mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-18 02:12:00 +00:00
e6a0fbe4db
SVN r3445 (trunk)
5591 lines
158 KiB
C++
5591 lines
158 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 "m_bbox.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "c_dispatch.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_terrain.h"
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#include "p_trace.h"
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#include "s_sound.h"
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#include "decallib.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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#include "gi.h"
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#include "a_sharedglobal.h"
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#include "p_conversation.h"
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#include "r_data/r_translate.h"
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#include "g_level.h"
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#define WATER_SINK_FACTOR 3
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#define WATER_SINK_SMALL_FACTOR 4
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#define WATER_SINK_SPEED (FRACUNIT/2)
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#define WATER_JUMP_SPEED (FRACUNIT*7/2)
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CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
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CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
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static void CheckForPushSpecial (line_t *line, int side, AActor *mobj, bool windowcheck);
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static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
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static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puff,
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fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz, bool ffloor = false);
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static FRandom pr_tracebleed ("TraceBleed");
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static FRandom pr_checkthing ("CheckThing");
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static FRandom pr_lineattack ("LineAttack");
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static FRandom pr_crunch ("DoCrunch");
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// keep track of special lines as they are hit,
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// but don't process them until the move is proven valid
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TArray<line_t *> spechit;
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// Temporary holder for thing_sectorlist threads
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msecnode_t* sector_list = NULL; // phares 3/16/98
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//==========================================================================
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//
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// PIT_FindFloorCeiling
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//
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//==========================================================================
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static bool PIT_FindFloorCeiling (line_t *ld, const FBoundingBox &box, FCheckPosition &tmf)
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{
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if (box.Right() <= ld->bbox[BOXLEFT]
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|| box.Left() >= ld->bbox[BOXRIGHT]
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|| box.Top() <= ld->bbox[BOXBOTTOM]
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|| box.Bottom() >= ld->bbox[BOXTOP] )
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return true;
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if (box.BoxOnLineSide (ld) != -1)
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return true;
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// A line has been hit
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if (!ld->backsector)
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{ // One sided line
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return true;
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}
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fixed_t sx, sy;
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FLineOpening open;
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// set openrange, opentop, openbottom
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if ((((ld->frontsector->floorplane.a | ld->frontsector->floorplane.b) |
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(ld->backsector->floorplane.a | ld->backsector->floorplane.b) |
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(ld->frontsector->ceilingplane.a | ld->frontsector->ceilingplane.b) |
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(ld->backsector->ceilingplane.a | ld->backsector->ceilingplane.b)) == 0)
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&& ld->backsector->e->XFloor.ffloors.Size()==0 && ld->frontsector->e->XFloor.ffloors.Size()==0)
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{
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P_LineOpening (open, tmf.thing, ld, sx=tmf.x, sy=tmf.y, tmf.x, tmf.y);
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}
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else
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{ // Find the point on the line closest to the actor's center, and use
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// that to calculate openings
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float dx = (float)ld->dx;
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float dy = (float)ld->dy;
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fixed_t r = (fixed_t)(((float)(tmf.x - ld->v1->x) * dx +
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(float)(tmf.y - ld->v1->y) * dy) /
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(dx*dx + dy*dy) * 16777216.f);
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if (r <= 0)
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{
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P_LineOpening (open, tmf.thing, ld, sx=ld->v1->x, sy=ld->v1->y, tmf.x, tmf.y);
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}
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else if (r >= (1<<24))
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{
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P_LineOpening (open, tmf.thing, ld, sx=ld->v2->x, sy=ld->v2->y, tmf.thing->x, tmf.thing->y);
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}
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else
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{
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P_LineOpening (open, tmf.thing, ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
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sy=ld->v1->y + MulScale24 (r, ld->dy), tmf.x, tmf.y);
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}
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}
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// adjust floor / ceiling heights
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if (open.top < tmf.ceilingz)
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{
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tmf.ceilingz = open.top;
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}
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if (open.bottom > tmf.floorz)
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{
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tmf.floorz = open.bottom;
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tmf.floorsector = open.bottomsec;
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tmf.touchmidtex = open.touchmidtex;
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tmf.abovemidtex = open.abovemidtex;
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}
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else if (open.bottom == tmf.floorz)
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{
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tmf.touchmidtex |= open.touchmidtex;
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tmf.abovemidtex |= open.abovemidtex;
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}
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if (open.lowfloor < tmf.dropoffz)
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tmf.dropoffz = open.lowfloor;
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void P_GetFloorCeilingZ(FCheckPosition &tmf, bool get)
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{
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sector_t *sec;
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if (get)
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{
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sec = P_PointInSector (tmf.x, tmf.y);
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tmf.floorsector = sec;
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tmf.ceilingsector = sec;
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tmf.floorz = tmf.dropoffz = sec->floorplane.ZatPoint (tmf.x, tmf.y);
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tmf.ceilingz = sec->ceilingplane.ZatPoint (tmf.x, tmf.y);
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tmf.floorpic = sec->GetTexture(sector_t::floor);
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tmf.ceilingpic = sec->GetTexture(sector_t::ceiling);
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}
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else sec = tmf.thing->Sector;
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#ifdef _3DFLOORS
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for(unsigned int i=0;i<sec->e->XFloor.ffloors.Size();i++)
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{
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F3DFloor* rover = sec->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
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fixed_t ff_bottom = rover->bottom.plane->ZatPoint(tmf.x, tmf.y);
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fixed_t ff_top = rover->top.plane->ZatPoint(tmf.x, tmf.y);
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if (ff_top > tmf.floorz)
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{
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if (ff_top < tmf.z || (tmf.thing != NULL && ff_bottom < tmf.z && ff_top < tmf.z + tmf.thing->MaxStepHeight))
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{
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tmf.dropoffz = tmf.floorz = ff_top;
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tmf.floorpic = *rover->top.texture;
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}
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}
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if (ff_bottom < tmf.ceilingz && ff_bottom > tmf.z + tmf.thing->height)
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{
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tmf.ceilingz = ff_bottom;
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tmf.ceilingpic = *rover->bottom.texture;
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}
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}
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#endif
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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, bool onlyspawnpos)
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{
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FCheckPosition tmf;
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tmf.thing = actor;
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tmf.x = actor->x;
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tmf.y = actor->y;
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tmf.z = actor->z;
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if (!onlyspawnpos)
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{
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P_GetFloorCeilingZ(tmf, true);
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}
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else
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{
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tmf.ceilingsector = tmf.floorsector = actor->Sector;
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tmf.floorz = tmf.dropoffz = actor->floorz;
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tmf.ceilingz = actor->ceilingz;
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tmf.floorpic = actor->floorpic;
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tmf.ceilingpic = actor->ceilingpic;
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P_GetFloorCeilingZ(tmf, false);
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}
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actor->floorz = tmf.floorz;
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actor->dropoffz = tmf.dropoffz;
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actor->ceilingz = tmf.ceilingz;
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actor->floorpic = tmf.floorpic;
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actor->floorsector = tmf.floorsector;
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actor->ceilingpic = tmf.ceilingpic;
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actor->ceilingsector = tmf.ceilingsector;
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FBoundingBox box(tmf.x, tmf.y, actor->radius);
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tmf.touchmidtex = false;
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tmf.abovemidtex = false;
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validcount++;
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FBlockLinesIterator it(box);
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line_t *ld;
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while ((ld = it.Next()))
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{
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PIT_FindFloorCeiling(ld, box, tmf);
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}
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if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
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if (!onlyspawnpos || (tmf.abovemidtex && (tmf.floorz <= actor->z)))
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{
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actor->floorz = tmf.floorz;
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actor->dropoffz = tmf.dropoffz;
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actor->ceilingz = tmf.ceilingz;
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actor->floorpic = tmf.floorpic;
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actor->floorsector = tmf.floorsector;
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actor->ceilingpic = tmf.ceilingpic;
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actor->ceilingsector = tmf.ceilingsector;
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}
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else
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{
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actor->floorsector = actor->ceilingsector = actor->Sector;
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// [BB] Don't forget to update floorpic and ceilingpic.
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if (actor->Sector != NULL)
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{
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actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
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actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);
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}
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}
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}
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//==========================================================================
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//
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// TELEPORT MOVE
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//
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//
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// P_TeleportMove
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//
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// [RH] Added telefrag parameter: When true, anything in the spawn spot
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// will always be telefragged, and the move will be successful.
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// Added z parameter. Originally, the thing's z was set *after* the
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// move was made, so the height checking I added for 1.13 could
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// potentially erroneously indicate the move was okay if the thing
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// was being teleported between two non-overlapping height ranges.
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//
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//==========================================================================
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bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag)
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{
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FCheckPosition tmf;
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// kill anything occupying the position
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// The base floor/ceiling is from the subsector that contains the point.
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// Any contacted lines the step closer together will adjust them.
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tmf.thing = thing;
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tmf.x = x;
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tmf.y = y;
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tmf.z = z;
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tmf.touchmidtex = false;
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tmf.abovemidtex = false;
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P_GetFloorCeilingZ(tmf, true);
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spechit.Clear ();
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bool StompAlwaysFrags = (thing->flags2 & MF2_TELESTOMP) ||
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(level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
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FBoundingBox box(x, y, thing->radius);
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FBlockLinesIterator it(box);
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line_t *ld;
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// P_LineOpening requires the thing's z to be the destination <20><> order to work.
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fixed_t savedz = thing->z;
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thing->z = z;
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while ((ld = it.Next()))
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{
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PIT_FindFloorCeiling(ld, box, tmf);
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}
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thing->z = savedz;
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if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
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FBlockThingsIterator it2(FBoundingBox(x, y, thing->radius));
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AActor *th;
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while ((th = it2.Next()))
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{
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if (!(th->flags & MF_SHOOTABLE))
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continue;
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// don't clip against self
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if (th == thing)
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continue;
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fixed_t blockdist = th->radius + tmf.thing->radius;
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if ( abs(th->x - tmf.x) >= blockdist || abs(th->y - tmf.y) >= blockdist)
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continue;
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// [RH] Z-Check
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// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
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// Otherwise those things would get stuck inside each other.
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if ((thing->flags2 & MF2_PASSMOBJ || th->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
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{
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if (!(th->flags3 & thing->flags3 & MF3_DONTOVERLAP))
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{
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if (z > th->z + th->height || // overhead
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z+thing->height < th->z) // underneath
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continue;
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}
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}
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// monsters don't stomp things except on boss level
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// [RH] Some Heretic/Hexen monsters can telestomp
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if (StompAlwaysFrags && !(th->flags6 & MF6_NOTELEFRAG))
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{
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P_DamageMobj (th, thing, thing, TELEFRAG_DAMAGE, NAME_Telefrag, DMG_THRUSTLESS);
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continue;
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}
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return false;
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}
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// the move is ok, so link the thing into its new position
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thing->SetOrigin (x, y, z);
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thing->floorz = tmf.floorz;
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thing->ceilingz = tmf.ceilingz;
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thing->floorsector = tmf.floorsector;
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thing->floorpic = tmf.floorpic;
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thing->ceilingsector = tmf.ceilingsector;
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thing->ceilingpic = tmf.ceilingpic;
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thing->dropoffz = tmf.dropoffz; // killough 11/98
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thing->BlockingLine = NULL;
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||
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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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||
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return true;
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}
|
||
|
||
//==========================================================================
|
||
//
|
||
// [RH] P_PlayerStartStomp
|
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//
|
||
// Like P_TeleportMove, but it doesn't move anything, and only monsters and other
|
||
// players get telefragged.
|
||
//
|
||
//==========================================================================
|
||
|
||
void P_PlayerStartStomp (AActor *actor)
|
||
{
|
||
AActor *th;
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||
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
|
||
|
||
while ((th = it.Next()))
|
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{
|
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if (!(th->flags & MF_SHOOTABLE))
|
||
continue;
|
||
|
||
// don't clip against self, and don't kill your own voodoo dolls
|
||
if (th == actor || (th->player == actor->player && th->player != NULL))
|
||
continue;
|
||
|
||
if (!th->intersects(actor))
|
||
continue;
|
||
|
||
// only kill monsters and other players
|
||
if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER))
|
||
continue;
|
||
|
||
if (actor->z > th->z + th->height)
|
||
continue; // overhead
|
||
if (actor->z + actor->height < th->z)
|
||
continue; // underneath
|
||
|
||
P_DamageMobj (th, actor, actor, TELEFRAG_DAMAGE, NAME_Telefrag);
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
inline fixed_t secfriction (const sector_t *sec)
|
||
{
|
||
fixed_t friction = Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction;
|
||
return friction != 0 ? friction : sec->friction;
|
||
}
|
||
|
||
inline fixed_t secmovefac (const sector_t *sec)
|
||
{
|
||
fixed_t movefactor = Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].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;
|
||
|
||
#ifdef _3DFLOORS
|
||
// 3D floors must be checked, too
|
||
for(unsigned i=0;i<sec->e->XFloor.ffloors.Size();i++)
|
||
{
|
||
F3DFloor * rover=sec->e->XFloor.ffloors[i];
|
||
if (!(rover->flags&FF_EXISTS)) continue;
|
||
if(!(rover->flags & FF_SOLID)) continue;
|
||
|
||
// Player must be on top of the floor to be affected...
|
||
if(mo->z != rover->top.plane->ZatPoint(mo->x,mo->y)) continue;
|
||
fixed_t newfriction=secfriction(rover->model);
|
||
if (newfriction<friction)
|
||
{
|
||
friction = newfriction;
|
||
movefactor = secmovefac(rover->model);
|
||
}
|
||
}
|
||
#endif
|
||
|
||
if (!(sec->special & FRICTION_MASK) &&
|
||
Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction == 0)
|
||
{
|
||
continue;
|
||
}
|
||
if ((secfriction(sec) < friction || friction == ORIG_FRICTION) &&
|
||
(mo->z <= sec->floorplane.ZatPoint (mo->x, mo->y) ||
|
||
(sec->GetHeightSec() != NULL &&
|
||
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 velocity = P_AproxDistance(mo->velx, mo->vely);
|
||
|
||
if (velocity > MORE_FRICTION_VELOCITY<<2)
|
||
movefactor <<= 3;
|
||
else if (velocity > MORE_FRICTION_VELOCITY<<1)
|
||
movefactor <<= 2;
|
||
else if (velocity > MORE_FRICTION_VELOCITY)
|
||
movefactor <<= 1;
|
||
}
|
||
|
||
if (frictionp)
|
||
*frictionp = friction;
|
||
|
||
return movefactor;
|
||
}
|
||
|
||
//
|
||
// MOVEMENT ITERATOR FUNCTIONS
|
||
//
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
// PIT_CheckLine
|
||
// Adjusts tmfloorz and tmceilingz as lines are contacted
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
static // killough 3/26/98: make static
|
||
bool PIT_CheckLine (line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
|
||
{
|
||
bool rail = false;
|
||
|
||
if (box.Right() <= ld->bbox[BOXLEFT]
|
||
|| box.Left() >= ld->bbox[BOXRIGHT]
|
||
|| box.Top() <= ld->bbox[BOXBOTTOM]
|
||
|| box.Bottom() >= ld->bbox[BOXTOP] )
|
||
return true;
|
||
|
||
if (box.BoxOnLineSide (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 (tm.thing->flags2 & MF2_BLASTED)
|
||
{
|
||
P_DamageMobj (tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
|
||
}
|
||
tm.thing->BlockingLine = ld;
|
||
CheckForPushSpecial (ld, 0, tm.thing, false);
|
||
return false;
|
||
}
|
||
|
||
// MBF bouncers are treated as missiles here.
|
||
bool Projectile = (tm.thing->flags & MF_MISSILE || tm.thing->BounceFlags & BOUNCE_MBF);
|
||
// MBF considers that friendly monsters are not blocked by monster-blocking lines.
|
||
// This is added here as a compatibility option. Note that monsters that are dehacked
|
||
// into being friendly with the MBF flag automatically gain MF3_NOBLOCKMONST, so this
|
||
// just optionally generalizes the behavior to other friendly monsters.
|
||
bool NotBlocked = ((tm.thing->flags3 & MF3_NOBLOCKMONST)
|
||
|| ((i_compatflags & COMPATF_NOBLOCKFRIENDS) && (tm.thing->flags & MF_FRIENDLY)));
|
||
|
||
if (!(Projectile) || (ld->flags & (ML_BLOCKEVERYTHING|ML_BLOCKPROJECTILE)))
|
||
{
|
||
if (ld->flags & ML_RAILING)
|
||
{
|
||
rail = true;
|
||
}
|
||
else if ((ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING)) || // explicitly blocking everything
|
||
(!(NotBlocked) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
|
||
(tm.thing->player != NULL && (ld->flags & ML_BLOCK_PLAYERS)) || // block players
|
||
((Projectile) && (ld->flags & ML_BLOCKPROJECTILE)) || // block projectiles
|
||
((tm.thing->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))) // block floaters
|
||
{
|
||
if (tm.thing->flags2 & MF2_BLASTED)
|
||
{
|
||
P_DamageMobj (tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
|
||
}
|
||
tm.thing->BlockingLine = ld;
|
||
// Calculate line side based on the actor's original position, not the new one.
|
||
CheckForPushSpecial (ld, P_PointOnLineSide(tm.thing->x, tm.thing->y, ld), tm.thing, false);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// [RH] Steep sectors count as dropoffs (unless already in one)
|
||
if (!(tm.thing->flags & MF_DROPOFF) &&
|
||
!(tm.thing->flags & (MF_NOGRAVITY|MF_NOCLIP)))
|
||
{
|
||
secplane_t frontplane = ld->frontsector->floorplane;
|
||
secplane_t backplane = ld->backsector->floorplane;
|
||
#ifdef _3DFLOORS
|
||
// Check 3D floors as well
|
||
frontplane = P_FindFloorPlane(ld->frontsector, tm.thing->x, tm.thing->y, tm.thing->floorz);
|
||
backplane = P_FindFloorPlane(ld->backsector, tm.thing->x, tm.thing->y, tm.thing->floorz);
|
||
#endif
|
||
if (frontplane.c < STEEPSLOPE || backplane.c < STEEPSLOPE)
|
||
{
|
||
const msecnode_t *node = tm.thing->touching_sectorlist;
|
||
bool allow = false;
|
||
int count = 0;
|
||
while (node != NULL)
|
||
{
|
||
count++;
|
||
if (node->m_sector->floorplane.c < STEEPSLOPE)
|
||
{
|
||
allow = true;
|
||
break;
|
||
}
|
||
node = node->m_tnext;
|
||
}
|
||
if (!allow)
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
fixed_t sx=0, sy=0;
|
||
FLineOpening open;
|
||
|
||
// set openrange, opentop, openbottom
|
||
if ((((ld->frontsector->floorplane.a | ld->frontsector->floorplane.b) |
|
||
(ld->backsector->floorplane.a | ld->backsector->floorplane.b) |
|
||
(ld->frontsector->ceilingplane.a | ld->frontsector->ceilingplane.b) |
|
||
(ld->backsector->ceilingplane.a | ld->backsector->ceilingplane.b)) == 0)
|
||
&& ld->backsector->e->XFloor.ffloors.Size()==0 && ld->frontsector->e->XFloor.ffloors.Size()==0)
|
||
{
|
||
P_LineOpening (open, tm.thing, ld, sx=tm.x, sy=tm.y, tm.x, tm.y);
|
||
}
|
||
else
|
||
{ // Find the point on the line closest to the actor's center, and use
|
||
// that to calculate openings
|
||
float dx = (float)ld->dx;
|
||
float dy = (float)ld->dy;
|
||
fixed_t r = (fixed_t)(((float)(tm.x - ld->v1->x) * dx +
|
||
(float)(tm.y - ld->v1->y) * dy) /
|
||
(dx*dx + dy*dy) * 16777216.f);
|
||
/* Printf ("%d:%d: %d (%d %d %d %d) (%d %d %d %d)\n", level.time, ld-lines, r,
|
||
ld->frontsector->floorplane.a,
|
||
ld->frontsector->floorplane.b,
|
||
ld->frontsector->floorplane.c,
|
||
ld->frontsector->floorplane.ic,
|
||
ld->backsector->floorplane.a,
|
||
ld->backsector->floorplane.b,
|
||
ld->backsector->floorplane.c,
|
||
ld->backsector->floorplane.ic);*/
|
||
if (r <= 0)
|
||
{
|
||
P_LineOpening (open, tm.thing, ld, sx=ld->v1->x, sy=ld->v1->y, tm.x, tm.y);
|
||
}
|
||
else if (r >= (1<<24))
|
||
{
|
||
P_LineOpening (open, tm.thing, ld, sx=ld->v2->x, sy=ld->v2->y, tm.thing->x, tm.thing->y);
|
||
}
|
||
else
|
||
{
|
||
P_LineOpening (open, tm.thing, ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
|
||
sy=ld->v1->y + MulScale24 (r, ld->dy), tm.x, tm.y);
|
||
}
|
||
|
||
// the floorplane on both sides is identical with the current one
|
||
// so don't mess around with the z-position
|
||
if (ld->frontsector->floorplane==ld->backsector->floorplane &&
|
||
ld->frontsector->floorplane==tm.thing->Sector->floorplane &&
|
||
!ld->frontsector->e->XFloor.ffloors.Size() && !ld->backsector->e->XFloor.ffloors.Size() &&
|
||
!open.abovemidtex)
|
||
{
|
||
open.bottom=INT_MIN;
|
||
}
|
||
/* 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.
|
||
(!(level.flags2 & LEVEL2_RAILINGHACK) ||
|
||
open.bottom == tm.thing->Sector->floorplane.ZatPoint (sx, sy)))
|
||
{
|
||
open.bottom += 32*FRACUNIT;
|
||
}
|
||
|
||
// adjust floor / ceiling heights
|
||
if (open.top < tm.ceilingz)
|
||
{
|
||
tm.ceilingz = open.top;
|
||
tm.ceilingsector = open.topsec;
|
||
tm.ceilingpic = open.ceilingpic;
|
||
tm.ceilingline = ld;
|
||
tm.thing->BlockingLine = ld;
|
||
}
|
||
|
||
if (open.bottom > tm.floorz)
|
||
{
|
||
tm.floorz = open.bottom;
|
||
tm.floorsector = open.bottomsec;
|
||
tm.floorpic = open.floorpic;
|
||
tm.touchmidtex = open.touchmidtex;
|
||
tm.abovemidtex = open.abovemidtex;
|
||
tm.thing->BlockingLine = ld;
|
||
}
|
||
else if (open.bottom == tm.floorz)
|
||
{
|
||
tm.touchmidtex |= open.touchmidtex;
|
||
tm.abovemidtex |= open.abovemidtex;
|
||
}
|
||
|
||
if (open.lowfloor < tm.dropoffz)
|
||
tm.dropoffz = open.lowfloor;
|
||
|
||
// if contacted a special line, add it to the list
|
||
if (ld->special)
|
||
{
|
||
spechit.Push (ld);
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// PIT_CheckThing
|
||
//
|
||
//==========================================================================
|
||
|
||
bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|
||
{
|
||
fixed_t topz;
|
||
bool solid;
|
||
int damage;
|
||
|
||
if (!((thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE)) || thing->flags6 & MF6_TOUCHY))
|
||
return true; // can't hit thing
|
||
|
||
fixed_t blockdist = thing->radius + tm.thing->radius;
|
||
if ( abs(thing->x - tm.x) >= blockdist || abs(thing->y - tm.y) >= blockdist)
|
||
return true;
|
||
|
||
// don't clip against self
|
||
if (thing == tm.thing)
|
||
return true;
|
||
|
||
if ((thing->flags2 | tm.thing->flags2) & MF2_THRUACTORS)
|
||
return true;
|
||
|
||
if ((tm.thing->flags6 & MF6_THRUSPECIES) && (tm.thing->GetSpecies() == thing->GetSpecies()))
|
||
return true;
|
||
|
||
tm.thing->BlockingMobj = thing;
|
||
topz = thing->z + thing->height;
|
||
if (!(i_compatflags & COMPATF_NO_PASSMOBJ) && !(tm.thing->flags & (MF_FLOAT|MF_MISSILE|MF_SKULLFLY|MF_NOGRAVITY)) &&
|
||
(thing->flags & MF_SOLID) && (thing->flags4 & MF4_ACTLIKEBRIDGE))
|
||
{
|
||
// [RH] Let monsters walk on actors as well as floors
|
||
if ((tm.thing->flags3 & MF3_ISMONSTER) &&
|
||
topz >= tm.floorz && topz <= tm.thing->z + tm.thing->MaxStepHeight)
|
||
{
|
||
// The commented-out if is an attempt to prevent monsters from walking off a
|
||
// thing further than they would walk off a ledge. I can't think of an easy
|
||
// way to do this, so I restrict them to only walking on bridges instead.
|
||
// Uncommenting the if here makes it almost impossible for them to walk on
|
||
// anything, bridge or otherwise.
|
||
// if (abs(thing->x - tmx) <= thing->radius &&
|
||
// abs(thing->y - tmy) <= thing->radius)
|
||
{
|
||
tm.stepthing = thing;
|
||
tm.floorz = topz;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Both things overlap in x or y direction
|
||
bool unblocking = false;
|
||
|
||
if (tm.FromPMove)
|
||
{
|
||
// Both actors already overlap. To prevent them from remaining stuck allow the move if it
|
||
// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
|
||
if (tm.x == tm.thing->x && tm.y == tm.thing->y)
|
||
{
|
||
unblocking = true;
|
||
}
|
||
else
|
||
{
|
||
fixed_t newdist = P_AproxDistance(thing->x - tm.x, thing->y - tm.y);
|
||
fixed_t olddist = P_AproxDistance(thing->x - tm.thing->x, thing->y - tm.thing->y);
|
||
|
||
if (newdist > olddist)
|
||
{
|
||
// ... but not if they did not overlap in z-direction before but would after the move.
|
||
unblocking = !((tm.thing->z >= thing->z + thing->height && tm.z < thing->z + thing->height) ||
|
||
(tm.thing->z + tm.thing->height <= thing->z && tm.z + tm.thing->height > thing->z));
|
||
}
|
||
}
|
||
}
|
||
|
||
// [RH] If the other thing is a bridge, then treat the moving thing as if it had MF2_PASSMOBJ, so
|
||
// you can use a scrolling floor to move scenery items underneath a bridge.
|
||
if ((tm.thing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
|
||
{ // check if a mobj passed over/under another object
|
||
if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
|
||
{ // Some things prefer not to overlap each other, if possible
|
||
return unblocking;
|
||
}
|
||
if ((tm.thing->z >= topz) || (tm.thing->z + tm.thing->height <= thing->z))
|
||
{
|
||
return true;
|
||
}
|
||
}
|
||
|
||
// touchy object is alive, toucher is solid
|
||
if (thing->flags6 & MF6_TOUCHY && tm.thing->flags & MF_SOLID && thing->health > 0 &&
|
||
// Thing is an armed mine or a sentient thing
|
||
(thing->flags6 & MF6_ARMED || thing->IsSentient()) &&
|
||
// either different classes or players
|
||
(thing->player || thing->GetClass() != tm.thing->GetClass()) &&
|
||
// or different species if DONTHARMSPECIES
|
||
(!(thing->flags6 & MF6_DONTHARMSPECIES) || thing->GetSpecies() != tm.thing->GetSpecies()) &&
|
||
// touches vertically
|
||
thing->z + thing->height >= tm.thing->z && tm.thing->z + tm.thing->height >= thing->z &&
|
||
// prevents lost souls from exploding when fired by pain elementals
|
||
(thing->master != tm.thing && tm.thing->master != thing))
|
||
// Difference with MBF: MBF hardcodes the LS/PE check and lets actors of the same species
|
||
// but different classes trigger the touchiness, but that seems less straightforwards.
|
||
{
|
||
thing->flags6 &= ~MF6_ARMED; // Disarm
|
||
P_DamageMobj (thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object
|
||
return true;
|
||
}
|
||
|
||
// Check for MF6_BUMPSPECIAL
|
||
// By default, only players can activate things by bumping into them
|
||
if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL)
|
||
|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER))
|
||
|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
|
||
) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
|
||
{
|
||
if (P_ActivateThingSpecial(thing, tm.thing))
|
||
thing->lastbump = level.maptime + TICRATE;
|
||
}
|
||
|
||
// Check for skulls slamming into things
|
||
if (tm.thing->flags & MF_SKULLFLY)
|
||
{
|
||
bool res = tm.thing->Slam (tm.thing->BlockingMobj);
|
||
tm.thing->BlockingMobj = NULL;
|
||
return res;
|
||
}
|
||
// Check for blasted thing running into another
|
||
if ((tm.thing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE))
|
||
{
|
||
if (!(thing->flags2 & MF2_BOSS) && (thing->flags3 & MF3_ISMONSTER) && !(thing->flags3 & MF3_DONTBLAST))
|
||
{
|
||
// ideally this should take the mass factor into account
|
||
thing->velx += tm.thing->velx;
|
||
thing->vely += tm.thing->vely;
|
||
if ((thing->velx + thing->vely) > 3*FRACUNIT)
|
||
{
|
||
damage = (tm.thing->Mass / 100) + 1;
|
||
P_DamageMobj (thing, tm.thing, tm.thing, damage, tm.thing->DamageType);
|
||
P_TraceBleed (damage, thing, tm.thing);
|
||
damage = (thing->Mass / 100) + 1;
|
||
P_DamageMobj (tm.thing, thing, thing, damage >> 2, tm.thing->DamageType);
|
||
P_TraceBleed (damage, tm.thing, thing);
|
||
}
|
||
return false;
|
||
}
|
||
}
|
||
// Check for missile or non-solid MBF bouncer
|
||
if (tm.thing->flags & MF_MISSILE || ((tm.thing->BounceFlags & BOUNCE_MBF) && !(tm.thing->flags & MF_SOLID)))
|
||
{
|
||
// Check for a non-shootable mobj
|
||
if (thing->flags2 & MF2_NONSHOOTABLE)
|
||
{
|
||
return true;
|
||
}
|
||
// Check for passing through a ghost
|
||
if ((thing->flags3 & MF3_GHOST) && (tm.thing->flags2 & MF2_THRUGHOST))
|
||
{
|
||
return true;
|
||
}
|
||
|
||
if ((tm.thing->flags6 & MF6_MTHRUSPECIES)
|
||
&& tm.thing->target // NULL pointer check
|
||
&& (tm.thing->target->GetSpecies() == thing->GetSpecies()))
|
||
return true;
|
||
|
||
// Check for rippers passing through corpses
|
||
if ((thing->flags & MF_CORPSE) && (tm.thing->flags2 & MF2_RIP) && !(thing->flags & MF_SHOOTABLE))
|
||
{
|
||
return true;
|
||
}
|
||
|
||
int clipheight;
|
||
|
||
if (thing->projectilepassheight > 0)
|
||
{
|
||
clipheight = thing->projectilepassheight;
|
||
}
|
||
else if (thing->projectilepassheight < 0 && (i_compatflags & COMPATF_MISSILECLIP))
|
||
{
|
||
clipheight = -thing->projectilepassheight;
|
||
}
|
||
else
|
||
{
|
||
clipheight = thing->height;
|
||
}
|
||
|
||
// Check if it went over / under
|
||
if (tm.thing->z > thing->z + clipheight)
|
||
{ // Over thing
|
||
return true;
|
||
}
|
||
if (tm.thing->z+tm.thing->height < thing->z)
|
||
{ // Under thing
|
||
return true;
|
||
}
|
||
|
||
// [RH] What is the point of this check, again? In Hexen, it is unconditional,
|
||
// but here we only do it if the missile's damage is 0.
|
||
// MBF bouncer might have a non-0 damage value, but they must not deal damage on impact either.
|
||
if ((tm.thing->BounceFlags & BOUNCE_Actors) && (tm.thing->Damage == 0 || !(tm.thing->flags & MF_MISSILE)))
|
||
{
|
||
return (tm.thing->target == thing || !(thing->flags & MF_SOLID));
|
||
}
|
||
|
||
switch (tm.thing->SpecialMissileHit (thing))
|
||
{
|
||
case 0: return false;
|
||
case 1: return true;
|
||
default: break;
|
||
}
|
||
|
||
// [RH] Extend DeHacked infighting to allow for monsters
|
||
// to never fight each other
|
||
|
||
// [Graf Zahl] Why do I have the feeling that this didn't really work anymore now
|
||
// that ZDoom supports friendly monsters?
|
||
|
||
|
||
if (tm.thing->target != NULL)
|
||
{
|
||
if (thing == tm.thing->target)
|
||
{ // Don't missile self
|
||
return true;
|
||
}
|
||
|
||
// players are never subject to infighting settings and are always allowed
|
||
// to harm / be harmed by anything.
|
||
if (!thing->player && !tm.thing->target->player)
|
||
{
|
||
int infight;
|
||
if (level.flags2 & LEVEL2_TOTALINFIGHTING) infight=1;
|
||
else if (level.flags2 & LEVEL2_NOINFIGHTING) infight=-1;
|
||
else infight = infighting;
|
||
|
||
if (infight < 0)
|
||
{
|
||
// -1: Monsters cannot hurt each other, but make exceptions for
|
||
// friendliness and hate status.
|
||
if (tm.thing->target->flags & MF_SHOOTABLE)
|
||
{
|
||
if (!(thing->flags3 & MF3_ISMONSTER))
|
||
{
|
||
return false; // Question: Should monsters be allowed to shoot barrels in this mode?
|
||
// The old code does not.
|
||
}
|
||
|
||
// Monsters that are clearly hostile can always hurt each other
|
||
if (!thing->IsHostile (tm.thing->target))
|
||
{
|
||
// The same if the shooter hates the target
|
||
if (thing->tid == 0 || tm.thing->target->TIDtoHate != thing->tid)
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else if (infight == 0)
|
||
{
|
||
// 0: Monsters cannot hurt same species except
|
||
// cases where they are clearly supposed to do that
|
||
if (thing->IsFriend (tm.thing->target))
|
||
{
|
||
// Friends never harm each other
|
||
return false;
|
||
}
|
||
if (thing->TIDtoHate != 0 && thing->TIDtoHate == tm.thing->target->TIDtoHate)
|
||
{
|
||
// [RH] Don't hurt monsters that hate the same thing as you do
|
||
return false;
|
||
}
|
||
if (thing->GetSpecies() == tm.thing->target->GetSpecies() && !(thing->flags6 & MF6_DOHARMSPECIES))
|
||
{
|
||
// Don't hurt same species or any relative -
|
||
// but only if the target isn't one's hostile.
|
||
if (!thing->IsHostile (tm.thing->target))
|
||
{
|
||
// Allow hurting monsters the shooter hates.
|
||
if (thing->tid == 0 || tm.thing->target->TIDtoHate != thing->tid)
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
// else if (infight==1) any shot hurts anything - no further tests
|
||
}
|
||
}
|
||
if (!(thing->flags & MF_SHOOTABLE))
|
||
{ // Didn't do any damage
|
||
return !(thing->flags & MF_SOLID);
|
||
}
|
||
if ((thing->flags4 & MF4_SPECTRAL) && !(tm.thing->flags4 & MF4_SPECTRAL))
|
||
{
|
||
return true;
|
||
}
|
||
if (tm.DoRipping && !(thing->flags5 & MF5_DONTRIP))
|
||
{
|
||
if (!(tm.thing->flags6 & MF6_NOBOSSRIP) || !(thing->flags2 & MF2_BOSS))
|
||
{
|
||
if (tm.LastRipped != thing)
|
||
{
|
||
tm.LastRipped = thing;
|
||
if (!(thing->flags & MF_NOBLOOD) &&
|
||
!(thing->flags2 & MF2_REFLECTIVE) &&
|
||
!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
|
||
!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
|
||
{ // Ok to spawn blood
|
||
P_RipperBlood (tm.thing, thing);
|
||
}
|
||
S_Sound (tm.thing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
|
||
|
||
// Do poisoning (if using new style poison)
|
||
if (tm.thing->PoisonDamage > 0 && tm.thing->PoisonDuration != INT_MIN)
|
||
{
|
||
P_PoisonMobj(thing, tm.thing, tm.thing->target, tm.thing->PoisonDamage, tm.thing->PoisonDuration, tm.thing->PoisonPeriod, tm.thing->PoisonDamageType);
|
||
}
|
||
|
||
damage = tm.thing->GetMissileDamage (3, 2);
|
||
P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
|
||
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
|
||
{
|
||
P_TraceBleed (damage, thing, tm.thing);
|
||
}
|
||
if (thing->flags2 & MF2_PUSHABLE
|
||
&& !(tm.thing->flags2 & MF2_CANNOTPUSH))
|
||
{ // Push thing
|
||
if (thing->lastpush != tm.PushTime)
|
||
{
|
||
thing->velx += FixedMul(tm.thing->velx, thing->pushfactor);
|
||
thing->vely += FixedMul(tm.thing->vely, thing->pushfactor);
|
||
thing->lastpush = tm.PushTime;
|
||
}
|
||
}
|
||
}
|
||
spechit.Clear ();
|
||
return true;
|
||
}
|
||
}
|
||
|
||
// Do poisoning (if using new style poison)
|
||
if (tm.thing->PoisonDamage > 0 && tm.thing->PoisonDuration != INT_MIN)
|
||
{
|
||
P_PoisonMobj(thing, tm.thing, tm.thing->target, tm.thing->PoisonDamage, tm.thing->PoisonDuration, tm.thing->PoisonPeriod, tm.thing->PoisonDamageType);
|
||
}
|
||
|
||
// Do damage
|
||
damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
|
||
if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
|
||
{
|
||
P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
|
||
if (damage > 0)
|
||
{
|
||
if ((tm.thing->flags5 & MF5_BLOODSPLATTER) &&
|
||
!(thing->flags & MF_NOBLOOD) &&
|
||
!(thing->flags2 & MF2_REFLECTIVE) &&
|
||
!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) &&
|
||
!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
|
||
(pr_checkthing() < 192))
|
||
{
|
||
P_BloodSplatter (tm.thing->x, tm.thing->y, tm.thing->z, thing);
|
||
}
|
||
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
|
||
{
|
||
P_TraceBleed (damage, thing, tm.thing);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
P_GiveBody (thing, -damage);
|
||
}
|
||
return false; // don't traverse any more
|
||
}
|
||
if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH) &&
|
||
(tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)))
|
||
{ // Push thing
|
||
if (thing->lastpush != tm.PushTime)
|
||
{
|
||
thing->velx += FixedMul(tm.thing->velx, thing->pushfactor);
|
||
thing->vely += FixedMul(tm.thing->vely, thing->pushfactor);
|
||
thing->lastpush = tm.PushTime;
|
||
}
|
||
}
|
||
solid = (thing->flags & MF_SOLID) &&
|
||
!(thing->flags & MF_NOCLIP) &&
|
||
((tm.thing->flags & MF_SOLID) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS));
|
||
|
||
// Check for special pickup
|
||
if ((thing->flags & MF_SPECIAL) && (tm.thing->flags & MF_PICKUP)
|
||
// [RH] The next condition is to compensate for the extra height
|
||
// that gets added by P_CheckPosition() so that you cannot pick
|
||
// up things that are above your true height.
|
||
&& thing->z < tm.thing->z + tm.thing->height - tm.thing->MaxStepHeight)
|
||
{ // Can be picked up by tmthing
|
||
P_TouchSpecialThing (thing, tm.thing); // can remove thing
|
||
}
|
||
|
||
// killough 3/16/98: Allow non-solid moving objects to move through solid
|
||
// ones, by allowing the moving thing (tmthing) to move if it's non-solid,
|
||
// despite another solid thing being in the way.
|
||
// killough 4/11/98: Treat no-clipping things as not blocking
|
||
|
||
return !solid || unblocking;
|
||
|
||
// return !(thing->flags & MF_SOLID); // old code -- killough
|
||
}
|
||
|
||
|
||
|
||
/*
|
||
===============================================================================
|
||
|
||
MOVEMENT CLIPPING
|
||
|
||
===============================================================================
|
||
*/
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_CheckPosition
|
||
// This is purely informative, nothing is modified
|
||
// (except things picked up and missile damage applied).
|
||
//
|
||
// in:
|
||
// a AActor (can be valid or invalid)
|
||
// a position to be checked
|
||
// (doesn't need to be related to the AActor->x,y)
|
||
//
|
||
// during:
|
||
// special things are touched if MF_PICKUP
|
||
// early out on solid lines?
|
||
//
|
||
// out:
|
||
// newsubsec
|
||
// floorz
|
||
// ceilingz
|
||
// tmdropoffz = the lowest point contacted (monsters won't move to a dropoff)
|
||
// speciallines[]
|
||
// numspeciallines
|
||
// AActor *BlockingMobj = pointer to thing that blocked position (NULL if not
|
||
// blocked, or blocked by a line).
|
||
//
|
||
//==========================================================================
|
||
|
||
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm)
|
||
{
|
||
sector_t *newsec;
|
||
AActor *thingblocker;
|
||
fixed_t realheight = thing->height;
|
||
|
||
tm.thing = thing;
|
||
|
||
tm.x = x;
|
||
tm.y = y;
|
||
|
||
newsec = P_PointInSector (x,y);
|
||
tm.ceilingline = thing->BlockingLine = NULL;
|
||
|
||
// The base floor / ceiling is from the subsector that contains the point.
|
||
// Any contacted lines the step closer together will adjust them.
|
||
tm.floorz = tm.dropoffz = newsec->floorplane.ZatPoint (x, y);
|
||
tm.ceilingz = newsec->ceilingplane.ZatPoint (x, y);
|
||
tm.floorpic = newsec->GetTexture(sector_t::floor);
|
||
tm.floorsector = newsec;
|
||
tm.ceilingpic = newsec->GetTexture(sector_t::ceiling);
|
||
tm.ceilingsector = newsec;
|
||
tm.touchmidtex = false;
|
||
tm.abovemidtex = false;
|
||
|
||
//Added by MC: Fill the tmsector.
|
||
tm.sector = newsec;
|
||
|
||
#ifdef _3DFLOORS
|
||
//Check 3D floors
|
||
if(newsec->e->XFloor.ffloors.Size())
|
||
{
|
||
F3DFloor* rover;
|
||
fixed_t delta1;
|
||
fixed_t delta2;
|
||
int thingtop = thing->z + (thing->height==0? 1:thing->height);
|
||
|
||
for(unsigned i=0;i<newsec->e->XFloor.ffloors.Size();i++)
|
||
{
|
||
rover = newsec->e->XFloor.ffloors[i];
|
||
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
||
|
||
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(x, y);
|
||
fixed_t ff_top=rover->top.plane->ZatPoint(x, y);
|
||
|
||
delta1 = thing->z - (ff_bottom + ((ff_top-ff_bottom)/2));
|
||
delta2 = thingtop - (ff_bottom + ((ff_top-ff_bottom)/2));
|
||
|
||
if(ff_top > tm.floorz && abs(delta1) < abs(delta2))
|
||
{
|
||
tm.floorz = tm.dropoffz = ff_top;
|
||
tm.floorpic = *rover->top.texture;
|
||
}
|
||
if(ff_bottom < tm.ceilingz && abs(delta1) >= abs(delta2))
|
||
{
|
||
tm.ceilingz = ff_bottom;
|
||
tm.ceilingpic = *rover->bottom.texture;
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
validcount++;
|
||
spechit.Clear ();
|
||
|
||
if ((thing->flags & MF_NOCLIP) && !(thing->flags & MF_SKULLFLY))
|
||
return true;
|
||
|
||
// Check things first, possibly picking things up.
|
||
thing->BlockingMobj = NULL;
|
||
thingblocker = NULL;
|
||
if (thing->player)
|
||
{ // [RH] Fake taller height to catch stepping up into things.
|
||
thing->height = realheight + thing->MaxStepHeight;
|
||
}
|
||
|
||
tm.stepthing = NULL;
|
||
FBoundingBox box(x, y, thing->radius);
|
||
|
||
{
|
||
FBlockThingsIterator it2(box);
|
||
AActor *th;
|
||
while ((th = it2.Next()))
|
||
{
|
||
if (!PIT_CheckThing(th, tm))
|
||
{ // [RH] If a thing can be stepped up on, we need to continue checking
|
||
// other things in the blocks and see if we hit something that is
|
||
// definitely blocking. Otherwise, we need to check the lines, or we
|
||
// could end up stuck inside a wall.
|
||
AActor *BlockingMobj = thing->BlockingMobj;
|
||
|
||
if (BlockingMobj == NULL || (i_compatflags & COMPATF_NO_PASSMOBJ))
|
||
{ // Thing slammed into something; don't let it move now.
|
||
thing->height = realheight;
|
||
return false;
|
||
}
|
||
else if (!BlockingMobj->player && !(thing->flags & (MF_FLOAT|MF_MISSILE|MF_SKULLFLY)) &&
|
||
BlockingMobj->z+BlockingMobj->height-thing->z <= thing->MaxStepHeight)
|
||
{
|
||
if (thingblocker == NULL ||
|
||
BlockingMobj->z > thingblocker->z)
|
||
{
|
||
thingblocker = BlockingMobj;
|
||
}
|
||
thing->BlockingMobj = NULL;
|
||
}
|
||
else if (thing->player &&
|
||
thing->z + thing->height - BlockingMobj->z <= thing->MaxStepHeight)
|
||
{
|
||
if (thingblocker)
|
||
{ // There is something to step up on. Return this thing as
|
||
// the blocker so that we don't step up.
|
||
thing->height = realheight;
|
||
return false;
|
||
}
|
||
// Nothing is blocking us, but this actor potentially could
|
||
// if there is something else to step on.
|
||
thing->BlockingMobj = NULL;
|
||
}
|
||
else
|
||
{ // Definitely blocking
|
||
thing->height = realheight;
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// check lines
|
||
|
||
// [RH] We need to increment validcount again, because a function above may
|
||
// have already set some lines to equal the current validcount.
|
||
//
|
||
// Specifically, when DehackedPickup spawns a new item in its TryPickup()
|
||
// function, that new actor will set the lines around it to match validcount
|
||
// when it links itself into the world. If we just leave validcount alone,
|
||
// that will give the player the freedom to walk through walls at will near
|
||
// a pickup they cannot get, because their validcount will prevent them from
|
||
// being considered for collision with the player.
|
||
validcount++;
|
||
|
||
thing->BlockingMobj = NULL;
|
||
thing->height = realheight;
|
||
if (thing->flags & MF_NOCLIP)
|
||
return (thing->BlockingMobj = thingblocker) == NULL;
|
||
|
||
FBlockLinesIterator it(box);
|
||
line_t *ld;
|
||
|
||
fixed_t thingdropoffz = tm.floorz;
|
||
//bool onthing = (thingdropoffz != tmdropoffz);
|
||
tm.floorz = tm.dropoffz;
|
||
|
||
bool good = true;
|
||
|
||
while ((ld = it.Next()))
|
||
{
|
||
good &= PIT_CheckLine(ld, box, tm);
|
||
}
|
||
if (!good)
|
||
{
|
||
return false;
|
||
}
|
||
if (tm.ceilingz - tm.floorz < thing->height)
|
||
{
|
||
return false;
|
||
}
|
||
if (tm.touchmidtex)
|
||
{
|
||
tm.dropoffz = tm.floorz;
|
||
}
|
||
else if (tm.stepthing != NULL)
|
||
{
|
||
tm.dropoffz = thingdropoffz;
|
||
}
|
||
|
||
return (thing->BlockingMobj = thingblocker) == NULL;
|
||
}
|
||
|
||
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
|
||
{
|
||
FCheckPosition tm;
|
||
return P_CheckPosition(thing, x, y, tm);
|
||
}
|
||
|
||
//----------------------------------------------------------------------------
|
||
//
|
||
// 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_CheckOnmobj(AActor *thing)
|
||
//
|
||
// Checks if the new Z position is legal
|
||
//=============================================================================
|
||
|
||
AActor *P_CheckOnmobj (AActor *thing)
|
||
{
|
||
fixed_t oldz;
|
||
bool good;
|
||
AActor *onmobj;
|
||
|
||
oldz = thing->z;
|
||
P_FakeZMovement (thing);
|
||
good = P_TestMobjZ (thing, false, &onmobj);
|
||
thing->z = oldz;
|
||
|
||
return good ? NULL : onmobj;
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_TestMobjZ
|
||
//
|
||
//=============================================================================
|
||
|
||
bool P_TestMobjZ (AActor *actor, bool quick, AActor **pOnmobj)
|
||
{
|
||
AActor *onmobj = NULL;
|
||
if (actor->flags & MF_NOCLIP)
|
||
{
|
||
if (pOnmobj) *pOnmobj = NULL;
|
||
return true;
|
||
}
|
||
|
||
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
|
||
AActor *thing;
|
||
|
||
while ((thing = it.Next()))
|
||
{
|
||
if (!thing->intersects(actor))
|
||
{
|
||
continue;
|
||
}
|
||
if ((actor->flags2 | thing->flags2) & MF2_THRUACTORS)
|
||
{
|
||
continue;
|
||
}
|
||
if ((actor->flags6 & MF6_THRUSPECIES) && (thing->GetSpecies() == actor->GetSpecies()))
|
||
{
|
||
continue;
|
||
}
|
||
if (!(thing->flags & MF_SOLID))
|
||
{ // Can't hit thing
|
||
continue;
|
||
}
|
||
if (thing->flags & (MF_SPECIAL|MF_NOCLIP))
|
||
{ // [RH] Specials and noclippers don't block moves
|
||
continue;
|
||
}
|
||
if (thing->flags & (MF_CORPSE))
|
||
{ // Corpses need a few more checks
|
||
if (!(actor->flags & MF_ICECORPSE))
|
||
continue;
|
||
}
|
||
if (!(thing->flags4 & MF4_ACTLIKEBRIDGE) && (actor->flags & MF_SPECIAL))
|
||
{ // [RH] Only bridges block pickup items
|
||
continue;
|
||
}
|
||
if (thing == actor)
|
||
{ // Don't clip against self
|
||
continue;
|
||
}
|
||
if (actor->z > thing->z+thing->height)
|
||
{ // over thing
|
||
continue;
|
||
}
|
||
else if (actor->z+actor->height <= thing->z)
|
||
{ // under thing
|
||
continue;
|
||
}
|
||
else if (!quick && onmobj != NULL && thing->z + thing->height < onmobj->z + onmobj->height)
|
||
{ // something higher is in the way
|
||
continue;
|
||
}
|
||
onmobj = thing;
|
||
if (quick) break;
|
||
}
|
||
|
||
if (pOnmobj) *pOnmobj = onmobj;
|
||
return onmobj == NULL;
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_FakeZMovement
|
||
//
|
||
// Fake the zmovement so that we can check if a move is legal
|
||
//=============================================================================
|
||
|
||
void P_FakeZMovement (AActor *mo)
|
||
{
|
||
//
|
||
// adjust height
|
||
//
|
||
mo->z += mo->velz;
|
||
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, bool windowcheck)
|
||
{
|
||
if (line->special && !(mobj->flags6 & MF6_NOTRIGGER))
|
||
{
|
||
if (windowcheck && line->backsector != NULL)
|
||
{ // Make sure this line actually blocks us and is not a window
|
||
// or similar construct we are standing inside of.
|
||
fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj->x, mobj->y);
|
||
fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj->x, mobj->y);
|
||
fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj->x, mobj->y);
|
||
fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj->x, mobj->y);
|
||
if (fzt >= mobj->z + mobj->height && bzt >= mobj->z + mobj->height &&
|
||
fzb <= mobj->z && bzb <= mobj->z)
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
if (mobj->flags2 & MF2_PUSHWALL)
|
||
{
|
||
P_ActivateLine (line, mobj, side, SPAC_Push);
|
||
}
|
||
else if (mobj->flags2 & MF2_IMPACT)
|
||
{
|
||
if ((level.flags2 & LEVEL2_MISSILESACTIVATEIMPACT) ||
|
||
!(mobj->flags & MF_MISSILE) ||
|
||
(mobj->target == NULL))
|
||
{
|
||
P_ActivateLine (line, mobj, side, SPAC_Impact);
|
||
}
|
||
else
|
||
{
|
||
P_ActivateLine (line, mobj->target, side, SPAC_Impact);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_TryMove
|
||
// Attempt to move to a new position,
|
||
// crossing special lines unless MF_TELEPORT is set.
|
||
//
|
||
//==========================================================================
|
||
|
||
bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
||
int dropoff, // killough 3/15/98: allow dropoff as option
|
||
const secplane_t *onfloor, // [RH] Let P_TryMove keep the thing on the floor
|
||
FCheckPosition &tm,
|
||
bool missileCheck) // [GZ] Fired missiles ignore the drop-off test
|
||
{
|
||
fixed_t oldx;
|
||
fixed_t oldy;
|
||
fixed_t oldz;
|
||
int side;
|
||
int oldside;
|
||
line_t* ld;
|
||
sector_t* oldsec = thing->Sector; // [RH] for sector actions
|
||
sector_t* newsec;
|
||
|
||
tm.floatok = false;
|
||
oldz = thing->z;
|
||
if (onfloor)
|
||
{
|
||
thing->z = onfloor->ZatPoint (x, y);
|
||
}
|
||
if (!P_CheckPosition (thing, x, y, tm))
|
||
{
|
||
AActor *BlockingMobj = thing->BlockingMobj;
|
||
// Solid wall or thing
|
||
if (!BlockingMobj || BlockingMobj->player || !thing->player)
|
||
{
|
||
goto pushline;
|
||
}
|
||
else
|
||
{
|
||
if (BlockingMobj->player || !thing->player)
|
||
{
|
||
goto pushline;
|
||
}
|
||
else if (BlockingMobj->z+BlockingMobj->height-thing->z
|
||
> thing->MaxStepHeight
|
||
|| (BlockingMobj->Sector->ceilingplane.ZatPoint (x, y)
|
||
- (BlockingMobj->z+BlockingMobj->height) < thing->height)
|
||
|| (tm.ceilingz-(BlockingMobj->z+BlockingMobj->height)
|
||
< thing->height))
|
||
{
|
||
goto pushline;
|
||
}
|
||
}
|
||
if (!(tm.thing->flags2 & MF2_PASSMOBJ) || (i_compatflags & COMPATF_NO_PASSMOBJ))
|
||
{
|
||
thing->z = oldz;
|
||
return false;
|
||
}
|
||
}
|
||
|
||
if (thing->flags3 & MF3_FLOORHUGGER)
|
||
{
|
||
thing->z = tm.floorz;
|
||
}
|
||
else if (thing->flags3 & MF3_CEILINGHUGGER)
|
||
{
|
||
thing->z = tm.ceilingz - thing->height;
|
||
}
|
||
|
||
if (onfloor && tm.floorsector == thing->floorsector)
|
||
{
|
||
thing->z = tm.floorz;
|
||
}
|
||
if (!(thing->flags & MF_NOCLIP))
|
||
{
|
||
if (tm.ceilingz - tm.floorz < thing->height)
|
||
{
|
||
goto pushline; // doesn't fit
|
||
}
|
||
|
||
tm.floatok = true;
|
||
|
||
if (!(thing->flags & MF_TELEPORT)
|
||
&& tm.ceilingz - thing->z < thing->height
|
||
&& !(thing->flags3 & MF3_CEILINGHUGGER)
|
||
&& (!(thing->flags2 & MF2_FLY) || !(thing->flags & MF_NOGRAVITY)))
|
||
{
|
||
goto pushline; // mobj must lower itself to fit
|
||
}
|
||
if (thing->flags2 & MF2_FLY && thing->flags & MF_NOGRAVITY)
|
||
{
|
||
#if 1
|
||
if (thing->z+thing->height > tm.ceilingz)
|
||
goto pushline;
|
||
#else
|
||
// When flying, slide up or down blocking lines until the actor
|
||
// is not blocked.
|
||
if (thing->z+thing->height > tm.ceilingz)
|
||
{
|
||
thing->velz = -8*FRACUNIT;
|
||
goto pushline;
|
||
}
|
||
else if (thing->z < tm.floorz && tm.floorz-tm.dropoffz > thing->MaxDropOffHeight)
|
||
{
|
||
thing->velz = 8*FRACUNIT;
|
||
goto pushline;
|
||
}
|
||
#endif
|
||
}
|
||
if (!(thing->flags & MF_TELEPORT) && !(thing->flags3 & MF3_FLOORHUGGER))
|
||
{
|
||
if (tm.floorz-thing->z > thing->MaxStepHeight)
|
||
{ // too big a step up
|
||
goto pushline;
|
||
}
|
||
else if ((thing->flags & MF_MISSILE)&& !(thing->flags6 && MF6_STEPMISSILE) && tm.floorz > thing->z)
|
||
{ // [RH] Don't let normal missiles climb steps
|
||
goto pushline;
|
||
}
|
||
else if (thing->z < tm.floorz)
|
||
{ // [RH] Check to make sure there's nothing in the way for the step up
|
||
fixed_t savedz = thing->z;
|
||
bool good;
|
||
thing->z = tm.floorz;
|
||
good = P_TestMobjZ (thing);
|
||
thing->z = savedz;
|
||
if (!good)
|
||
{
|
||
goto pushline;
|
||
}
|
||
}
|
||
}
|
||
|
||
// compatibility check: Doom originally did not allow monsters to cross dropoffs at all.
|
||
// If the compatibility flag is on, only allow this when the velocity comes from a scroller
|
||
if ((i_compatflags & COMPATF_CROSSDROPOFF) && !(thing->flags4 & MF4_SCROLLMOVE))
|
||
{
|
||
dropoff = false;
|
||
}
|
||
|
||
if (dropoff==2 && // large jump down (e.g. dogs)
|
||
(tm.floorz-tm.dropoffz > 128*FRACUNIT || thing->target == NULL || thing->target->z >tm.dropoffz))
|
||
{
|
||
dropoff = false;
|
||
}
|
||
|
||
|
||
// killough 3/15/98: Allow certain objects to drop off
|
||
if ((!dropoff && !(thing->flags & (MF_DROPOFF|MF_FLOAT|MF_MISSILE))) || (thing->flags5&MF5_NODROPOFF))
|
||
{
|
||
if (!(thing->flags5&MF5_AVOIDINGDROPOFF))
|
||
{
|
||
fixed_t floorz = tm.floorz;
|
||
// [RH] If the thing is standing on something, use its current z as the floorz.
|
||
// This is so that it does not walk off of things onto a drop off.
|
||
if (thing->flags2 & MF2_ONMOBJ)
|
||
{
|
||
floorz = MAX(thing->z, tm.floorz);
|
||
}
|
||
|
||
if (floorz - tm.dropoffz > thing->MaxDropOffHeight &&
|
||
!(thing->flags2 & MF2_BLASTED) && !missileCheck)
|
||
{ // Can't move over a dropoff unless it's been blasted
|
||
// [GZ] Or missile-spawned
|
||
thing->z = oldz;
|
||
return false;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// special logic to move a monster off a dropoff
|
||
// this intentionally does not check for standing on things.
|
||
if (thing->floorz - tm.floorz > thing->MaxDropOffHeight ||
|
||
thing->dropoffz - tm.dropoffz > thing->MaxDropOffHeight) return false;
|
||
}
|
||
}
|
||
if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
|
||
&& (tm.floorpic != thing->floorpic
|
||
|| tm.floorz - thing->z != 0))
|
||
{ // must stay within a sector of a certain floor type
|
||
thing->z = oldz;
|
||
return false;
|
||
}
|
||
|
||
//Added by MC: To prevent bot from getting into dangerous sectors.
|
||
if (thing->player && thing->player->isbot && thing->flags & MF_SHOOTABLE)
|
||
{
|
||
if (tm.sector != thing->Sector
|
||
&& bglobal.IsDangerous (tm.sector))
|
||
{
|
||
thing->player->prev = thing->player->dest;
|
||
thing->player->dest = NULL;
|
||
thing->velx = 0;
|
||
thing->vely = 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);
|
||
}
|
||
|
||
// Borrowed from MBF:
|
||
if (thing->BounceFlags & BOUNCE_MBF && // killough 8/13/98
|
||
!(thing->flags & (MF_MISSILE|MF_NOGRAVITY)) &&
|
||
!thing->IsSentient() && tm.floorz - thing->z > 16*FRACUNIT)
|
||
return false; // too big a step up for MBF bouncers under gravity
|
||
|
||
// the move is ok, so link the thing into its new position
|
||
thing->UnlinkFromWorld ();
|
||
|
||
oldx = thing->x;
|
||
oldy = thing->y;
|
||
thing->floorz = tm.floorz;
|
||
thing->ceilingz = tm.ceilingz;
|
||
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
|
||
thing->floorpic = tm.floorpic;
|
||
thing->floorsector = tm.floorsector;
|
||
thing->ceilingpic = tm.ceilingpic;
|
||
thing->ceilingsector = tm.ceilingsector;
|
||
thing->x = x;
|
||
thing->y = y;
|
||
|
||
thing->LinkToWorld ();
|
||
|
||
if (thing->flags2 & MF2_FLOORCLIP)
|
||
{
|
||
thing->AdjustFloorClip ();
|
||
}
|
||
|
||
// [RH] Don't activate anything if just predicting
|
||
if (thing->player && (thing->player->cheats & CF_PREDICTING))
|
||
{
|
||
return true;
|
||
}
|
||
|
||
// if any special lines were hit, do the effect
|
||
if (!(thing->flags & (MF_TELEPORT|MF_NOCLIP)))
|
||
{
|
||
while (spechit.Pop (ld))
|
||
{
|
||
// see if the line was crossed
|
||
side = P_PointOnLineSide (thing->x, thing->y, ld);
|
||
oldside = P_PointOnLineSide (oldx, oldy, ld);
|
||
if (side != oldside && ld->special && !(thing->flags6 & MF6_NOTRIGGER))
|
||
{
|
||
if (thing->player)
|
||
{
|
||
P_ActivateLine (ld, thing, oldside, SPAC_Cross);
|
||
}
|
||
else if (thing->flags2 & MF2_MCROSS)
|
||
{
|
||
P_ActivateLine (ld, thing, oldside, SPAC_MCross);
|
||
}
|
||
else if (thing->flags2 & MF2_PCROSS)
|
||
{
|
||
P_ActivateLine (ld, thing, oldside, SPAC_PCross);
|
||
}
|
||
else if ((ld->special == Teleport ||
|
||
ld->special == Teleport_NoFog ||
|
||
ld->special == Teleport_Line))
|
||
{ // [RH] Just a little hack for BOOM compatibility
|
||
P_ActivateLine (ld, thing, oldside, SPAC_MCross);
|
||
}
|
||
else
|
||
{
|
||
P_ActivateLine (ld, thing, oldside, SPAC_AnyCross);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// [RH] Check for crossing fake floor/ceiling
|
||
newsec = thing->Sector;
|
||
if (newsec->heightsec && oldsec->heightsec && newsec->SecActTarget)
|
||
{
|
||
const sector_t *hs = newsec->heightsec;
|
||
fixed_t eyez = thing->z + viewheight;
|
||
fixed_t fakez = hs->floorplane.ZatPoint (x, y);
|
||
|
||
if (!oldAboveFakeFloor && eyez > fakez)
|
||
{ // View went above fake floor
|
||
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesSurface);
|
||
}
|
||
else if (oldAboveFakeFloor && eyez <= fakez)
|
||
{ // View went below fake floor
|
||
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesDive);
|
||
}
|
||
|
||
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
|
||
{
|
||
fakez = hs->ceilingplane.ZatPoint (x, y);
|
||
if (!oldAboveFakeCeiling && eyez > fakez)
|
||
{ // View went above fake ceiling
|
||
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesAboveC);
|
||
}
|
||
else if (oldAboveFakeCeiling && eyez <= fakez)
|
||
{ // View went below fake ceiling
|
||
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesBelowC);
|
||
}
|
||
}
|
||
}
|
||
|
||
// [RH] If changing sectors, trigger transitions
|
||
if (oldsec != newsec)
|
||
{
|
||
if (oldsec->SecActTarget)
|
||
{
|
||
oldsec->SecActTarget->TriggerAction (thing, SECSPAC_Exit);
|
||
}
|
||
if (newsec->SecActTarget)
|
||
{
|
||
int act = SECSPAC_Enter;
|
||
if (thing->z <= newsec->floorplane.ZatPoint (thing->x, thing->y))
|
||
{
|
||
act |= SECSPAC_HitFloor;
|
||
}
|
||
if (thing->z + thing->height >= newsec->ceilingplane.ZatPoint (thing->x, thing->y))
|
||
{
|
||
act |= SECSPAC_HitCeiling;
|
||
}
|
||
if (newsec->heightsec &&
|
||
thing->z == newsec->heightsec->floorplane.ZatPoint (thing->x, thing->y))
|
||
{
|
||
act |= SECSPAC_HitFakeFloor;
|
||
}
|
||
newsec->SecActTarget->TriggerAction (thing, act);
|
||
}
|
||
}
|
||
return true;
|
||
|
||
pushline:
|
||
// [RH] Don't activate anything if just predicting
|
||
if (thing->player && (thing->player->cheats & CF_PREDICTING))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
thing->z = oldz;
|
||
if (!(thing->flags&(MF_TELEPORT|MF_NOCLIP)))
|
||
{
|
||
int numSpecHitTemp;
|
||
|
||
if (tm.thing->flags2 & MF2_BLASTED)
|
||
{
|
||
P_DamageMobj (tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
|
||
}
|
||
numSpecHitTemp = (int)spechit.Size ();
|
||
while (numSpecHitTemp > 0)
|
||
{
|
||
// see which lines were pushed
|
||
ld = spechit[--numSpecHitTemp];
|
||
side = P_PointOnLineSide (thing->x, thing->y, ld);
|
||
CheckForPushSpecial (ld, side, thing, true);
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
||
int dropoff, // killough 3/15/98: allow dropoff as option
|
||
const secplane_t *onfloor) // [RH] Let P_TryMove keep the thing on the floor
|
||
{
|
||
FCheckPosition tm;
|
||
return P_TryMove(thing, x, y, dropoff, onfloor, tm);
|
||
}
|
||
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_CheckMove
|
||
// Similar to P_TryMove but doesn't actually move the actor. Used for polyobject crushing
|
||
//
|
||
//==========================================================================
|
||
|
||
bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y)
|
||
{
|
||
FCheckPosition tm;
|
||
fixed_t newz = thing->z;
|
||
|
||
if (!P_CheckPosition (thing, x, y, tm))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if (thing->flags3 & MF3_FLOORHUGGER)
|
||
{
|
||
newz = tm.floorz;
|
||
}
|
||
else if (thing->flags3 & MF3_CEILINGHUGGER)
|
||
{
|
||
newz = tm.ceilingz - thing->height;
|
||
}
|
||
|
||
if (!(thing->flags & MF_NOCLIP))
|
||
{
|
||
if (tm.ceilingz - tm.floorz < thing->height)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if (!(thing->flags & MF_TELEPORT)
|
||
&& tm.ceilingz - newz < thing->height
|
||
&& !(thing->flags3 & MF3_CEILINGHUGGER)
|
||
&& (!(thing->flags2 & MF2_FLY) || !(thing->flags & MF_NOGRAVITY)))
|
||
{
|
||
return false;
|
||
}
|
||
if (thing->flags2 & MF2_FLY && thing->flags & MF_NOGRAVITY)
|
||
{
|
||
if (thing->z+thing->height > tm.ceilingz)
|
||
return false;
|
||
}
|
||
if (!(thing->flags & MF_TELEPORT) && !(thing->flags3 & MF3_FLOORHUGGER))
|
||
{
|
||
if (tm.floorz-newz > thing->MaxStepHeight)
|
||
{ // too big a step up
|
||
return false;
|
||
}
|
||
else if ((thing->flags & MF_MISSILE) && !(thing->flags6 && MF6_STEPMISSILE) && tm.floorz > newz)
|
||
{ // [RH] Don't let normal missiles climb steps
|
||
return false;
|
||
}
|
||
else if (newz < tm.floorz)
|
||
{ // [RH] Check to make sure there's nothing in the way for the step up
|
||
fixed_t savedz = thing->z;
|
||
thing->z = newz = tm.floorz;
|
||
bool good = P_TestMobjZ (thing);
|
||
thing->z = savedz;
|
||
if (!good)
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
|
||
&& (tm.floorpic != thing->floorpic
|
||
|| tm.floorz - newz != 0))
|
||
{ // must stay within a sector of a certain floor type
|
||
return false;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// SLIDE MOVE
|
||
// Allows the player to slide along any angled walls.
|
||
//
|
||
//==========================================================================
|
||
|
||
struct FSlide
|
||
{
|
||
fixed_t bestslidefrac;
|
||
fixed_t secondslidefrac;
|
||
|
||
line_t* bestslideline;
|
||
line_t* secondslideline;
|
||
|
||
AActor* slidemo;
|
||
|
||
fixed_t tmxmove;
|
||
fixed_t tmymove;
|
||
|
||
void HitSlideLine(line_t *ld);
|
||
void SlideTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
|
||
void SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps);
|
||
|
||
// The bouncing code uses the same data structure
|
||
bool BounceTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
|
||
bool BounceWall (AActor *mo);
|
||
};
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_HitSlideLine
|
||
// Adjusts the xmove / ymove
|
||
// so that the next move will slide along the wall.
|
||
// If the floor is icy, then you can bounce off a wall. // phares
|
||
//
|
||
//==========================================================================
|
||
|
||
void FSlide::HitSlideLine (line_t* ld)
|
||
{
|
||
int side;
|
||
|
||
angle_t lineangle;
|
||
angle_t moveangle;
|
||
angle_t deltaangle;
|
||
|
||
fixed_t movelen;
|
||
bool icyfloor; // is floor icy? // phares
|
||
// |
|
||
// Under icy conditions, if the angle of approach to the wall // V
|
||
// is more than 45 degrees, then you'll bounce and lose half
|
||
// your velocity. 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 velocity
|
||
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 velocity
|
||
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
|
||
// Doom's original algorithm here does not work well due to imprecisions of the sine table.
|
||
// However, keep it active if the wallrunning compatibility flag is on
|
||
if (i_compatflags & COMPATF_WALLRUN)
|
||
{
|
||
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;
|
||
}
|
||
}
|
||
} // phares
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// PTR_SlideTraverse
|
||
//
|
||
//==========================================================================
|
||
|
||
void FSlide::SlideTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
|
||
{
|
||
FLineOpening open;
|
||
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES);
|
||
intercept_t *in;
|
||
|
||
while ((in = it.Next()))
|
||
{
|
||
line_t* li;
|
||
|
||
if (!in->isaline)
|
||
{
|
||
// should never happen
|
||
Printf ("PTR_SlideTraverse: not a line?");
|
||
continue;
|
||
}
|
||
|
||
li = in->d.line;
|
||
|
||
if ( !(li->flags & ML_TWOSIDED) || !li->backsector )
|
||
{
|
||
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
|
||
{
|
||
// don't hit the back side
|
||
continue;
|
||
}
|
||
goto isblocking;
|
||
}
|
||
if (li->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
|
||
{
|
||
goto isblocking;
|
||
}
|
||
if (li->flags & ML_BLOCK_PLAYERS && slidemo->player != NULL)
|
||
{
|
||
goto isblocking;
|
||
}
|
||
if (li->flags & ML_BLOCKMONSTERS && !((slidemo->flags3 & MF3_NOBLOCKMONST)
|
||
|| ((i_compatflags & COMPATF_NOBLOCKFRIENDS) && (slidemo->flags & MF_FRIENDLY))))
|
||
{
|
||
goto isblocking;
|
||
}
|
||
|
||
// set openrange, opentop, openbottom
|
||
P_LineOpening (open, slidemo, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
||
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
|
||
|
||
if (open.range < slidemo->height)
|
||
goto isblocking; // doesn't fit
|
||
|
||
if (open.top - slidemo->z < slidemo->height)
|
||
goto isblocking; // mobj is too high
|
||
|
||
if (open.bottom - slidemo->z > slidemo->MaxStepHeight)
|
||
{
|
||
goto isblocking; // too big a step up
|
||
}
|
||
else if (slidemo->z < open.bottom)
|
||
{ // [RH] Check to make sure there's nothing in the way for the step up
|
||
fixed_t savedz = slidemo->z;
|
||
slidemo->z = open.bottom;
|
||
bool good = P_TestMobjZ (slidemo);
|
||
slidemo->z = savedz;
|
||
if (!good)
|
||
{
|
||
goto isblocking;
|
||
}
|
||
}
|
||
|
||
// this line doesn't block movement
|
||
continue;
|
||
|
||
// the line does block movement,
|
||
// see if it is closer than best so far
|
||
isblocking:
|
||
if (in->frac < bestslidefrac)
|
||
{
|
||
secondslidefrac = bestslidefrac;
|
||
secondslideline = bestslideline;
|
||
bestslidefrac = in->frac;
|
||
bestslideline = li;
|
||
}
|
||
|
||
return; // stop
|
||
}
|
||
}
|
||
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_SlideMove
|
||
//
|
||
// The velx / vely move is bad, so try to slide along a wall.
|
||
//
|
||
// Find the first line hit, move flush to it, and slide along it
|
||
//
|
||
// This is a kludgy mess.
|
||
//
|
||
//==========================================================================
|
||
|
||
void FSlide::SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
|
||
{
|
||
fixed_t leadx, leady;
|
||
fixed_t trailx, traily;
|
||
fixed_t newx, newy;
|
||
fixed_t xmove, ymove;
|
||
const secplane_t * walkplane;
|
||
int hitcount;
|
||
|
||
hitcount = 3;
|
||
slidemo = mo;
|
||
|
||
if (mo->player && mo->player->mo == mo && mo->reactiontime > 0)
|
||
return; // player coming right out of a teleporter.
|
||
|
||
retry:
|
||
if (!--hitcount)
|
||
goto stairstep; // don't loop forever
|
||
|
||
// trace along the three leading corners
|
||
if (tryx > 0)
|
||
{
|
||
leadx = mo->x + mo->radius;
|
||
trailx = mo->x - mo->radius;
|
||
}
|
||
else
|
||
{
|
||
leadx = mo->x - mo->radius;
|
||
trailx = mo->x + mo->radius;
|
||
}
|
||
|
||
if (tryy > 0)
|
||
{
|
||
leady = mo->y + mo->radius;
|
||
traily = mo->y - mo->radius;
|
||
}
|
||
else
|
||
{
|
||
leady = mo->y - mo->radius;
|
||
traily = mo->y + mo->radius;
|
||
}
|
||
|
||
bestslidefrac = FRACUNIT+1;
|
||
|
||
SlideTraverse (leadx, leady, leadx+tryx, leady+tryy);
|
||
SlideTraverse (trailx, leady, trailx+tryx, leady+tryy);
|
||
SlideTraverse (leadx, traily, leadx+tryx, traily+tryy);
|
||
|
||
// move up to the wall
|
||
if (bestslidefrac == FRACUNIT+1)
|
||
{
|
||
// the move must have hit the middle, so stairstep
|
||
stairstep:
|
||
// killough 3/15/98: Allow objects to drop off ledges
|
||
xmove = 0, ymove = tryy;
|
||
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
|
||
if (!P_TryMove (mo, mo->x + xmove, mo->y + ymove, true, walkplane))
|
||
{
|
||
xmove = tryx, ymove = 0;
|
||
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
|
||
P_TryMove (mo, mo->x + xmove, mo->y + ymove, true, walkplane);
|
||
}
|
||
return;
|
||
}
|
||
|
||
// fudge a bit to make sure it doesn't hit
|
||
bestslidefrac -= FRACUNIT/32;
|
||
if (bestslidefrac > 0)
|
||
{
|
||
newx = FixedMul (tryx, bestslidefrac);
|
||
newy = FixedMul (tryy, bestslidefrac);
|
||
|
||
// killough 3/15/98: Allow objects to drop off ledges
|
||
if (!P_TryMove (mo, mo->x+newx, mo->y+newy, true))
|
||
goto stairstep;
|
||
}
|
||
|
||
// Now continue along the wall.
|
||
bestslidefrac = FRACUNIT - (bestslidefrac + FRACUNIT/32); // remainder
|
||
if (bestslidefrac > FRACUNIT)
|
||
bestslidefrac = FRACUNIT;
|
||
else if (bestslidefrac <= 0)
|
||
return;
|
||
|
||
tryx = tmxmove = FixedMul (tryx, bestslidefrac);
|
||
tryy = tmymove = FixedMul (tryy, bestslidefrac);
|
||
|
||
HitSlideLine (bestslideline); // clip the moves
|
||
|
||
mo->velx = tmxmove * numsteps;
|
||
mo->vely = 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->velx) > abs(mo->velx))
|
||
mo->player->velx = mo->velx;
|
||
if (abs(mo->player->vely) > abs(mo->vely))
|
||
mo->player->vely = mo->vely;
|
||
}
|
||
|
||
walkplane = P_CheckSlopeWalk (mo, tmxmove, tmymove);
|
||
|
||
// killough 3/15/98: Allow objects to drop off ledges
|
||
if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove, true, walkplane))
|
||
{
|
||
goto retry;
|
||
}
|
||
}
|
||
|
||
void P_SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
|
||
{
|
||
FSlide slide;
|
||
slide.SlideMove(mo, tryx, tryy, numsteps);
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// P_CheckSlopeWalk
|
||
//
|
||
//============================================================================
|
||
|
||
const secplane_t * P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
|
||
{
|
||
static secplane_t copyplane;
|
||
if (actor->flags & MF_NOGRAVITY)
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
const secplane_t *plane = &actor->floorsector->floorplane;
|
||
fixed_t planezhere = plane->ZatPoint (actor->x, actor->y);
|
||
|
||
#ifdef _3DFLOORS
|
||
for(unsigned int i=0;i<actor->floorsector->e->XFloor.ffloors.Size();i++)
|
||
{
|
||
F3DFloor * rover= actor->floorsector->e->XFloor.ffloors[i];
|
||
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
||
|
||
fixed_t thisplanez = rover->top.plane->ZatPoint(actor->x, actor->y);
|
||
|
||
if (thisplanez>planezhere && thisplanez<=actor->z + actor->MaxStepHeight)
|
||
{
|
||
copyplane = *rover->top.plane;
|
||
if (copyplane.c<0) copyplane.FlipVert();
|
||
plane = ©plane;
|
||
planezhere=thisplanez;
|
||
}
|
||
}
|
||
|
||
if (actor->floorsector != actor->Sector)
|
||
{
|
||
for(unsigned int i=0;i<actor->Sector->e->XFloor.ffloors.Size();i++)
|
||
{
|
||
F3DFloor * rover= actor->Sector->e->XFloor.ffloors[i];
|
||
if(!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
||
|
||
fixed_t thisplanez = rover->top.plane->ZatPoint(actor->x, actor->y);
|
||
|
||
if (thisplanez>planezhere && thisplanez<=actor->z + actor->MaxStepHeight)
|
||
{
|
||
copyplane = *rover->top.plane;
|
||
if (copyplane.c<0) copyplane.FlipVert();
|
||
plane = ©plane;
|
||
planezhere=thisplanez;
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
if (actor->floorsector != actor->Sector)
|
||
{
|
||
// this additional check prevents sliding on sloped dropoffs
|
||
if (planezhere>actor->floorz+4*FRACUNIT)
|
||
return NULL;
|
||
}
|
||
|
||
if (actor->z - planezhere > FRACUNIT)
|
||
{ // not on floor
|
||
return NULL;
|
||
}
|
||
|
||
if ((plane->a | plane->b) != 0)
|
||
{
|
||
fixed_t destx, desty;
|
||
fixed_t t;
|
||
|
||
destx = actor->x + xmove;
|
||
desty = actor->y + ymove;
|
||
t = TMulScale16 (plane->a, destx, plane->b, desty, plane->c, actor->z) + plane->d;
|
||
if (t < 0)
|
||
{ // Desired location is behind (below) the plane
|
||
// (i.e. Walking up the plane)
|
||
if (plane->c < STEEPSLOPE)
|
||
{ // Can't climb up slopes of ~45 degrees or more
|
||
if (actor->flags & MF_NOCLIP)
|
||
{
|
||
return (actor->floorsector == actor->Sector) ? plane : NULL;
|
||
}
|
||
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->velx = plane->a * 2;
|
||
ymove = actor->vely = plane->b * 2;
|
||
}
|
||
return (actor->floorsector == actor->Sector) ? plane : NULL;
|
||
}
|
||
}
|
||
// Slide the desired location along the plane's normal
|
||
// so that it lies on the plane's surface
|
||
destx -= FixedMul (plane->a, t);
|
||
desty -= FixedMul (plane->b, t);
|
||
xmove = destx - actor->x;
|
||
ymove = desty - actor->y;
|
||
return (actor->floorsector == actor->Sector) ? plane : NULL;
|
||
}
|
||
else if (t > 0)
|
||
{ // Desired location is in front of (above) the plane
|
||
if (planezhere == actor->z)
|
||
{ // Actor's current spot is on/in the plane, so walk down it
|
||
// Same principle as walking up, except reversed
|
||
destx += FixedMul (plane->a, t);
|
||
desty += FixedMul (plane->b, t);
|
||
xmove = destx - actor->x;
|
||
ymove = desty - actor->y;
|
||
return (actor->floorsector == actor->Sector) ? plane : NULL;
|
||
}
|
||
}
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// PTR_BounceTraverse
|
||
//
|
||
//============================================================================
|
||
|
||
bool FSlide::BounceTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
|
||
{
|
||
FLineOpening open;
|
||
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES);
|
||
intercept_t *in;
|
||
|
||
while ((in = it.Next()))
|
||
{
|
||
|
||
line_t *li;
|
||
|
||
if (!in->isaline)
|
||
{
|
||
Printf ("PTR_BounceTraverse: not a line?");
|
||
continue;
|
||
}
|
||
|
||
li = in->d.line;
|
||
assert(((size_t)li - (size_t)lines) % sizeof(line_t) == 0);
|
||
if (li->flags & ML_BLOCKEVERYTHING)
|
||
{
|
||
goto bounceblocking;
|
||
}
|
||
if (!(li->flags&ML_TWOSIDED) || !li->backsector)
|
||
{
|
||
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
|
||
continue; // don't hit the back side
|
||
goto bounceblocking;
|
||
}
|
||
|
||
|
||
P_LineOpening (open, slidemo, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
||
it.Trace().y + FixedMul (it.Trace().dy, in->frac)); // set openrange, opentop, openbottom
|
||
if (open.range < slidemo->height)
|
||
goto bounceblocking; // doesn't fit
|
||
|
||
if (open.top - slidemo->z < slidemo->height)
|
||
goto bounceblocking; // mobj is too high
|
||
|
||
if (open.bottom > slidemo->z)
|
||
goto bounceblocking; // mobj is too low
|
||
|
||
continue; // this line doesn't block movement
|
||
|
||
// the line does block movement, see if it is closer than best so far
|
||
bounceblocking:
|
||
if (in->frac < bestslidefrac)
|
||
{
|
||
secondslidefrac = bestslidefrac;
|
||
secondslideline = bestslideline;
|
||
bestslidefrac = in->frac;
|
||
bestslideline = li;
|
||
}
|
||
return false; // stop
|
||
}
|
||
return true;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// P_BounceWall
|
||
//
|
||
//============================================================================
|
||
|
||
bool FSlide::BounceWall (AActor *mo)
|
||
{
|
||
fixed_t leadx, leady;
|
||
int side;
|
||
angle_t lineangle, moveangle, deltaangle;
|
||
fixed_t movelen;
|
||
line_t *line;
|
||
|
||
if (!(mo->BounceFlags & BOUNCE_Walls))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
slidemo = mo;
|
||
//
|
||
// trace along the three leading corners
|
||
//
|
||
if (mo->velx > 0)
|
||
{
|
||
leadx = mo->x+mo->radius;
|
||
}
|
||
else
|
||
{
|
||
leadx = mo->x-mo->radius;
|
||
}
|
||
if (mo->vely > 0)
|
||
{
|
||
leady = mo->y+mo->radius;
|
||
}
|
||
else
|
||
{
|
||
leady = mo->y-mo->radius;
|
||
}
|
||
bestslidefrac = FRACUNIT+1;
|
||
bestslideline = mo->BlockingLine;
|
||
if (BounceTraverse(leadx, leady, leadx+mo->velx, leady+mo->vely) && mo->BlockingLine == NULL)
|
||
{ // Could not find a wall, so bounce off the floor/ceiling instead.
|
||
fixed_t floordist = mo->z - mo->floorz;
|
||
fixed_t ceildist = mo->ceilingz - mo->z;
|
||
if (floordist <= ceildist)
|
||
{
|
||
mo->FloorBounceMissile (mo->Sector->floorplane);
|
||
return true;
|
||
}
|
||
else
|
||
{
|
||
mo->FloorBounceMissile (mo->Sector->ceilingplane);
|
||
return true;
|
||
}
|
||
}
|
||
line = bestslideline;
|
||
|
||
if (line->special == Line_Horizon)
|
||
{
|
||
mo->SeeSound = 0; // it might make a sound otherwise
|
||
mo->Destroy();
|
||
return true;
|
||
}
|
||
|
||
// The amount of bounces is limited
|
||
if (mo->bouncecount>0 && --mo->bouncecount==0)
|
||
{
|
||
if (mo->flags & MF_MISSILE)
|
||
P_ExplodeMissile(mo, line, NULL);
|
||
else
|
||
mo->Die(NULL, NULL);
|
||
return true;
|
||
}
|
||
|
||
side = P_PointOnLineSide (mo->x, mo->y, line);
|
||
lineangle = R_PointToAngle2 (0, 0, line->dx, line->dy);
|
||
if (side == 1)
|
||
{
|
||
lineangle += ANG180;
|
||
}
|
||
moveangle = R_PointToAngle2 (0, 0, mo->velx, mo->vely);
|
||
deltaangle = (2*lineangle)-moveangle;
|
||
mo->angle = deltaangle;
|
||
|
||
lineangle >>= ANGLETOFINESHIFT;
|
||
deltaangle >>= ANGLETOFINESHIFT;
|
||
|
||
movelen = fixed_t(sqrt(double(mo->velx)*mo->velx + double(mo->vely)*mo->vely));
|
||
movelen = FixedMul(movelen, mo->wallbouncefactor);
|
||
|
||
FBoundingBox box(mo->x, mo->y, mo->radius);
|
||
if (box.BoxOnLineSide (line) == -1)
|
||
{
|
||
mo->SetOrigin (mo->x + FixedMul(mo->radius,
|
||
finecosine[deltaangle]), mo->y + FixedMul(mo->radius, finesine[deltaangle]), mo->z);
|
||
}
|
||
if (movelen < FRACUNIT)
|
||
{
|
||
movelen = 2*FRACUNIT;
|
||
}
|
||
mo->velx = FixedMul(movelen, finecosine[deltaangle]);
|
||
mo->vely = FixedMul(movelen, finesine[deltaangle]);
|
||
return true;
|
||
}
|
||
|
||
bool P_BounceWall (AActor *mo)
|
||
{
|
||
FSlide slide;
|
||
return slide.BounceWall(mo);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
extern FRandom pr_bounce;
|
||
bool P_BounceActor (AActor *mo, AActor * BlockingMobj)
|
||
{
|
||
if (mo && BlockingMobj && ((mo->BounceFlags & BOUNCE_AllActors)
|
||
|| ((mo->flags & MF_MISSILE) && (BlockingMobj->flags2 & MF2_REFLECTIVE))
|
||
|| ((BlockingMobj->player == NULL) && (!(BlockingMobj->flags3 & MF3_ISMONSTER)))
|
||
))
|
||
{
|
||
fixed_t speed;
|
||
angle_t angle = R_PointToAngle2 (BlockingMobj->x,
|
||
BlockingMobj->y, mo->x, mo->y) + ANGLE_1*((pr_bounce()%16)-8);
|
||
speed = P_AproxDistance (mo->velx, mo->vely);
|
||
speed = FixedMul (speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent
|
||
mo->angle = angle;
|
||
angle >>= ANGLETOFINESHIFT;
|
||
mo->velx = FixedMul (speed, finecosine[angle]);
|
||
mo->vely = FixedMul (speed, finesine[angle]);
|
||
mo->PlayBounceSound(true);
|
||
return true;
|
||
}
|
||
else return false;
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// Aiming
|
||
//
|
||
//============================================================================
|
||
|
||
struct aim_t
|
||
{
|
||
fixed_t aimpitch;
|
||
fixed_t attackrange;
|
||
fixed_t shootz; // Height if not aiming up or down
|
||
AActor* shootthing;
|
||
AActor* friender; // actor to check friendliness again
|
||
|
||
fixed_t toppitch, bottompitch;
|
||
AActor * linetarget;
|
||
AActor * thing_friend, * thing_other;
|
||
angle_t pitch_friend, pitch_other;
|
||
int flags;
|
||
#ifdef _3DFLOORS
|
||
sector_t * lastsector;
|
||
secplane_t * lastfloorplane;
|
||
secplane_t * lastceilingplane;
|
||
|
||
bool crossedffloors;
|
||
|
||
bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in);
|
||
#endif
|
||
|
||
void AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target=NULL);
|
||
|
||
};
|
||
|
||
#ifdef _3DFLOORS
|
||
//============================================================================
|
||
//
|
||
// AimTraverse3DFloors
|
||
//
|
||
//============================================================================
|
||
bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
|
||
{
|
||
sector_t * nextsector;
|
||
secplane_t * nexttopplane, * nextbottomplane;
|
||
line_t * li=in->d.line;
|
||
|
||
nextsector=NULL;
|
||
nexttopplane=nextbottomplane=NULL;
|
||
|
||
if (li->backsector == NULL) return true; // shouldn't really happen but crashed once for me...
|
||
if (li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
|
||
{
|
||
int frontflag;
|
||
F3DFloor* rover;
|
||
int highpitch, lowpitch;
|
||
|
||
fixed_t trX = trace.x + FixedMul (trace.dx, in->frac);
|
||
fixed_t trY = trace.y + FixedMul (trace.dy, in->frac);
|
||
fixed_t dist = FixedMul (attackrange, in->frac);
|
||
|
||
|
||
int dir = aimpitch < 0 ? 1 : aimpitch > 0 ? -1 : 0;
|
||
|
||
frontflag = P_PointOnLineSide(shootthing->x, shootthing->y, li);
|
||
|
||
// 3D floor check. This is not 100% accurate but normally sufficient when
|
||
// combined with a final sight check
|
||
for(int i=1;i<=2;i++)
|
||
{
|
||
sector_t * s=i==1? li->frontsector:li->backsector;
|
||
|
||
for(unsigned k=0;k<s->e->XFloor.ffloors.Size();k++)
|
||
{
|
||
crossedffloors=true;
|
||
rover=s->e->XFloor.ffloors[k];
|
||
|
||
if((rover->flags & FF_SHOOTTHROUGH) || !(rover->flags & FF_EXISTS)) continue;
|
||
|
||
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(trX, trY);
|
||
fixed_t ff_top=rover->top.plane->ZatPoint(trX, trY);
|
||
|
||
|
||
highpitch = -(int)R_PointToAngle2 (0, shootz, dist, ff_top);
|
||
lowpitch = -(int)R_PointToAngle2 (0, shootz, dist, ff_bottom);
|
||
|
||
if (highpitch<=toppitch)
|
||
{
|
||
// blocks completely
|
||
if (lowpitch>=bottompitch) return false;
|
||
// blocks upper edge of view
|
||
if (lowpitch>toppitch)
|
||
{
|
||
toppitch=lowpitch;
|
||
if (frontflag!=i-1)
|
||
{
|
||
nexttopplane=rover->bottom.plane;
|
||
}
|
||
}
|
||
}
|
||
else if (lowpitch>=bottompitch)
|
||
{
|
||
// blocks lower edge of view
|
||
if (highpitch<bottompitch)
|
||
{
|
||
bottompitch=highpitch;
|
||
if (frontflag!=i-1)
|
||
{
|
||
nextbottomplane=rover->top.plane;
|
||
}
|
||
}
|
||
}
|
||
// trace is leaving a sector with a 3d-floor
|
||
|
||
if (frontflag==i-1)
|
||
{
|
||
if (s==lastsector)
|
||
{
|
||
// upper slope intersects with this 3d-floor
|
||
if (rover->bottom.plane==lastceilingplane && lowpitch > toppitch)
|
||
{
|
||
toppitch=lowpitch;
|
||
}
|
||
// lower slope intersects with this 3d-floor
|
||
if (rover->top.plane==lastfloorplane && highpitch < bottompitch)
|
||
{
|
||
bottompitch=highpitch;
|
||
}
|
||
}
|
||
}
|
||
if (toppitch >= bottompitch) return false; // stop
|
||
}
|
||
}
|
||
}
|
||
|
||
lastsector=nextsector;
|
||
lastceilingplane=nexttopplane;
|
||
lastfloorplane=nextbottomplane;
|
||
return true;
|
||
}
|
||
#endif
|
||
|
||
//============================================================================
|
||
//
|
||
// PTR_AimTraverse
|
||
// Sets linetaget and aimpitch when a target is aimed at.
|
||
//
|
||
//============================================================================
|
||
|
||
void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target)
|
||
{
|
||
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES|PT_ADDTHINGS|PT_COMPATIBLE);
|
||
intercept_t *in;
|
||
|
||
while ((in = it.Next()))
|
||
{
|
||
line_t* li;
|
||
AActor* th;
|
||
fixed_t pitch;
|
||
fixed_t thingtoppitch;
|
||
fixed_t thingbottompitch;
|
||
fixed_t dist;
|
||
int thingpitch;
|
||
|
||
if (in->isaline)
|
||
{
|
||
li = in->d.line;
|
||
|
||
if ( !(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING) )
|
||
return; // stop
|
||
|
||
// Crosses a two sided line.
|
||
// A two sided line will restrict the possible target ranges.
|
||
FLineOpening open;
|
||
P_LineOpening (open, NULL, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
||
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
|
||
|
||
if (open.bottom >= open.top)
|
||
return; // stop
|
||
|
||
dist = FixedMul (attackrange, in->frac);
|
||
|
||
pitch = -(int)R_PointToAngle2 (0, shootz, dist, open.bottom);
|
||
if (pitch < bottompitch)
|
||
bottompitch = pitch;
|
||
|
||
pitch = -(int)R_PointToAngle2 (0, shootz, dist, open.top);
|
||
if (pitch > toppitch)
|
||
toppitch = pitch;
|
||
|
||
if (toppitch >= bottompitch)
|
||
return; // stop
|
||
|
||
#ifdef _3DFLOORS
|
||
if (!AimTraverse3DFloors(it.Trace(), in)) return;
|
||
#endif
|
||
continue; // shot continues
|
||
}
|
||
|
||
// shoot a thing
|
||
th = in->d.thing;
|
||
if (th == shootthing)
|
||
continue; // can't shoot self
|
||
|
||
if (target != NULL && th != target)
|
||
continue; // only care about target, and you're not it
|
||
|
||
// If we want to start a conversation anything that has one should be
|
||
// found, regardless of other settings.
|
||
if (!(flags & ALF_CHECKCONVERSATION) || th->Conversation == NULL)
|
||
{
|
||
if (!(flags & ALF_CHECKNONSHOOTABLE)) // For info CCMD, ignore stuff about GHOST and SHOOTABLE flags
|
||
{
|
||
if (!(th->flags&MF_SHOOTABLE))
|
||
continue; // corpse or something
|
||
|
||
// check for physical attacks on a ghost
|
||
if ((th->flags3 & MF3_GHOST) &&
|
||
shootthing->player && // [RH] Be sure shootthing is a player
|
||
shootthing->player->ReadyWeapon &&
|
||
(shootthing->player->ReadyWeapon->flags2 & MF2_THRUGHOST))
|
||
{
|
||
continue;
|
||
}
|
||
}
|
||
}
|
||
dist = FixedMul (attackrange, in->frac);
|
||
|
||
#ifdef _3DFLOORS
|
||
// we must do one last check whether the trace has crossed a 3D floor
|
||
if (lastsector==th->Sector && th->Sector->e->XFloor.ffloors.Size())
|
||
{
|
||
if (lastceilingplane)
|
||
{
|
||
fixed_t ff_top=lastceilingplane->ZatPoint(th->x, th->y);
|
||
fixed_t pitch = -(int)R_PointToAngle2 (0, shootz, dist, ff_top);
|
||
// upper slope intersects with this 3d-floor
|
||
if (pitch > toppitch)
|
||
{
|
||
toppitch=pitch;
|
||
}
|
||
}
|
||
if (lastfloorplane)
|
||
{
|
||
fixed_t ff_bottom=lastfloorplane->ZatPoint(th->x, th->y);
|
||
fixed_t pitch = -(int)R_PointToAngle2 (0, shootz, dist, ff_bottom);
|
||
// lower slope intersects with this 3d-floor
|
||
if (pitch < bottompitch)
|
||
{
|
||
bottompitch=pitch;
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
// check angles to see if the thing can be aimed at
|
||
|
||
thingtoppitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z + th->height);
|
||
|
||
if (thingtoppitch > bottompitch)
|
||
continue; // shot over the thing
|
||
|
||
thingbottompitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z);
|
||
|
||
if (thingbottompitch < toppitch)
|
||
continue; // shot under the thing
|
||
|
||
#ifdef _3DFLOORS
|
||
if (crossedffloors)
|
||
{
|
||
// if 3D floors were in the way do an extra visibility check for safety
|
||
if (!P_CheckSight(shootthing, th, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
|
||
{
|
||
// the thing can't be seen so we can safely exclude its range from our aiming field
|
||
if (thingtoppitch<toppitch)
|
||
{
|
||
if (thingbottompitch>toppitch) toppitch=thingbottompitch;
|
||
}
|
||
else if (thingbottompitch>bottompitch)
|
||
{
|
||
if (thingtoppitch<bottompitch) bottompitch=thingtoppitch;
|
||
}
|
||
if (toppitch < bottompitch) continue;
|
||
else return;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
// this thing can be hit!
|
||
if (thingtoppitch < toppitch)
|
||
thingtoppitch = toppitch;
|
||
|
||
if (thingbottompitch > bottompitch)
|
||
thingbottompitch = bottompitch;
|
||
|
||
thingpitch = thingtoppitch/2 + thingbottompitch/2;
|
||
|
||
if (flags & ALF_CHECK3D)
|
||
{
|
||
// We need to do a 3D distance check here because this is nearly always used in
|
||
// combination with P_LineAttack. P_LineAttack uses 3D distance but FPathTraverse
|
||
// only 2D. This causes some problems with Hexen's weapons that use different
|
||
// attack modes based on distance to target
|
||
fixed_t cosine = finecosine[thingpitch >> ANGLETOFINESHIFT];
|
||
if (cosine != 0)
|
||
{
|
||
fixed_t d3 = FixedDiv( FixedMul( P_AproxDistance(it.Trace().dx, it.Trace().dy), in->frac), cosine);
|
||
if (d3 > attackrange)
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
if ((flags & ALF_NOFRIENDS) && th->IsFriend(friender))
|
||
{
|
||
continue;
|
||
}
|
||
else if (sv_smartaim != 0 && !(flags & ALF_FORCENOSMART))
|
||
{
|
||
// try to be a little smarter about what to aim at!
|
||
// In particular avoid autoaiming at friends and barrels.
|
||
if (th->IsFriend(friender))
|
||
{
|
||
if (sv_smartaim < 2)
|
||
{
|
||
// friends don't aim at friends (except players), at least not first
|
||
thing_friend = th;
|
||
pitch_friend = thingpitch;
|
||
}
|
||
}
|
||
else if (!(th->flags3 & MF3_ISMONSTER) && th->player == NULL)
|
||
{
|
||
if (sv_smartaim < 3)
|
||
{
|
||
// don't autoaim at barrels and other shootable stuff unless no monsters have been found
|
||
thing_other = th;
|
||
pitch_other = thingpitch;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
linetarget = th;
|
||
aimpitch = thingpitch;
|
||
return;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
linetarget = th;
|
||
aimpitch = thingpitch;
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
//============================================================================
|
||
//
|
||
// P_AimLineAttack
|
||
//
|
||
//============================================================================
|
||
|
||
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange,
|
||
int flags, AActor *target, AActor *friender)
|
||
{
|
||
fixed_t x2;
|
||
fixed_t y2;
|
||
aim_t aim;
|
||
|
||
angle >>= ANGLETOFINESHIFT;
|
||
aim.flags = flags;
|
||
aim.shootthing = t1;
|
||
aim.friender = (friender == NULL) ? t1 : friender;
|
||
|
||
x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
|
||
y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
|
||
aim.shootz = t1->z + (t1->height>>1) - t1->floorclip;
|
||
if (t1->player != NULL)
|
||
{
|
||
aim.shootz += FixedMul (t1->player->mo->AttackZOffset, t1->player->crouchfactor);
|
||
}
|
||
else
|
||
{
|
||
aim.shootz += 8*FRACUNIT;
|
||
}
|
||
|
||
// can't shoot outside view angles
|
||
if (vrange == 0)
|
||
{
|
||
if (t1->player == NULL || !level.IsFreelookAllowed())
|
||
{
|
||
vrange = ANGLE_1*35;
|
||
}
|
||
else
|
||
{
|
||
// [BB] Disable autoaim on weapons with WIF_NOAUTOAIM.
|
||
AWeapon *weapon = t1->player->ReadyWeapon;
|
||
if ( weapon && (weapon->WeaponFlags & WIF_NOAUTOAIM) )
|
||
{
|
||
vrange = ANGLE_1/2;
|
||
}
|
||
else
|
||
{
|
||
// 35 degrees is approximately what Doom used. You cannot have a
|
||
// vrange of 0 degrees, because then toppitch and bottompitch will
|
||
// be equal, and PTR_AimTraverse will never find anything to shoot at
|
||
// if it crosses a line.
|
||
vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
|
||
}
|
||
}
|
||
}
|
||
aim.toppitch = t1->pitch - vrange;
|
||
aim.bottompitch = t1->pitch + vrange;
|
||
|
||
aim.attackrange = distance;
|
||
aim.linetarget = NULL;
|
||
|
||
// for smart aiming
|
||
aim.thing_friend=aim.thing_other=NULL;
|
||
|
||
// Information for tracking crossed 3D floors
|
||
aim.aimpitch=t1->pitch;
|
||
|
||
#ifdef _3DFLOORS
|
||
aim.crossedffloors=t1->Sector->e->XFloor.ffloors.Size()!=0;
|
||
aim.lastsector=t1->Sector;
|
||
aim.lastfloorplane=aim.lastceilingplane=NULL;
|
||
|
||
// set initial 3d-floor info
|
||
for(unsigned i=0;i<t1->Sector->e->XFloor.ffloors.Size();i++)
|
||
{
|
||
F3DFloor * rover=t1->Sector->e->XFloor.ffloors[i];
|
||
fixed_t bottomz=rover->bottom.plane->ZatPoint(t1->x, t1->y);
|
||
|
||
if (bottomz>=t1->z+t1->height) aim.lastceilingplane=rover->bottom.plane;
|
||
|
||
bottomz=rover->top.plane->ZatPoint(t1->x, t1->y);
|
||
if (bottomz<=t1->z) aim.lastfloorplane=rover->top.plane;
|
||
}
|
||
#endif
|
||
|
||
aim.AimTraverse (t1->x, t1->y, x2, y2, target);
|
||
|
||
if (!aim.linetarget)
|
||
{
|
||
if (aim.thing_other)
|
||
{
|
||
aim.linetarget = aim.thing_other;
|
||
aim.aimpitch = aim.pitch_other;
|
||
}
|
||
else if (aim.thing_friend)
|
||
{
|
||
aim.linetarget = aim.thing_friend;
|
||
aim.aimpitch = aim.pitch_friend;
|
||
}
|
||
}
|
||
if (pLineTarget)
|
||
{
|
||
*pLineTarget = aim.linetarget;
|
||
}
|
||
return aim.linetarget ? aim.aimpitch : t1->pitch;
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
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;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_LineAttack
|
||
//
|
||
// if damage == 0, it is just a test trace that will leave linetarget set
|
||
//
|
||
//==========================================================================
|
||
|
||
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
||
int pitch, int damage, FName damageType, const PClass *pufftype, bool ismeleeattack, AActor **victim)
|
||
{
|
||
fixed_t vx, vy, vz, shootz;
|
||
FTraceResults trace;
|
||
angle_t srcangle = angle;
|
||
int srcpitch = pitch;
|
||
bool hitGhosts;
|
||
bool killPuff = false;
|
||
AActor *puff = NULL;
|
||
int flags = ismeleeattack? PF_MELEERANGE : 0;
|
||
|
||
if (victim != NULL)
|
||
{
|
||
*victim = NULL;
|
||
}
|
||
|
||
angle >>= ANGLETOFINESHIFT;
|
||
pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
|
||
|
||
vx = FixedMul (finecosine[pitch], finecosine[angle]);
|
||
vy = FixedMul (finecosine[pitch], finesine[angle]);
|
||
vz = -finesine[pitch];
|
||
|
||
shootz = t1->z - t1->floorclip + (t1->height>>1);
|
||
if (t1->player != NULL)
|
||
{
|
||
shootz += FixedMul (t1->player->mo->AttackZOffset, t1->player->crouchfactor);
|
||
}
|
||
else
|
||
{
|
||
shootz += 8*FRACUNIT;
|
||
}
|
||
|
||
// We need to check the defaults of the replacement here
|
||
AActor *puffDefaults = GetDefaultByType(pufftype->GetReplacement());
|
||
|
||
hitGhosts = (t1->player != NULL &&
|
||
t1->player->ReadyWeapon != NULL &&
|
||
(t1->player->ReadyWeapon->flags2 & MF2_THRUGHOST)) ||
|
||
(puffDefaults && (puffDefaults->flags2 & MF2_THRUGHOST));
|
||
|
||
// if the puff uses a non-standard damage type this will override default and melee damage type.
|
||
// All other explicitly passed damage types (currenty only MDK) will be preserved.
|
||
if ((damageType == NAME_None || damageType == NAME_Melee) && puffDefaults->DamageType != NAME_None)
|
||
{
|
||
damageType = puffDefaults->DamageType;
|
||
}
|
||
|
||
int tflags;
|
||
if (puffDefaults != NULL && puffDefaults->flags6 & MF6_NOTRIGGER) tflags = TRACE_NoSky;
|
||
else tflags = TRACE_NoSky|TRACE_Impact;
|
||
|
||
if (!Trace (t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
|
||
MF_SHOOTABLE, ML_BLOCKEVERYTHING, t1, trace,
|
||
tflags, hitGhosts ? CheckForGhost : CheckForSpectral))
|
||
{ // hit nothing
|
||
if (puffDefaults == NULL)
|
||
{
|
||
}
|
||
else if (puffDefaults->ActiveSound)
|
||
{ // Play miss sound
|
||
S_Sound (t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
|
||
}
|
||
if (puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||
{ // Spawn the puff anyway
|
||
puff = P_SpawnPuff (t1, pufftype, trace.X, trace.Y, trace.Z, angle - ANG180, 2, flags);
|
||
}
|
||
else
|
||
{
|
||
return NULL;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
fixed_t hitx = 0, hity = 0, hitz = 0;
|
||
|
||
if (trace.HitType != TRACE_HitActor)
|
||
{
|
||
// position a bit closer for puffs
|
||
if (trace.HitType != TRACE_HitWall || trace.Line->special != Line_Horizon)
|
||
{
|
||
fixed_t closer = trace.Distance - 4*FRACUNIT;
|
||
puff = P_SpawnPuff (t1, pufftype, t1->x + FixedMul (vx, closer),
|
||
t1->y + FixedMul (vy, closer),
|
||
shootz + FixedMul (vz, closer), angle - ANG90, 0, flags);
|
||
}
|
||
|
||
// [RH] Spawn a decal
|
||
if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon)
|
||
{
|
||
// [TN] If the actor or weapon has a decal defined, use that one.
|
||
if(t1->DecalGenerator != NULL ||
|
||
(t1->player != NULL && t1->player->ReadyWeapon != NULL && t1->player->ReadyWeapon->DecalGenerator != NULL))
|
||
{
|
||
SpawnShootDecal (t1, trace);
|
||
}
|
||
|
||
// Else, look if the bulletpuff has a decal defined.
|
||
else if(puff != NULL && puff->DecalGenerator)
|
||
{
|
||
SpawnShootDecal (puff, trace);
|
||
}
|
||
|
||
else
|
||
{
|
||
SpawnShootDecal (t1, trace);
|
||
}
|
||
}
|
||
else if (puff != NULL &&
|
||
trace.CrossedWater == NULL &&
|
||
trace.Sector->heightsec == NULL &&
|
||
trace.HitType == TRACE_HitFloor)
|
||
{
|
||
// Using the puff's position is not accurate enough.
|
||
// Instead make it splash at the actual hit position
|
||
hitx = t1->x + FixedMul (vx, trace.Distance);
|
||
hity = t1->y + FixedMul (vy, trace.Distance);
|
||
hitz = shootz + FixedMul (vz, trace.Distance);
|
||
P_HitWater (puff, P_PointInSector(hitx, hity), hitx, hity, hitz);
|
||
}
|
||
}
|
||
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
|
||
fixed_t dist = trace.Distance;
|
||
// position a bit closer for puffs/blood if using compatibility mode.
|
||
if (i_compatflags & COMPATF_HITSCAN) dist -= 10*FRACUNIT;
|
||
hitx = t1->x + FixedMul (vx, dist);
|
||
hity = t1->y + FixedMul (vy, dist);
|
||
hitz = shootz + FixedMul (vz, dist);
|
||
|
||
// Spawn bullet puffs or blood spots, depending on target type.
|
||
if ((puffDefaults->flags3 & MF3_PUFFONACTORS) ||
|
||
(trace.Actor->flags & MF_NOBLOOD) ||
|
||
(trace.Actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
|
||
{
|
||
if (!(trace.Actor->flags & MF_NOBLOOD))
|
||
flags |= PF_HITTHINGBLEED;
|
||
|
||
// We must pass the unreplaced puff type here
|
||
puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING);
|
||
}
|
||
if (!(puffDefaults->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);
|
||
}
|
||
}
|
||
|
||
// Allow puffs to inflict poison damage, so that hitscans can poison, too.
|
||
if (puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN)
|
||
{
|
||
P_PoisonMobj(trace.Actor, puff ? puff : t1, t1, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
|
||
}
|
||
|
||
// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
|
||
// Note: The puff may not yet be spawned here so we must check the class defaults, not the actor.
|
||
if (damage || (puffDefaults->flags6 & MF6_FORCEPAIN))
|
||
{
|
||
int dmgflags = DMG_INFLICTOR_IS_PUFF;
|
||
// Allow MF5_PIERCEARMOR on a weapon as well.
|
||
if (t1->player != NULL && t1->player->ReadyWeapon != NULL &&
|
||
t1->player->ReadyWeapon->flags5 & MF5_PIERCEARMOR)
|
||
{
|
||
dmgflags |= DMG_NO_ARMOR;
|
||
}
|
||
|
||
if (puff == NULL)
|
||
{
|
||
// Since the puff is the damage inflictor we need it here
|
||
// regardless of whether it is displayed or not.
|
||
puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING|PF_TEMPORARY);
|
||
killPuff = true;
|
||
}
|
||
P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, dmgflags);
|
||
}
|
||
if (victim != NULL)
|
||
{
|
||
*victim = trace.Actor;
|
||
}
|
||
}
|
||
if (trace.Crossed3DWater || trace.CrossedWater)
|
||
{
|
||
|
||
if (puff == NULL)
|
||
{ // Spawn puff just to get a mass for the splash
|
||
puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING|PF_TEMPORARY);
|
||
killPuff = true;
|
||
}
|
||
SpawnDeepSplash (t1, trace, puff, vx, vy, vz, shootz, trace.Crossed3DWater != NULL);
|
||
}
|
||
}
|
||
if (killPuff && puff != NULL)
|
||
{
|
||
puff->Destroy();
|
||
puff = NULL;
|
||
}
|
||
return puff;
|
||
}
|
||
|
||
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
|
||
int pitch, int damage, FName damageType, FName pufftype, bool ismeleeattack, AActor **victim)
|
||
{
|
||
const PClass * type = PClass::FindClass(pufftype);
|
||
if (victim != NULL)
|
||
{
|
||
*victim = NULL;
|
||
}
|
||
if (type == NULL)
|
||
{
|
||
Printf("Attempt to spawn unknown actor type '%s'\n", pufftype.GetChars());
|
||
}
|
||
else
|
||
{
|
||
return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, ismeleeattack, victim);
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, angle_t angle, int pitch)
|
||
{
|
||
if (!cl_bloodsplats)
|
||
return;
|
||
|
||
const char *bloodType = "BloodSplat";
|
||
int count;
|
||
int noise;
|
||
|
||
if ((actor->flags & MF_NOBLOOD) ||
|
||
(actor->flags5 & MF5_NOBLOODDECALS) ||
|
||
(actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) ||
|
||
(actor->player && actor->player->cheats & CF_GODMODE))
|
||
{
|
||
return;
|
||
}
|
||
if (damage < 15)
|
||
{ // For low damages, there is a chance to not spray blood at all
|
||
if (damage <= 10)
|
||
{
|
||
if (pr_tracebleed() < 160)
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
count = 1;
|
||
noise = 18;
|
||
}
|
||
else if (damage < 25)
|
||
{
|
||
count = 2;
|
||
noise = 19;
|
||
}
|
||
else
|
||
{ // For high damages, there is a chance to spray just one big glob of blood
|
||
if (pr_tracebleed() < 24)
|
||
{
|
||
bloodType = "BloodSmear";
|
||
count = 1;
|
||
noise = 20;
|
||
}
|
||
else
|
||
{
|
||
count = 3;
|
||
noise = 20;
|
||
}
|
||
}
|
||
|
||
for (; count; --count)
|
||
{
|
||
FTraceResults bleedtrace;
|
||
|
||
angle_t bleedang = (angle + ((pr_tracebleed()-128) << noise)) >> ANGLETOFINESHIFT;
|
||
angle_t bleedpitch = (angle_t)(pitch + ((pr_tracebleed()-128) << noise)) >> ANGLETOFINESHIFT;
|
||
fixed_t vx = FixedMul (finecosine[bleedpitch], finecosine[bleedang]);
|
||
fixed_t vy = FixedMul (finecosine[bleedpitch], finesine[bleedang]);
|
||
fixed_t vz = -finesine[bleedpitch];
|
||
|
||
if (Trace (x, y, z, actor->Sector,
|
||
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, actor,
|
||
bleedtrace, TRACE_NoSky))
|
||
{
|
||
if (bleedtrace.HitType == TRACE_HitWall)
|
||
{
|
||
PalEntry bloodcolor = actor->GetBloodColor();
|
||
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,
|
||
bleedtrace.Line->sidedef[bleedtrace.Side],
|
||
bleedtrace.ffloor,
|
||
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->velz != 0)
|
||
{
|
||
double aim;
|
||
|
||
aim = atan ((double)missile->velz / (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)
|
||
{
|
||
if (target != NULL)
|
||
{
|
||
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;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
static bool ProcessNoPierceRailHit (FTraceResults &res)
|
||
{
|
||
if (res.HitType != TRACE_HitActor)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// Invulnerable things completely block the shot
|
||
if (res.Actor->flags2 & MF2_INVULNERABLE)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// Only process the first hit
|
||
SRailHit newhit;
|
||
newhit.HitActor = res.Actor;
|
||
newhit.Distance = res.Distance - 10*FRACUNIT; // put blood in front
|
||
RailHits.Push (newhit);
|
||
|
||
return false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, bool silent, const PClass *puffclass, bool pierce, angle_t angleoffset, angle_t pitchoffset)
|
||
{
|
||
fixed_t vx, vy, vz;
|
||
angle_t angle, pitch;
|
||
fixed_t x1, y1;
|
||
FVector3 start, end;
|
||
FTraceResults trace;
|
||
fixed_t shootz;
|
||
|
||
if (puffclass == NULL) puffclass = PClass::FindClass(NAME_BulletPuff);
|
||
|
||
pitch = ((angle_t)(-source->pitch) + pitchoffset) >> ANGLETOFINESHIFT;
|
||
angle = (source->angle + angleoffset) >> ANGLETOFINESHIFT;
|
||
|
||
vx = FixedMul (finecosine[pitch], finecosine[angle]);
|
||
vy = FixedMul (finecosine[pitch], finesine[angle]);
|
||
vz = finesine[pitch];
|
||
|
||
x1 = source->x;
|
||
y1 = source->y;
|
||
|
||
shootz = source->z - source->floorclip + (source->height >> 1);
|
||
|
||
if (source->player != NULL)
|
||
{
|
||
shootz += FixedMul (source->player->mo->AttackZOffset, source->player->crouchfactor);
|
||
}
|
||
else
|
||
{
|
||
shootz += 8*FRACUNIT;
|
||
}
|
||
|
||
angle = ((source->angle + angleoffset) - ANG90) >> ANGLETOFINESHIFT;
|
||
x1 += offset*finecosine[angle];
|
||
y1 += offset*finesine[angle];
|
||
|
||
RailHits.Clear ();
|
||
start.X = FIXED2FLOAT(x1);
|
||
start.Y = FIXED2FLOAT(y1);
|
||
start.Z = FIXED2FLOAT(shootz);
|
||
|
||
int flags;
|
||
|
||
AActor *puffDefaults = puffclass == NULL?
|
||
NULL : GetDefaultByType (puffclass->GetReplacement());
|
||
|
||
if (puffDefaults != NULL && puffDefaults->flags6 & MF6_NOTRIGGER) flags = 0;
|
||
else flags = TRACE_PCross|TRACE_Impact;
|
||
|
||
if (pierce)
|
||
{
|
||
Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
|
||
8192*FRACUNIT, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
|
||
flags, ProcessRailHit);
|
||
}
|
||
else
|
||
{
|
||
Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
|
||
8192*FRACUNIT, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
|
||
flags, ProcessNoPierceRailHit);
|
||
}
|
||
|
||
// Hurt anything the trace hit
|
||
unsigned int i;
|
||
FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
|
||
|
||
// used as damage inflictor
|
||
AActor *thepuff = NULL;
|
||
|
||
if (puffclass != NULL) thepuff = Spawn (puffclass, source->x, source->y, source->z, ALLOW_REPLACE);
|
||
|
||
for (i = 0; i < RailHits.Size (); i++)
|
||
{
|
||
fixed_t x, y, z;
|
||
bool spawnpuff;
|
||
|
||
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)))
|
||
{
|
||
spawnpuff = puffclass != NULL;
|
||
}
|
||
else
|
||
{
|
||
spawnpuff = (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF);
|
||
P_SpawnBlood (x, y, z, (source->angle + angleoffset) - ANG180, damage, RailHits[i].HitActor);
|
||
P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
|
||
}
|
||
if (spawnpuff) P_SpawnPuff (source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, PF_HITTHING);
|
||
|
||
if (puffDefaults && puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN)
|
||
P_PoisonMobj(RailHits[i].HitActor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
|
||
|
||
P_DamageMobj (RailHits[i].HitActor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
|
||
}
|
||
|
||
// Spawn a decal or puff at the point where the trace ended.
|
||
if (trace.HitType == TRACE_HitWall)
|
||
{
|
||
SpawnShootDecal (source, trace);
|
||
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
||
{
|
||
P_SpawnPuff (source, puffclass, trace.X, trace.Y, trace.Z, (source->angle + angleoffset) - ANG90, 1, 0);
|
||
}
|
||
|
||
}
|
||
if (trace.HitType == TRACE_HitFloor &&
|
||
trace.CrossedWater == NULL &&
|
||
trace.Sector->heightsec == NULL)
|
||
{
|
||
if (thepuff != NULL)
|
||
{
|
||
thepuff->SetOrigin(trace.X, trace.Y, trace.Z);
|
||
P_HitWater (thepuff, trace.Sector);
|
||
}
|
||
}
|
||
if (trace.Crossed3DWater || trace.CrossedWater)
|
||
{
|
||
if (thepuff != NULL)
|
||
{
|
||
SpawnDeepSplash (source, trace, thepuff, vx, vy, vz, shootz, trace.Crossed3DWater != NULL);
|
||
}
|
||
}
|
||
thepuff->Destroy ();
|
||
|
||
// Draw the slug's trail.
|
||
end.X = FIXED2FLOAT(trace.X);
|
||
end.Y = FIXED2FLOAT(trace.Y);
|
||
end.Z = FIXED2FLOAT(trace.Z);
|
||
P_DrawRailTrail (source, start, end, color1, color2, maxdiff, silent);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// [RH] P_AimCamera
|
||
//
|
||
//==========================================================================
|
||
|
||
CVAR (Float, chase_height, -8.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||
CVAR (Float, chase_dist, 90.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||
|
||
void P_AimCamera (AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &CameraZ, sector_t *&CameraSector)
|
||
{
|
||
fixed_t distance = (fixed_t)(chase_dist * FRACUNIT);
|
||
angle_t angle = (t1->angle - ANG180) >> ANGLETOFINESHIFT;
|
||
angle_t pitch = (angle_t)(t1->pitch) >> ANGLETOFINESHIFT;
|
||
FTraceResults trace;
|
||
fixed_t vx, vy, vz, sz;
|
||
|
||
vx = FixedMul (finecosine[pitch], finecosine[angle]);
|
||
vy = FixedMul (finecosine[pitch], finesine[angle]);
|
||
vz = finesine[pitch];
|
||
|
||
sz = t1->z - t1->floorclip + t1->height + (fixed_t)(chase_height * FRACUNIT);
|
||
|
||
if (Trace (t1->x, t1->y, sz, t1->Sector,
|
||
vx, vy, vz, distance, 0, 0, NULL, trace) &&
|
||
trace.Distance > 10*FRACUNIT)
|
||
{
|
||
// Position camera slightly in front of hit thing
|
||
fixed_t dist = trace.Distance - 5*FRACUNIT;
|
||
CameraX = t1->x + FixedMul (vx, dist);
|
||
CameraY = t1->y + FixedMul (vy, dist);
|
||
CameraZ = sz + FixedMul (vz, dist);
|
||
}
|
||
else
|
||
{
|
||
CameraX = trace.X;
|
||
CameraY = trace.Y;
|
||
CameraZ = trace.Z;
|
||
}
|
||
CameraSector = trace.Sector;
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_TalkFacing
|
||
//
|
||
// Looks for something within 5.625 degrees left or right of the player
|
||
// to talk to.
|
||
//
|
||
//==========================================================================
|
||
|
||
bool P_TalkFacing(AActor *player)
|
||
{
|
||
AActor *linetarget;
|
||
|
||
P_AimLineAttack(player, player->angle, TALKRANGE, &linetarget, ANGLE_1*35, ALF_FORCENOSMART|ALF_CHECKCONVERSATION);
|
||
if (linetarget == NULL)
|
||
{
|
||
P_AimLineAttack(player, player->angle + (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1*35, ALF_FORCENOSMART|ALF_CHECKCONVERSATION);
|
||
if (linetarget == NULL)
|
||
{
|
||
P_AimLineAttack(player, player->angle - (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1*35, ALF_FORCENOSMART|ALF_CHECKCONVERSATION);
|
||
if (linetarget == NULL)
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
// Dead things can't talk.
|
||
if (linetarget->health <= 0)
|
||
{
|
||
return false;
|
||
}
|
||
// Fighting things don't talk either.
|
||
if (linetarget->flags4 & MF4_INCOMBAT)
|
||
{
|
||
return false;
|
||
}
|
||
if (linetarget->Conversation != NULL)
|
||
{
|
||
// Give the NPC a chance to play a brief animation
|
||
linetarget->ConversationAnimation (0);
|
||
P_StartConversation (linetarget, player, true, true);
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// USE LINES
|
||
//
|
||
//==========================================================================
|
||
|
||
bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline)
|
||
{
|
||
FPathTraverse it(usething->x, usething->y, endx, endy, PT_ADDLINES|PT_ADDTHINGS);
|
||
intercept_t *in;
|
||
|
||
while ((in = it.Next()))
|
||
{
|
||
// [RH] Check for things to talk with or use a puzzle item on
|
||
if (!in->isaline)
|
||
{
|
||
if (usething == in->d.thing)
|
||
continue;
|
||
// Check thing
|
||
|
||
// Check for puzzle item use or USESPECIAL flag
|
||
// Extended to use the same activationtype mechanism as BUMPSPECIAL does
|
||
if (in->d.thing->flags5 & MF5_USESPECIAL || in->d.thing->special == UsePuzzleItem)
|
||
{
|
||
if (P_ActivateThingSpecial(in->d.thing, usething))
|
||
return true;
|
||
}
|
||
continue;
|
||
}
|
||
|
||
FLineOpening open;
|
||
if (in->d.line->special == 0 || !(in->d.line->activation & (SPAC_Use|SPAC_UseThrough|SPAC_UseBack)))
|
||
{
|
||
blocked:
|
||
if (in->d.line->flags & (ML_BLOCKEVERYTHING|ML_BLOCKUSE))
|
||
{
|
||
open.range = 0;
|
||
}
|
||
else
|
||
{
|
||
P_LineOpening (open, NULL, in->d.line, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
||
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
|
||
}
|
||
if (open.range <= 0 ||
|
||
(in->d.line->special != 0 && (i_compatflags & COMPATF_USEBLOCKING)))
|
||
{
|
||
// [RH] Give sector a chance to intercept the use
|
||
|
||
sector_t * sec;
|
||
|
||
sec = usething->Sector;
|
||
|
||
if (sec->SecActTarget && sec->SecActTarget->TriggerAction (usething, SECSPAC_Use))
|
||
{
|
||
return true;
|
||
}
|
||
|
||
sec = P_PointOnLineSide(usething->x, usething->y, in->d.line) == 0?
|
||
in->d.line->frontsector : in->d.line->backsector;
|
||
|
||
if (sec != NULL && sec->SecActTarget &&
|
||
sec->SecActTarget->TriggerAction (usething, SECSPAC_UseWall))
|
||
{
|
||
return true;
|
||
}
|
||
|
||
if (usething->player)
|
||
{
|
||
S_Sound (usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
|
||
}
|
||
return true; // can't use through a wall
|
||
}
|
||
foundline = true;
|
||
continue; // not a special line, but keep checking
|
||
}
|
||
|
||
if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
|
||
{
|
||
if (!(in->d.line->activation & SPAC_UseBack))
|
||
{
|
||
// [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
|
||
}
|
||
else
|
||
{
|
||
P_ActivateLine (in->d.line, usething, 1, SPAC_UseBack);
|
||
return true;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ((in->d.line->activation & (SPAC_Use|SPAC_UseThrough|SPAC_UseBack)) == SPAC_UseBack)
|
||
{
|
||
goto blocked; // Line cannot be used from front side so treat it as a non-trigger line
|
||
}
|
||
|
||
P_ActivateLine (in->d.line, usething, 0, SPAC_Use);
|
||
|
||
//WAS can't use more than one special line in a row
|
||
//jff 3/21/98 NOW multiple use allowed with enabling line flag
|
||
//[RH] And now I've changed it again. If the line is of type
|
||
// SPAC_USE, then it eats the use. Everything else passes
|
||
// it through, including SPAC_USETHROUGH.
|
||
if (i_compatflags & COMPATF_USEBLOCKING)
|
||
{
|
||
if (in->d.line->activation & SPAC_UseThrough) continue;
|
||
else return true;
|
||
}
|
||
else
|
||
{
|
||
if (!(in->d.line->activation & SPAC_Use)) continue;
|
||
else return true;
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Returns false if a "oof" sound should be made because of a blocking
|
||
// linedef. Makes 2s middles which are impassable, as well as 2s uppers
|
||
// and lowers which block the player, cause the sound effect when the
|
||
// player tries to activate them. Specials are excluded, although it is
|
||
// assumed that all special linedefs within reach have been considered
|
||
// and rejected already (see P_UseLines).
|
||
//
|
||
// by Lee Killough
|
||
//
|
||
//==========================================================================
|
||
|
||
bool P_NoWayTraverse (AActor *usething, fixed_t endx, fixed_t endy)
|
||
{
|
||
FPathTraverse it(usething->x, usething->y, endx, endy, PT_ADDLINES);
|
||
intercept_t *in;
|
||
|
||
while ((in = it.Next()))
|
||
{
|
||
line_t *ld = in->d.line;
|
||
FLineOpening open;
|
||
|
||
// [GrafZahl] de-obfuscated. Was I the only one who was unable to make sense out of
|
||
// this convoluted mess?
|
||
if (ld->special) continue;
|
||
if (ld->flags&(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)) return true;
|
||
P_LineOpening(open, NULL, ld, it.Trace().x+FixedMul(it.Trace().dx, in->frac),
|
||
it.Trace().y+FixedMul(it.Trace().dy, in->frac));
|
||
if (open.range <= 0 ||
|
||
open.bottom > usething->z + usething->MaxStepHeight ||
|
||
open.top < usething->z + usething->height) return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_UseLines
|
||
//
|
||
// Looks for special lines in front of the player to activate
|
||
//
|
||
//==========================================================================
|
||
|
||
void P_UseLines (player_t *player)
|
||
{
|
||
angle_t angle;
|
||
fixed_t x1, y1;
|
||
bool foundline;
|
||
|
||
foundline = false;
|
||
|
||
angle = player->mo->angle >> ANGLETOFINESHIFT;
|
||
x1 = player->mo->x + (USERANGE>>FRACBITS)*finecosine[angle];
|
||
y1 = player->mo->y + (USERANGE>>FRACBITS)*finesine[angle];
|
||
|
||
// old code:
|
||
//
|
||
// P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
|
||
//
|
||
// This added test makes the "oof" sound work on 2s lines -- killough:
|
||
|
||
if (!P_UseTraverse (player->mo, x1, y1, foundline))
|
||
{ // [RH] Give sector a chance to eat the use
|
||
sector_t *sec = player->mo->Sector;
|
||
int spac = SECSPAC_Use;
|
||
if (foundline) spac |= SECSPAC_UseWall;
|
||
if ((!sec->SecActTarget || !sec->SecActTarget->TriggerAction (player->mo, spac)) &&
|
||
P_NoWayTraverse (player->mo, x1, y1))
|
||
{
|
||
S_Sound (player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_UsePuzzleItem
|
||
//
|
||
// Returns true if the puzzle item was used on a line or a thing.
|
||
//
|
||
//==========================================================================
|
||
|
||
bool P_UsePuzzleItem (AActor *PuzzleItemUser, int PuzzleItemType)
|
||
{
|
||
int angle;
|
||
fixed_t x1, y1, x2, y2;
|
||
|
||
angle = PuzzleItemUser->angle>>ANGLETOFINESHIFT;
|
||
x1 = PuzzleItemUser->x;
|
||
y1 = PuzzleItemUser->y;
|
||
x2 = x1+(USERANGE>>FRACBITS)*finecosine[angle];
|
||
y2 = y1+(USERANGE>>FRACBITS)*finesine[angle];
|
||
|
||
FPathTraverse it(x1, y1, x2, y2, PT_ADDLINES|PT_ADDTHINGS);
|
||
intercept_t *in;
|
||
|
||
while ((in = it.Next()))
|
||
{
|
||
AActor *mobj;
|
||
FLineOpening open;
|
||
|
||
if (in->isaline)
|
||
{ // Check line
|
||
if (in->d.line->special != UsePuzzleItem)
|
||
{
|
||
P_LineOpening (open, NULL, in->d.line, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
|
||
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
|
||
if (open.range <= 0)
|
||
{
|
||
return false; // can't use through a wall
|
||
}
|
||
continue;
|
||
}
|
||
if (P_PointOnLineSide (PuzzleItemUser->x, PuzzleItemUser->y, in->d.line) == 1)
|
||
{ // Don't use back sides
|
||
return false;
|
||
}
|
||
if (PuzzleItemType != in->d.line->args[0])
|
||
{ // Item type doesn't match
|
||
return false;
|
||
}
|
||
int args[3] = { in->d.line->args[2], in->d.line->args[3], in->d.line->args[4] };
|
||
P_StartScript (PuzzleItemUser, in->d.line, in->d.line->args[1], NULL, args, 3, ACS_ALWAYS);
|
||
in->d.line->special = 0;
|
||
return true;
|
||
}
|
||
// Check thing
|
||
mobj = in->d.thing;
|
||
if (mobj->special != UsePuzzleItem)
|
||
{ // Wrong special
|
||
continue;
|
||
}
|
||
if (PuzzleItemType != mobj->args[0])
|
||
{ // Item type doesn't match
|
||
continue;
|
||
}
|
||
int args[3] = { mobj->args[2], mobj->args[3], mobj->args[4] };
|
||
P_StartScript (PuzzleItemUser, NULL, mobj->args[1], NULL, args, 3, ACS_ALWAYS);
|
||
mobj->special = 0;
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// RADIUS ATTACK
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
|
||
// [RH] Damage scale to apply to thing that shot the missile.
|
||
static float selfthrustscale;
|
||
|
||
CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
|
||
{
|
||
if (self <= 0.f)
|
||
self = 1.f;
|
||
else
|
||
selfthrustscale = 1.f / self;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// P_RadiusAttack
|
||
// Source is the creature that caused the explosion at spot.
|
||
//
|
||
//==========================================================================
|
||
|
||
void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
|
||
bool DamageSource, bool bombdodamage, int fulldamagedistance)
|
||
{
|
||
if (bombdistance <= 0)
|
||
return;
|
||
fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance-1);
|
||
|
||
double bombdistancefloat = 1.f / (double)(bombdistance - fulldamagedistance);
|
||
double bombdamagefloat = (double)bombdamage;
|
||
|
||
FVector3 bombvec(FIXED2FLOAT(bombspot->x), FIXED2FLOAT(bombspot->y), FIXED2FLOAT(bombspot->z));
|
||
|
||
FBlockThingsIterator it(FBoundingBox(bombspot->x, bombspot->y, bombdistance<<FRACBITS));
|
||
AActor *thing;
|
||
|
||
while ((thing = it.Next()))
|
||
{
|
||
// Vulnerable actors can be damaged by radius attacks even if not shootable
|
||
// Used to emulate MBF's vulnerability of non-missile bouncers to explosions.
|
||
if (!((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)))
|
||
continue;
|
||
|
||
// Boss spider and cyborg and Heretic's ep >= 2 bosses
|
||
// take no damage from concussion.
|
||
if (thing->flags3 & MF3_NORADIUSDMG && !(bombspot->flags4 & MF4_FORCERADIUSDMG))
|
||
continue;
|
||
|
||
if (!DamageSource && (thing == bombsource || thing == bombspot))
|
||
{ // don't damage the source of the explosion
|
||
continue;
|
||
}
|
||
|
||
// a much needed option: monsters that fire explosive projectiles cannot
|
||
// be hurt by projectiles fired by a monster of the same type.
|
||
// Controlled by the DONTHARMCLASS and DONTHARMSPECIES flags.
|
||
if ((bombsource && !thing->player) // code common to both checks
|
||
&& ( // Class check first
|
||
((bombsource->flags4 & MF4_DONTHARMCLASS) && (thing->GetClass() == bombsource->GetClass()))
|
||
|| // Nigh-identical species check second
|
||
((bombsource->flags6 & MF6_DONTHARMSPECIES) && (thing->GetSpecies() == bombsource->GetSpecies()))
|
||
)
|
||
) continue;
|
||
|
||
// Barrels always use the original code, since this makes
|
||
// them far too "active." BossBrains also use the old code
|
||
// because some user levels require they have a height of 16,
|
||
// which can make them near impossible to hit with the new code.
|
||
if (!bombdodamage || !((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG))
|
||
{
|
||
// [RH] New code. The bounding box only covers the
|
||
// height of the thing and not the height of the map.
|
||
double points;
|
||
double len;
|
||
fixed_t dx, dy;
|
||
double boxradius;
|
||
|
||
dx = abs (thing->x - bombspot->x);
|
||
dy = abs (thing->y - bombspot->y);
|
||
boxradius = double (thing->radius);
|
||
|
||
// The damage pattern is square, not circular.
|
||
len = double (dx > dy ? dx : dy);
|
||
|
||
if (bombspot->z < thing->z || bombspot->z >= thing->z + thing->height)
|
||
{
|
||
double dz;
|
||
|
||
if (bombspot->z > thing->z)
|
||
{
|
||
dz = double (bombspot->z - thing->z - thing->height);
|
||
}
|
||
else
|
||
{
|
||
dz = double (thing->z - bombspot->z);
|
||
}
|
||
if (len <= boxradius)
|
||
{
|
||
len = dz;
|
||
}
|
||
else
|
||
{
|
||
len -= boxradius;
|
||
len = sqrt (len*len + dz*dz);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
len -= boxradius;
|
||
if (len < 0.f)
|
||
len = 0.f;
|
||
}
|
||
len /= FRACUNIT;
|
||
len = clamp<double>(len - (double)fulldamagedistance, 0, len);
|
||
points = bombdamagefloat * (1.f - len * bombdistancefloat);
|
||
if (thing == bombsource)
|
||
{
|
||
points = points * splashfactor;
|
||
}
|
||
points *= thing->GetClass()->Meta.GetMetaFixed(AMETA_RDFactor, FRACUNIT)/(double)FRACUNIT;
|
||
|
||
if (points > 0.f && P_CheckSight (thing, bombspot, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
|
||
{ // OK to damage; target is in direct path
|
||
double velz;
|
||
double thrust;
|
||
int damage = (int)points;
|
||
|
||
if (bombdodamage) P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
|
||
else if (thing->player == NULL) thing->flags2 |= MF2_BLASTED;
|
||
|
||
if (!(thing->flags & MF_ICECORPSE))
|
||
{
|
||
if (bombdodamage && !(bombspot->flags3 & MF3_BLOODLESSIMPACT)) P_TraceBleed (damage, thing, bombspot);
|
||
|
||
if (!bombdodamage || !(bombspot->flags2 & MF2_NODMGTHRUST))
|
||
{
|
||
if (bombsource == NULL || !(bombsource->flags2 & MF2_NODMGTHRUST))
|
||
{
|
||
thrust = points * 0.5f / (double)thing->Mass;
|
||
if (bombsource == thing)
|
||
{
|
||
thrust *= selfthrustscale;
|
||
}
|
||
velz = (double)(thing->z + (thing->height>>1) - bombspot->z) * thrust;
|
||
if (bombsource != thing)
|
||
{
|
||
velz *= 0.5f;
|
||
}
|
||
else
|
||
{
|
||
velz *= 0.8f;
|
||
}
|
||
angle_t ang = R_PointToAngle2 (bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT;
|
||
thing->velx += fixed_t (finecosine[ang] * thrust);
|
||
thing->vely += fixed_t (finesine[ang] * thrust);
|
||
if (bombdodamage)
|
||
thing->velz += (fixed_t)velz; // this really doesn't work well
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// [RH] Old code just for barrels
|
||
fixed_t dx, dy, dist;
|
||
|
||
dx = abs (thing->x - bombspot->x);
|
||
dy = abs (thing->y - bombspot->y);
|
||
|
||
dist = dx>dy ? dx : dy;
|
||
dist = (dist - thing->radius) >> FRACBITS;
|
||
|
||
if (dist < 0)
|
||
dist = 0;
|
||
|
||
if (dist >= bombdistance)
|
||
continue; // out of range
|
||
|
||
if (P_CheckSight (thing, bombspot, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
|
||
{ // OK to damage; target is in direct path
|
||
dist = clamp<int>(dist - fulldamagedistance, 0, dist);
|
||
int damage = Scale (bombdamage, bombdistance-dist, bombdistance);
|
||
damage = (int)((double)damage * splashfactor);
|
||
|
||
damage = Scale(damage, thing->GetClass()->Meta.GetMetaFixed(AMETA_RDFactor, FRACUNIT), FRACUNIT);
|
||
if (damage > 0)
|
||
{
|
||
P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
|
||
P_TraceBleed (damage, thing, bombspot);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// SECTOR HEIGHT CHANGING
|
||
// After modifying a sector's floor or ceiling height,
|
||
// call this routine to adjust the positions
|
||
// of all things that touch the sector.
|
||
//
|
||
// If anything doesn't fit anymore, true will be returned.
|
||
//
|
||
// [RH] If crushchange is non-negative, they will take the
|
||
// specified amount of damage as they are being crushed.
|
||
// If crushchange is negative, you should set the sector
|
||
// height back the way it was and call P_ChangeSector()
|
||
// again to undo the changes.
|
||
// Note that this is very different from the original
|
||
// true/false usage of crushchange! If you want regular
|
||
// DOOM crushing behavior set crushchange to 10 or -1
|
||
// if no crushing is desired.
|
||
//
|
||
//==========================================================================
|
||
|
||
|
||
struct FChangePosition
|
||
{
|
||
sector_t *sector;
|
||
int moveamt;
|
||
int crushchange;
|
||
bool nofit;
|
||
bool movemidtex;
|
||
};
|
||
|
||
TArray<AActor *> intersectors;
|
||
|
||
EXTERN_CVAR (Int, cl_bloodtype)
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_AdjustFloorCeil
|
||
//
|
||
//=============================================================================
|
||
|
||
bool P_AdjustFloorCeil (AActor *thing, FChangePosition *cpos)
|
||
{
|
||
int flags2 = thing->flags2 & MF2_PASSMOBJ;
|
||
FCheckPosition tm;
|
||
|
||
if ((thing->flags2 & MF2_PASSMOBJ) && (thing->flags3 & MF3_ISMONSTER))
|
||
{
|
||
tm.FromPMove = true;
|
||
}
|
||
|
||
if (cpos->movemidtex)
|
||
{
|
||
// From Eternity:
|
||
// ALL things must be treated as PASSMOBJ when moving
|
||
// 3DMidTex lines, otherwise you get stuck in them.
|
||
thing->flags2 |= MF2_PASSMOBJ;
|
||
}
|
||
|
||
bool isgood = P_CheckPosition (thing, thing->x, thing->y, tm);
|
||
thing->floorz = tm.floorz;
|
||
thing->ceilingz = tm.ceilingz;
|
||
thing->dropoffz = tm.dropoffz; // killough 11/98: remember dropoffs
|
||
thing->floorpic = tm.floorpic;
|
||
thing->floorsector = tm.floorsector;
|
||
thing->ceilingpic = tm.ceilingpic;
|
||
thing->ceilingsector = tm.ceilingsector;
|
||
|
||
// restore the PASSMOBJ flag but leave the other flags alone.
|
||
thing->flags2 = (thing->flags2 & ~MF2_PASSMOBJ) | flags2;
|
||
|
||
return isgood;
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_FindAboveIntersectors
|
||
//
|
||
//=============================================================================
|
||
|
||
void P_FindAboveIntersectors (AActor *actor)
|
||
{
|
||
if (actor->flags & MF_NOCLIP)
|
||
return;
|
||
|
||
if (!(actor->flags & MF_SOLID))
|
||
return;
|
||
|
||
AActor *thing;
|
||
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
|
||
while ((thing = it.Next()))
|
||
{
|
||
if (!thing->intersects(actor))
|
||
{
|
||
continue;
|
||
}
|
||
if (!(thing->flags & MF_SOLID))
|
||
{ // Can't hit thing
|
||
continue;
|
||
}
|
||
if (thing->flags & (MF_SPECIAL))
|
||
{ // [RH] Corpses and specials don't block moves
|
||
continue;
|
||
}
|
||
if (thing->flags & (MF_CORPSE))
|
||
{ // Corpses need a few more checks
|
||
if (!(actor->flags & MF_ICECORPSE))
|
||
continue;
|
||
}
|
||
if (thing == actor)
|
||
{ // Don't clip against self
|
||
continue;
|
||
}
|
||
if (!((thing->flags2 | actor->flags2) & MF2_PASSMOBJ) && !((thing->flags3 | actor->flags3) & MF3_ISMONSTER))
|
||
{
|
||
// Don't bother if both things don't have MF2_PASSMOBJ set and aren't monsters.
|
||
// These things would always block each other which in nearly every situation is
|
||
// not what is wanted here.
|
||
continue;
|
||
}
|
||
if (thing->z >= actor->z &&
|
||
thing->z <= actor->z + actor->height)
|
||
{ // Thing intersects above the base
|
||
intersectors.Push (thing);
|
||
}
|
||
}
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_FindBelowIntersectors
|
||
//
|
||
//=============================================================================
|
||
|
||
void P_FindBelowIntersectors (AActor *actor)
|
||
{
|
||
if (actor->flags & MF_NOCLIP)
|
||
return;
|
||
|
||
if (!(actor->flags & MF_SOLID))
|
||
return;
|
||
|
||
AActor *thing;
|
||
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
|
||
while ((thing = it.Next()))
|
||
{
|
||
if (!thing->intersects(actor))
|
||
{
|
||
continue;
|
||
}
|
||
if (!(thing->flags & MF_SOLID))
|
||
{ // Can't hit thing
|
||
continue;
|
||
}
|
||
if (thing->flags & (MF_SPECIAL))
|
||
{ // [RH] Corpses and specials don't block moves
|
||
continue;
|
||
}
|
||
if (thing->flags & (MF_CORPSE))
|
||
{ // Corpses need a few more checks
|
||
if (!(actor->flags & MF_ICECORPSE))
|
||
continue;
|
||
}
|
||
if (thing == actor)
|
||
{ // Don't clip against self
|
||
continue;
|
||
}
|
||
if (!((thing->flags2 | actor->flags2) & MF2_PASSMOBJ) && !((thing->flags3 | actor->flags3) & MF3_ISMONSTER))
|
||
{
|
||
// Don't bother if both things don't have MF2_PASSMOBJ set and aren't monsters.
|
||
// These things would always block each other which in nearly every situation is
|
||
// not what is wanted here.
|
||
continue;
|
||
}
|
||
if (thing->z + thing->height <= actor->z + actor->height &&
|
||
thing->z + thing->height > actor->z)
|
||
{ // Thing intersects below the base
|
||
intersectors.Push (thing);
|
||
}
|
||
}
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_DoCrunch
|
||
//
|
||
//=============================================================================
|
||
|
||
void P_DoCrunch (AActor *thing, FChangePosition *cpos)
|
||
{
|
||
if (!(thing && thing->Grind(true) && cpos)) return;
|
||
cpos->nofit = true;
|
||
|
||
if ((cpos->crushchange > 0) && !(level.maptime & 3))
|
||
{
|
||
P_DamageMobj (thing, NULL, NULL, cpos->crushchange, NAME_Crush);
|
||
|
||
// spray blood in a random direction
|
||
if (!(thing->flags2&(MF2_INVULNERABLE|MF2_DORMANT)))
|
||
{
|
||
if (!(thing->flags&MF_NOBLOOD))
|
||
{
|
||
PalEntry bloodcolor = thing->GetBloodColor();
|
||
const PClass *bloodcls = thing->GetBloodType();
|
||
|
||
P_TraceBleed (cpos->crushchange, thing);
|
||
if (cl_bloodtype <= 1 && bloodcls != NULL)
|
||
{
|
||
AActor *mo;
|
||
|
||
mo = Spawn (bloodcls, thing->x, thing->y,
|
||
thing->z + thing->height/2, ALLOW_REPLACE);
|
||
|
||
mo->velx = pr_crunch.Random2 () << 12;
|
||
mo->vely = 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);
|
||
}
|
||
}
|
||
if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
|
||
{
|
||
S_Sound(thing, CHAN_VOICE, thing->CrushPainSound, 1.f, ATTN_NORM);
|
||
}
|
||
}
|
||
}
|
||
|
||
// keep checking (crush other things)
|
||
return;
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_PushUp
|
||
//
|
||
// Returns 0 if thing fits, 1 if ceiling got in the way, or 2 if something
|
||
// above it didn't fit.
|
||
//=============================================================================
|
||
|
||
int P_PushUp (AActor *thing, FChangePosition *cpos)
|
||
{
|
||
unsigned int firstintersect = intersectors.Size ();
|
||
unsigned int lastintersect;
|
||
int mymass = thing->Mass;
|
||
|
||
if (thing->z + thing->height > thing->ceilingz)
|
||
{
|
||
return 1;
|
||
}
|
||
// [GZ] Skip thing intersect test for THRUACTORS things.
|
||
if (thing->flags2 & MF2_THRUACTORS)
|
||
return 0;
|
||
P_FindAboveIntersectors (thing);
|
||
lastintersect = intersectors.Size ();
|
||
for (; firstintersect < lastintersect; firstintersect++)
|
||
{
|
||
AActor *intersect = intersectors[firstintersect];
|
||
// [GZ] Skip this iteration for THRUSPECIES things
|
||
// Should there be MF2_THRUGHOST / MF3_GHOST checks there too for consistency?
|
||
// Or would that risk breaking established behavior? THRUGHOST, like MTHRUSPECIES,
|
||
// is normally for projectiles which would have exploded by now anyway...
|
||
if (thing->flags6 & MF6_THRUSPECIES && thing->GetSpecies() == intersect->GetSpecies())
|
||
continue;
|
||
if (!(intersect->flags2 & MF2_PASSMOBJ) ||
|
||
(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
|
||
(intersect->flags4 & MF4_ACTLIKEBRIDGE)
|
||
)
|
||
{
|
||
// Can't push bridges or things more massive than ourself
|
||
return 2;
|
||
}
|
||
fixed_t oldz = intersect->z;
|
||
P_AdjustFloorCeil (intersect, cpos);
|
||
intersect->z = thing->z + thing->height + 1;
|
||
if (P_PushUp (intersect, cpos))
|
||
{ // Move blocked
|
||
P_DoCrunch (intersect, cpos);
|
||
intersect->z = oldz;
|
||
return 2;
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_PushDown
|
||
//
|
||
// Returns 0 if thing fits, 1 if floor got in the way, or 2 if something
|
||
// below it didn't fit.
|
||
//=============================================================================
|
||
|
||
int P_PushDown (AActor *thing, FChangePosition *cpos)
|
||
{
|
||
unsigned int firstintersect = intersectors.Size ();
|
||
unsigned int lastintersect;
|
||
int mymass = thing->Mass;
|
||
|
||
if (thing->z <= thing->floorz)
|
||
{
|
||
return 1;
|
||
}
|
||
P_FindBelowIntersectors (thing);
|
||
lastintersect = intersectors.Size ();
|
||
for (; firstintersect < lastintersect; firstintersect++)
|
||
{
|
||
AActor *intersect = intersectors[firstintersect];
|
||
if (!(intersect->flags2 & MF2_PASSMOBJ) ||
|
||
(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
|
||
(intersect->flags4 & MF4_ACTLIKEBRIDGE)
|
||
)
|
||
{
|
||
// Can't push bridges or things more massive than ourself
|
||
return 2;
|
||
}
|
||
fixed_t oldz = intersect->z;
|
||
P_AdjustFloorCeil (intersect, cpos);
|
||
if (oldz > thing->z - intersect->height)
|
||
{ // Only push things down, not up.
|
||
intersect->z = thing->z - intersect->height;
|
||
if (P_PushDown (intersect, cpos))
|
||
{ // Move blocked
|
||
P_DoCrunch (intersect, cpos);
|
||
intersect->z = oldz;
|
||
return 2;
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// PIT_FloorDrop
|
||
//
|
||
//=============================================================================
|
||
|
||
void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
|
||
{
|
||
fixed_t oldfloorz = thing->floorz;
|
||
|
||
P_AdjustFloorCeil (thing, cpos);
|
||
|
||
if (oldfloorz == thing->floorz) return;
|
||
if (thing->flags4 & MF4_ACTLIKEBRIDGE) return; // do not move bridge things
|
||
|
||
if (thing->velz == 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) || (thing->flags5 & MF5_MOVEWITHSECTOR) ||
|
||
(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9*FRACUNIT)
|
||
&& thing->z - thing->floorz <= cpos->moveamt))
|
||
{
|
||
thing->z = thing->floorz;
|
||
P_CheckFakeFloorTriggers (thing, oldz);
|
||
}
|
||
}
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// PIT_FloorRaise
|
||
//
|
||
//=============================================================================
|
||
|
||
void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
|
||
{
|
||
fixed_t oldfloorz = thing->floorz;
|
||
|
||
P_AdjustFloorCeil (thing, cpos);
|
||
|
||
if (oldfloorz == thing->floorz) return;
|
||
|
||
// Move things intersecting the floor up
|
||
if (thing->z <= thing->floorz ||
|
||
(!(thing->flags & MF_NOGRAVITY) && (thing->flags2 & MF2_FLOATBOB)))
|
||
{
|
||
if (thing->flags4 & MF4_ACTLIKEBRIDGE)
|
||
{
|
||
cpos->nofit = true;
|
||
return; // do not move bridge things
|
||
}
|
||
intersectors.Clear ();
|
||
fixed_t oldz = thing->z;
|
||
if (!(thing->flags2 & MF2_FLOATBOB))
|
||
{
|
||
thing->z = thing->floorz;
|
||
}
|
||
else
|
||
{
|
||
thing->z = thing->z - oldfloorz + thing->floorz;
|
||
}
|
||
switch (P_PushUp (thing, cpos))
|
||
{
|
||
default:
|
||
P_CheckFakeFloorTriggers (thing, oldz);
|
||
break;
|
||
case 1:
|
||
P_DoCrunch (thing, cpos);
|
||
P_CheckFakeFloorTriggers (thing, oldz);
|
||
break;
|
||
case 2:
|
||
P_DoCrunch (thing, cpos);
|
||
thing->z = oldz;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// PIT_CeilingLower
|
||
//
|
||
//=============================================================================
|
||
|
||
void PIT_CeilingLower (AActor *thing, FChangePosition *cpos)
|
||
{
|
||
bool onfloor;
|
||
|
||
onfloor = thing->z <= thing->floorz;
|
||
P_AdjustFloorCeil (thing, cpos);
|
||
|
||
if (thing->z + thing->height > thing->ceilingz)
|
||
{
|
||
if (thing->flags4 & MF4_ACTLIKEBRIDGE)
|
||
{
|
||
cpos->nofit = true;
|
||
return; // do not move bridge things
|
||
}
|
||
intersectors.Clear ();
|
||
fixed_t oldz = thing->z;
|
||
if (thing->ceilingz - thing->height >= thing->floorz)
|
||
{
|
||
thing->z = thing->ceilingz - thing->height;
|
||
}
|
||
else
|
||
{
|
||
thing->z = thing->floorz;
|
||
}
|
||
switch (P_PushDown (thing, cpos))
|
||
{
|
||
case 2:
|
||
// intentional fall-through
|
||
case 1:
|
||
if (onfloor)
|
||
thing->z = thing->floorz;
|
||
P_DoCrunch (thing, cpos);
|
||
P_CheckFakeFloorTriggers (thing, oldz);
|
||
break;
|
||
default:
|
||
P_CheckFakeFloorTriggers (thing, oldz);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// PIT_CeilingRaise
|
||
//
|
||
//=============================================================================
|
||
|
||
void PIT_CeilingRaise (AActor *thing, FChangePosition *cpos)
|
||
{
|
||
bool isgood = P_AdjustFloorCeil (thing, cpos);
|
||
|
||
if (thing->flags4 & MF4_ACTLIKEBRIDGE) return; // do not move bridge things
|
||
|
||
// For DOOM compatibility, only move things that are inside the floor.
|
||
// (or something else?) Things marked as hanging from the ceiling will
|
||
// stay where they are.
|
||
if (thing->z < thing->floorz &&
|
||
thing->z + thing->height >= thing->ceilingz - cpos->moveamt &&
|
||
!(thing->flags & MF_NOLIFTDROP))
|
||
{
|
||
fixed_t oldz = thing->z;
|
||
thing->z = thing->floorz;
|
||
if (thing->z + thing->height > thing->ceilingz)
|
||
{
|
||
thing->z = thing->ceilingz - thing->height;
|
||
}
|
||
P_CheckFakeFloorTriggers (thing, oldz);
|
||
}
|
||
else if ((thing->flags2 & MF2_PASSMOBJ) && !isgood && thing->z + thing->height < thing->ceilingz)
|
||
{
|
||
AActor *onmobj;
|
||
if (!P_TestMobjZ (thing, true, &onmobj) && onmobj->z <= thing->z)
|
||
{
|
||
thing->z = MIN (thing->ceilingz - thing->height,
|
||
onmobj->z + onmobj->height);
|
||
}
|
||
}
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_ChangeSector [RH] Was P_CheckSector in BOOM
|
||
//
|
||
// jff 3/19/98 added to just check monsters on the periphery
|
||
// of a moving sector instead of all in bounding box of the
|
||
// sector. Both more accurate and faster.
|
||
//
|
||
//=============================================================================
|
||
|
||
bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, bool isreset)
|
||
{
|
||
FChangePosition cpos;
|
||
void (*iterator)(AActor *, FChangePosition *);
|
||
void (*iterator2)(AActor *, FChangePosition *) = NULL;
|
||
msecnode_t *n;
|
||
|
||
cpos.nofit = false;
|
||
cpos.crushchange = crunch;
|
||
cpos.moveamt = abs (amt);
|
||
cpos.movemidtex = false;
|
||
cpos.sector = sector;
|
||
|
||
#ifdef _3DFLOORS
|
||
// Also process all sectors that have 3D floors transferred from the
|
||
// changed sector.
|
||
if(sector->e->XFloor.attached.Size())
|
||
{
|
||
unsigned i;
|
||
sector_t* sec;
|
||
|
||
|
||
// Use different functions for the four different types of sector movement.
|
||
// for 3D-floors the meaning of floor and ceiling is inverted!!!
|
||
if (floorOrCeil == 1)
|
||
{
|
||
iterator = (amt >= 0) ? PIT_FloorRaise : PIT_FloorDrop;
|
||
}
|
||
else
|
||
{
|
||
iterator = (amt >=0) ? PIT_CeilingRaise : PIT_CeilingLower;
|
||
}
|
||
|
||
for(i = 0; i < sector->e->XFloor.attached.Size(); i ++)
|
||
{
|
||
sec = sector->e->XFloor.attached[i];
|
||
P_Recalculate3DFloors(sec); // Must recalculate the 3d floor and light lists
|
||
|
||
// no thing checks for attached sectors because of heightsec
|
||
if (sec->heightsec==sector) continue;
|
||
|
||
for (n=sec->touching_thinglist; n; n=n->m_snext) n->visited = false;
|
||
do
|
||
{
|
||
for (n=sec->touching_thinglist; n; n=n->m_snext)
|
||
{
|
||
if (!n->visited)
|
||
{
|
||
n->visited = true;
|
||
if (!(n->m_thing->flags & MF_NOBLOCKMAP) || //jff 4/7/98 don't do these
|
||
(n->m_thing->flags5 & MF5_MOVEWITHSECTOR))
|
||
{
|
||
iterator(n->m_thing, &cpos);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
while (n);
|
||
}
|
||
}
|
||
P_Recalculate3DFloors(sector); // Must recalculate the 3d floor and light lists
|
||
#endif
|
||
|
||
|
||
// [RH] Use different functions for the four different types of sector
|
||
// movement.
|
||
switch (floorOrCeil)
|
||
{
|
||
case 0:
|
||
// floor
|
||
iterator = (amt < 0) ? PIT_FloorDrop : PIT_FloorRaise;
|
||
break;
|
||
|
||
case 1:
|
||
// ceiling
|
||
iterator = (amt < 0) ? PIT_CeilingLower : PIT_CeilingRaise;
|
||
break;
|
||
|
||
case 2:
|
||
// 3dmidtex
|
||
// This must check both floor and ceiling
|
||
iterator = (amt < 0) ? PIT_FloorDrop : PIT_FloorRaise;
|
||
iterator2 = (amt < 0) ? PIT_CeilingLower : PIT_CeilingRaise;
|
||
cpos.movemidtex = true;
|
||
break;
|
||
|
||
default:
|
||
// invalid
|
||
assert(floorOrCeil > 0 && floorOrCeil < 2);
|
||
return false;
|
||
}
|
||
|
||
// killough 4/4/98: scan list front-to-back until empty or exhausted,
|
||
// restarting from beginning after each thing is processed. Avoids
|
||
// crashes, and is sure to examine all things in the sector, and only
|
||
// the things which are in the sector, until a steady-state is reached.
|
||
// Things can arbitrarily be inserted and removed and it won't mess up.
|
||
//
|
||
// killough 4/7/98: simplified to avoid using complicated counter
|
||
|
||
// Mark all things invalid
|
||
|
||
for (n = sector->touching_thinglist; n; n = n->m_snext)
|
||
n->visited = false;
|
||
|
||
do
|
||
{
|
||
for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list
|
||
{
|
||
if (!n->visited) // unprocessed thing found
|
||
{
|
||
n->visited = true; // mark thing as processed
|
||
if (!(n->m_thing->flags & MF_NOBLOCKMAP) || //jff 4/7/98 don't do these
|
||
(n->m_thing->flags5 & MF5_MOVEWITHSECTOR))
|
||
{
|
||
iterator (n->m_thing, &cpos); // process it
|
||
if (iterator2 != NULL) iterator2 (n->m_thing, &cpos);
|
||
}
|
||
break; // exit and start over
|
||
}
|
||
}
|
||
} while (n); // repeat from scratch until all things left are marked valid
|
||
|
||
if (!cpos.nofit && !isreset /* && sector->MoreFlags & (SECF_UNDERWATERMASK)*/)
|
||
{
|
||
// If this is a control sector for a deep water transfer, all actors in affected
|
||
// sectors need to have their waterlevel information updated and if applicable,
|
||
// execute appropriate sector actions.
|
||
// Only check if the sector move was successful.
|
||
TArray<sector_t *> & secs = sector->e->FakeFloor.Sectors;
|
||
for(unsigned i = 0; i < secs.Size(); i++)
|
||
{
|
||
sector_t * s = secs[i];
|
||
|
||
for (n = s->touching_thinglist; n; n = n->m_snext)
|
||
n->visited = false;
|
||
|
||
do
|
||
{
|
||
for (n = s->touching_thinglist; n; n = n->m_snext) // go through list
|
||
{
|
||
if (!n->visited && n->m_thing->Sector == s) // unprocessed thing found
|
||
{
|
||
n->visited = true; // mark thing as processed
|
||
|
||
n->m_thing->UpdateWaterLevel(n->m_thing->z, false);
|
||
P_CheckFakeFloorTriggers(n->m_thing, n->m_thing->z - amt);
|
||
}
|
||
}
|
||
} while (n); // repeat from scratch until all things left are marked valid
|
||
}
|
||
|
||
}
|
||
|
||
return cpos.nofit;
|
||
}
|
||
|
||
//=============================================================================
|
||
// phares 3/21/98
|
||
//
|
||
// Maintain a freelist of msecnode_t's to reduce memory allocs and frees.
|
||
//=============================================================================
|
||
|
||
msecnode_t *headsecnode = NULL;
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_GetSecnode
|
||
//
|
||
// Retrieve a node from the freelist. The calling routine
|
||
// should make sure it sets all fields properly.
|
||
//
|
||
//=============================================================================
|
||
|
||
msecnode_t *P_GetSecnode()
|
||
{
|
||
msecnode_t *node;
|
||
|
||
if (headsecnode)
|
||
{
|
||
node = headsecnode;
|
||
headsecnode = headsecnode->m_snext;
|
||
}
|
||
else
|
||
{
|
||
node = (msecnode_t *)M_Malloc (sizeof(*node));
|
||
}
|
||
return node;
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_PutSecnode
|
||
//
|
||
// Returns a node to the freelist.
|
||
//
|
||
//=============================================================================
|
||
|
||
void P_PutSecnode (msecnode_t *node)
|
||
{
|
||
node->m_snext = headsecnode;
|
||
headsecnode = node;
|
||
}
|
||
|
||
//=============================================================================
|
||
// phares 3/16/98
|
||
//
|
||
// P_AddSecnode
|
||
//
|
||
// Searches the current list to see if this sector is
|
||
// already there. If not, it adds a sector node at the head of the list of
|
||
// sectors this object appears in. This is called when creating a list of
|
||
// nodes that will get linked in later. Returns a pointer to the new node.
|
||
//
|
||
//=============================================================================
|
||
|
||
msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode)
|
||
{
|
||
msecnode_t *node;
|
||
|
||
if (s == 0)
|
||
{
|
||
I_FatalError ("AddSecnode of 0 for %s\n", thing->_StaticType.TypeName.GetChars());
|
||
}
|
||
|
||
node = nextnode;
|
||
while (node)
|
||
{
|
||
if (node->m_sector == s) // Already have a node for this sector?
|
||
{
|
||
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
|
||
return nextnode;
|
||
}
|
||
node = node->m_tnext;
|
||
}
|
||
|
||
// Couldn't find an existing node for this sector. Add one at the head
|
||
// of the list.
|
||
|
||
node = P_GetSecnode();
|
||
|
||
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
|
||
node->visited = 0;
|
||
|
||
node->m_sector = s; // sector
|
||
node->m_thing = thing; // mobj
|
||
node->m_tprev = NULL; // prev node on Thing thread
|
||
node->m_tnext = nextnode; // next node on Thing thread
|
||
if (nextnode)
|
||
nextnode->m_tprev = node; // set back link on Thing
|
||
|
||
// Add new node at head of sector thread starting at s->touching_thinglist
|
||
|
||
node->m_sprev = NULL; // prev node on sector thread
|
||
node->m_snext = s->touching_thinglist; // next node on sector thread
|
||
if (s->touching_thinglist)
|
||
node->m_snext->m_sprev = node;
|
||
s->touching_thinglist = node;
|
||
return node;
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_DelSecnode
|
||
//
|
||
// Deletes a sector node from the list of
|
||
// sectors this object appears in. Returns a pointer to the next node
|
||
// on the linked list, or NULL.
|
||
//
|
||
//=============================================================================
|
||
|
||
msecnode_t *P_DelSecnode (msecnode_t *node)
|
||
{
|
||
msecnode_t* tp; // prev node on thing thread
|
||
msecnode_t* tn; // next node on thing thread
|
||
msecnode_t* sp; // prev node on sector thread
|
||
msecnode_t* sn; // next node on sector thread
|
||
|
||
if (node)
|
||
{
|
||
// Unlink from the Thing thread. The Thing thread begins at
|
||
// sector_list and not from AActor->touching_sectorlist.
|
||
|
||
tp = node->m_tprev;
|
||
tn = node->m_tnext;
|
||
if (tp)
|
||
tp->m_tnext = tn;
|
||
if (tn)
|
||
tn->m_tprev = tp;
|
||
|
||
// Unlink from the sector thread. This thread begins at
|
||
// sector_t->touching_thinglist.
|
||
|
||
sp = node->m_sprev;
|
||
sn = node->m_snext;
|
||
if (sp)
|
||
sp->m_snext = sn;
|
||
else
|
||
node->m_sector->touching_thinglist = sn;
|
||
if (sn)
|
||
sn->m_sprev = sp;
|
||
|
||
// Return this node to the freelist
|
||
|
||
P_PutSecnode(node);
|
||
return tn;
|
||
}
|
||
return NULL;
|
||
} // phares 3/13/98
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_DelSector_List
|
||
//
|
||
// Deletes the sector_list and NULLs it.
|
||
//
|
||
//=============================================================================
|
||
|
||
void P_DelSector_List ()
|
||
{
|
||
if (sector_list != NULL)
|
||
{
|
||
P_DelSeclist (sector_list);
|
||
sector_list = NULL;
|
||
}
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_DelSeclist
|
||
//
|
||
// Delete an entire sector list
|
||
//
|
||
//=============================================================================
|
||
|
||
void P_DelSeclist (msecnode_t *node)
|
||
{
|
||
while (node)
|
||
node = P_DelSecnode (node);
|
||
}
|
||
|
||
//=============================================================================
|
||
// phares 3/14/98
|
||
//
|
||
// P_CreateSecNodeList
|
||
//
|
||
// Alters/creates the sector_list that shows what sectors the object resides in
|
||
//
|
||
//=============================================================================
|
||
|
||
void P_CreateSecNodeList (AActor *thing, fixed_t x, fixed_t y)
|
||
{
|
||
msecnode_t *node;
|
||
|
||
// First, clear out the existing m_thing fields. As each node is
|
||
// added or verified as needed, m_thing will be set properly. When
|
||
// finished, delete all nodes where m_thing is still NULL. These
|
||
// represent the sectors the Thing has vacated.
|
||
|
||
node = sector_list;
|
||
while (node)
|
||
{
|
||
node->m_thing = NULL;
|
||
node = node->m_tnext;
|
||
}
|
||
|
||
FBoundingBox box(thing->x, thing->y, thing->radius);
|
||
FBlockLinesIterator it(box);
|
||
line_t *ld;
|
||
|
||
while ((ld = it.Next()))
|
||
{
|
||
if (box.Right() <= ld->bbox[BOXLEFT] ||
|
||
box.Left() >= ld->bbox[BOXRIGHT] ||
|
||
box.Top() <= ld->bbox[BOXBOTTOM] ||
|
||
box.Bottom() >= ld->bbox[BOXTOP])
|
||
continue;
|
||
|
||
if (box.BoxOnLineSide (ld) != -1)
|
||
continue;
|
||
|
||
// This line crosses through the object.
|
||
|
||
// Collect the sector(s) from the line and add to the
|
||
// sector_list you're examining. If the Thing ends up being
|
||
// allowed to move to this position, then the sector_list
|
||
// will be attached to the Thing's AActor at touching_sectorlist.
|
||
|
||
sector_list = P_AddSecnode (ld->frontsector,thing,sector_list);
|
||
|
||
// Don't assume all lines are 2-sided, since some Things
|
||
// like MT_TFOG are allowed regardless of whether their radius takes
|
||
// them beyond an impassable linedef.
|
||
|
||
// killough 3/27/98, 4/4/98:
|
||
// Use sidedefs instead of 2s flag to determine two-sidedness.
|
||
|
||
if (ld->backsector)
|
||
sector_list = P_AddSecnode(ld->backsector, thing, sector_list);
|
||
}
|
||
|
||
// Add the sector of the (x,y) point to sector_list.
|
||
|
||
sector_list = P_AddSecnode (thing->Sector, thing, sector_list);
|
||
|
||
// Now delete any nodes that won't be used. These are the ones where
|
||
// m_thing is still NULL.
|
||
|
||
node = sector_list;
|
||
while (node)
|
||
{
|
||
if (node->m_thing == NULL)
|
||
{
|
||
if (node == sector_list)
|
||
sector_list = node->m_tnext;
|
||
node = P_DelSecnode (node);
|
||
}
|
||
else
|
||
{
|
||
node = node->m_tnext;
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
void SpawnShootDecal (AActor *t1, const FTraceResults &trace)
|
||
{
|
||
FDecalBase *decalbase = NULL;
|
||
|
||
if (t1->player != NULL && t1->player->ReadyWeapon != NULL)
|
||
{
|
||
decalbase = t1->player->ReadyWeapon->GetDefault()->DecalGenerator;
|
||
}
|
||
else
|
||
{
|
||
decalbase = t1->DecalGenerator;
|
||
}
|
||
if (decalbase != NULL)
|
||
{
|
||
DImpactDecal::StaticCreate (decalbase->GetDecal (),
|
||
trace.X, trace.Y, trace.Z, trace.Line->sidedef[trace.Side], trace.ffloor);
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puff,
|
||
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz, bool ffloor)
|
||
{
|
||
const secplane_t *plane;
|
||
if (ffloor && trace.Crossed3DWater)
|
||
plane = trace.Crossed3DWater->top.plane;
|
||
else if (trace.CrossedWater && trace.CrossedWater->heightsec)
|
||
plane = &trace.CrossedWater->heightsec->floorplane;
|
||
else return;
|
||
|
||
fixed_t num, den, hitdist;
|
||
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 hitx = t1->x+FixedMul (vx, hitdist);
|
||
fixed_t hity = t1->y+FixedMul (vy, hitdist);
|
||
fixed_t hitz = shootz+FixedMul (vz, hitdist);
|
||
|
||
P_HitWater (puff != NULL? puff:t1, P_PointInSector(hitx, hity), hitx, hity, hitz);
|
||
}
|
||
}
|
||
}
|
||
|
||
//=============================================================================
|
||
//
|
||
// P_ActivateThingSpecial
|
||
//
|
||
// Handles the code for things activated by death, USESPECIAL or BUMPSPECIAL
|
||
//
|
||
//=============================================================================
|
||
|
||
bool P_ActivateThingSpecial(AActor * thing, AActor * trigger, bool death)
|
||
{
|
||
bool res = false;
|
||
|
||
// Target switching mechanism
|
||
if (thing->activationtype & THINGSPEC_ThingTargets) thing->target = trigger;
|
||
if (thing->activationtype & THINGSPEC_TriggerTargets) trigger->target = thing;
|
||
|
||
// State change mechanism. The thing needs to be not dead and to have at least one of the relevant flags
|
||
if (!death && (thing->activationtype & (THINGSPEC_Activate|THINGSPEC_Deactivate|THINGSPEC_Switch)))
|
||
{
|
||
// If a switchable thing does not know whether it should be activated
|
||
// or deactivated, the default is to activate it.
|
||
if ((thing->activationtype & THINGSPEC_Switch)
|
||
&& !(thing->activationtype & (THINGSPEC_Activate|THINGSPEC_Deactivate)))
|
||
{
|
||
thing->activationtype |= THINGSPEC_Activate;
|
||
}
|
||
// Can it be activated?
|
||
if (thing->activationtype & THINGSPEC_Activate)
|
||
{
|
||
thing->activationtype &= ~THINGSPEC_Activate; // Clear flag
|
||
if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching
|
||
thing->activationtype |= THINGSPEC_Deactivate;
|
||
thing->Activate(trigger);
|
||
res = true;
|
||
}
|
||
// If not, can it be deactivated?
|
||
else if (thing->activationtype & THINGSPEC_Deactivate)
|
||
{
|
||
thing->activationtype &= ~THINGSPEC_Deactivate; // Clear flag
|
||
if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching
|
||
thing->activationtype |= THINGSPEC_Activate;
|
||
thing->Deactivate(trigger);
|
||
res = true;
|
||
}
|
||
}
|
||
|
||
// Run the special, if any
|
||
if (thing->special)
|
||
{
|
||
res = !! P_ExecuteSpecial(thing->special, NULL,
|
||
// TriggerActs overrides the level flag, which only concerns thing activated by death
|
||
(((death && level.flags & LEVEL_ACTOWNSPECIAL && !(thing->activationtype & THINGSPEC_TriggerActs))
|
||
|| (thing->activationtype & THINGSPEC_ThingActs)) // Who triggers?
|
||
? thing : trigger),
|
||
false, thing->args[0], thing->args[1], thing->args[2], thing->args[3], thing->args[4]);
|
||
|
||
// Clears the special if it was run on thing's death or if flag is set.
|
||
if (death || (thing->activationtype & THINGSPEC_ClearSpecial && res)) thing->special = 0;
|
||
}
|
||
|
||
// Returns the result
|
||
return res;
|
||
}
|