mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 21:11:52 +00:00
c7644ca34e
- Added DECORATE support for setting an actor's args. If this is done it will also disable the actor's special that can be set in a map. This is for actors that want to use A_CountdownArg or similar functions that use the args for something different than the special's parameters. - Converted a_sharedmisc.cpp to DECORATE. - Added a new NActorIterator that can search for classes specified by name. - Added a new constructor to TThinkerIterator that can search for DECORATE defined subclasses that are not represented by a real C++ class. - Fixed: BuildInfoDefaults must set the parent symbol table so that all actors can get to the global symbols stored in AActor. - Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition. - Fixed: A_VileAttack moved the flame without relinking it into the sector lists. It also forgot to set the z-position correctly. (original Doom bug.) - Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling. SVN r401 (trunk)
4647 lines
125 KiB
C++
4647 lines
125 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 "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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#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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#define USE_PUZZLE_ITEM_SPECIAL 129
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CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
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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);
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fixed_t tmbbox[4];
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AActor *tmthing;
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static int tmflags;
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static fixed_t tmx;
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static fixed_t tmy;
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static fixed_t tmz; // [RH] Needed for third dimension of teleporters
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static fixed_t pe_x; // Pain Elemental position for Lost Soul checks // phares
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static fixed_t pe_y; // Pain Elemental position for Lost Soul checks // phares
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static fixed_t ls_x; // Lost Soul position for Lost Soul checks // phares
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static fixed_t ls_y; // Lost Soul position for Lost Soul checks // phares
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static FRandom pr_tracebleed ("TraceBleed");
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static FRandom pr_checkthing ("CheckThing");
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static FRandom pr_lineattack ("LineAttack");
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static FRandom pr_crunch ("DoCrunch");
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// If "floatok" true, move would be ok
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// if within "tmfloorz - tmceilingz".
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bool floatok;
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fixed_t tmfloorz;
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fixed_t tmceilingz;
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fixed_t tmdropoffz;
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int tmfloorpic;
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sector_t *tmfloorsector;
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int tmceilingpic;
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sector_t *tmceilingsector;
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static fixed_t tmfbbox[4];
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static AActor *tmfthing;
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fixed_t tmffloorz;
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fixed_t tmfceilingz;
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fixed_t tmfdropoffz;
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fixed_t tmffloorpic;
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sector_t *tmffloorsector;
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fixed_t tmfceilingpic;
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sector_t *tmfceilingsector;
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//Added by MC: So bot will know what kind of sector it's entering.
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sector_t* tmsector;
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// keep track of the line that lowers the ceiling,
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// so missiles don't explode against sky hack walls
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line_t* ceilingline;
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line_t *BlockingLine;
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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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AActor *onmobj; // generic global onmobj...used for landing on pods/players
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AActor *BlockingMobj;
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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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extern sector_t *openbottomsec;
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extern sector_t *opentopsec;
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bool DoRipping;
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AActor *LastRipped;
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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)
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{
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if (tmfbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
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|| tmfbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
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|| tmfbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
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|| tmfbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
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return true;
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if (P_BoxOnLineSide (tmfbbox, 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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// 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 (ld, sx=tmx, sy=tmy, tmx, tmy);
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}
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else
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{ // Find the point on the line closest to the actor's center, and use
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// that to calculate openings
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float dx = (float)ld->dx;
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float dy = (float)ld->dy;
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fixed_t r = (fixed_t)(((float)(tmx - ld->v1->x) * dx +
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(float)(tmy - ld->v1->y) * dy) /
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(dx*dx + dy*dy) * 16777216.f);
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if (r <= 0)
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{
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P_LineOpening (ld, sx=ld->v1->x, sy=ld->v1->y, tmx, tmy);
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}
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else if (r >= (1<<24))
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{
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P_LineOpening (ld, sx=ld->v2->x, sy=ld->v2->y, tmfthing->x, tmfthing->y);
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}
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else
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{
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P_LineOpening (ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
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sy=ld->v1->y + MulScale24 (r, ld->dy), tmx, tmy);
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}
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}
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// adjust floor / ceiling heights
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if (opentop < tmfceilingz)
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{
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tmfceilingz = opentop;
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BlockingLine = ld;
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}
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if (openbottom > tmffloorz)
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{
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tmffloorz = openbottom;
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tmffloorsector = openbottomsec;
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BlockingLine = ld;
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}
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if (lowfloor < tmfdropoffz)
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tmfdropoffz = 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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int xl,xh,yl,yh,bx,by;
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fixed_t x, y;
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sector_t *sec;
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x = actor->x;
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y = actor->y;
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tmfbbox[BOXTOP] = y + actor->radius;
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tmfbbox[BOXBOTTOM] = y - actor->radius;
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tmfbbox[BOXRIGHT] = x + actor->radius;
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tmfbbox[BOXLEFT] = x - actor->radius;
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sec = R_PointInSubsector (x, y)->sector;
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tmffloorz = tmfdropoffz = sec->floorplane.ZatPoint (x, y);
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tmfceilingz = sec->ceilingplane.ZatPoint (x, y);
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tmffloorpic = sec->floorpic;
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tmffloorsector = sec;
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tmfceilingpic = sec->ceilingpic;
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tmfceilingsector = sec;
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tmfthing = actor;
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validcount++;
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xl = (tmfbbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT;
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xh = (tmfbbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT;
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yl = (tmfbbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT;
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yh = (tmfbbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT;
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for (bx = xl; bx <= xh; bx++)
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for (by = yl; by <= yh; by++)
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if (!P_BlockLinesIterator (bx, by, PIT_FindFloorCeiling))
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return;
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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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// PIT_StompThing
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//
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static bool StompAlwaysFrags;
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bool PIT_StompThing (AActor *thing)
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{
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fixed_t blockdist;
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if (!(thing->flags & MF_SHOOTABLE))
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return true;
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// don't clip against self
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if (thing == tmthing)
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return true;
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blockdist = thing->radius + tmthing->radius;
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if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
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{
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// didn't hit it
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return true;
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}
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// [RH] Z-Check
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// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
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// Otherwise those things would get stuck inside each other.
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if ((tmthing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
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{
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if (!(thing->flags3 & tmthing->flags3 & MF3_DONTOVERLAP))
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{
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if (tmz > thing->z + thing->height)
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return true; // overhead
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if (tmz+tmthing->height < thing->z)
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return true; // underneath
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}
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}
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// monsters don't stomp things except on boss level
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// [RH] Some Heretic/Hexen monsters can telestomp
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if (StompAlwaysFrags || (tmthing->flags2 & MF2_TELESTOMP))
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{
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P_DamageMobj (thing, tmthing, tmthing, 1000000, NAME_Telefrag);
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return true;
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}
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return false;
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}
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//
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// P_TeleportMove
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//
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// [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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static TArray<AActor *> telebt;
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int xl;
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int xh;
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int yl;
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int yh;
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int bx;
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int by;
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subsector_t* newsubsec;
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// kill anything occupying the position
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tmthing = thing;
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tmflags = thing->flags;
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tmx = x;
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tmy = y;
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tmz = z;
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tmfbbox[BOXTOP] = tmbbox[BOXTOP] = y + tmthing->radius;
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tmfbbox[BOXBOTTOM] = tmbbox[BOXBOTTOM] = y - tmthing->radius;
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tmfbbox[BOXRIGHT] = tmbbox[BOXRIGHT] = x + tmthing->radius;
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tmfbbox[BOXLEFT] = tmbbox[BOXLEFT] = x - tmthing->radius;
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newsubsec = R_PointInSubsector (x,y);
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ceilingline = NULL;
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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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tmffloorz = tmfdropoffz = newsubsec->sector->floorplane.ZatPoint (x, y);
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tmfceilingz = newsubsec->sector->ceilingplane.ZatPoint (x, y);
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tmffloorpic = newsubsec->sector->floorpic;
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tmffloorsector = newsubsec->sector;
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tmfceilingpic = newsubsec->sector->ceilingpic;
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tmfceilingsector = newsubsec->sector;
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tmfthing = tmthing;
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validcount++;
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spechit.Clear ();
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telebt.Clear();
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StompAlwaysFrags = tmthing->player || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
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// stomp on any things contacted
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xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
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xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
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yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
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yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
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for (bx=xl ; bx<=xh ; bx++)
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{
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for (by=yl ; by<=yh ; by++)
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{
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if (!P_BlockLinesIterator(bx,by,PIT_FindFloorCeiling))
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{
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return false;
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}
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}
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}
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fixed_t savefloorz = tmffloorz;
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fixed_t saveceilingz = tmfceilingz;
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sector_t *savesector = tmffloorsector;
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int savepic = tmffloorpic;
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sector_t *savecsector = tmffloorsector;
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int savecpic = tmffloorpic;
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fixed_t savedropoff = tmfdropoffz;
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for (bx=xl ; bx<=xh ; bx++)
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{
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for (by=yl ; by<=yh ; by++)
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{
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if (!P_BlockThingsIterator(bx,by,PIT_StompThing,telebt))
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{
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return false;
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}
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}
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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 = savefloorz;
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thing->ceilingz = saveceilingz;
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thing->floorsector = savesector;
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thing->floorpic = savepic;
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thing->ceilingsector = savecsector;
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thing->ceilingpic = savecpic;
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thing->dropoffz = savedropoff; // killough 11/98
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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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bool PIT_StompThing2 (AActor *thing)
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{
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fixed_t blockdist;
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if (!(thing->flags & MF_SHOOTABLE))
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return true;
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// don't clip against self, and don't kill your own voodoo dolls
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if (thing == tmthing ||
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(thing->player == tmthing->player && thing->player != NULL))
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return true;
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// only kill monsters and other players
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if (thing->player == NULL && !(thing->flags3 & MF3_ISMONSTER))
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return true;
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blockdist = thing->radius + tmthing->radius;
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if (abs(thing->x - tmthing->x) >= blockdist || abs(thing->y - tmthing->y) >= blockdist)
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{
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// didn't hit it
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return true;
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}
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if (tmthing->z > thing->z + thing->height)
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return true; // overhead
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if (tmthing->z + tmthing->height < thing->z)
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return true; // underneath
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P_DamageMobj (thing, tmthing, tmthing, 1000000, NAME_Telefrag);
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return true;
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}
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void P_PlayerStartStomp (AActor *actor)
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{
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static TArray<AActor *> telebt;
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int xl;
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int xh;
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int yl;
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int yh;
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int bx;
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int by;
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tmthing = actor;
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tmflags = actor->flags;
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tmbbox[BOXTOP] = actor->y + actor->radius;
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tmbbox[BOXBOTTOM] = actor->y - actor->radius;
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tmbbox[BOXRIGHT] = actor->x + actor->radius;
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tmbbox[BOXLEFT] = actor->x - actor->radius;
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telebt.Clear();
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// stomp on any things contacted
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xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
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xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
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yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
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yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
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for (bx = xl; bx <= xh; bx++)
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{
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for (by = yl; by <= yh; by++)
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{
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P_BlockThingsIterator (bx, by, PIT_StompThing2, telebt);
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}
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}
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}
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|
inline fixed_t secfriction (const sector_t *sec)
|
|
{
|
|
fixed_t friction = Terrains[TerrainTypes[sec->floorpic]].Friction;
|
|
return friction != 0 ? friction : sec->friction;
|
|
}
|
|
|
|
inline fixed_t secmovefac (const sector_t *sec)
|
|
{
|
|
fixed_t movefactor = Terrains[TerrainTypes[sec->floorpic]].MoveFactor;
|
|
return movefactor != 0 ? movefactor : sec->movefactor;
|
|
}
|
|
|
|
//
|
|
// killough 8/28/98:
|
|
//
|
|
// P_GetFriction()
|
|
//
|
|
// Returns the friction associated with a particular mobj.
|
|
|
|
int P_GetFriction (const AActor *mo, int *frictionfactor)
|
|
{
|
|
int friction = ORIG_FRICTION;
|
|
int movefactor = ORIG_FRICTION_FACTOR;
|
|
const msecnode_t *m;
|
|
const sector_t *sec;
|
|
|
|
if (mo->flags2 & MF2_FLY && mo->flags & MF_NOGRAVITY)
|
|
{
|
|
friction = FRICTION_FLY;
|
|
}
|
|
else if (!(mo->flags & MF_NOGRAVITY) && mo->waterlevel > 1 ||
|
|
(mo->waterlevel == 1 && mo->z > mo->floorz + 6*FRACUNIT))
|
|
{
|
|
friction = secfriction (mo->Sector);
|
|
movefactor = secmovefac (mo->Sector) >> 1;
|
|
}
|
|
else if (var_friction && !(mo->flags & (MF_NOCLIP|MF_NOGRAVITY)))
|
|
{ // When the object is straddling sectors with the same
|
|
// floor height that have different frictions, use the lowest
|
|
// friction value (muddy has precedence over icy).
|
|
|
|
for (m = mo->touching_sectorlist; m; m = m->m_tnext)
|
|
{
|
|
sec = m->m_sector;
|
|
if (!(sec->special & FRICTION_MASK) &&
|
|
Terrains[TerrainTypes[sec->floorpic]].Friction == 0)
|
|
{
|
|
continue;
|
|
}
|
|
if ((secfriction(sec) < friction || friction == ORIG_FRICTION) &&
|
|
(mo->z <= sec->floorplane.ZatPoint (mo->x, mo->y) ||
|
|
(sec->heightsec && !(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
|
|
mo->z <= sec->heightsec->floorplane.ZatPoint (mo->x, mo->y))))
|
|
{
|
|
friction = secfriction (sec);
|
|
movefactor = secmovefac (sec);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (frictionfactor)
|
|
*frictionfactor = movefactor;
|
|
|
|
return friction;
|
|
}
|
|
|
|
// phares 3/19/98
|
|
// P_GetMoveFactor() returns the value by which the x,y
|
|
// movements are multiplied to add to player movement.
|
|
//
|
|
// killough 8/28/98: rewritten
|
|
|
|
int P_GetMoveFactor (const AActor *mo, int *frictionp)
|
|
{
|
|
int movefactor, friction;
|
|
|
|
// If the floor is icy or muddy, it's harder to get moving. This is where
|
|
// the different friction factors are applied to 'trying to move'. In
|
|
// p_mobj.c, the friction factors are applied as you coast and slow down.
|
|
|
|
if ((friction = P_GetFriction(mo, &movefactor)) < ORIG_FRICTION)
|
|
{
|
|
// phares 3/11/98: you start off slowly, then increase as
|
|
// you get better footing
|
|
|
|
int momentum = P_AproxDistance(mo->momx,mo->momy);
|
|
|
|
if (momentum > MORE_FRICTION_MOMENTUM<<2)
|
|
movefactor <<= 3;
|
|
else if (momentum > MORE_FRICTION_MOMENTUM<<1)
|
|
movefactor <<= 2;
|
|
else if (momentum > MORE_FRICTION_MOMENTUM)
|
|
movefactor <<= 1;
|
|
}
|
|
|
|
if (frictionp)
|
|
*frictionp = friction;
|
|
|
|
return movefactor;
|
|
}
|
|
|
|
//
|
|
// MOVEMENT ITERATOR FUNCTIONS
|
|
//
|
|
|
|
// // phares
|
|
// PIT_CrossLine // |
|
|
// Checks to see if a PE->LS trajectory line crosses a blocking // V
|
|
// line. Returns false if it does.
|
|
//
|
|
// tmbbox holds the bounding box of the trajectory. If that box
|
|
// does not touch the bounding box of the line in question,
|
|
// then the trajectory is not blocked. If the PE is on one side
|
|
// of the line and the LS is on the other side, then the
|
|
// trajectory is blocked.
|
|
//
|
|
// Currently this assumes an infinite line, which is not quite
|
|
// correct. A more correct solution would be to check for an
|
|
// intersection of the trajectory and the line, but that takes
|
|
// longer and probably really isn't worth the effort.
|
|
//
|
|
|
|
static // killough 3/26/98: make static
|
|
bool PIT_CrossLine (line_t* ld)
|
|
{
|
|
if (!(ld->flags & ML_TWOSIDED) ||
|
|
(ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_BLOCKEVERYTHING)))
|
|
if (!(tmbbox[BOXLEFT] > ld->bbox[BOXRIGHT] ||
|
|
tmbbox[BOXRIGHT] < ld->bbox[BOXLEFT] ||
|
|
tmbbox[BOXTOP] < ld->bbox[BOXBOTTOM] ||
|
|
tmbbox[BOXBOTTOM] > ld->bbox[BOXTOP]))
|
|
if (P_PointOnLineSide(pe_x,pe_y,ld) != P_PointOnLineSide(ls_x,ls_y,ld))
|
|
return(false); // line blocks trajectory // ^
|
|
return(true); // line doesn't block trajectory // |
|
|
} // phares
|
|
|
|
//
|
|
// PIT_CheckLine
|
|
// Adjusts tmfloorz and tmceilingz as lines are contacted
|
|
//
|
|
|
|
static // killough 3/26/98: make static
|
|
bool PIT_CheckLine (line_t *ld)
|
|
{
|
|
bool rail = false;
|
|
|
|
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
|
|
|| tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|
|
|| tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
|
|
|| tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
|
|
return true;
|
|
|
|
if (P_BoxOnLineSide (tmbbox, ld) != -1)
|
|
return true;
|
|
|
|
// A line has been hit
|
|
/*
|
|
=
|
|
= The moving thing's destination position will cross the given line.
|
|
= If this should not be allowed, return false.
|
|
= If the line is special, keep track of it to process later if the move
|
|
= is proven ok. NOTE: specials are NOT sorted by order, so two special lines
|
|
= that are only 8 pixels apart could be crossed in either order.
|
|
*/
|
|
|
|
if (!ld->backsector)
|
|
{ // One sided line
|
|
if (tmthing->flags2 & MF2_BLASTED)
|
|
{
|
|
P_DamageMobj (tmthing, NULL, NULL, tmthing->Mass >> 5, NAME_Melee);
|
|
}
|
|
BlockingLine = ld;
|
|
CheckForPushSpecial (ld, 0, tmthing);
|
|
return false;
|
|
}
|
|
|
|
if (!(tmthing->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
|
|
(!(tmthing->flags3 & MF3_NOBLOCKMONST) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
|
|
(tmthing->player != NULL && (ld->flags & ML_BLOCK_PLAYERS)) || // block players
|
|
((ld->flags & ML_BLOCK_FLOATERS) && (tmthing->flags & MF_FLOAT))) // block floaters
|
|
{
|
|
if (tmthing->flags2 & MF2_BLASTED)
|
|
{
|
|
P_DamageMobj (tmthing, NULL, NULL, tmthing->Mass >> 5, NAME_Melee);
|
|
}
|
|
BlockingLine = ld;
|
|
CheckForPushSpecial (ld, 0, tmthing);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// [RH] Steep sectors count as dropoffs (unless already in one)
|
|
if (!(tmthing->flags & MF_DROPOFF) &&
|
|
!(tmthing->flags & (MF_NOGRAVITY|MF_NOCLIP)))
|
|
{
|
|
if (ld->frontsector->floorplane.c < STEEPSLOPE ||
|
|
ld->backsector->floorplane.c < STEEPSLOPE)
|
|
{
|
|
const msecnode_t *node = tmthing->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, sy;
|
|
|
|
// 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 (ld, sx=tmx, sy=tmy, tmx, tmy);
|
|
}
|
|
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)(tmx - ld->v1->x) * dx +
|
|
(float)(tmy - 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 (ld, sx=ld->v1->x, sy=ld->v1->y, tmx, tmy);
|
|
}
|
|
else if (r >= (1<<24))
|
|
{
|
|
P_LineOpening (ld, sx=ld->v2->x, sy=ld->v2->y, tmthing->x, tmthing->y);
|
|
}
|
|
else
|
|
{
|
|
P_LineOpening (ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
|
|
sy=ld->v1->y + MulScale24 (r, ld->dy), tmx, tmy);
|
|
}
|
|
/* 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 ||
|
|
openbottom == tmthing->Sector->floorplane.ZatPoint (sx, sy)))
|
|
{
|
|
openbottom += 32*FRACUNIT;
|
|
}
|
|
|
|
// adjust floor / ceiling heights
|
|
if (opentop < tmceilingz)
|
|
{
|
|
tmceilingz = opentop;
|
|
tmceilingsector = opentopsec;
|
|
tmceilingpic = opentopsec->ceilingpic;
|
|
ceilingline = ld;
|
|
BlockingLine = ld;
|
|
}
|
|
|
|
if (openbottom > tmfloorz)
|
|
{
|
|
tmfloorz = openbottom;
|
|
tmfloorsector = openbottomsec;
|
|
tmfloorpic = openbottomsec->floorpic;
|
|
BlockingLine = ld;
|
|
}
|
|
|
|
if (lowfloor < tmdropoffz)
|
|
tmdropoffz = lowfloor;
|
|
|
|
// if contacted a special line, add it to the list
|
|
if (ld->special)
|
|
{
|
|
spechit.Push (ld);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PIT_CheckThing
|
|
//
|
|
//==========================================================================
|
|
|
|
static AActor *stepthing;
|
|
|
|
bool PIT_CheckThing (AActor *thing)
|
|
{
|
|
fixed_t topz;
|
|
fixed_t blockdist;
|
|
bool solid;
|
|
int damage;
|
|
|
|
// don't clip against self
|
|
if (thing == tmthing)
|
|
return true;
|
|
|
|
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE)) )
|
|
return true; // can't hit thing
|
|
|
|
blockdist = thing->radius + tmthing->radius;
|
|
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
|
|
{
|
|
// didn't hit thing
|
|
return true;
|
|
}
|
|
BlockingMobj = thing;
|
|
topz = thing->z + thing->height;
|
|
if (!(i_compatflags & COMPATF_NO_PASSMOBJ) && !(tmthing->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 ((tmthing->flags3 & MF3_ISMONSTER) &&
|
|
topz >= tmfloorz && topz <= tmthing->z + tmthing->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)
|
|
{
|
|
stepthing = thing;
|
|
tmfloorz = 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 ((tmthing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
|
|
{ // check if a mobj passed over/under another object
|
|
if (tmthing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
|
|
{ // Some things prefer not to overlap each other, if possible
|
|
return false;
|
|
}
|
|
if ((tmthing->z >= topz) || (tmthing->z + tmthing->height <= thing->z))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
// Check for skulls slamming into things
|
|
if (tmthing->flags & MF_SKULLFLY)
|
|
{
|
|
bool res = tmthing->Slam (BlockingMobj);
|
|
BlockingMobj = NULL;
|
|
return res;
|
|
}
|
|
// Check for blasted thing running into another
|
|
if ((tmthing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE))
|
|
{
|
|
if (!(thing->flags2 & MF2_BOSS) && (thing->flags3 & MF3_ISMONSTER))
|
|
{
|
|
thing->momx += tmthing->momx;
|
|
thing->momy += tmthing->momy;
|
|
if ((thing->momx + thing->momy) > 3*FRACUNIT)
|
|
{
|
|
damage = (tmthing->Mass / 100) + 1;
|
|
P_DamageMobj (thing, tmthing, tmthing, damage, tmthing->DamageType);
|
|
P_TraceBleed (damage, thing, tmthing);
|
|
damage = (thing->Mass / 100) + 1;
|
|
P_DamageMobj (tmthing, thing, thing, damage >> 2, tmthing->DamageType);
|
|
P_TraceBleed (damage, tmthing, thing);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
// Check for missile
|
|
if (tmthing->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) && (tmthing->flags2 & MF2_THRUGHOST))
|
|
{
|
|
return true;
|
|
}
|
|
// Check if it went over / under
|
|
if (tmthing->z > thing->z + thing->height)
|
|
{ // Over thing
|
|
return true;
|
|
}
|
|
if (tmthing->z+tmthing->height < thing->z)
|
|
{ // Under thing
|
|
return true;
|
|
}
|
|
|
|
if (tmthing->flags2 & MF2_BOUNCE2)
|
|
{
|
|
if (tmthing->Damage == 0)
|
|
{
|
|
return (tmthing->target == thing || !(thing->flags & MF_SOLID));
|
|
}
|
|
}
|
|
|
|
switch (tmthing->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 (tmthing->target != NULL)
|
|
{
|
|
if (thing == tmthing->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 && !tmthing->target->player)
|
|
{
|
|
if (infighting < 0)
|
|
{
|
|
// -1: Monsters cannot hurt each other, but make exceptions for
|
|
// friendliness and hate status.
|
|
if (tmthing->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 (tmthing->target))
|
|
{
|
|
// The same if the shooter hates the target
|
|
if (thing->tid == 0 || tmthing->target->TIDtoHate != thing->tid)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (infighting == 0)
|
|
{
|
|
// 0: Monsters cannot hurt same species except
|
|
// cases where they are clearly supposed to do that
|
|
if (thing->IsFriend (tmthing->target))
|
|
{
|
|
// Friends never harm each other
|
|
return false;
|
|
}
|
|
if (thing->TIDtoHate != 0 && thing->TIDtoHate == tmthing->target->TIDtoHate)
|
|
{
|
|
// [RH] Don't hurt monsters that hate the same thing as you do
|
|
return false;
|
|
}
|
|
if (thing->GetSpecies() == tmthing->target->GetSpecies())
|
|
{
|
|
// Don't hurt same species or any relative -
|
|
// but only if the target isn't one's hostile.
|
|
if (!thing->IsHostile (tmthing->target))
|
|
{
|
|
// Allow hurting monsters the shooter hates.
|
|
if (thing->tid == 0 || tmthing->target->TIDtoHate != thing->tid)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// else if (infighting==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) && !(tmthing->flags4 & MF4_SPECTRAL))
|
|
{
|
|
return true;
|
|
}
|
|
if (DoRipping)
|
|
{
|
|
if (LastRipped != thing)
|
|
{
|
|
LastRipped = thing;
|
|
if (!(thing->flags & MF_NOBLOOD) &&
|
|
!(thing->flags2 & MF2_REFLECTIVE) &&
|
|
!(tmthing->flags3 & MF3_BLOODLESSIMPACT) &&
|
|
!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
|
|
{ // Ok to spawn blood
|
|
P_RipperBlood (tmthing, thing);
|
|
}
|
|
S_Sound (tmthing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
|
|
damage = tmthing->GetMissileDamage (3, 2);
|
|
P_DamageMobj (thing, tmthing, tmthing->target, damage, tmthing->DamageType);
|
|
if (!(tmthing->flags3 & MF3_BLOODLESSIMPACT))
|
|
{
|
|
P_TraceBleed (damage, thing, tmthing);
|
|
}
|
|
if (thing->flags2 & MF2_PUSHABLE
|
|
&& !(tmthing->flags2 & MF2_CANNOTPUSH))
|
|
{ // Push thing
|
|
thing->momx += tmthing->momx>>2;
|
|
thing->momy += tmthing->momy>>2;
|
|
}
|
|
}
|
|
spechit.Clear ();
|
|
return true;
|
|
}
|
|
// Do damage
|
|
damage = tmthing->GetMissileDamage ((tmthing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
|
|
if (damage > 0)
|
|
{
|
|
P_DamageMobj (thing, tmthing, tmthing->target, damage, tmthing->DamageType);
|
|
if ((tmthing->flags5 & MF5_BLOODSPLATTER) &&
|
|
!(thing->flags & MF_NOBLOOD) &&
|
|
!(thing->flags2 & MF2_REFLECTIVE) &&
|
|
!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) &&
|
|
!(tmthing->flags3 & MF3_BLOODLESSIMPACT) &&
|
|
(pr_checkthing() < 192))
|
|
{
|
|
P_BloodSplatter (tmthing->x, tmthing->y, tmthing->z, thing);
|
|
}
|
|
if (!(tmthing->flags3 & MF3_BLOODLESSIMPACT))
|
|
{
|
|
P_TraceBleed (damage, thing, tmthing);
|
|
}
|
|
}
|
|
else if (damage < 0)
|
|
{
|
|
P_GiveBody (thing, -damage);
|
|
}
|
|
return false; // don't traverse any more
|
|
}
|
|
if (thing->flags2 & MF2_PUSHABLE && !(tmthing->flags2 & MF2_CANNOTPUSH) &&
|
|
(tmthing->player == NULL || !(tmthing->player->cheats & CF_PREDICTING)))
|
|
{ // Push thing
|
|
thing->momx += tmthing->momx >> 2;
|
|
thing->momy += tmthing->momy >> 2;
|
|
}
|
|
solid = (thing->flags & MF_SOLID) &&
|
|
!(thing->flags & MF_NOCLIP) &&
|
|
(tmthing->flags & MF_SOLID);
|
|
// Check for special pickup
|
|
if ((thing->flags & MF_SPECIAL) && (tmflags & 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 < tmthing->z + tmthing->height - tmthing->MaxStepHeight)
|
|
{ // Can be picked up by tmthing
|
|
P_TouchSpecialThing (thing, tmthing); // 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
|
|
}
|
|
|
|
// This routine checks for Lost Souls trying to be spawned // phares
|
|
// across 1-sided lines, impassible lines, or "monsters can't // |
|
|
// cross" lines. Draw an imaginary line between the PE // V
|
|
// and the new Lost Soul spawn spot. If that line crosses
|
|
// a 'blocking' line, then disallow the spawn. Only search
|
|
// lines in the blocks of the blockmap where the bounding box
|
|
// of the trajectory line resides. Then check bounding box
|
|
// of the trajectory vs. the bounding box of each blocking
|
|
// line to see if the trajectory and the blocking line cross.
|
|
// Then check the PE and LS to see if they're on different
|
|
// sides of the blocking line. If so, return true, otherwise
|
|
// false.
|
|
|
|
bool Check_Sides(AActor* actor, int x, int y)
|
|
{
|
|
int bx,by,xl,xh,yl,yh;
|
|
|
|
pe_x = actor->x;
|
|
pe_y = actor->y;
|
|
ls_x = x;
|
|
ls_y = y;
|
|
|
|
// Here is the bounding box of the trajectory
|
|
|
|
tmbbox[BOXLEFT] = pe_x < x ? pe_x : x;
|
|
tmbbox[BOXRIGHT] = pe_x > x ? pe_x : x;
|
|
tmbbox[BOXTOP] = pe_y > y ? pe_y : y;
|
|
tmbbox[BOXBOTTOM] = pe_y < y ? pe_y : y;
|
|
|
|
// Determine which blocks to look in for blocking lines
|
|
|
|
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
|
|
// xl->xh, yl->yh determine the mapblock set to search
|
|
|
|
validcount++; // prevents checking same line twice
|
|
for (bx = xl ; bx <= xh ; bx++)
|
|
for (by = yl ; by <= yh ; by++)
|
|
if (!P_BlockLinesIterator(bx,by,PIT_CrossLine))
|
|
return true; // ^
|
|
return(false); // |
|
|
} // phares
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PIT_CheckOnmobjZ
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool PIT_CheckOnmobjZ (AActor *thing)
|
|
{
|
|
if (!(thing->flags & MF_SOLID))
|
|
{ // Can't hit thing
|
|
return true;
|
|
}
|
|
if (thing->flags & (MF_SPECIAL|MF_NOCLIP|MF_CORPSE))
|
|
{ // [RH] Corpses and specials and noclippers don't block moves
|
|
return true;
|
|
}
|
|
if (!(thing->flags4 & MF4_ACTLIKEBRIDGE) && (tmthing->flags & MF_SPECIAL))
|
|
{ // [RH] Only bridges block pickup items
|
|
return true;
|
|
}
|
|
if (thing == tmthing)
|
|
{ // Don't clip against self
|
|
return true;
|
|
}
|
|
if (tmthing->z > thing->z+thing->height)
|
|
{ // over thing
|
|
return true;
|
|
}
|
|
else if (tmthing->z+tmthing->height <= thing->z)
|
|
{ // under thing
|
|
return true;
|
|
}
|
|
else if (!tmflags && onmobj != NULL && thing->z + thing->height < onmobj->z + onmobj->height)
|
|
{ // something higher is in the way
|
|
return true;
|
|
}
|
|
fixed_t blockdist = thing->radius+tmthing->radius;
|
|
if (abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist)
|
|
{ // Didn't hit thing
|
|
return true;
|
|
}
|
|
onmobj = thing;
|
|
return !tmflags;
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
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)
|
|
{
|
|
static TArray<AActor *> checkpbt;
|
|
|
|
int xl, xh;
|
|
int yl, yh;
|
|
int bx, by;
|
|
subsector_t *newsubsec;
|
|
AActor *thingblocker;
|
|
AActor *fakedblocker;
|
|
fixed_t realheight = thing->height;
|
|
|
|
tmthing = thing;
|
|
tmflags = thing->flags;
|
|
|
|
tmx = x;
|
|
tmy = y;
|
|
|
|
tmbbox[BOXTOP] = y + thing->radius;
|
|
tmbbox[BOXBOTTOM] = y - thing->radius;
|
|
tmbbox[BOXRIGHT] = x + thing->radius;
|
|
tmbbox[BOXLEFT] = x - thing->radius;
|
|
|
|
newsubsec = R_PointInSubsector (x,y);
|
|
ceilingline = BlockingLine = NULL;
|
|
|
|
// The base floor / ceiling is from the subsector that contains the point.
|
|
// Any contacted lines the step closer together will adjust them.
|
|
tmfloorz = tmdropoffz = newsubsec->sector->floorplane.ZatPoint (x, y);
|
|
tmceilingz = newsubsec->sector->ceilingplane.ZatPoint (x, y);
|
|
tmfloorpic = newsubsec->sector->floorpic;
|
|
tmfloorsector = newsubsec->sector;
|
|
tmceilingpic = newsubsec->sector->ceilingpic;
|
|
tmceilingsector = newsubsec->sector;
|
|
|
|
//Added by MC: Fill the tmsector.
|
|
tmsector = newsubsec->sector;
|
|
|
|
validcount++;
|
|
spechit.Clear ();
|
|
checkpbt.Clear ();
|
|
|
|
if ((tmflags & MF_NOCLIP) && !(tmflags & 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.
|
|
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
|
|
BlockingMobj = NULL;
|
|
thingblocker = NULL;
|
|
fakedblocker = NULL;
|
|
if (thing->player)
|
|
{ // [RH] Fake taller height to catch stepping up into things.
|
|
thing->height = realheight + thing->MaxStepHeight;
|
|
}
|
|
|
|
stepthing = NULL;
|
|
for (bx = xl; bx <= xh; bx++)
|
|
{
|
|
for (by = yl; by <= yh; by++)
|
|
{
|
|
AActor *robin = NULL;
|
|
do
|
|
{
|
|
if (!P_BlockThingsIterator (bx, by, PIT_CheckThing, checkpbt, robin))
|
|
{ // [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.
|
|
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;
|
|
}
|
|
robin = BlockingMobj;
|
|
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;
|
|
robin = BlockingMobj;
|
|
BlockingMobj = NULL;
|
|
}
|
|
else
|
|
{ // Definitely blocking
|
|
thing->height = realheight;
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
robin = NULL;
|
|
}
|
|
} while (robin);
|
|
}
|
|
}
|
|
|
|
// 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++;
|
|
|
|
BlockingMobj = NULL;
|
|
thing->height = realheight;
|
|
if (tmflags & MF_NOCLIP)
|
|
return (BlockingMobj = thingblocker) == NULL;
|
|
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
|
|
fixed_t thingdropoffz = tmfloorz;
|
|
//bool onthing = (thingdropoffz != tmdropoffz);
|
|
tmfloorz = tmdropoffz;
|
|
|
|
for (bx=xl ; bx<=xh ; bx++)
|
|
for (by=yl ; by<=yh ; by++)
|
|
if (!P_BlockLinesIterator (bx,by,PIT_CheckLine))
|
|
return false;
|
|
|
|
if (tmceilingz - tmfloorz < thing->height)
|
|
return false;
|
|
|
|
if (stepthing != NULL)
|
|
{
|
|
tmdropoffz = thingdropoffz;
|
|
}
|
|
|
|
return (BlockingMobj = thingblocker) == NULL;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_CheckOnmobj(AActor *thing)
|
|
//
|
|
// Checks if the new Z position is legal
|
|
//=============================================================================
|
|
|
|
AActor *P_CheckOnmobj (AActor *thing)
|
|
{
|
|
fixed_t oldz;
|
|
bool good;
|
|
|
|
oldz = thing->z;
|
|
P_FakeZMovement (thing);
|
|
good = P_TestMobjZ (thing, false);
|
|
thing->z = oldz;
|
|
|
|
return good ? NULL : onmobj;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_TestMobjZ
|
|
//
|
|
//=============================================================================
|
|
|
|
bool P_TestMobjZ (AActor *actor, bool quick)
|
|
{
|
|
static TArray<AActor *> mobjzbt;
|
|
|
|
int xl,xh,yl,yh,bx,by;
|
|
fixed_t x, y;
|
|
|
|
onmobj = NULL;
|
|
if (actor->flags & MF_NOCLIP)
|
|
return true;
|
|
|
|
tmx = x = actor->x;
|
|
tmy = y = actor->y;
|
|
tmthing = actor;
|
|
tmflags = quick;
|
|
|
|
tmbbox[BOXTOP] = y + actor->radius;
|
|
tmbbox[BOXBOTTOM] = y - actor->radius;
|
|
tmbbox[BOXRIGHT] = x + actor->radius;
|
|
tmbbox[BOXLEFT] = x - actor->radius;
|
|
//
|
|
// the bounding box is extended by MAXRADIUS because actors are grouped
|
|
// into mapblocks based on their origin point, and can overlap into adjacent
|
|
// blocks by up to MAXRADIUS units
|
|
//
|
|
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
|
|
mobjzbt.Clear();
|
|
|
|
for (bx = xl; bx <= xh; bx++)
|
|
for (by = yl; by <= yh; by++)
|
|
if (!P_BlockThingsIterator (bx, by, PIT_CheckOnmobjZ, mobjzbt))
|
|
return false;
|
|
|
|
return onmobj == NULL;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
P_ActivateLine (line, ((mobj->flags & MF_MISSILE) && (mobj->target != NULL))
|
|
? mobj->target : mobj, 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
|
|
{
|
|
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;
|
|
|
|
floatok = false;
|
|
oldz = thing->z;
|
|
if (onfloor)
|
|
{
|
|
thing->z = thing->floorsector->floorplane.ZatPoint (x, y);
|
|
}
|
|
if (!P_CheckPosition (thing, x, y))
|
|
{
|
|
// 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)
|
|
|| (tmceilingz-(BlockingMobj->z+BlockingMobj->height)
|
|
< thing->height))
|
|
{
|
|
goto pushline;
|
|
}
|
|
}
|
|
if (!(tmthing->flags2 & MF2_PASSMOBJ) || (i_compatflags & COMPATF_NO_PASSMOBJ))
|
|
{
|
|
thing->z = oldz;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (onfloor && tmfloorsector == thing->floorsector)
|
|
{
|
|
thing->z = tmfloorz;
|
|
}
|
|
if (!(thing->flags & MF_NOCLIP))
|
|
{
|
|
if (tmceilingz - tmfloorz < thing->height)
|
|
{
|
|
goto pushline; // doesn't fit
|
|
}
|
|
|
|
floatok = true;
|
|
|
|
if (!(thing->flags & MF_TELEPORT)
|
|
&& tmceilingz - 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 > tmceilingz)
|
|
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 (tmfloorz-thing->z > thing->MaxStepHeight)
|
|
{ // too big a step up
|
|
goto pushline;
|
|
}
|
|
else if ((thing->flags & MF_MISSILE) && tmfloorz > thing->z)
|
|
{ // [RH] Don't let normal missiles climb steps
|
|
goto pushline;
|
|
}
|
|
else if (thing->z < tmfloorz)
|
|
{ // [RH] Check to make sure there's nothing in the way for the step up
|
|
fixed_t savedz = thing->z;
|
|
bool good;
|
|
thing->z = tmfloorz;
|
|
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))
|
|
{
|
|
fixed_t floorz = tmfloorz;
|
|
// [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, tmfloorz);
|
|
}
|
|
if (!(thing->flags5&MF5_AVOIDINGDROPOFF))
|
|
{
|
|
if (floorz - tmdropoffz > 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
|
|
if (thing->floorz - floorz > thing->MaxDropOffHeight ||
|
|
thing->dropoffz - tmdropoffz > thing->MaxDropOffHeight) return false;
|
|
}
|
|
}
|
|
if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
|
|
&& (tmfloorpic != thing->Sector->floorpic
|
|
|| tmfloorz - 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 (tmsector != thing->Sector
|
|
&& bglobal.IsDangerous (tmsector))
|
|
{
|
|
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 = tmfloorz;
|
|
thing->ceilingz = tmceilingz;
|
|
thing->dropoffz = tmdropoffz; // killough 11/98: keep track of dropoffs
|
|
thing->floorpic = tmfloorpic;
|
|
thing->floorsector = tmfloorsector;
|
|
thing->ceilingpic = tmceilingpic;
|
|
thing->ceilingsector = tmceilingsector;
|
|
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
|
|
{
|
|
// I don't think allowing non-monsters to activate
|
|
// monster-allowed lines will hurt Hexen compatibility.
|
|
P_ActivateLine (ld, thing, oldside, SPAC_OTHERCROSS);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// [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 (tmthing->flags2 & MF2_BLASTED)
|
|
{
|
|
P_DamageMobj (tmthing, NULL, NULL, tmthing->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;
|
|
}
|
|
|
|
//
|
|
// SLIDE MOVE
|
|
// Allows the player to slide along any angled walls.
|
|
//
|
|
fixed_t bestslidefrac;
|
|
fixed_t secondslidefrac;
|
|
|
|
line_t* bestslideline;
|
|
line_t* secondslideline;
|
|
|
|
AActor* slidemo;
|
|
|
|
fixed_t tmxmove;
|
|
fixed_t tmymove;
|
|
|
|
extern bool onground;
|
|
|
|
|
|
//
|
|
// 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 P_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
|
|
//
|
|
bool PTR_SlideTraverse (intercept_t* in)
|
|
{
|
|
line_t* li;
|
|
|
|
if (!in->isaline)
|
|
I_Error ("PTR_SlideTraverse: not a line?");
|
|
|
|
li = in->d.line;
|
|
|
|
if ( !(li->flags & ML_TWOSIDED) )
|
|
{
|
|
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
|
|
{
|
|
// don't hit the back side
|
|
return true;
|
|
}
|
|
goto isblocking;
|
|
}
|
|
if (li->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
|
|
{
|
|
goto isblocking;
|
|
}
|
|
if (li->flags & ML_BLOCK_PLAYERS && slidemo->player != NULL)
|
|
{
|
|
goto isblocking;
|
|
}
|
|
|
|
// set openrange, opentop, openbottom
|
|
P_LineOpening (li, trace.x + FixedMul (trace.dx, in->frac),
|
|
trace.y + FixedMul (trace.dy, in->frac));
|
|
|
|
if (openrange < slidemo->height)
|
|
goto isblocking; // doesn't fit
|
|
|
|
if (opentop - slidemo->z < slidemo->height)
|
|
goto isblocking; // mobj is too high
|
|
|
|
if (openbottom - slidemo->z > slidemo->MaxStepHeight)
|
|
{
|
|
goto isblocking; // too big a step up
|
|
}
|
|
else if (slidemo->z < openbottom)
|
|
{ // [RH] Check to make sure there's nothing in the way for the step up
|
|
fixed_t savedz = slidemo->z;
|
|
slidemo->z = openbottom;
|
|
bool good = P_TestMobjZ (slidemo);
|
|
slidemo->z = savedz;
|
|
if (!good)
|
|
{
|
|
goto isblocking;
|
|
}
|
|
}
|
|
|
|
// this line doesn't block movement
|
|
return true;
|
|
|
|
// the line does block movement,
|
|
// see if it is closer than best so far
|
|
isblocking:
|
|
if (in->frac < bestslidefrac)
|
|
{
|
|
secondslidefrac = bestslidefrac;
|
|
secondslideline = bestslideline;
|
|
bestslidefrac = in->frac;
|
|
bestslideline = li;
|
|
}
|
|
|
|
return false; // stop
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// P_SlideMove
|
|
//
|
|
// The momx / momy move is bad, so try to slide along a wall.
|
|
//
|
|
// Find the first line hit, move flush to it, and slide along it
|
|
//
|
|
// This is a kludgy mess.
|
|
//
|
|
void P_SlideMove (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;
|
|
|
|
slidemo = mo;
|
|
hitcount = 3;
|
|
|
|
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;
|
|
|
|
P_PathTraverse (leadx, leady, leadx+tryx, leady+tryy, PT_ADDLINES, PTR_SlideTraverse);
|
|
P_PathTraverse (trailx, leady, trailx+tryx, leady+tryy, PT_ADDLINES, PTR_SlideTraverse);
|
|
P_PathTraverse (leadx, traily, leadx+tryx, traily+tryy, PT_ADDLINES, PTR_SlideTraverse);
|
|
|
|
// 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);
|
|
|
|
P_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;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// 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 true;
|
|
}
|
|
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 true;
|
|
}
|
|
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 true;//(plane->c >= STEEPSLOPE);
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// PTR_BounceTraverse
|
|
//
|
|
//============================================================================
|
|
|
|
bool PTR_BounceTraverse (intercept_t *in)
|
|
{
|
|
line_t *li;
|
|
|
|
if (!in->isaline)
|
|
I_Error ("PTR_BounceTraverse: not a line?");
|
|
|
|
li = in->d.line;
|
|
if (li->flags & ML_BLOCKEVERYTHING)
|
|
{
|
|
goto bounceblocking;
|
|
}
|
|
if (!(li->flags&ML_TWOSIDED))
|
|
{
|
|
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
|
|
return true; // don't hit the back side
|
|
goto bounceblocking;
|
|
}
|
|
|
|
P_LineOpening (li, trace.x + FixedMul (trace.dx, in->frac),
|
|
trace.y + FixedMul (trace.dy, in->frac)); // set openrange, opentop, openbottom
|
|
if (openrange < slidemo->height)
|
|
goto bounceblocking; // doesn't fit
|
|
|
|
if (opentop - slidemo->z < slidemo->height)
|
|
goto bounceblocking; // mobj is too high
|
|
return true; // 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
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_BounceWall
|
|
//
|
|
//============================================================================
|
|
|
|
bool P_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;
|
|
}
|
|
|
|
if (BlockingLine != NULL)
|
|
{
|
|
line = BlockingLine;
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
if (P_PathTraverse(leadx, leady, leadx+mo->momx, leady+mo->momy,
|
|
PT_ADDLINES, PTR_BounceTraverse))
|
|
{ // 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;
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
return (mo->flags2 & MF2_BOUNCE2) != 0;
|
|
}
|
|
*/
|
|
}
|
|
line = bestslideline;
|
|
}
|
|
|
|
if (line->special == Line_Horizon)
|
|
{
|
|
mo->SeeSound = 0; // it might make a sound otherwise
|
|
mo->Destroy();
|
|
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
|
|
|
|
fixed_t box[4];
|
|
box[BOXTOP] = mo->y + mo->radius;
|
|
box[BOXBOTTOM] = mo->y - mo->radius;
|
|
box[BOXLEFT] = mo->x - mo->radius;
|
|
box[BOXRIGHT] = mo->x + mo->radius;
|
|
if (P_BoxOnLineSide (box, 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;
|
|
}
|
|
|
|
|
|
//
|
|
// P_LineAttack
|
|
//
|
|
AActor* linetarget; // who got hit (or NULL)
|
|
AActor* shootthing;
|
|
|
|
// Height if not aiming up or down
|
|
// ???: use slope for monsters?
|
|
fixed_t shootz;
|
|
|
|
fixed_t attackrange;
|
|
|
|
fixed_t aimpitch;
|
|
|
|
// slopes to top and bottom of target
|
|
// killough 4/20/98: make static instead of using ones in p_sight.c
|
|
// [RH] made these angles instead of slopes
|
|
|
|
static fixed_t toppitch;
|
|
static fixed_t bottompitch;
|
|
|
|
|
|
//
|
|
// PTR_AimTraverse
|
|
// Sets linetaget and aimpitch when a target is aimed at.
|
|
//
|
|
bool PTR_AimTraverse (intercept_t* in)
|
|
{
|
|
line_t* li;
|
|
AActor* th;
|
|
fixed_t pitch;
|
|
fixed_t thingtoppitch;
|
|
fixed_t thingbottompitch;
|
|
fixed_t dist;
|
|
|
|
if (in->isaline)
|
|
{
|
|
li = in->d.line;
|
|
|
|
if ( !(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING) )
|
|
return false; // stop
|
|
|
|
// Crosses a two sided line.
|
|
// A two sided line will restrict the possible target ranges.
|
|
P_LineOpening (li, trace.x + FixedMul (trace.dx, in->frac),
|
|
trace.y + FixedMul (trace.dy, in->frac));
|
|
|
|
if (openbottom >= opentop)
|
|
return false; // stop
|
|
|
|
dist = FixedMul (attackrange, in->frac);
|
|
|
|
pitch = -(int)R_PointToAngle2 (0, shootz, dist, openbottom);
|
|
if (pitch < bottompitch)
|
|
bottompitch = pitch;
|
|
|
|
pitch = -(int)R_PointToAngle2 (0, shootz, dist, opentop);
|
|
if (pitch > toppitch)
|
|
toppitch = pitch;
|
|
|
|
if (toppitch >= bottompitch)
|
|
return false; // stop
|
|
|
|
return true; // shot continues
|
|
}
|
|
|
|
// shoot a thing
|
|
th = in->d.thing;
|
|
if (th == shootthing)
|
|
return true; // can't shoot self
|
|
|
|
if (!(th->flags&MF_SHOOTABLE))
|
|
return true; // 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))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// check angles to see if the thing can be aimed at
|
|
dist = FixedMul (attackrange, in->frac);
|
|
|
|
thingtoppitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z + th->height);
|
|
|
|
if (thingtoppitch > bottompitch)
|
|
return true; // shot over the thing
|
|
|
|
thingbottompitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z);
|
|
|
|
if (thingbottompitch < toppitch)
|
|
return true; // shot under the thing
|
|
|
|
// this thing can be hit!
|
|
if (thingtoppitch < toppitch)
|
|
thingtoppitch = toppitch;
|
|
|
|
if (thingbottompitch > bottompitch)
|
|
thingbottompitch = bottompitch;
|
|
|
|
aimpitch = thingtoppitch/2 + thingbottompitch/2;
|
|
linetarget = th;
|
|
|
|
return false; // don't go any farther
|
|
}
|
|
|
|
|
|
//
|
|
// P_AimLineAttack
|
|
//
|
|
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange)
|
|
{
|
|
fixed_t x2;
|
|
fixed_t y2;
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
shootthing = t1;
|
|
|
|
x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
|
|
y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
|
|
shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
|
|
|
|
// can't shoot outside view angles
|
|
if (vrange == 0)
|
|
{
|
|
if (t1->player == NULL || dmflags & DF_NO_FREELOOK)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
toppitch = t1->pitch - vrange;
|
|
bottompitch = t1->pitch + vrange;
|
|
|
|
attackrange = distance;
|
|
linetarget = NULL;
|
|
|
|
P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse);
|
|
|
|
if (linetarget)
|
|
return aimpitch;
|
|
|
|
return 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;
|
|
}
|
|
|
|
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|
int pitch, int damage, FName damageType, const PClass *pufftype)
|
|
{
|
|
fixed_t vx, vy, vz, shootz;
|
|
FTraceResults trace;
|
|
angle_t srcangle = angle;
|
|
int srcpitch = pitch;
|
|
bool hitGhosts;
|
|
|
|
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) + 8*FRACUNIT;
|
|
attackrange = distance;
|
|
aimpitch = pitch;
|
|
|
|
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
|
|
P_SpawnPuff (pufftype, trace.X, trace.Y, trace.Z, angle - ANG180, 2);
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fixed_t hitx = 0, hity = 0, hitz = 0;
|
|
AActor *puff = NULL;
|
|
|
|
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);
|
|
}
|
|
|
|
// [RH] Spawn a decal
|
|
if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon)
|
|
{
|
|
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, true);
|
|
}
|
|
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 = 0;
|
|
// 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;
|
|
}
|
|
|
|
P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, flags);
|
|
}
|
|
}
|
|
if (trace.CrossedWater)
|
|
{
|
|
bool killPuff = false;
|
|
|
|
if (puff == NULL)
|
|
{ // Spawn puff just to get a mass for the splash
|
|
puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, true);
|
|
killPuff = true;
|
|
}
|
|
SpawnDeepSplash (t1, trace, puff, vx, vy, vz);
|
|
if (killPuff)
|
|
{
|
|
puff->Destroy();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
|
int pitch, int damage, FName damageType, FName pufftype)
|
|
{
|
|
const PClass * type = PClass::FindClass(pufftype);
|
|
if (type == NULL)
|
|
{
|
|
Printf("Attempt to spawn unknown actor type '%s'\n", pufftype.GetChars());
|
|
}
|
|
else
|
|
{
|
|
P_LineAttack(t1, angle, distance, pitch, damage, damageType, type);
|
|
}
|
|
}
|
|
|
|
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->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;
|
|
vec3_t start, end;
|
|
FTraceResults trace;
|
|
|
|
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) + 8*FRACUNIT;
|
|
|
|
angle = (source->angle - ANG90) >> ANGLETOFINESHIFT;
|
|
x1 += offset*finecosine[angle];
|
|
y1 += offset*finesine[angle];
|
|
|
|
RailHits.Clear ();
|
|
VectorFixedSet (start, x1, y1, 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);
|
|
thepuff->Destroy ();
|
|
}
|
|
}
|
|
|
|
// Now hurt anything the trace hit
|
|
unsigned int i;
|
|
|
|
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)))
|
|
{
|
|
const PClass *puffclass = PClass::FindClass(puff);
|
|
if (puffclass != NULL) P_SpawnPuff (puffclass, x, y, z, source->angle - ANG180, 1, true);
|
|
}
|
|
else
|
|
{
|
|
P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
|
|
}
|
|
P_DamageMobj (RailHits[i].HitActor, source, source, damage, NAME_Railgun);
|
|
P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, angle, pitch);
|
|
}
|
|
|
|
VectorFixedSet (end, trace.X, trace.Y, 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)
|
|
fixed_t CameraX, CameraY, CameraZ;
|
|
sector_t *CameraSector;
|
|
|
|
void P_AimCamera (AActor *t1)
|
|
{
|
|
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
|
|
//
|
|
AActor *usething;
|
|
bool foundline;
|
|
|
|
bool PTR_UseTraverse (intercept_t *in)
|
|
{
|
|
// [RH] Check for things to talk with or use a puzzle item on
|
|
if (!in->isaline)
|
|
{
|
|
if (usething==in->d.thing) return true;
|
|
// Check thing
|
|
|
|
// Check for puzzle item use
|
|
if (in->d.thing->special == USE_PUZZLE_ITEM_SPECIAL)
|
|
{
|
|
if (LineSpecials[USE_PUZZLE_ITEM_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 false;
|
|
}
|
|
// Dead things can't talk.
|
|
if (in->d.thing->health <= 0)
|
|
{
|
|
return true;
|
|
}
|
|
// Fighting things don't talk either.
|
|
if (in->d.thing->flags4 & MF4_INCOMBAT)
|
|
{
|
|
return true;
|
|
}
|
|
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 false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// [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)
|
|
{
|
|
P_LineOpening (in->d.line, trace.x + FixedMul (trace.dx, in->frac),
|
|
trace.y + FixedMul (trace.dy, in->frac));
|
|
return openrange>0;
|
|
}
|
|
|
|
if (in->d.line->special == 0 || (GET_SPAC(in->d.line->flags) != SPAC_USETHROUGH &&
|
|
GET_SPAC(in->d.line->flags) != SPAC_USE))
|
|
{
|
|
blocked:
|
|
if (in->d.line->flags & ML_BLOCKEVERYTHING)
|
|
{
|
|
openrange = 0;
|
|
}
|
|
else
|
|
{
|
|
P_LineOpening (in->d.line, trace.x + FixedMul (trace.dx, in->frac),
|
|
trace.y + FixedMul (trace.dy, in->frac));
|
|
}
|
|
if (openrange <= 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 false;
|
|
}
|
|
|
|
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 false;
|
|
}
|
|
|
|
if (usething->player)
|
|
{
|
|
S_Sound (usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
|
|
}
|
|
return false; // can't use through a wall
|
|
}
|
|
foundline = true;
|
|
return true; // 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)
|
|
{
|
|
return GET_SPAC(in->d.line->flags) == SPAC_USETHROUGH;
|
|
}
|
|
else
|
|
{
|
|
return GET_SPAC(in->d.line->flags) != SPAC_USE;
|
|
}
|
|
}
|
|
|
|
// 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 PTR_NoWayTraverse (intercept_t *in)
|
|
{
|
|
line_t *ld = in->d.line;
|
|
|
|
// [GrafZahl] de-obfuscated. Was I the only one who was unable to makes sense out of
|
|
// this convoluted mess?
|
|
if (ld->special) return true;
|
|
if (ld->flags&(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)) return false;
|
|
P_LineOpening(ld, trace.x+FixedMul(trace.dx, in->frac),trace.y+FixedMul(trace.dy, in->frac));
|
|
return openrange >0 &&
|
|
openbottom <= usething->z + usething->MaxStepHeight &&
|
|
opentop >= usething->z + usething->height;
|
|
}
|
|
|
|
/*
|
|
================
|
|
=
|
|
= P_UseLines
|
|
=
|
|
= Looks for special lines in front of the player to activate
|
|
================
|
|
*/
|
|
|
|
void P_UseLines (player_t *player)
|
|
{
|
|
angle_t angle;
|
|
fixed_t x1, y1, x2, y2;
|
|
|
|
usething = player->mo;
|
|
foundline = false;
|
|
|
|
angle = player->mo->angle >> ANGLETOFINESHIFT;
|
|
x1 = player->mo->x;
|
|
y1 = player->mo->y;
|
|
x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle]*2;
|
|
y2 = y1 + (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_PathTraverse (x1, y1, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_UseTraverse))
|
|
{ // [RH] Give sector a chance to eat the use
|
|
sector_t *sec = usething->Sector;
|
|
int spac = SECSPAC_Use;
|
|
if (foundline)
|
|
spac |= SECSPAC_UseWall;
|
|
if ((!sec->SecActTarget ||
|
|
!sec->SecActTarget->TriggerAction (usething, spac)) &&
|
|
!P_PathTraverse (x1, y1, x2, y2, PT_ADDLINES, PTR_NoWayTraverse))
|
|
{
|
|
S_Sound (usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// PTR_PuzzleItemTraverse
|
|
//
|
|
//==========================================================================
|
|
|
|
static AActor *PuzzleItemUser;
|
|
static int PuzzleItemType;
|
|
static bool PuzzleActivated;
|
|
|
|
bool PTR_PuzzleItemTraverse (intercept_t *in)
|
|
{
|
|
AActor *mobj;
|
|
|
|
if (in->isaline)
|
|
{ // Check line
|
|
if (in->d.line->special != USE_PUZZLE_ITEM_SPECIAL)
|
|
{
|
|
P_LineOpening (in->d.line, trace.x + FixedMul (trace.dx, in->frac),
|
|
trace.y + FixedMul (trace.dy, in->frac));
|
|
if (openrange <= 0)
|
|
{
|
|
return false; // can't use through a wall
|
|
}
|
|
return true; // Continue searching
|
|
}
|
|
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;
|
|
PuzzleActivated = true;
|
|
return false; // Stop searching
|
|
}
|
|
// Check thing
|
|
mobj = in->d.thing;
|
|
if (mobj->special != USE_PUZZLE_ITEM_SPECIAL)
|
|
{ // Wrong special
|
|
return true;
|
|
}
|
|
if (PuzzleItemType != mobj->args[0])
|
|
{ // Item type doesn't match
|
|
return true;
|
|
}
|
|
P_StartScript (PuzzleItemUser, NULL, mobj->args[1], NULL, 0,
|
|
mobj->args[2], mobj->args[3], mobj->args[4], true, false);
|
|
mobj->special = 0;
|
|
PuzzleActivated = true;
|
|
return false; // Stop searching
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_UsePuzzleItem
|
|
//
|
|
// Returns true if the puzzle item was used on a line or a thing.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_UsePuzzleItem (AActor *actor, int itemType)
|
|
{
|
|
int angle;
|
|
fixed_t x1, y1, x2, y2;
|
|
|
|
PuzzleItemType = itemType;
|
|
PuzzleItemUser = actor;
|
|
PuzzleActivated = false;
|
|
angle = actor->angle>>ANGLETOFINESHIFT;
|
|
x1 = actor->x;
|
|
y1 = actor->y;
|
|
x2 = x1+(USERANGE>>FRACBITS)*finecosine[angle];
|
|
y2 = y1+(USERANGE>>FRACBITS)*finesine[angle];
|
|
P_PathTraverse (x1, y1, x2, y2, PT_ADDLINES|PT_ADDTHINGS,
|
|
PTR_PuzzleItemTraverse);
|
|
return PuzzleActivated;
|
|
}
|
|
|
|
//
|
|
// RADIUS ATTACK
|
|
//
|
|
AActor* bombsource;
|
|
AActor* bombspot;
|
|
int bombdamage;
|
|
float bombdamagefloat;
|
|
int bombdistance;
|
|
float bombdistancefloat;
|
|
bool DamageSource;
|
|
FName bombmod;
|
|
vec3_t bombvec;
|
|
bool bombdodamage;
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_RadiusAttack
|
|
//
|
|
// "bombsource" is the creature that caused the explosion at "bombspot".
|
|
// [RH] Now it knows about vertical distances and can thrust things vertically.
|
|
//=============================================================================
|
|
|
|
// [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;
|
|
}
|
|
|
|
bool PIT_RadiusAttack (AActor *thing)
|
|
{
|
|
if (!(thing->flags & MF_SHOOTABLE) )
|
|
return true;
|
|
|
|
// Boss spider and cyborg and Heretic's ep >= 2 bosses
|
|
// take no damage from concussion.
|
|
if (thing->flags3 & MF3_NORADIUSDMG)
|
|
return true;
|
|
|
|
if (!DamageSource && thing == bombsource)
|
|
{ // don't damage the source of the explosion
|
|
return true;
|
|
}
|
|
|
|
// 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
|
|
) return true;
|
|
|
|
// 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 thing->flags2 |= MF2_BLASTED;
|
|
|
|
if (!(thing->flags & MF_ICECORPSE))
|
|
{
|
|
if (bombdodamage && !(bombspot->flags3 & MF3_BLOODLESSIMPACT)) P_TraceBleed (damage, thing, bombspot);
|
|
|
|
if (!(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);
|
|
thing->momz += (fixed_t)momz;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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)
|
|
return true; // 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);
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// P_RadiusAttack
|
|
// Source is the creature that caused the explosion at spot.
|
|
//
|
|
void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, FName damageType,
|
|
bool hurtSource, bool dodamage)
|
|
{
|
|
static TArray<AActor *> radbt;
|
|
|
|
int x, y;
|
|
int xl, xh, yl, yh;
|
|
fixed_t dist;
|
|
|
|
if (distance <= 0)
|
|
return;
|
|
|
|
dist = (distance + MAXRADIUS)<<FRACBITS;
|
|
yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
|
|
xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
|
|
bombspot = spot;
|
|
bombsource = source;
|
|
bombdamage = damage;
|
|
bombdistance = distance;
|
|
bombdistancefloat = 1.f / (float)distance;
|
|
DamageSource = hurtSource;
|
|
bombdamagefloat = (float)damage;
|
|
bombmod = damageType;
|
|
bombdodamage = dodamage;
|
|
VectorPosition (spot, bombvec);
|
|
|
|
radbt.Clear();
|
|
|
|
for (y = yl; y <= yh; y++)
|
|
for (x = xl; x <= xh; x++)
|
|
P_BlockThingsIterator (x, y, PIT_RadiusAttack, radbt);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
static int moveamt;
|
|
int crushchange;
|
|
static sector_t *movesec;
|
|
bool nofit;
|
|
TArray<AActor *> intersectors;
|
|
|
|
EXTERN_CVAR (Int, cl_bloodtype)
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_AdjustFloorCeil
|
|
//
|
|
//=============================================================================
|
|
|
|
bool P_AdjustFloorCeil (AActor *thing)
|
|
{
|
|
bool isgood = P_CheckPosition (thing, thing->x, thing->y);
|
|
thing->floorz = tmfloorz;
|
|
thing->ceilingz = tmceilingz;
|
|
thing->dropoffz = tmdropoffz; // killough 11/98: remember dropoffs
|
|
thing->floorpic = tmfloorpic;
|
|
thing->floorsector = tmfloorsector;
|
|
thing->ceilingpic = tmceilingpic;
|
|
thing->ceilingsector = tmceilingsector;
|
|
return isgood;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_FindAboveIntersectors
|
|
//
|
|
//=============================================================================
|
|
|
|
bool PIT_FindAboveIntersectors (AActor *thing)
|
|
{
|
|
if (!(thing->flags & MF_SOLID))
|
|
{ // Can't hit thing
|
|
return true;
|
|
}
|
|
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
|
|
{ // [RH] Corpses and specials don't block moves
|
|
return true;
|
|
}
|
|
if (thing == tmthing)
|
|
{ // Don't clip against self
|
|
return true;
|
|
}
|
|
fixed_t blockdist = thing->radius+tmthing->radius;
|
|
if (abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist)
|
|
{ // Didn't hit thing
|
|
return true;
|
|
}
|
|
if (thing->z >= tmthing->z &&
|
|
thing->z <= tmthing->z + tmthing->height)
|
|
{ // Thing intersects above the base
|
|
intersectors.Push (thing);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_FindBelowIntersectors
|
|
//
|
|
//=============================================================================
|
|
|
|
bool PIT_FindBelowIntersectors (AActor *thing)
|
|
{
|
|
if (!(thing->flags & MF_SOLID))
|
|
{ // Can't hit thing
|
|
return true;
|
|
}
|
|
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
|
|
{ // [RH] Corpses and specials don't block moves
|
|
return true;
|
|
}
|
|
if (thing == tmthing)
|
|
{ // Don't clip against self
|
|
return true;
|
|
}
|
|
fixed_t blockdist = thing->radius+tmthing->radius;
|
|
if (abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist)
|
|
{ // Didn't hit thing
|
|
return true;
|
|
}
|
|
if (thing->z + thing->height <= tmthing->z + tmthing->height &&
|
|
thing->z + thing->height > tmthing->z)
|
|
{ // Thing intersects below the base
|
|
intersectors.Push (thing);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_FindAboveIntersectors
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_FindAboveIntersectors (AActor *actor)
|
|
{
|
|
static TArray<AActor *> abovebt;
|
|
|
|
int xl,xh,yl,yh,bx,by;
|
|
fixed_t x, y;
|
|
|
|
if (actor->flags & MF_NOCLIP)
|
|
return;
|
|
|
|
if (!(actor->flags & MF_SOLID))
|
|
return;
|
|
|
|
tmx = x = actor->x;
|
|
tmy = y = actor->y;
|
|
tmthing = actor;
|
|
|
|
tmbbox[BOXTOP] = y + actor->radius;
|
|
tmbbox[BOXBOTTOM] = y - actor->radius;
|
|
tmbbox[BOXRIGHT] = x + actor->radius;
|
|
tmbbox[BOXLEFT] = x - actor->radius;
|
|
//
|
|
// the bounding box is extended by MAXRADIUS because actors are grouped
|
|
// into mapblocks based on their origin point, and can overlap into adjacent
|
|
// blocks by up to MAXRADIUS units
|
|
//
|
|
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
|
|
abovebt.Clear();
|
|
|
|
for (bx = xl; bx <= xh; bx++)
|
|
for (by = yl; by <= yh; by++)
|
|
if (!P_BlockThingsIterator (bx, by, PIT_FindAboveIntersectors, abovebt))
|
|
return;
|
|
|
|
return;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_FindBelowIntersectors
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_FindBelowIntersectors (AActor *actor)
|
|
{
|
|
static TArray<AActor *> belowbt;
|
|
|
|
int xl,xh,yl,yh,bx,by;
|
|
fixed_t x, y;
|
|
|
|
if (actor->flags & MF_NOCLIP)
|
|
return;
|
|
|
|
if (!(actor->flags & MF_SOLID))
|
|
return;
|
|
|
|
tmx = x = actor->x;
|
|
tmy = y = actor->y;
|
|
tmthing = actor;
|
|
|
|
tmbbox[BOXTOP] = y + actor->radius;
|
|
tmbbox[BOXBOTTOM] = y - actor->radius;
|
|
tmbbox[BOXRIGHT] = x + actor->radius;
|
|
tmbbox[BOXLEFT] = x - actor->radius;
|
|
//
|
|
// the bounding box is extended by MAXRADIUS because actors are grouped
|
|
// into mapblocks based on their origin point, and can overlap into adjacent
|
|
// blocks by up to MAXRADIUS units
|
|
//
|
|
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
|
|
belowbt.Clear();
|
|
|
|
for (bx = xl; bx <= xh; bx++)
|
|
for (by = yl; by <= yh; by++)
|
|
if (!P_BlockThingsIterator (bx, by, PIT_FindBelowIntersectors, belowbt))
|
|
return;
|
|
|
|
return;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_DoCrunch
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_DoCrunch (AActor *thing)
|
|
{
|
|
// 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
|
|
}
|
|
|
|
nofit = true;
|
|
|
|
if ((crushchange > 0) && !(level.maptime & 3))
|
|
{
|
|
P_DamageMobj (thing, NULL, NULL, 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 (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)
|
|
{
|
|
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);
|
|
intersect->z = thing->z + thing->height + 1;
|
|
if (P_PushUp (intersect))
|
|
{ // Move blocked
|
|
P_DoCrunch (intersect);
|
|
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)
|
|
{
|
|
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);
|
|
if (oldz > thing->z - intersect->height)
|
|
{ // Only push things down, not up.
|
|
intersect->z = thing->z - intersect->height;
|
|
if (P_PushDown (intersect))
|
|
{ // Move blocked
|
|
P_DoCrunch (intersect);
|
|
intersect->z = oldz;
|
|
return 2;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_FloorDrop
|
|
//
|
|
//=============================================================================
|
|
|
|
void PIT_FloorDrop (AActor *thing)
|
|
{
|
|
fixed_t oldfloorz = thing->floorz;
|
|
|
|
P_AdjustFloorCeil (thing);
|
|
|
|
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) || moveamt < 9*FRACUNIT)
|
|
&& thing->z - thing->floorz <= moveamt))
|
|
{
|
|
thing->z = thing->floorz;
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_FloorRaise
|
|
//
|
|
//=============================================================================
|
|
|
|
void PIT_FloorRaise (AActor *thing)
|
|
{
|
|
fixed_t oldfloorz = thing->floorz;
|
|
|
|
P_AdjustFloorCeil (thing);
|
|
|
|
// 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))
|
|
{
|
|
default:
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
break;
|
|
case 1:
|
|
P_DoCrunch (thing);
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
break;
|
|
case 2:
|
|
P_DoCrunch (thing);
|
|
thing->z = oldz;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_CeilingLower
|
|
//
|
|
//=============================================================================
|
|
|
|
void PIT_CeilingLower (AActor *thing)
|
|
{
|
|
bool onfloor;
|
|
|
|
onfloor = thing->z <= thing->floorz;
|
|
P_AdjustFloorCeil (thing);
|
|
|
|
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))
|
|
{
|
|
case 2:
|
|
// intentional fall-through
|
|
case 1:
|
|
if (onfloor)
|
|
thing->z = thing->floorz;
|
|
P_DoCrunch (thing);
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
break;
|
|
default:
|
|
P_CheckFakeFloorTriggers (thing, oldz);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_CeilingRaise
|
|
//
|
|
//=============================================================================
|
|
|
|
void PIT_CeilingRaise (AActor *thing)
|
|
{
|
|
bool isgood = P_AdjustFloorCeil (thing);
|
|
|
|
// 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 - 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->flags & MF2_PASSMOBJ) && !isgood && thing->z + thing->height < thing->ceilingz)
|
|
{
|
|
if (!P_TestMobjZ (thing) && 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)
|
|
{
|
|
void (*iterator)(AActor *);
|
|
msecnode_t *n;
|
|
|
|
nofit = false;
|
|
crushchange = crunch;
|
|
moveamt = abs (amt);
|
|
movesec = sector;
|
|
|
|
// [RH] Use different functions for the four different types of sector
|
|
// movement. Also update the soundorg's z-coordinate for 3D sound.
|
|
if (floorOrCeil == 0)
|
|
{ // floor
|
|
iterator = (amt < 0) ? PIT_FloorDrop : PIT_FloorRaise;
|
|
sector->soundorg[2] = sector->floorplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
|
|
}
|
|
else
|
|
{ // ceiling
|
|
iterator = (amt < 0) ? PIT_CeilingLower : PIT_CeilingRaise;
|
|
sector->soundorg[2] = sector->ceilingplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
|
|
}
|
|
|
|
// 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); // process it
|
|
break; // exit and start over
|
|
}
|
|
}
|
|
} while (n); // repeat from scratch until all things left are marked valid
|
|
|
|
return 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
|
|
//
|
|
// PIT_GetSectors
|
|
//
|
|
// Locates all the sectors the object is in by looking at the lines that
|
|
// cross through it. You have already decided that the object is allowed
|
|
// at this location, so don't bother with checking impassable or
|
|
// blocking lines.
|
|
//=============================================================================
|
|
|
|
bool PIT_GetSectors (line_t *ld)
|
|
{
|
|
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] ||
|
|
tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] ||
|
|
tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] ||
|
|
tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
|
|
return true;
|
|
|
|
if (P_BoxOnLineSide (tmbbox, ld) != -1)
|
|
return true;
|
|
|
|
// 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,tmthing,sector_list);
|
|
|
|
// Don't assume all lines are 2-sided, since some Things
|
|
// like MT_TFOG are allowed regardless of whether their radius takes
|
|
// them beyond an impassable linedef.
|
|
|
|
// 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, tmthing, sector_list);
|
|
|
|
return true;
|
|
}
|
|
|
|
//=============================================================================
|
|
// 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)
|
|
{
|
|
int xl, xh, yl, yh, bx, by;
|
|
msecnode_t *node;
|
|
|
|
// [RH] Save old tm* values.
|
|
AActor *thingsave = tmthing;
|
|
int flagssave = tmflags;
|
|
fixed_t xsave = tmx;
|
|
fixed_t ysave = tmy;
|
|
fixed_t bboxsave[4];
|
|
|
|
memcpy (bboxsave, tmbbox, sizeof(bboxsave));
|
|
|
|
// 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;
|
|
}
|
|
|
|
tmthing = thing;
|
|
tmflags = thing->flags;
|
|
|
|
tmx = x;
|
|
tmy = y;
|
|
|
|
tmbbox[BOXTOP] = y + tmthing->radius;
|
|
tmbbox[BOXBOTTOM] = y - tmthing->radius;
|
|
tmbbox[BOXRIGHT] = x + tmthing->radius;
|
|
tmbbox[BOXLEFT] = x - tmthing->radius;
|
|
|
|
validcount++; // used to make sure we only process a line once
|
|
|
|
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
|
|
for (bx = xl; bx <= xh; bx++)
|
|
for (by = yl; by <= yh; by++)
|
|
P_BlockLinesIterator (bx,by,PIT_GetSectors);
|
|
|
|
// Add the sector of the (x,y) point to sector_list.
|
|
|
|
sector_list = P_AddSecnode (thing->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;
|
|
}
|
|
}
|
|
|
|
// [RH] Restore old tm* values.
|
|
tmthing = thingsave;
|
|
tmflags = flagssave;
|
|
tmx = xsave;
|
|
tmy = ysave;
|
|
memcpy (tmbbox, bboxsave, sizeof(bboxsave));
|
|
}
|
|
|
|
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 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);
|
|
}
|
|
}
|
|
}
|