|
if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon)
|
|
{
|
|
// [TN] If the actor or weapon has a decal defined, use that one.
|
|
if(t1->DecalGenerator != NULL ||
|
|
(t1->player != NULL && t1->player->ReadyWeapon != NULL && t1->player->ReadyWeapon->DecalGenerator != NULL))
|
|
{
|
|
SpawnShootDecal (t1, trace);
|
|
}
|
|
|
|
// Else, look if the bulletpuff has a decal defined.
|
|
else if(puff != NULL && puff->DecalGenerator)
|
|
{
|
|
SpawnShootDecal (puff, trace);
|
|
}
|
|
|
|
else
|
|
{
|
|
SpawnShootDecal (t1, trace);
|
|
}
|
|
}
|
|
else if (puff != NULL &&
|
|
trace.CrossedWater == NULL &&
|
|
trace.Sector->heightsec == NULL &&
|
|
trace.HitType == TRACE_HitFloor)
|
|
{
|
|
P_HitWater (puff, trace.Sector);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool bloodsplatter = (t1->flags5 & MF5_BLOODSPLATTER) ||
|
|
(t1->player != NULL && t1->player->ReadyWeapon != NULL &&
|
|
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
|
|
|
|
bool axeBlood = (t1->player != NULL &&
|
|
t1->player->ReadyWeapon != NULL &&
|
|
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
|
|
|
|
// Hit a thing, so it could be either a puff or blood
|
|
hitx = t1->x + FixedMul (vx, trace.Distance);
|
|
hity = t1->y + FixedMul (vy, trace.Distance);
|
|
hitz = shootz + FixedMul (vz, trace.Distance);
|
|
|
|
// Spawn bullet puffs or blood spots, depending on target type.
|
|
AActor *puffDefaults = GetDefaultByType (pufftype);
|
|
if ((puffDefaults->flags3 & MF3_PUFFONACTORS) ||
|
|
(trace.Actor->flags & MF_NOBLOOD) ||
|
|
(trace.Actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
|
|
{
|
|
puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING);
|
|
}
|
|
if (!(GetDefaultByType(pufftype)->flags3&MF3_BLOODLESSIMPACT))
|
|
{
|
|
if (!bloodsplatter && !axeBlood &&
|
|
!(trace.Actor->flags & MF_NOBLOOD) &&
|
|
!(trace.Actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
|
|
{
|
|
P_SpawnBlood (hitx, hity, hitz, angle - ANG180, damage, trace.Actor);
|
|
}
|
|
|
|
if (damage)
|
|
{
|
|
if (bloodsplatter || axeBlood)
|
|
{
|
|
if (!(trace.Actor->flags&MF_NOBLOOD) &&
|
|
!(trace.Actor->flags2&(MF2_INVULNERABLE|MF2_DORMANT)))
|
|
{
|
|
if (axeBlood)
|
|
{
|
|
P_BloodSplatter2 (hitx, hity, hitz, trace.Actor);
|
|
}
|
|
if (pr_lineattack() < 192)
|
|
{
|
|
P_BloodSplatter (hitx, hity, hitz, trace.Actor);
|
|
}
|
|
}
|
|
}
|
|
// [RH] Stick blood to walls
|
|
P_TraceBleed (damage, trace.X, trace.Y, trace.Z,
|
|
trace.Actor, srcangle, srcpitch);
|
|
}
|
|
}
|
|
if (damage)
|
|
{
|
|
int flags = DMG_INFLICTOR_IS_PUFF;
|
|
// Allow MF5_PIERCEARMOR on a weapon as well.
|
|
if (t1->player != NULL && t1->player->ReadyWeapon != NULL &&
|
|
t1->player->ReadyWeapon->flags5 & MF5_PIERCEARMOR)
|
|
{
|
|
flags |= DMG_NO_ARMOR;
|
|
}
|
|
|
|
if (puff == NULL)
|
|
{
|
|
// Since the puff is the damage inflictor we need it here
|
|
// regardless of whether it is displayed or not.
|
|
puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING|PF_TEMPORARY);
|
|
killPuff = true;
|
|
}
|
|
P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, flags);
|
|
}
|
|
}
|
|
if (trace.CrossedWater)
|
|
{
|
|
|
|
if (puff == NULL)
|
|
{ // Spawn puff just to get a mass for the splash
|
|
puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING|PF_TEMPORARY);
|
|
killPuff = true;
|
|
}
|
|
SpawnDeepSplash (t1, trace, puff, vx, vy, vz, shootz);
|
|
}
|
|
}
|
|
if (killPuff && puff != NULL)
|
|
{
|
|
puff->Destroy();
|
|
puff = NULL;
|
|
}
|
|
return puff;
|
|
}
|
|
|
|
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|
int pitch, int damage, FName damageType, FName pufftype, bool ismeleeattack)
|
|
{
|
|
const PClass * type = PClass::FindClass(pufftype);
|
|
if (type == NULL)
|
|
{
|
|
Printf("Attempt to spawn unknown actor type '%s'\n", pufftype.GetChars());
|
|
}
|
|
else
|
|
{
|
|
return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, ismeleeattack);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, angle_t angle, int pitch)
|
|
{
|
|
if (!cl_bloodsplats)
|
|
return;
|
|
|
|
const char *bloodType = "BloodSplat";
|
|
int count;
|
|
int noise;
|
|
|
|
if ((actor->flags & MF_NOBLOOD) ||
|
|
(actor->flags5 & MF5_NOBLOODDECALS) ||
|
|
(actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) ||
|
|
(actor->player && actor->player->cheats & CF_GODMODE))
|
|
{
|
|
return;
|
|
}
|
|
if (damage < 15)
|
|
{ // For low damages, there is a chance to not spray blood at all
|
|
if (damage <= 10)
|
|
{
|
|
if (pr_tracebleed() < 160)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
count = 1;
|
|
noise = 18;
|
|
}
|
|
else if (damage < 25)
|
|
{
|
|
count = 2;
|
|
noise = 19;
|
|
}
|
|
else
|
|
{ // For high damages, there is a chance to spray just one big glob of blood
|
|
if (pr_tracebleed() < 24)
|
|
{
|
|
bloodType = "BloodSmear";
|
|
count = 1;
|
|
noise = 20;
|
|
}
|
|
else
|
|
{
|
|
count = 3;
|
|
noise = 20;
|
|
}
|
|
}
|
|
|
|
for (; count; --count)
|
|
{
|
|
FTraceResults bleedtrace;
|
|
|
|
angle_t bleedang = (angle + ((pr_tracebleed()-128) << noise)) >> ANGLETOFINESHIFT;
|
|
angle_t bleedpitch = (angle_t)(pitch + ((pr_tracebleed()-128) << noise)) >> ANGLETOFINESHIFT;
|
|
fixed_t vx = FixedMul (finecosine[bleedpitch], finecosine[bleedang]);
|
|
fixed_t vy = FixedMul (finecosine[bleedpitch], finesine[bleedang]);
|
|
fixed_t vz = -finesine[bleedpitch];
|
|
|
|
if (Trace (x, y, z, actor->Sector,
|
|
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, actor,
|
|
bleedtrace, TRACE_NoSky))
|
|
{
|
|
if (bleedtrace.HitType == TRACE_HitWall)
|
|
{
|
|
PalEntry bloodcolor = (PalEntry)actor->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
|
if (bloodcolor != 0)
|
|
{
|
|
bloodcolor.r>>=1; // the full color is too bright for blood decals
|
|
bloodcolor.g>>=1;
|
|
bloodcolor.b>>=1;
|
|
bloodcolor.a=1;
|
|
}
|
|
|
|
DImpactDecal::StaticCreate (bloodType,
|
|
bleedtrace.X, bleedtrace.Y, bleedtrace.Z,
|
|
sides + bleedtrace.Line->sidenum[bleedtrace.Side],
|
|
bloodcolor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch)
|
|
{
|
|
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
|
|
target, angle, pitch);
|
|
}
|
|
|
|
void P_TraceBleed (int damage, AActor *target, AActor *missile)
|
|
{
|
|
int pitch;
|
|
|
|
if (target == NULL || missile->flags3 & MF3_BLOODLESSIMPACT)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (missile->momz != 0)
|
|
{
|
|
double aim;
|
|
|
|
aim = atan ((double)missile->momz / (double)P_AproxDistance (missile->x - target->x, missile->y - target->y));
|
|
pitch = -(int)(aim * ANGLE_180/PI);
|
|
}
|
|
else
|
|
{
|
|
pitch = 0;
|
|
}
|
|
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
|
|
target, R_PointToAngle2 (missile->x, missile->y, target->x, target->y),
|
|
pitch);
|
|
}
|
|
|
|
void P_TraceBleed (int damage, AActor *target)
|
|
{
|
|
fixed_t one = pr_tracebleed() << 24;
|
|
fixed_t two = (pr_tracebleed()-128) << 16;
|
|
|
|
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
|
|
target, one, two);
|
|
}
|
|
|
|
//
|
|
// [RH] Rail gun stuffage
|
|
//
|
|
struct SRailHit
|
|
{
|
|
AActor *HitActor;
|
|
fixed_t Distance;
|
|
};
|
|
static TArray<SRailHit> RailHits (16);
|
|
|
|
static bool ProcessRailHit (FTraceResults &res)
|
|
{
|
|
if (res.HitType != TRACE_HitActor)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Invulnerable things completely block the shot
|
|
if (res.Actor->flags2 & MF2_INVULNERABLE)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Save this thing for damaging later, and continue the trace
|
|
SRailHit newhit;
|
|
newhit.HitActor = res.Actor;
|
|
newhit.Distance = res.Distance - 10*FRACUNIT; // put blood in front
|
|
RailHits.Push (newhit);
|
|
|
|
return true;
|
|
}
|
|
|
|
void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, bool silent, FName puff)
|
|
{
|
|
fixed_t vx, vy, vz;
|
|
angle_t angle, pitch;
|
|
fixed_t x1, y1;
|
|
FVector3 start, end;
|
|
FTraceResults trace;
|
|
fixed_t shootz;
|
|
|
|
pitch = (angle_t)(-source->pitch) >> ANGLETOFINESHIFT;
|
|
angle = source->angle >> ANGLETOFINESHIFT;
|
|
|
|
vx = FixedMul (finecosine[pitch], finecosine[angle]);
|
|
vy = FixedMul (finecosine[pitch], finesine[angle]);
|
|
vz = finesine[pitch];
|
|
|
|
x1 = source->x;
|
|
y1 = source->y;
|
|
|
|
shootz = source->z - source->floorclip + (source->height >> 1);
|
|
|
|
if (source->player != NULL)
|
|
{
|
|
shootz += FixedMul (source->player->mo->AttackZOffset, source->player->crouchfactor);
|
|
}
|
|
else
|
|
{
|
|
shootz += 8*FRACUNIT;
|
|
}
|
|
|
|
angle = (source->angle - ANG90) >> ANGLETOFINESHIFT;
|
|
x1 += offset*finecosine[angle];
|
|
y1 += offset*finesine[angle];
|
|
|
|
RailHits.Clear ();
|
|
start.X = FIXED2FLOAT(x1);
|
|
start.Y = FIXED2FLOAT(y1);
|
|
start.Z = FIXED2FLOAT(shootz);
|
|
|
|
Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
|
|
8192*FRACUNIT, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
|
|
TRACE_PCross|TRACE_Impact, ProcessRailHit);
|
|
|
|
if (trace.HitType == TRACE_HitWall)
|
|
{
|
|
SpawnShootDecal (source, trace);
|
|
}
|
|
if (trace.HitType == TRACE_HitFloor &&
|
|
trace.CrossedWater == NULL &&
|
|
trace.Sector->heightsec == NULL)
|
|
{
|
|
fixed_t savex, savey, savez;
|
|
fixed_t savefloor, saveceil, savedropoff;
|
|
int savefloorpic;
|
|
sector_t *savefloorsec;
|
|
int saveceilingpic;
|
|
sector_t *saveceilingsec;
|
|
|
|
savex = source->x;
|
|
savey = source->y;
|
|
savez = source->z;
|
|
savefloor = source->floorz;
|
|
saveceil = source->ceilingz;
|
|
savedropoff = source->dropoffz;
|
|
savefloorpic = source->floorpic;
|
|
savefloorsec = source->floorsector;
|
|
saveceilingpic = source->ceilingpic;
|
|
saveceilingsec = source->ceilingsector;
|
|
|
|
source->SetOrigin (trace.X, trace.Y, trace.Z);
|
|
P_HitWater (source, trace.Sector);
|
|
source->SetOrigin (savex, savey, savez);
|
|
|
|
source->floorz = savefloor;
|
|
source->ceilingz = saveceil;
|
|
source->dropoffz = savedropoff;
|
|
source->floorpic = savefloorpic;
|
|
source->floorsector = savefloorsec;
|
|
source->ceilingpic = saveceilingpic;
|
|
source->ceilingsector = saveceilingsec;
|
|
}
|
|
if (trace.CrossedWater)
|
|
{
|
|
AActor *thepuff = Spawn ("BulletPuff", 0, 0, 0, ALLOW_REPLACE);
|
|
if (thepuff != NULL)
|
|
{
|
|
SpawnDeepSplash (source, trace, thepuff, vx, vy, vz, shootz);
|
|
thepuff->Destroy ();
|
|
}
|
|
}
|
|
|
|
// Now hurt anything the trace hit
|
|
unsigned int i;
|
|
const PClass *puffclass = PClass::FindClass(puff);
|
|
AActor *puffDefaults = puffclass == NULL? NULL : GetDefaultByType (puffclass);
|
|
FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
|
|
|
|
for (i = 0; i < RailHits.Size (); i++)
|
|
{
|
|
fixed_t x, y, z;
|
|
|
|
x = x1 + FixedMul (RailHits[i].Distance, vx);
|
|
y = y1 + FixedMul (RailHits[i].Distance, vy);
|
|
z = shootz + FixedMul (RailHits[i].Distance, vz);
|
|
|
|
if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
|
|
(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
|
|
{
|
|
if (puffclass != NULL) P_SpawnPuff (puffclass, x, y, z, source->angle - ANG180, 1, PF_HITTHING);
|
|
}
|
|
else
|
|
{
|
|
P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
|
|
}
|
|
P_DamageMobj (RailHits[i].HitActor, source, source, damage, damagetype);
|
|
P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, angle, pitch);
|
|
}
|
|
|
|
end.X = FIXED2FLOAT(trace.X);
|
|
end.Y = FIXED2FLOAT(trace.Y);
|
|
end.Z = FIXED2FLOAT(trace.Z);
|
|
P_DrawRailTrail (source, start, end, color1, color2, maxdiff, silent);
|
|
}
|
|
|
|
//
|
|
// [RH] P_AimCamera
|
|
//
|
|
CVAR (Float, chase_height, -8.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
CVAR (Float, chase_dist, 90.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
|
|
void P_AimCamera (AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &CameraZ, sector_t *&CameraSector)
|
|
{
|
|
fixed_t distance = (fixed_t)(chase_dist * FRACUNIT);
|
|
angle_t angle = (t1->angle - ANG180) >> ANGLETOFINESHIFT;
|
|
angle_t pitch = (angle_t)(t1->pitch) >> ANGLETOFINESHIFT;
|
|
FTraceResults trace;
|
|
fixed_t vx, vy, vz, sz;
|
|
|
|
vx = FixedMul (finecosine[pitch], finecosine[angle]);
|
|
vy = FixedMul (finecosine[pitch], finesine[angle]);
|
|
vz = finesine[pitch];
|
|
|
|
sz = t1->z - t1->floorclip + t1->height + (fixed_t)(chase_height * FRACUNIT);
|
|
|
|
if (Trace (t1->x, t1->y, sz, t1->Sector,
|
|
vx, vy, vz, distance, 0, 0, NULL, trace) &&
|
|
trace.Distance > 10*FRACUNIT)
|
|
{
|
|
// Position camera slightly in front of hit thing
|
|
fixed_t dist = trace.Distance - 5*FRACUNIT;
|
|
CameraX = t1->x + FixedMul (vx, dist);
|
|
CameraY = t1->y + FixedMul (vy, dist);
|
|
CameraZ = sz + FixedMul (vz, dist);
|
|
}
|
|
else
|
|
{
|
|
CameraX = trace.X;
|
|
CameraY = trace.Y;
|
|
CameraZ = trace.Z;
|
|
}
|
|
CameraSector = trace.Sector;
|
|
}
|
|
|
|
|
|
//
|
|
// USE LINES
|
|
//
|
|
|
|
bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline)
|
|
{
|
|
FPathTraverse it(usething->x, usething->y, endx, endy, PT_ADDLINES|PT_ADDTHINGS);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
// [RH] Check for things to talk with or use a puzzle item on
|
|
if (!in->isaline)
|
|
{
|
|
if (usething==in->d.thing) continue;
|
|
// Check thing
|
|
|
|
// Check for puzzle item use or USESPECIAL flag
|
|
if (in->d.thing->flags5 & MF5_USESPECIAL || in->d.thing->special == UsePuzzleItem)
|
|
{
|
|
if (LineSpecials[in->d.thing->special] (NULL, usething, false,
|
|
in->d.thing->args[0], in->d.thing->args[1], in->d.thing->args[2],
|
|
in->d.thing->args[3], in->d.thing->args[4]))
|
|
return true;
|
|
}
|
|
// Dead things can't talk.
|
|
if (in->d.thing->health <= 0)
|
|
{
|
|
continue;
|
|
}
|
|
// Fighting things don't talk either.
|
|
if (in->d.thing->flags4 & MF4_INCOMBAT)
|
|
{
|
|
continue;
|
|
}
|
|
if (in->d.thing->Conversation != NULL)
|
|
{
|
|
// Give the NPC a chance to play a brief animation
|
|
in->d.thing->ConversationAnimation (0);
|
|
P_StartConversation (in->d.thing, usething, true, true);
|
|
return true;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
FLineOpening open;
|
|
// [RH] The range passed to P_PathTraverse was doubled so that it could
|
|
// find things up to 128 units away (for Strife), but it should still reject
|
|
// lines further than 64 units away.
|
|
if (in->frac > FRACUNIT/2)
|
|
{
|
|
// don't pass usething here. It will not do what might be expected!
|
|
P_LineOpening (open, NULL, in->d.line, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
|
|
if (open.range <= 0) return false;
|
|
else continue;
|
|
}
|
|
if (in->d.line->special == 0 || !(in->d.line->activation & (SPAC_Use|SPAC_UseThrough)))
|
|
{
|
|
blocked:
|
|
if (in->d.line->flags & ML_BLOCKEVERYTHING)
|
|
{
|
|
open.range = 0;
|
|
}
|
|
else
|
|
{
|
|
P_LineOpening (open, NULL, in->d.line, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
|
|
}
|
|
if (open.range <= 0 ||
|
|
(in->d.line->special != 0 && (i_compatflags & COMPATF_USEBLOCKING)))
|
|
{
|
|
// [RH] Give sector a chance to intercept the use
|
|
|
|
sector_t * sec;
|
|
|
|
sec = usething->Sector;
|
|
|
|
if (sec->SecActTarget && sec->SecActTarget->TriggerAction (usething, SECSPAC_Use))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
sec = P_PointOnLineSide(usething->x, usething->y, in->d.line) == 0?
|
|
in->d.line->frontsector : in->d.line->backsector;
|
|
|
|
if (sec != NULL && sec->SecActTarget &&
|
|
sec->SecActTarget->TriggerAction (usething, SECSPAC_UseWall))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (usething->player)
|
|
{
|
|
S_Sound (usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
|
|
}
|
|
return true; // can't use through a wall
|
|
}
|
|
foundline = true;
|
|
continue; // not a special line, but keep checking
|
|
}
|
|
|
|
if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
|
|
// [RH] continue traversal for two-sided lines
|
|
//return in->d.line->backsector != NULL; // don't use back side
|
|
goto blocked; // do a proper check for back sides of triggers
|
|
|
|
P_ActivateLine (in->d.line, usething, 0, SPAC_Use);
|
|
|
|
//WAS can't use more than one special line in a row
|
|
//jff 3/21/98 NOW multiple use allowed with enabling line flag
|
|
//[RH] And now I've changed it again. If the line is of type
|
|
// SPAC_USE, then it eats the use. Everything else passes
|
|
// it through, including SPAC_USETHROUGH.
|
|
if (i_compatflags & COMPATF_USEBLOCKING)
|
|
{
|
|
if (in->d.line->activation & SPAC_UseThrough) continue;
|
|
else return true;
|
|
}
|
|
else
|
|
{
|
|
if (!(in->d.line->activation & SPAC_Use)) continue;
|
|
else return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Returns false if a "oof" sound should be made because of a blocking
|
|
// linedef. Makes 2s middles which are impassable, as well as 2s uppers
|
|
// and lowers which block the player, cause the sound effect when the
|
|
// player tries to activate them. Specials are excluded, although it is
|
|
// assumed that all special linedefs within reach have been considered
|
|
// and rejected already (see P_UseLines).
|
|
//
|
|
// by Lee Killough
|
|
//
|
|
|
|
bool P_NoWayTraverse (AActor *usething, fixed_t endx, fixed_t endy)
|
|
{
|
|
FPathTraverse it(usething->x, usething->y, endx, endy, PT_ADDLINES);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
line_t *ld = in->d.line;
|
|
FLineOpening open;
|
|
|
|
// [GrafZahl] de-obfuscated. Was I the only one who was unable to makes sense out of
|
|
// this convoluted mess?
|
|
if (ld->special) continue;
|
|
if (ld->flags&(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)) return true;
|
|
P_LineOpening(open, NULL, ld, it.Trace().x+FixedMul(it.Trace().dx, in->frac),
|
|
it.Trace().y+FixedMul(it.Trace().dy, in->frac));
|
|
if (open.range <= 0 ||
|
|
open.bottom > usething->z + usething->MaxStepHeight ||
|
|
open.top < usething->z + usething->height) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
=
|
|
= P_UseLines
|
|
=
|
|
= Looks for special lines in front of the player to activate
|
|
================
|
|
*/
|
|
|
|
void P_UseLines (player_t *player)
|
|
{
|
|
angle_t angle;
|
|
fixed_t x2, y2;
|
|
bool foundline;
|
|
|
|
foundline = false;
|
|
|
|
angle = player->mo->angle >> ANGLETOFINESHIFT;
|
|
x2 = player->mo->x + (USERANGE>>FRACBITS)*finecosine[angle]*2;
|
|
y2 = player->mo->y + (USERANGE>>FRACBITS)*finesine[angle]*2;
|
|
|
|
// old code:
|
|
//
|
|
// P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
|
|
//
|
|
// This added test makes the "oof" sound work on 2s lines -- killough:
|
|
|
|
if (!P_UseTraverse (player->mo, x2, y2, foundline))
|
|
{ // [RH] Give sector a chance to eat the use
|
|
sector_t *sec = player->mo->Sector;
|
|
int spac = SECSPAC_Use;
|
|
if (foundline) spac |= SECSPAC_UseWall;
|
|
if ((!sec->SecActTarget || !sec->SecActTarget->TriggerAction (player->mo, spac)) &&
|
|
P_NoWayTraverse (player->mo, x2, y2))
|
|
{
|
|
S_Sound (player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_UsePuzzleItem
|
|
//
|
|
// Returns true if the puzzle item was used on a line or a thing.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_UsePuzzleItem (AActor *PuzzleItemUser, int PuzzleItemType)
|
|
{
|
|
int angle;
|
|
fixed_t x1, y1, x2, y2;
|
|
|
|
angle = PuzzleItemUser->angle>>ANGLETOFINESHIFT;
|
|
x1 = PuzzleItemUser->x;
|
|
y1 = PuzzleItemUser->y;
|
|
x2 = x1+(USERANGE>>FRACBITS)*finecosine[angle];
|
|
y2 = y1+(USERANGE>>FRACBITS)*finesine[angle];
|
|
|
|
FPathTraverse it(x1, y1, x2, y2, PT_ADDLINES|PT_ADDTHINGS);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
AActor *mobj;
|
|
FLineOpening open;
|
|
|
|
if (in->isaline)
|
|
{ // Check line
|
|
if (in->d.line->special != UsePuzzleItem)
|
|
{
|
|
P_LineOpening (open, NULL, in->d.line, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
|
|
if (open.range <= 0)
|
|
{
|
|
return false; // can't use through a wall
|
|
}
|
|
continue;
|
|
}
|
|
if (P_PointOnLineSide (PuzzleItemUser->x, PuzzleItemUser->y, in->d.line) == 1)
|
|
{ // Don't use back sides
|
|
return false;
|
|
}
|
|
if (PuzzleItemType != in->d.line->args[0])
|
|
{ // Item type doesn't match
|
|
return false;
|
|
}
|
|
P_StartScript (PuzzleItemUser, in->d.line, in->d.line->args[1], NULL, 0,
|
|
in->d.line->args[2], in->d.line->args[3], in->d.line->args[4], true, false);
|
|
in->d.line->special = 0;
|
|
return true;
|
|
}
|
|
// Check thing
|
|
mobj = in->d.thing;
|
|
if (mobj->special != UsePuzzleItem)
|
|
{ // Wrong special
|
|
continue;
|
|
}
|
|
if (PuzzleItemType != mobj->args[0])
|
|
{ // Item type doesn't match
|
|
continue;
|
|
}
|
|
P_StartScript (PuzzleItemUser, NULL, mobj->args[1], NULL, 0,
|
|
mobj->args[2], mobj->args[3], mobj->args[4], true, false);
|
|
mobj->special = 0;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// RADIUS ATTACK
|
|
//
|
|
|
|
// [RH] Damage scale to apply to thing that shot the missile.
|
|
static float selfthrustscale;
|
|
|
|
CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
|
|
{
|
|
if (self <= 0.f)
|
|
self = 1.f;
|
|
else
|
|
selfthrustscale = 1.f / self;
|
|
}
|
|
|
|
//
|
|
// 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));
|
|
|
|
FBlockThingsIterator it(FBoundingBox(bombspot->x, bombspot->y, bombdistance<<FRACBITS));
|
|
AActor *thing;
|
|
|
|
while ((thing = it.Next()))
|
|
{
|
|
if (!(thing->flags & MF_SHOOTABLE) )
|
|
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))
|
|
continue;
|
|
|
|
if (!DamageSource && thing == bombsource)
|
|
{ // don't damage the source of the explosion
|
|
continue;
|
|
}
|
|
|
|
// a much needed option: monsters that fire explosive projectiles cannot
|
|
// be hurt by projectiles fired by a monster of the same type.
|
|
// Controlled by the DONTHURTSPECIES flag.
|
|
if (bombsource &&
|
|
thing->GetClass() == bombsource->GetClass() &&
|
|
!thing->player &&
|
|
bombsource->flags4 & MF4_DONTHURTSPECIES
|
|
) continue;
|
|
|
|
// Barrels always use the original code, since this makes
|
|
// them far too "active." BossBrains also use the old code
|
|
// because some user levels require they have a height of 16,
|
|
// which can make them near impossible to hit with the new code.
|
|
if (!bombdodamage || !((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG))
|
|
{
|
|
// [RH] New code. The bounding box only covers the
|
|
// height of the thing and not the height of the map.
|
|
float points;
|
|
float len;
|
|
fixed_t dx, dy;
|
|
float boxradius;
|
|
|
|
dx = abs (thing->x - bombspot->x);
|
|
dy = abs (thing->y - bombspot->y);
|
|
boxradius = float (thing->radius);
|
|
|
|
// The damage pattern is square, not circular.
|
|
len = float (dx > dy ? dx : dy);
|
|
|
|
if (bombspot->z < thing->z || bombspot->z >= thing->z + thing->height)
|
|
{
|
|
float dz;
|
|
|
|
if (bombspot->z > thing->z)
|
|
{
|
|
dz = float (bombspot->z - thing->z - thing->height);
|
|
}
|
|
else
|
|
{
|
|
dz = float (thing->z - bombspot->z);
|
|
}
|
|
if (len <= boxradius)
|
|
{
|
|
len = dz;
|
|
}
|
|
else
|
|
{
|
|
len -= boxradius;
|
|
len = sqrtf (len*len + dz*dz);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
len -= boxradius;
|
|
if (len < 0.f)
|
|
len = 0.f;
|
|
}
|
|
len /= FRACUNIT;
|
|
points = bombdamagefloat * (1.f - len * bombdistancefloat);
|
|
if (thing == bombsource)
|
|
{
|
|
points = points * splashfactor;
|
|
}
|
|
points *= thing->GetClass()->Meta.GetMetaFixed(AMETA_RDFactor, FRACUNIT)/(float)FRACUNIT;
|
|
|
|
if (points > 0.f && P_CheckSight (thing, bombspot, 1))
|
|
{ // OK to damage; target is in direct path
|
|
float momz;
|
|
float thrust;
|
|
int damage = (int)points;
|
|
|
|
if (bombdodamage) P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
|
|
else if (thing->player == NULL) thing->flags2 |= MF2_BLASTED;
|
|
|
|
if (!(thing->flags & MF_ICECORPSE))
|
|
{
|
|
if (bombdodamage && !(bombspot->flags3 & MF3_BLOODLESSIMPACT)) P_TraceBleed (damage, thing, bombspot);
|
|
|
|
if (!bombdodamage || !(bombspot->flags2 & MF2_NODMGTHRUST))
|
|
{
|
|
thrust = points * 0.5f / (float)thing->Mass;
|
|
if (bombsource == thing)
|
|
{
|
|
thrust *= selfthrustscale;
|
|
}
|
|
momz = (float)(thing->z + (thing->height>>1) - bombspot->z) * thrust;
|
|
if (bombsource != thing)
|
|
{
|
|
momz *= 0.5f;
|
|
}
|
|
else
|
|
{
|
|
momz *= 0.8f;
|
|
}
|
|
angle_t ang = R_PointToAngle2 (bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT;
|
|
thing->momx += fixed_t (finecosine[ang] * thrust);
|
|
thing->momy += fixed_t (finesine[ang] * thrust);
|
|
if (bombdodamage) thing->momz += (fixed_t)momz; // this really doesn't work well
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// [RH] Old code just for barrels
|
|
fixed_t dx, dy, dist;
|
|
|
|
dx = abs (thing->x - bombspot->x);
|
|
dy = abs (thing->y - bombspot->y);
|
|
|
|
dist = dx>dy ? dx : dy;
|
|
dist = (dist - thing->radius) >> FRACBITS;
|
|
|
|
if (dist < 0)
|
|
dist = 0;
|
|
|
|
if (dist >= bombdistance)
|
|
continue; // out of range
|
|
|
|
if (P_CheckSight (thing, bombspot, 1))
|
|
{ // OK to damage; target is in direct path
|
|
int damage = Scale (bombdamage, bombdistance-dist, bombdistance);
|
|
damage = (int)((float)damage * splashfactor);
|
|
|
|
damage = Scale(damage, thing->GetClass()->Meta.GetMetaFixed(AMETA_RDFactor, FRACUNIT), FRACUNIT);
|
|
if (damage > 0)
|
|
{
|
|
P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
|
|
P_TraceBleed (damage, thing, bombspot);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// SECTOR HEIGHT CHANGING
|
|
// After modifying a sector's 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.
|
|
//
|
|
// [RH] If crushchange is non-negative, they will take the
|
|
// specified amount of damage as they are being crushed.
|
|
// If crushchange is negative, you should set the sector
|
|
// height back the way it was and call P_ChangeSector()
|
|
// again to undo the changes.
|
|
// Note that this is very different from the original
|
|
// true/false usage of crushchange! If you want regular
|
|
// DOOM crushing behavior set crushchange to 10 or -1
|
|
// if no crushing is desired.
|
|
//
|
|
|
|
struct FChangePosition
|
|
{
|
|
int moveamt;
|
|
int crushchange;
|
|
bool nofit;
|
|
bool movemidtex;
|
|
};
|
|
|
|
TArray<AActor *> intersectors;
|
|
|
|
EXTERN_CVAR (Int, cl_bloodtype)
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_AdjustFloorCeil
|
|
//
|
|
//=============================================================================
|
|
|
|
bool P_AdjustFloorCeil (AActor *thing, FChangePosition *cpos)
|
|
{
|
|
int flags2 = thing->flags2 & MF2_PASSMOBJ;
|
|
FCheckPosition tm;
|
|
|
|
if (cpos->movemidtex)
|
|
{
|
|
// From Eternity:
|
|
// ALL things must be treated as PASSMOBJ when moving
|
|
// 3DMidTex lines, otherwise you get stuck in them.
|
|
thing->flags2 |= MF2_PASSMOBJ;
|
|
}
|
|
|
|
bool isgood = P_CheckPosition (thing, thing->x, thing->y, tm);
|
|
thing->floorz = tm.floorz;
|
|
thing->ceilingz = tm.ceilingz;
|
|
thing->dropoffz = tm.dropoffz; // killough 11/98: remember dropoffs
|
|
thing->floorpic = tm.floorpic;
|
|
thing->floorsector = tm.floorsector;
|
|
thing->ceilingpic = tm.ceilingpic;
|
|
thing->ceilingsector = tm.ceilingsector;
|
|
|
|
// restore the PASSMOBJ flag but leave the other flags alone.
|
|
thing->flags2 = (thing->flags2 & ~MF2_PASSMOBJ) | flags2;
|
|
|
|
return isgood;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_FindAboveIntersectors
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_FindAboveIntersectors (AActor *actor)
|
|
{
|
|
if (actor->flags & MF_NOCLIP)
|
|
return;
|
|
|
|
if (!(actor->flags & MF_SOLID))
|
|
return;
|
|
|
|
AActor *thing;
|
|
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
|
|
while ((thing = it.Next()))
|
|
{
|
|
if (!thing->intersects(actor))
|
|
{
|
|
continue;
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_FindBelowIntersectors
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_FindBelowIntersectors (AActor *actor)
|
|
{
|
|
if (actor->flags & MF_NOCLIP)
|
|
return;
|
|
|
|
if (!(actor->flags & MF_SOLID))
|
|
return;
|
|
|
|
AActor *thing;
|
|
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
|
|
while ((thing = it.Next()))
|
|
{
|
|
if (!thing->intersects(actor))
|
|
{
|
|
continue;
|
|
}
|
|
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 + thing->height <= actor->z + actor->height &&
|
|
thing->z + thing->height > actor->z)
|
|
{ // Thing intersects below the base
|
|
intersectors.Push (thing);
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_DoCrunch
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_DoCrunch (AActor *thing, FChangePosition *cpos)
|
|
{
|
|
// crunch bodies to giblets
|
|
if ((thing->flags & MF_CORPSE) &&
|
|
!(thing->flags3 & MF3_DONTGIB) &&
|
|
(thing->health <= 0))
|
|
{
|
|
FState * state = thing->FindState(NAME_Crush);
|
|
if (state != NULL && !(thing->flags & MF_ICECORPSE))
|
|
{
|
|
// Clear MF_CORPSE so that this isn't done more than once
|
|
thing->flags &= ~(MF_CORPSE|MF_SOLID);
|
|
thing->height = thing->radius = 0;
|
|
thing->SetState (state);
|
|
return;
|
|
}
|
|
if (!(thing->flags & MF_NOBLOOD))
|
|
{
|
|
AActor *gib = Spawn ("RealGibs", thing->x, thing->y, thing->z, ALLOW_REPLACE);
|
|
gib->RenderStyle = thing->RenderStyle;
|
|
gib->alpha = thing->alpha;
|
|
gib->height = 0;
|
|
gib->radius = 0;
|
|
S_Sound (thing, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
|
|
|
|
PalEntry bloodcolor = (PalEntry)thing->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
|
if (bloodcolor!=0) gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
|
}
|
|
if (thing->flags & MF_ICECORPSE)
|
|
{
|
|
thing->tics = 1;
|
|
thing->momx = thing->momy = thing->momz = 0;
|
|
}
|
|
else if (thing->player)
|
|
{
|
|
thing->flags |= MF_NOCLIP;
|
|
thing->flags3 |= MF3_DONTGIB;
|
|
thing->renderflags |= RF_INVISIBLE;
|
|
}
|
|
else
|
|
{
|
|
thing->Destroy ();
|
|
}
|
|
return; // keep checking
|
|
}
|
|
|
|
// crunch dropped items
|
|
if (thing->flags & MF_DROPPED)
|
|
{
|
|
thing->Destroy ();
|
|
return; // keep checking
|
|
}
|
|
|
|
if (!(thing->flags & MF_SOLID) || (thing->flags & MF_NOCLIP))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!(thing->flags & MF_SHOOTABLE))
|
|
{
|
|
return; // assume it is bloody gibs or something
|
|
}
|
|
|
|
cpos->nofit = true;
|
|
|
|
if ((cpos->crushchange > 0) && !(level.maptime & 3))
|
|
{
|
|
P_DamageMobj (thing, NULL, NULL, cpos->crushchange, NAME_Crush);
|
|
|
|
// spray blood in a random direction
|
|
if ((!(thing->flags&MF_NOBLOOD)) &&
|
|
(!(thing->flags2&(MF2_INVULNERABLE|MF2_DORMANT))))
|
|
{
|
|
PalEntry bloodcolor = (PalEntry)thing->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
|
|
const PClass *bloodcls = PClass::FindClass((ENamedName)thing->GetClass()->Meta.GetMetaInt(AMETA_BloodType, NAME_Blood));
|
|
|
|
P_TraceBleed (cpos->crushchange, thing);
|
|
if (cl_bloodtype <= 1 && bloodcls != NULL)
|
|
{
|
|
AActor *mo;
|
|
|
|
mo = Spawn (bloodcls, thing->x, thing->y,
|
|
thing->z + thing->height/2, ALLOW_REPLACE);
|
|
|
|
mo->momx = pr_crunch.Random2 () << 12;
|
|
mo->momy = pr_crunch.Random2 () << 12;
|
|
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
|
}
|
|
}
|
|
if (cl_bloodtype >= 1)
|
|
{
|
|
angle_t an;
|
|
|
|
an = (M_Random () - 128) << 24;
|
|
P_DrawSplash2 (32, thing->x, thing->y,
|
|
thing->z + thing->height/2, an, 2, bloodcolor);
|
|
}
|
|
}
|
|
}
|
|
|
|
// keep checking (crush other things)
|
|
return;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_PushUp
|
|
//
|
|
// Returns 0 if thing fits, 1 if ceiling got in the way, or 2 if something
|
|
// above it didn't fit.
|
|
//=============================================================================
|
|
|
|
int P_PushUp (AActor *thing, FChangePosition *cpos)
|
|
{
|
|
unsigned int firstintersect = intersectors.Size ();
|
|
unsigned int lastintersect;
|
|
int mymass = thing->Mass;
|
|
|
|
if (thing->z + thing->height > thing->ceilingz)
|
|
{
|
|
return 1;
|
|
}
|
|
P_FindAboveIntersectors (thing);
|
|
lastintersect = intersectors.Size ();
|
|
for (; firstintersect < lastintersect; firstintersect++)
|
|
{
|
|
AActor *intersect = intersectors[firstintersect];
|
|
if (!(intersect->flags2 & MF2_PASSMOBJ) ||
|
|
(!(intersect->flags3 & MF3_ISMONSTER) &&
|
|
intersect->Mass > mymass))
|
|
{ // Can't push things more massive than ourself
|
|
return 2;
|
|
}
|
|
fixed_t oldz = intersect->z;
|
|
P_AdjustFloorCeil (intersect, cpos);
|
|
intersect->z = thing->z + thing->height + 1;
|
|
if (P_PushUp (intersect, cpos))
|
|
{ // Move blocked
|
|
P_DoCrunch (intersect, cpos);
|
|
intersect->z = oldz;
|
|
return 2;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_PushDown
|
|
//
|
|
// Returns 0 if thing fits, 1 if floor got in the way, or 2 if something
|
|
// below it didn't fit.
|
|
//=============================================================================
|
|
|
|
int P_PushDown (AActor *thing, FChangePosition *cpos)
|
|
{
|
|
unsigned int firstintersect = intersectors.Size ();
|
|
unsigned int lastintersect;
|
|
int mymass = thing->Mass;
|
|
|
|
if (thing->z <= thing->floorz)
|
|
{
|
|
return 1;
|
|
}
|
|
P_FindBelowIntersectors (thing);
|
|
lastintersect = intersectors.Size ();
|
|
for (; firstintersect < lastintersect; firstintersect++)
|
|
{
|
|
AActor *intersect = intersectors[firstintersect];
|
|
if (!(intersect->flags2 & MF2_PASSMOBJ) ||
|
|
(!(intersect->flags3 & MF3_ISMONSTER) &&
|
|
intersect->Mass > mymass))
|
|
{ // Can't push things more massive than ourself
|
|
return 2;
|
|
}
|
|
fixed_t oldz = intersect->z;
|
|
P_AdjustFloorCeil (intersect, cpos);
|
|
if (oldz > thing->z - intersect->height)
|
|
{ // Only push things down, not up.
|
|
intersect->z = thing->z - intersect->height;
|
|
if (P_PushDown (intersect, cpos))
|
|
{ // Move blocked
|
|
P_DoCrunch (intersect, cpos);
|
|
intersect->z = oldz;
|
|
return 2;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_FloorDrop
|
|
//
|
|
//=============================================================================
|
|
|
|
void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
|
|
{
|
|
fixed_t oldfloorz = thing->floorz;
|
|
|
|
P_AdjustFloorCeil (thing, cpos);
|
|
|
|
if (thing->momz == 0 &&
|
|
(!(thing->flags & MF_NOGRAVITY) ||
|
|
(thing->z == oldfloorz && !(thing->flags & MF_NOLIFTDROP))))
|
|
{
|
|
fixed_t oldz = thing->z;
|
|
|
|
// If float bob, always stay the same approximate distance above
|
|
// the floor; otherwise only move things standing on the floor,
|
|
// and only do it if the drop is slow enough.
|
|
if (thing->flags2 & MF2_FLOATBOB)
|
|
{
|
|
thing->z = thing->z - oldfloorz + thing->floorz;
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
}
|
|
else if ((thing->flags & MF_NOGRAVITY) ||
|
|
((!(level.flags & LEVEL_HEXENFORMAT) || cpos->moveamt < 9*FRACUNIT)
|
|
&& thing->z - thing->floorz <= cpos->moveamt))
|
|
{
|
|
thing->z = thing->floorz;
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_FloorRaise
|
|
//
|
|
//=============================================================================
|
|
|
|
void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
|
|
{
|
|
fixed_t oldfloorz = thing->floorz;
|
|
|
|
P_AdjustFloorCeil (thing, cpos);
|
|
|
|
// Move things intersecting the floor up
|
|
if (thing->z <= thing->floorz ||
|
|
(!(thing->flags & MF_NOGRAVITY) && (thing->flags2 & MF2_FLOATBOB)))
|
|
{
|
|
intersectors.Clear ();
|
|
fixed_t oldz = thing->z;
|
|
if (!(thing->flags2 & MF2_FLOATBOB))
|
|
{
|
|
thing->z = thing->floorz;
|
|
}
|
|
else
|
|
{
|
|
thing->z = thing->z - oldfloorz + thing->floorz;
|
|
}
|
|
switch (P_PushUp (thing, cpos))
|
|
{
|
|
default:
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
break;
|
|
case 1:
|
|
P_DoCrunch (thing, cpos);
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
break;
|
|
case 2:
|
|
P_DoCrunch (thing, cpos);
|
|
thing->z = oldz;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_CeilingLower
|
|
//
|
|
//=============================================================================
|
|
|
|
void PIT_CeilingLower (AActor *thing, FChangePosition *cpos)
|
|
{
|
|
bool onfloor;
|
|
|
|
onfloor = thing->z <= thing->floorz;
|
|
P_AdjustFloorCeil (thing, cpos);
|
|
|
|
if (thing->z + thing->height > thing->ceilingz)
|
|
{
|
|
intersectors.Clear ();
|
|
fixed_t oldz = thing->z;
|
|
if (thing->ceilingz - thing->height >= thing->floorz)
|
|
{
|
|
thing->z = thing->ceilingz - thing->height;
|
|
}
|
|
else
|
|
{
|
|
thing->z = thing->floorz;
|
|
}
|
|
switch (P_PushDown (thing, cpos))
|
|
{
|
|
case 2:
|
|
// intentional fall-through
|
|
case 1:
|
|
if (onfloor)
|
|
thing->z = thing->floorz;
|
|
P_DoCrunch (thing, cpos);
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
break;
|
|
default:
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_CeilingRaise
|
|
//
|
|
//=============================================================================
|
|
|
|
void PIT_CeilingRaise (AActor *thing, FChangePosition *cpos)
|
|
{
|
|
bool isgood = P_AdjustFloorCeil (thing, cpos);
|
|
|
|
// For DOOM compatibility, only move things that are inside the floor.
|
|
// (or something else?) Things marked as hanging from the ceiling will
|
|
// stay where they are.
|
|
if (thing->z < thing->floorz &&
|
|
thing->z + thing->height >= thing->ceilingz - cpos->moveamt &&
|
|
!(thing->flags & MF_NOLIFTDROP))
|
|
{
|
|
fixed_t oldz = thing->z;
|
|
thing->z = thing->floorz;
|
|
if (thing->z + thing->height > thing->ceilingz)
|
|
{
|
|
thing->z = thing->ceilingz - thing->height;
|
|
}
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
}
|
|
else if ((thing->flags2 & MF2_PASSMOBJ) && !isgood && thing->z + thing->height < thing->ceilingz)
|
|
{
|
|
AActor *onmobj;
|
|
if (!P_TestMobjZ (thing, true, &onmobj) && onmobj->z <= thing->z)
|
|
{
|
|
thing->z = MIN (thing->ceilingz - thing->height,
|
|
onmobj->z + onmobj->height);
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_ChangeSector [RH] Was P_CheckSector in BOOM
|
|
//
|
|
// jff 3/19/98 added to just check monsters on the periphery
|
|
// of a moving sector instead of all in bounding box of the
|
|
// sector. Both more accurate and faster.
|
|
//
|
|
//=============================================================================
|
|
|
|
bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, bool isreset)
|
|
{
|
|
FChangePosition cpos;
|
|
void (*iterator)(AActor *, FChangePosition *);
|
|
void (*iterator2)(AActor *, FChangePosition *) = NULL;
|
|
msecnode_t *n;
|
|
|
|
cpos.nofit = false;
|
|
cpos.crushchange = crunch;
|
|
cpos.moveamt = abs (amt);
|
|
cpos.movemidtex = false;
|
|
|
|
// [RH] Use different functions for the four different types of sector
|
|
// movement. Also update the soundorg's z-coordinate for 3D sound.
|
|
switch (floorOrCeil)
|
|
{
|
|
case 0:
|
|
// floor
|
|
iterator = (amt < 0) ? PIT_FloorDrop : PIT_FloorRaise;
|
|
sector->soundorg[2] = sector->floorplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
|
|
break;
|
|
|
|
case 1:
|
|
// ceiling
|
|
iterator = (amt < 0) ? PIT_CeilingLower : PIT_CeilingRaise;
|
|
sector->soundorg[2] = sector->ceilingplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
|
|
break;
|
|
|
|
case 2:
|
|
// 3dmidtex
|
|
// This must check both floor and ceiling
|
|
iterator = (amt < 0) ? PIT_FloorDrop : PIT_FloorRaise;
|
|
iterator2 = (amt < 0) ? PIT_CeilingLower : PIT_CeilingRaise;
|
|
cpos.movemidtex = true;
|
|
break;
|
|
|
|
default:
|
|
// invalid
|
|
assert(floorOrCeil > 0 && floorOrCeil < 2);
|
|
return false;
|
|
}
|
|
|
|
// 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
|
|
|
|
// Mark all things invalid
|
|
|
|
for (n = sector->touching_thinglist; n; n = n->m_snext)
|
|
n->visited = false;
|
|
|
|
do
|
|
{
|
|
for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list
|
|
{
|
|
if (!n->visited) // unprocessed thing found
|
|
{
|
|
n->visited = true; // mark thing as processed
|
|
if (!(n->m_thing->flags & MF_NOBLOCKMAP)) //jff 4/7/98 don't do these
|
|
{
|
|
iterator (n->m_thing, &cpos); // process it
|
|
if (iterator2 != NULL) iterator2 (n->m_thing, &cpos);
|
|
}
|
|
break; // exit and start over
|
|
}
|
|
}
|
|
} while (n); // repeat from scratch until all things left are marked valid
|
|
|
|
if (!cpos.nofit && !isreset /* && sector->MoreFlags & (SECF_UNDERWATERMASK)*/)
|
|
{
|
|
// If this is a control sector for a deep water transfer, all actors in affected
|
|
// sectors need to have their waterlevel information updated and if applicable,
|
|
// execute appropriate sector actions.
|
|
// Only check if the sector move was successful.
|
|
TArray<sector_t *> & secs = sector->e->FakeFloor.Sectors;
|
|
for(unsigned i = 0; i < secs.Size(); i++)
|
|
{
|
|
sector_t * s = secs[i];
|
|
|
|
for (n = s->touching_thinglist; n; n = n->m_snext)
|
|
n->visited = false;
|
|
|
|
do
|
|
{
|
|
for (n = s->touching_thinglist; n; n = n->m_snext) // go through list
|
|
{
|
|
if (!n->visited && n->m_thing->Sector == s) // unprocessed thing found
|
|
{
|
|
n->visited = true; // mark thing as processed
|
|
|
|
n->m_thing->UpdateWaterLevel(n->m_thing->z, false);
|
|
P_CheckFakeFloorTriggers(n->m_thing, n->m_thing->z - amt);
|
|
}
|
|
}
|
|
} while (n); // repeat from scratch until all things left are marked valid
|
|
}
|
|
|
|
}
|
|
|
|
return cpos.nofit;
|
|
}
|
|
|
|
//=============================================================================
|
|
// phares 3/21/98
|
|
//
|
|
// Maintain a freelist of msecnode_t's to reduce memory allocs and frees.
|
|
//=============================================================================
|
|
|
|
msecnode_t *headsecnode = NULL;
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_GetSecnode
|
|
//
|
|
// Retrieve a node from the freelist. The calling routine
|
|
// should make sure it sets all fields properly.
|
|
//
|
|
//=============================================================================
|
|
|
|
msecnode_t *P_GetSecnode()
|
|
{
|
|
msecnode_t *node;
|
|
|
|
if (headsecnode)
|
|
{
|
|
node = headsecnode;
|
|
headsecnode = headsecnode->m_snext;
|
|
}
|
|
else
|
|
{
|
|
node = (msecnode_t *)M_Malloc (sizeof(*node));
|
|
}
|
|
return node;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_PutSecnode
|
|
//
|
|
// Returns a node to the freelist.
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_PutSecnode (msecnode_t *node)
|
|
{
|
|
node->m_snext = headsecnode;
|
|
headsecnode = node;
|
|
}
|
|
|
|
//=============================================================================
|
|
// phares 3/16/98
|
|
//
|
|
// 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.
|
|
//
|
|
//=============================================================================
|
|
|
|
msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode)
|
|
{
|
|
msecnode_t *node;
|
|
|
|
if (s == 0)
|
|
{
|
|
I_FatalError ("AddSecnode of 0 for %s\n", thing->_StaticType.TypeName.GetChars());
|
|
}
|
|
|
|
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_tnext;
|
|
}
|
|
|
|
// Couldn't find an existing node for this sector. Add one at the head
|
|
// of the list.
|
|
|
|
node = P_GetSecnode();
|
|
|
|
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
|
|
node->visited = 0;
|
|
|
|
node->m_sector = s; // sector
|
|
node->m_thing = thing; // mobj
|
|
node->m_tprev = NULL; // prev node on Thing thread
|
|
node->m_tnext = nextnode; // next node on Thing thread
|
|
if (nextnode)
|
|
nextnode->m_tprev = node; // set back link on Thing
|
|
|
|
// Add new node at head of sector thread starting at s->touching_thinglist
|
|
|
|
node->m_sprev = NULL; // prev node on sector thread
|
|
node->m_snext = s->touching_thinglist; // next node on sector thread
|
|
if (s->touching_thinglist)
|
|
node->m_snext->m_sprev = node;
|
|
s->touching_thinglist = 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.
|
|
//
|
|
//=============================================================================
|
|
|
|
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)
|
|
{
|
|
// Unlink from the Thing thread. The Thing thread begins at
|
|
// sector_list and not from AActor->touching_sectorlist.
|
|
|
|
tp = node->m_tprev;
|
|
tn = node->m_tnext;
|
|
if (tp)
|
|
tp->m_tnext = tn;
|
|
if (tn)
|
|
tn->m_tprev = tp;
|
|
|
|
// Unlink from the sector thread. This thread begins at
|
|
// sector_t->touching_thinglist.
|
|
|
|
sp = node->m_sprev;
|
|
sn = node->m_snext;
|
|
if (sp)
|
|
sp->m_snext = sn;
|
|
else
|
|
node->m_sector->touching_thinglist = sn;
|
|
if (sn)
|
|
sn->m_sprev = sp;
|
|
|
|
// Return this node to the freelist
|
|
|
|
P_PutSecnode(node);
|
|
return tn;
|
|
}
|
|
return NULL;
|
|
} // phares 3/13/98
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_DelSector_List
|
|
//
|
|
// Deletes the sector_list and NULLs it.
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_DelSector_List ()
|
|
{
|
|
if (sector_list != NULL)
|
|
{
|
|
P_DelSeclist (sector_list);
|
|
sector_list = NULL;
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_DelSeclist
|
|
//
|
|
// Delete an entire sector list
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_DelSeclist (msecnode_t *node)
|
|
{
|
|
while (node)
|
|
node = P_DelSecnode (node);
|
|
}
|
|
|
|
//=============================================================================
|
|
// phares 3/14/98
|
|
//
|
|
// P_CreateSecNodeList
|
|
//
|
|
// Alters/creates the sector_list that shows what sectors the object resides in
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_CreateSecNodeList (AActor *thing, fixed_t x, fixed_t y)
|
|
{
|
|
msecnode_t *node;
|
|
|
|
// 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.
|
|
|
|
node = sector_list;
|
|
while (node)
|
|
{
|
|
node->m_thing = NULL;
|
|
node = node->m_tnext;
|
|
}
|
|
|
|
FBoundingBox box(thing->x, thing->y, thing->radius);
|
|
FBlockLinesIterator it(box);
|
|
line_t *ld;
|
|
|
|
while ((ld = it.Next()))
|
|
{
|
|
if (box.Right() <= ld->bbox[BOXLEFT] ||
|
|
box.Left() >= ld->bbox[BOXRIGHT] ||
|
|
box.Top() <= ld->bbox[BOXBOTTOM] ||
|
|
box.Bottom() >= ld->bbox[BOXTOP])
|
|
continue;
|
|
|
|
if (box.BoxOnLineSide (ld) != -1)
|
|
continue;
|
|
|
|
// 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 AActor at touching_sectorlist.
|
|
|
|
sector_list = P_AddSecnode (ld->frontsector,thing,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.
|
|
|
|
// killough 3/27/98, 4/4/98:
|
|
// Use sidedefs instead of 2s flag to determine two-sidedness.
|
|
|
|
if (ld->backsector)
|
|
sector_list = P_AddSecnode(ld->backsector, thing, sector_list);
|
|
}
|
|
|
|
// Add the sector of the (x,y) point to sector_list.
|
|
|
|
sector_list = P_AddSecnode (thing->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 == NULL)
|
|
{
|
|
if (node == sector_list)
|
|
sector_list = node->m_tnext;
|
|
node = P_DelSecnode (node);
|
|
}
|
|
else
|
|
{
|
|
node = node->m_tnext;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SpawnShootDecal (AActor *t1, const FTraceResults &trace)
|
|
{
|
|
FDecalBase *decalbase = NULL;
|
|
|
|
if (t1->player != NULL && t1->player->ReadyWeapon != NULL)
|
|
{
|
|
decalbase = t1->player->ReadyWeapon->GetDefault()->DecalGenerator;
|
|
}
|
|
else
|
|
{
|
|
decalbase = t1->DecalGenerator;
|
|
}
|
|
if (decalbase != NULL)
|
|
{
|
|
DImpactDecal::StaticCreate (decalbase->GetDecal (),
|
|
trace.X, trace.Y, trace.Z, sides + trace.Line->sidenum[trace.Side]);
|
|
}
|
|
}
|
|
|
|
static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puff,
|
|
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz)
|
|
{
|
|
fixed_t num, den, hitdist;
|
|
const secplane_t *plane = &trace.CrossedWater->heightsec->floorplane;
|
|
|
|
den = TMulScale16 (plane->a, vx, plane->b, vy, plane->c, vz);
|
|
if (den != 0)
|
|
{
|
|
num = TMulScale16 (plane->a, t1->x, plane->b, t1->y, plane->c, shootz) + plane->d;
|
|
hitdist = FixedDiv (-num, den);
|
|
|
|
if (hitdist >= 0 && hitdist <= trace.Distance)
|
|
{
|
|
fixed_t savex, savey, savez;
|
|
|
|
// Move the puff onto the water surface, splash, then move it back.
|
|
if (puff == NULL)
|
|
{
|
|
puff = t1;
|
|
}
|
|
|
|
savex = puff->x;
|
|
savey = puff->y;
|
|
savez = puff->z;
|
|
puff->SetOrigin (t1->x+FixedMul (vx, hitdist),
|
|
t1->y+FixedMul (vy, hitdist),
|
|
shootz+FixedMul (vz, hitdist));
|
|
P_HitWater (puff, puff->Sector);
|
|
puff->SetOrigin (savex, savey, savez);
|
|
}
|
|
}
|
|
}
|