qzdoom-gpl/src/p_map.cpp
Christoph Oelckers 1400f401e7 - fixed use of multiple sector actions in the same sector.
The entire setup was quite broken with each item using its own activation result and the ones of the subsequent items in the list as the return value.
This rendered the STANDSTILL check in the main function totally unpredictable because the value it depended on could come from any item in the list.
Changed it so that the main dispatcher function is part of sector_t and does the stepping through the list iteratively instead of letting each item recursively call its successor and let this function decide for each item alone whether it should be removed.
The broken setup also had the effect that any MusicChanger would trigger all following SecActEnter specials right on msp start.
2017-01-13 01:34:43 +01:00

6621 lines
190 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Movement, collision handling.
// Shooting and aiming.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <math.h>
#include <algorithm>
#include "templates.h"
#include "m_bbox.h"
#include "m_random.h"
#include "i_system.h"
#include "c_dispatch.h"
#include "math/cmath.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_spec.h"
#include "d_player.h"
#include "p_maputl.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_terrain.h"
#include "p_trace.h"
#include "p_checkposition.h"
#include "r_utility.h"
#include "p_blockmap.h"
#include "p_3dmidtex.h"
#include "virtual.h"
#include "s_sound.h"
#include "decallib.h"
// State.
#include "doomstat.h"
#include "r_state.h"
#include "gi.h"
#include "a_sharedglobal.h"
#include "p_conversation.h"
#include "r_data/r_translate.h"
#include "g_level.h"
#include "r_sky.h"
#include "g_levellocals.h"
CVAR(Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
CVAR(Int, sv_smartaim, 0, CVAR_ARCHIVE | CVAR_SERVERINFO)
CVAR(Bool, cl_doautoaim, false, CVAR_ARCHIVE)
static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, DVector2 * posforwindowcheck = NULL);
static void SpawnShootDecal(AActor *t1, const FTraceResults &trace);
static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff);
static FRandom pr_tracebleed("TraceBleed");
static FRandom pr_checkthing("CheckThing");
static FRandom pr_lineattack("LineAttack");
static FRandom pr_crunch("DoCrunch");
// keep track of special lines as they are hit,
// but don't process them until the move is proven valid
TArray<spechit_t> spechit;
TArray<spechit_t> portalhit;
// FCheckPosition requires explicit contstruction and destruction when used in the VM
DEFINE_ACTION_FUNCTION(_FCheckPosition, _Constructor)
{
PARAM_SELF_STRUCT_PROLOGUE(FCheckPosition);
new(self) FCheckPosition;
return 0;
}
DEFINE_ACTION_FUNCTION(_FCheckPosition, _Destructor)
{
PARAM_SELF_STRUCT_PROLOGUE(FCheckPosition);
self->~FCheckPosition();
return 0;
}
DEFINE_ACTION_FUNCTION(_FCheckPosition, ClearLastRipped)
{
PARAM_SELF_STRUCT_PROLOGUE(FCheckPosition);
self->LastRipped.Clear();
return 0;
}
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, thing);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, pos);
DEFINE_FIELD_NAMED_X(FCheckPosition, FCheckPosition, sector, cursector);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, floorz);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, ceilingz);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, dropoffz);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, floorpic);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, floorterrain);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, floorsector);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, ceilingpic);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, ceilingsector);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, touchmidtex);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, abovemidtex);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, floatok);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, FromPMove);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, ceilingline);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, stepthing);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, DoRipping);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, portalstep);
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, PushTime);
//==========================================================================
//
// CanCollideWith
//
// Checks if an actor can collide with another one, calling virtual script functions to check.
//
//==========================================================================
bool P_CanCollideWith(AActor *tmthing, AActor *thing)
{
static unsigned VIndex = ~0u;
if (VIndex == ~0u)
{
VIndex = GetVirtualIndex(RUNTIME_CLASS(AActor), "CanCollideWith");
assert(VIndex != ~0u);
}
VMValue params[3] = { tmthing, thing, false };
VMReturn ret;
int retval;
ret.IntAt(&retval);
auto clss = tmthing->GetClass();
VMFunction *func = clss->Virtuals.Size() > VIndex ? clss->Virtuals[VIndex] : nullptr;
if (func != nullptr)
{
GlobalVMStack.Call(func, params, 3, &ret, 1, nullptr);
if (!retval) return false;
}
std::swap(params[0].a, params[1].a);
params[2].i = true;
// re-get for the other actor.
clss = thing->GetClass();
func = clss->Virtuals.Size() > VIndex ? clss->Virtuals[VIndex] : nullptr;
if (func != nullptr)
{
GlobalVMStack.Call(func, params, 3, &ret, 1, nullptr);
if (!retval) return false;
}
return true;
}
//==========================================================================
//
// FindRefPoint
//
// Finds the point on the line closest to the given coordinate
//
//==========================================================================
static DVector2 FindRefPoint(line_t *ld, const DVector2 &pos)
{
// If there's any chance of slopes getting in the way we need to get a proper refpoint, otherwise we can save the work.
// Slopes can get in here when:
// - the actual sector planes are sloped
// - there's 3D floors in this sector
// - there's a crossable floor portal (for which the dropoff needs to be calculated within P_LineOpening, and the lower sector can easily have slopes)
//
// Todo: check if this bootload of checks even helps or if it adds more than it saves
//
if (ld->frontsector->floorplane.isSlope() ||
ld->backsector->floorplane.isSlope() ||
ld->frontsector->ceilingplane.isSlope() ||
ld->backsector->ceilingplane. isSlope() ||
ld->backsector->e->XFloor.ffloors.Size() != 0 ||
ld->frontsector->e->XFloor.ffloors.Size() != 0 ||
!ld->frontsector->PortalBlocksMovement(sector_t::ceiling) ||
!ld->frontsector->PortalBlocksMovement(sector_t::floor))
{
DVector2 v1 = ld->v1->fPos();
DVector2 d = ld->Delta();
double r = clamp(((pos.X - v1.X) * d.X + (pos.Y - v1.Y) * d.Y) / (d.X*d.X + d.Y*d.Y), 0., 1.);
return v1 + d*r;
}
return pos;
}
//==========================================================================
//
// PIT_FindFloorCeiling
//
// only3d set means to only check against 3D floors and midtexes.
//
//==========================================================================
bool ffcf_verbose;
static bool PIT_FindFloorCeiling(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::CheckResult &cres, const FBoundingBox &box, FCheckPosition &tmf, int flags)
{
line_t *ld = cres.line;
if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
return true;
// A line has been hit
if (ffcf_verbose)
{
Printf("Hit line %d at position %f,%f, group %d\n",
ld->Index(), cres.Position.X, cres.Position.Y, ld->frontsector->PortalGroup);
}
if (!ld->backsector)
{ // One sided line
return true;
}
DVector2 refpoint = FindRefPoint(ld, cres.Position);
FLineOpening open;
P_LineOpening(open, tmf.thing, ld, refpoint, &cres.Position, flags);
// adjust floor / ceiling heights
if (!(flags & FFCF_NOCEILING))
{
if (open.top < tmf.ceilingz)
{
tmf.ceilingz = open.top;
if (open.topsec != NULL) tmf.ceilingsector = open.topsec;
if (ffcf_verbose) Printf(" Adjust ceilingz to %f\n", open.top);
mit.StopUp();
}
}
if (!(flags & FFCF_NOFLOOR))
{
if (open.bottom > tmf.floorz)
{
tmf.floorz = open.bottom;
if (open.bottomsec != NULL) tmf.floorsector = open.bottomsec;
tmf.touchmidtex = open.touchmidtex;
tmf.abovemidtex = open.abovemidtex;
if (ffcf_verbose) Printf(" Adjust floorz to %f\n", open.bottom);
if (tmf.floorz > tmf.dropoffz + tmf.thing->MaxDropOffHeight) mit.StopDown();
}
else if (open.bottom == tmf.floorz)
{
tmf.touchmidtex |= open.touchmidtex;
tmf.abovemidtex |= open.abovemidtex;
}
if (open.lowfloor < tmf.dropoffz && open.lowfloor > LINEOPEN_MIN)
{
tmf.dropoffz = open.lowfloor;
if (ffcf_verbose) Printf(" Adjust dropoffz to %f\n", open.bottom);
if (tmf.floorz > tmf.dropoffz + tmf.thing->MaxDropOffHeight) mit.StopDown();
}
}
return true;
}
//==========================================================================
//
// calculates the actual floor and ceiling position at a given
// coordinate. Traverses through portals unless being told not to.
//
//==========================================================================
void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
{
sector_t *sec = (!(flags & FFCF_SAMESECTOR) || tmf.thing->Sector == NULL)? P_PointInSector(tmf.pos) : tmf.sector;
F3DFloor *ffc, *fff;
tmf.ceilingz = sec->NextHighestCeilingAt(tmf.pos.X, tmf.pos.Y, tmf.pos.Z, tmf.pos.Z + tmf.thing->Height, flags, &tmf.ceilingsector, &ffc);
tmf.floorz = tmf.dropoffz = sec->NextLowestFloorAt(tmf.pos.X, tmf.pos.Y, tmf.pos.Z, flags, tmf.thing->MaxStepHeight, &tmf.floorsector, &fff);
if (fff)
{
tmf.floorpic = *fff->top.texture;
tmf.floorterrain = fff->model->GetTerrain(fff->top.isceiling);
}
else
{
tmf.floorpic = tmf.floorsector->GetTexture(sector_t::floor);
tmf.floorterrain = tmf.floorsector->GetTerrain(sector_t::floor);
}
tmf.ceilingpic = ffc ? *ffc->bottom.texture : tmf.ceilingsector->GetTexture(sector_t::ceiling);
tmf.sector = sec;
}
//==========================================================================
//
// P_FindFloorCeiling
//
//==========================================================================
void P_FindFloorCeiling(AActor *actor, int flags)
{
FCheckPosition tmf;
tmf.thing = actor;
tmf.pos = actor->Pos();
if (flags & FFCF_ONLYSPAWNPOS)
{
flags |= FFCF_3DRESTRICT;
}
if (flags & FFCF_SAMESECTOR)
{
tmf.sector = actor->Sector;
}
P_GetFloorCeilingZ(tmf, flags);
assert(tmf.thing->Sector != NULL);
actor->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz;
actor->ceilingz = tmf.ceilingz;
actor->floorpic = tmf.floorpic;
actor->floorterrain = tmf.floorterrain;
actor->floorsector = tmf.floorsector;
actor->ceilingpic = tmf.ceilingpic;
actor->ceilingsector = tmf.ceilingsector;
if (ffcf_verbose) Printf("Starting with ceilingz = %f, floorz = %f\n", tmf.ceilingz, tmf.floorz);
tmf.touchmidtex = false;
tmf.abovemidtex = false;
validcount++;
FPortalGroupArray grouplist;
FMultiBlockLinesIterator mit(grouplist, actor);
FMultiBlockLinesIterator::CheckResult cres;
// if we already have a valid floor/ceiling sector within the current sector,
// we do not need to iterate through plane portals to find a floor or ceiling.
if (actor->floorsector == actor->Sector) mit.StopDown();
if (actor->ceilingsector == actor->Sector) mit.StopUp();
while ((mit.Next(&cres)))
{
PIT_FindFloorCeiling(mit, cres, mit.Box(), tmf, flags|cres.portalflags);
}
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
bool usetmf = !(flags & FFCF_ONLYSPAWNPOS) || (tmf.abovemidtex && (tmf.floorz <= actor->Z()));
// when actual floor or ceiling are beyond a portal plane we also need to use the result of the blockmap iterator, regardless of the flags being specified.
if (usetmf || tmf.floorsector->PortalGroup != actor->Sector->PortalGroup)
{
actor->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz;
actor->floorpic = tmf.floorpic;
actor->floorterrain = tmf.floorterrain;
actor->floorsector = tmf.floorsector;
}
if (usetmf || tmf.ceilingsector->PortalGroup != actor->Sector->PortalGroup)
{
actor->ceilingz = tmf.ceilingz;
actor->ceilingpic = tmf.ceilingpic;
actor->ceilingsector = tmf.ceilingsector;
}
}
DEFINE_ACTION_FUNCTION(AActor, FindFloorCeiling)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_DEF(flags);
P_FindFloorCeiling(self, flags);
return 0;
}
// Debug CCMD for checking errors in the MultiBlockLinesIterator (needs to be removed when this code is complete)
CCMD(ffcf)
{
ffcf_verbose = true;
P_FindFloorCeiling(players[0].mo, 0);
ffcf_verbose = false;
}
//==========================================================================
//
// TELEPORT MOVE
//
//
// P_TeleportMove
//
// [RH] Added telefrag parameter: When true, anything in the spawn spot
// will always be telefragged, and the move will be successful.
// Added z parameter. Originally, the thing's z was set *after* the
// move was made, so the height checking I added for 1.13 could
// potentially erroneously indicate the move was okay if the thing
// was being teleported between two non-overlapping height ranges.
//
//==========================================================================
bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modifyactor)
{
FCheckPosition tmf;
sector_t *oldsec = thing->Sector;
// kill anything occupying the position
// The base floor/ceiling is from the subsector that contains the point.
// Any contacted lines the step closer together will adjust them.
tmf.thing = thing;
tmf.pos = pos;
tmf.touchmidtex = false;
tmf.abovemidtex = false;
P_GetFloorCeilingZ(tmf, 0);
spechit.Clear(); // this is needed so that no more specials get activated after crossing a teleporter.
bool StompAlwaysFrags = ((thing->flags2 & MF2_TELESTOMP) || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag) && !(thing->flags7 & MF7_NOTELESTOMP);
// P_LineOpening requires the thing's z to be the destination z in order to work.
double savedz = thing->Z();
thing->SetZ(pos.Z);
sector_t *sector = P_PointInSector(pos);
FPortalGroupArray grouplist;
FMultiBlockLinesIterator mit(grouplist, pos.X, pos.Y, pos.Z, thing->Height, thing->radius, sector);
FMultiBlockLinesIterator::CheckResult cres;
while (mit.Next(&cres))
{
PIT_FindFloorCeiling(mit, cres, mit.Box(), tmf, 0);
}
thing->SetZ(savedz);
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
FMultiBlockThingsIterator mit2(grouplist, pos.X, pos.Y, pos.Z, thing->Height, thing->radius, false, sector);
FMultiBlockThingsIterator::CheckResult cres2;
while (mit2.Next(&cres2))
{
AActor *th = cres2.thing;
if (!(th->flags & MF_SHOOTABLE))
continue;
// don't clip against self
if (th == thing)
continue;
double blockdist = th->radius + tmf.thing->radius;
if (fabs(th->X() - cres2.Position.X) >= blockdist || fabs(th->Y() - cres2.Position.Y) >= blockdist)
continue;
if ((th->flags2 | tmf.thing->flags2) & MF2_THRUACTORS)
continue;
if (tmf.thing->flags6 & MF6_THRUSPECIES && tmf.thing->GetSpecies() == th->GetSpecies())
continue;
// [RH] Z-Check
// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
// Otherwise those things would get stuck inside each other.
if ((thing->flags2 & MF2_PASSMOBJ || th->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{
if (!(th->flags3 & thing->flags3 & MF3_DONTOVERLAP))
{
if (pos.Z > th->Top() || // overhead
pos.Z + thing->Height < th->Z()) // underneath
continue;
}
}
if (!P_CanCollideWith(tmf.thing, th))
continue;
// Don't let players and monsters block item teleports (all other actor types will still block.)
if (thing->IsKindOf(RUNTIME_CLASS(AInventory)) && !(thing->flags & MF_SOLID) && ((th->flags3 & MF3_ISMONSTER) || th->player != nullptr))
continue;
// monsters don't stomp things except on boss level
// [RH] Some Heretic/Hexen monsters can telestomp
// ... and some items can never be telefragged while others will be telefragged by everything that teleports upon them.
if ((StompAlwaysFrags && !(th->flags6 & MF6_NOTELEFRAG)) || (th->flags7 & MF7_ALWAYSTELEFRAG))
{
// Don't actually damage if predicting a teleport
if (thing->player == NULL || !(thing->player->cheats & CF_PREDICTING))
P_DamageMobj(th, thing, thing, TELEFRAG_DAMAGE, NAME_Telefrag, DMG_THRUSTLESS);
continue;
}
return false;
}
if (modifyactor)
{
// the move is ok, so link the thing into its new position
thing->SetOrigin(pos, false);
thing->floorz = tmf.floorz;
thing->ceilingz = tmf.ceilingz;
thing->floorsector = tmf.floorsector;
thing->floorpic = tmf.floorpic;
thing->floorterrain = tmf.floorterrain;
thing->ceilingsector = tmf.ceilingsector;
thing->ceilingpic = tmf.ceilingpic;
thing->dropoffz = tmf.dropoffz; // killough 11/98
thing->BlockingLine = NULL;
if (thing->flags2 & MF2_FLOORCLIP)
{
thing->AdjustFloorClip();
}
if (thing == players[consoleplayer].camera)
{
R_ResetViewInterpolation();
}
// If this teleport was caused by a move, P_TryMove() will handle the
// sector transition messages better than we can here.
// This needs to be compatibility optioned because some older maps exploited this missing feature.
if (!(thing->flags6 & MF6_INTRYMOVE) && !(i_compatflags2 & COMPATF2_TELEPORT))
{
thing->CheckSectorTransition(oldsec);
}
}
return true;
}
DEFINE_ACTION_FUNCTION(AActor, TeleportMove)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_BOOL(telefrag);
PARAM_BOOL_DEF(modify);
ACTION_RETURN_BOOL(P_TeleportMove(self, DVector3(x, y, z), telefrag, modify));
}
//==========================================================================
//
// [RH] P_PlayerStartStomp
//
// Like P_TeleportMove, but it doesn't move anything, and only monsters and other
// players get telefragged.
//
//==========================================================================
void P_PlayerStartStomp(AActor *actor, bool mononly)
{
FPortalGroupArray grouplist;
FMultiBlockThingsIterator mit(grouplist, actor);
FMultiBlockThingsIterator::CheckResult cres;
while ((mit.Next(&cres)))
{
AActor *th = cres.thing;
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;
double blockdist = th->radius + actor->radius;
if (fabs(th->X() - cres.Position.X) >= blockdist || fabs(th->Y() - cres.Position.Y) >= blockdist)
continue;
// only kill monsters and other players
if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER))
continue;
if (th->player != NULL && mononly)
continue;
if (actor->Z() > th->Top())
continue; // overhead
if (actor->Top() < th->Z())
continue; // underneath
P_DamageMobj(th, actor, actor, TELEFRAG_DAMAGE, NAME_Telefrag);
}
}
//==========================================================================
//
// killough 8/28/98:
//
// P_GetFriction()
//
// Returns the friction associated with a particular mobj.
//
//==========================================================================
double P_GetFriction(const AActor *mo, double *frictionfactor)
{
double friction = ORIG_FRICTION;
double movefactor = ORIG_FRICTION_FACTOR;
double newfriction;
double newmf;
const msecnode_t *m;
sector_t *sec;
if (mo->IsNoClip2())
{
// The default values are fine for noclip2 mode
}
else 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))
{
friction = mo->Sector->GetFriction(sector_t::floor, &movefactor);
movefactor *= 0.5;
// Check 3D floors -- might be the source of the waterlevel
for (unsigned i = 0; i < mo->Sector->e->XFloor.ffloors.Size(); i++)
{
F3DFloor *rover = mo->Sector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_SWIMMABLE)) continue;
if (mo->Z() > rover->top.plane->ZatPoint(mo) ||
mo->Z() < rover->bottom.plane->ZatPoint(mo))
continue;
newfriction = rover->model->GetFriction(rover->top.isceiling, &newmf);
if (newfriction < friction || friction == ORIG_FRICTION)
{
friction = newfriction;
movefactor = newmf * 0.5;
}
}
}
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;
DVector3 pos = mo->PosRelative(sec);
// 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)
{
// Must be standing on a solid floor
if (!mo->isAtZ(rover->top.plane->ZatPoint(pos))) continue;
}
else if (rover->flags & FF_SWIMMABLE)
{
// Or on or inside a swimmable floor (e.g. in shallow water)
if (mo->Z() > rover->top.plane->ZatPoint(pos) ||
(mo->Top()) < rover->bottom.plane->ZatPoint(pos))
continue;
}
else
continue;
newfriction = rover->model->GetFriction(rover->top.isceiling, &newmf);
if (newfriction < friction || friction == ORIG_FRICTION)
{
friction = newfriction;
movefactor = newmf;
}
}
if (!(sec->Flags & SECF_FRICTION) &&
Terrains[sec->GetTerrain(sector_t::floor)].Friction == 0)
{
continue;
}
newfriction = sec->GetFriction(sector_t::floor, &newmf);
if ((newfriction < friction || friction == ORIG_FRICTION) &&
(mo->Z() <= sec->floorplane.ZatPoint(pos) ||
(sec->GetHeightSec() != NULL &&
mo->Z() <= sec->heightsec->floorplane.ZatPoint(pos))))
{
friction = newfriction;
movefactor = newmf;
}
}
}
if (mo->Friction != 1)
{
friction = clamp((friction * mo->Friction), 0., 1.);
movefactor = FrictionToMoveFactor(friction);
}
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
//
//==========================================================================
double P_GetMoveFactor(const AActor *mo, double *frictionp)
{
double 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
double velocity = mo->VelXYToSpeed();
if (velocity > MORE_FRICTION_VELOCITY * 4)
movefactor *= 8;
else if (velocity > MORE_FRICTION_VELOCITY * 2)
movefactor *= 4;
else if (velocity > MORE_FRICTION_VELOCITY)
movefactor *= 2;
}
if (frictionp)
*frictionp = friction;
return movefactor;
}
DEFINE_ACTION_FUNCTION(AActor, GetFriction)
{
PARAM_SELF_PROLOGUE(AActor);
double friction, movefactor = P_GetMoveFactor(self, &friction);
if (numret > 1)
{
numret = 2;
ret[1].SetFloat(movefactor);
}
if (numret > 0)
{
ret[0].SetFloat(friction);
}
return numret;
}
//==========================================================================
//
// Checks if the line intersects with the actor
// returns
// - 1 when above/below
// - 0 when intersecting
// - -1 when outside the portal
//
// Note that this check is done from the 'other' side of the portal
// so plane names seem to be inverted.
//
//==========================================================================
static int LineIsAbove(line_t *line, AActor *actor)
{
if (line->frontsector->PortalBlocksMovement(sector_t::floor)) return -1;
return line->frontsector->GetPortalPlaneZ(sector_t::floor) >= actor->Top();
}
static int LineIsBelow(line_t *line, AActor *actor)
{
if (line->frontsector->PortalBlocksMovement(sector_t::ceiling)) return -1;
return line->frontsector->GetPortalPlaneZ(sector_t::ceiling) <= actor->Z();
}
//
// MOVEMENT ITERATOR FUNCTIONS
//
//==========================================================================
//
//
// PIT_CheckLine
// Adjusts tmfloorz and tmceilingz as lines are contacted
//
//
//==========================================================================
static // killough 3/26/98: make static
bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::CheckResult &cres, const FBoundingBox &box, FCheckPosition &tm)
{
line_t *ld = cres.line;
bool rail = false;
if (!box.inRange(ld) || 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
// Needed for polyobject portals.
if (cres.line->isLinePortal() && (cres.line->sidedef[0]->Flags & WALLF_POLYOBJ))
{
spechit_t spec;
spec.line = ld;
spec.Refpos = cres.Position;
spec.Oldrefpos = tm.thing->PosRelative(ld);
portalhit.Push(spec);
return true;
}
if (((cres.portalflags & FFCF_NOFLOOR) && LineIsAbove(cres.line, tm.thing) != 0) ||
((cres.portalflags & FFCF_NOCEILING) && LineIsBelow(cres.line, tm.thing) != 0))
{
// this blocking line is in a different vertical layer and does not intersect with the actor that is being checked.
// Since a one-sided line does not have an opening there's nothing left to do about it.
return true;
}
// check if the actor can step through the ceiling portal. In this case one-sided lines in the current area should not block
if (!cres.line->frontsector->PortalBlocksMovement(sector_t::ceiling))
{
double portz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
if (tm.thing->Z() < portz && tm.thing->Z() + tm.thing->MaxStepHeight >= portz && tm.floorz < portz)
{
tm.floorz = portz;
tm.floorsector = cres.line->frontsector;
tm.floorpic = cres.line->sidedef[0]->GetTexture(side_t::mid);
tm.floorterrain = 0;
tm.portalstep = true;
return true;
}
}
if (tm.thing->flags2 & MF2_BLASTED)
{
P_DamageMobj(tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
}
tm.thing->BlockingLine = ld;
CheckForPushSpecial(ld, 0, tm.thing);
return false;
}
// 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 (cres.portalflags & FFCF_NOFLOOR)
{
int state = LineIsAbove(cres.line, tm.thing);
if (state == -1) return true;
if (state == 1)
{
// the line should not block but we should set the ceilingz to the portal boundary so that we can't float up into that line.
double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::floor);
if (portalz < tm.ceilingz)
{
tm.ceilingz = portalz;
tm.ceilingsector = cres.line->frontsector;
}
return true;
}
}
else if (cres.portalflags & FFCF_NOCEILING)
{
// same, but for downward portals
int state = LineIsBelow(cres.line, tm.thing);
if (state == -1) return true;
if (state == 1)
{
double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
if (portalz > tm.floorz)
{
tm.floorz = portalz;
tm.floorsector = cres.line->frontsector;
tm.floorterrain = 0;
}
return true;
}
}
else
{
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(cres.Position, ld), tm.thing);
return false;
}
}
}
DVector2 ref = FindRefPoint(ld, cres.Position);
FLineOpening open;
P_LineOpening(open, tm.thing, ld, ref, &cres.Position, cres.portalflags);
if (!tm.thing->Sector->PortalBlocksMovement(sector_t::ceiling))
{
sector_t *oppsec = cres.line->frontsector == tm.thing->Sector ? cres.line->backsector : cres.line->frontsector;
if (oppsec->PortalBlocksMovement(sector_t::ceiling))
{
double portz = tm.thing->Sector->GetPortalPlaneZ(sector_t::ceiling);
if (tm.thing->Z() < portz && tm.thing->Z() + tm.thing->MaxStepHeight >= portz && tm.floorz < portz)
{
// Actor is stepping through a portal.
tm.portalstep = true;
return true;
}
}
}
// [RH] Steep sectors count as dropoffs, if the actor touches the boundary between a steep slope and something else
if (!(tm.thing->flags & MF_DROPOFF) &&
!(tm.thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
{
if ((open.frontfloorplane.fC() < STEEPSLOPE) != (open.backfloorplane.fC() < STEEPSLOPE))
{
// on the boundary of a steep slope
return false;
}
}
// If the floor planes on both sides match we should recalculate open.bottom at the actual position we are checking
// This is to avoid bumpy movement when crossing a linedef with the same slope on both sides.
// This should never narrow down the opening, though, only widen it.
if (open.frontfloorplane == open.backfloorplane && open.bottom > LINEOPEN_MIN)
{
auto newopen = open.frontfloorplane.ZatPoint(cres.Position);
if (newopen < open.bottom) open.bottom = newopen;
}
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(ref)))
{
open.bottom += 32;
}
// adjust floor / ceiling heights
if (!(cres.portalflags & FFCF_NOCEILING))
{
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 (!(cres.portalflags & FFCF_NOFLOOR))
{
if (open.bottom > tm.floorz)
{
tm.floorz = open.bottom;
tm.floorsector = open.bottomsec;
tm.floorpic = open.floorpic;
tm.floorterrain = open.floorterrain;
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
spechit_t spec;
if (ld->special)
{
spec.line = ld;
spec.Refpos = cres.Position;
spec.Oldrefpos = tm.thing->PosRelative(ld);
spechit.Push(spec);
}
if (ld->isLinePortal())
{
spec.line = ld;
spec.Refpos = cres.Position;
spec.Oldrefpos = tm.thing->PosRelative(ld);
portalhit.Push(spec);
}
return true;
}
//==========================================================================
//
//
// PIT_CheckPortal
// This checks the destination side of a non-static line portal
// We cannot run a full P_CheckPosition there because it'd set
// multiple fields to values that can cause problems in other
// parts of the code
//
// What this does is starting a separate BlockLinesIterator
// and only taking the absolutely necessary information
// (i.e. floor and ceiling height plus terrain)
//
//
//==========================================================================
static bool PIT_CheckPortal(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::CheckResult cres, const FBoundingBox &box, FCheckPosition &tm)
{
// if in another vertical section let's just ignore it.
if (cres.portalflags & (FFCF_NOCEILING | FFCF_NOFLOOR)) return false;
if (!box.inRange(cres.line) || box.BoxOnLineSide(cres.line) != -1)
return false;
line_t *lp = cres.line->getPortalDestination();
double zofs = 0;
P_TranslatePortalXY(cres.line, cres.Position.X, cres.Position.Y);
P_TranslatePortalZ(cres.line, zofs);
// fudge a bit with the portal line so that this gets included in the checks that normally only get run on two-sided lines
sector_t *sec = lp->backsector;
if (lp->backsector == NULL) lp->backsector = lp->frontsector;
tm.thing->AddZ(zofs);
FBoundingBox pbox(cres.Position.X, cres.Position.Y, tm.thing->radius);
FBlockLinesIterator it(pbox);
bool ret = false;
line_t *ld;
// Check all lines at the destination
while ((ld = it.Next()))
{
if (!pbox.inRange(ld) || pbox.BoxOnLineSide(ld) != -1)
continue;
if (ld->backsector == NULL)
continue;
DVector2 ref = FindRefPoint(ld, cres.Position);
FLineOpening open;
P_LineOpening(open, tm.thing, ld, ref, &cres.Position, 0);
// adjust floor / ceiling heights
if (open.top - zofs < tm.ceilingz)
{
tm.ceilingz = open.top - zofs;
tm.ceilingpic = open.ceilingpic;
/*
tm.ceilingsector = open.topsec;
tm.ceilingline = ld;
tm.thing->BlockingLine = ld;
*/
ret = true;
}
if (open.bottom - zofs > tm.floorz)
{
tm.floorz = open.bottom - zofs;
tm.floorpic = open.floorpic;
tm.floorterrain = open.floorterrain;
/*
tm.floorsector = open.bottomsec;
tm.touchmidtex = open.touchmidtex;
tm.abovemidtex = open.abovemidtex;
tm.thing->BlockingLine = ld;
*/
ret = true;
}
if (open.lowfloor - zofs < tm.dropoffz)
tm.dropoffz = open.lowfloor - zofs;
}
tm.thing->AddZ(-zofs);
lp->backsector = sec;
return ret;
}
//==========================================================================
//
// Isolated to keep the code readable and fix the logic
//
//==========================================================================
static bool CheckRipLevel(AActor *victim, AActor *projectile)
{
if (victim->RipLevelMin > 0 && projectile->RipperLevel < victim->RipLevelMin) return false;
if (victim->RipLevelMax > 0 && projectile->RipperLevel > victim->RipLevelMax) return false;
return true;
}
//==========================================================================
//
// Isolated to keep the code readable and allow reuse in other attacks
//
//==========================================================================
static bool CanAttackHurt(AActor *victim, AActor *shooter)
{
// players are never subject to infighting settings and are always allowed
// to harm / be harmed by anything.
if (!victim->player && !shooter->player)
{
int infight = G_SkillProperty(SKILLP_Infight);
if (infight < 0)
{
// -1: Monsters cannot hurt each other, but make exceptions for
// friendliness and hate status.
if (shooter->flags & MF_SHOOTABLE)
{
// Question: Should monsters be allowed to shoot barrels in this mode?
// The old code does not.
if (victim->flags3 & MF3_ISMONSTER)
{
// Monsters that are clearly hostile can always hurt each other
if (!victim->IsHostile(shooter))
{
// The same if the shooter hates the target
if (victim->tid == 0 || shooter->TIDtoHate != victim->tid)
{
return false;
}
}
}
}
}
else if (infight == 0)
{
// 0: Monsters cannot hurt same species except
// cases where they are clearly supposed to do that
if (victim->IsFriend(shooter))
{
// Friends never harm each other, unless the shooter has the HARMFRIENDS set.
if (!(shooter->flags7 & MF7_HARMFRIENDS)) return false;
}
else
{
if (victim->TIDtoHate != 0 && victim->TIDtoHate == shooter->TIDtoHate)
{
// [RH] Don't hurt monsters that hate the same victim as you do
return false;
}
if (victim->GetSpecies() == shooter->GetSpecies() && !(victim->flags6 & MF6_DOHARMSPECIES))
{
// Don't hurt same species or any relative -
// but only if the target isn't one's hostile.
if (!victim->IsHostile(shooter))
{
// Allow hurting monsters the shooter hates.
if (victim->tid == 0 || shooter->TIDtoHate != victim->tid)
{
return false;
}
}
}
}
}
// else if (infight==1) every shot hurts anything - no further tests needed
}
return true;
}
//==========================================================================
//
// PIT_CheckThing
//
//==========================================================================
bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::CheckResult &cres, const FBoundingBox &box, FCheckPosition &tm)
{
AActor *thing = cres.thing;
double topz;
bool solid;
int damage;
// don't clip against self
if (thing == tm.thing)
return true;
if (!((thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE)) || thing->flags6 & MF6_TOUCHY))
return true; // can't hit thing
double blockdist = thing->radius + tm.thing->radius;
if (fabs(thing->X() - cres.Position.X) >= blockdist || fabs(thing->Y() - cres.Position.Y) >= blockdist)
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->Top();
// Both things overlap in x or y direction
bool unblocking = false;
// walking on other actors and unblocking is too messy through restricted portal types so disable it.
if (!(cres.portalflags & FFCF_RESTRICTEDPORTAL))
{
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;
}
}
}
if (((tm.FromPMove || tm.thing->player != NULL) && thing->flags&MF_SOLID))
{
DVector3 oldpos = tm.thing->PosRelative(thing);
// 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.pos.X == tm.thing->X() && tm.pos.Y == tm.thing->Y())
{
unblocking = true;
}
else if (fabs(thing->X() - oldpos.X) < (thing->radius + tm.thing->radius) &&
fabs(thing->Y() - oldpos.Y) < (thing->radius + tm.thing->radius))
{
double newdist = thing->Distance2D(cres.Position.X, cres.Position.Y);
double olddist = thing->Distance2D(oldpos.X, oldpos.Y);
if (newdist > olddist)
{
// unblock only if there's already a vertical overlap (or both actors are flagged not to overlap)
unblocking = (tm.thing->Top() > thing->Z() && tm.thing->Z() < topz) || (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP);
}
}
}
}
// [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->flags & MF_MISSILE) ||
!(tm.thing->flags2 & MF2_RIP) ||
(thing->flags5 & MF5_DONTRIP) ||
((tm.thing->flags6 & MF6_NOBOSSRIP) && (thing->flags2 & MF2_BOSS)))
{
// Some things prefer not to overlap each other, if possible (Q: Is this even needed anymore? It was just for dealing with some deficiencies in the code below in Heretic.)
if (!(tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP))
{
if ((tm.thing->Z() >= topz) || (tm.thing->Top() <= thing->Z()))
return true;
}
else return unblocking; // This may not really make sense, but Heretic depends on the broken implementation.
}
}
// Call the script callback. This must be done before any other checks that perform some actual action or may already return a 'block'.
// The checks here are to do this only for conditions that would later result in an action, calling this for everything would be too much of a drag if
// too many scripted overrides were being used, as PIT_CheckThing is even called for touching all the monster corpses lying around.
if (((thing->flags & MF_SOLID) || (thing->flags6 & (MF6_TOUCHY | MF6_BUMPSPECIAL))) &&
((tm.thing->flags & (MF_SOLID|MF_MISSILE)) || (tm.thing->flags2 & MF2_BLASTED) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS) || (tm.thing->BounceFlags & BOUNCE_MBF)))
{
if (!P_CanCollideWith(tm.thing, thing)) return true;
}
if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
{
// 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
topz >= tm.thing->Z() && tm.thing->Top() >= 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->CallSlam(tm.thing->BlockingMobj);
tm.thing->BlockingMobj = NULL;
return res;
}
// [ED850] Player Prediction ends here. There is nothing else they could/should do.
if (tm.thing->player != NULL && (tm.thing->player->cheats & CF_PREDICTING))
{
solid = (thing->flags & MF_SOLID) &&
!(thing->flags & MF_NOCLIP) &&
((tm.thing->flags & MF_SOLID) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS));
return !solid || unblocking;
}
// 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->Vel += tm.thing->Vel.XY();
if (fabs(thing->Vel.X) + fabs(thing->Vel.Y) > 3.)
{
int newdam;
damage = (tm.thing->Mass / 100) + 1;
newdam = P_DamageMobj(thing, tm.thing, tm.thing, damage, tm.thing->DamageType);
P_TraceBleed(newdam > 0 ? newdam : damage, thing, tm.thing);
damage = (thing->Mass / 100) + 1;
newdam = P_DamageMobj(tm.thing, thing, thing, damage >> 2, tm.thing->DamageType);
P_TraceBleed(newdam > 0 ? newdam : 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;
}
double 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->Top() < 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->IsZeroDamage() || !(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
if (tm.thing->target != NULL)
{
if (thing == tm.thing->target)
{ // Don't missile self
return true;
}
if (!CanAttackHurt(thing, tm.thing->target))
{
return false;
}
}
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)) && CheckRipLevel(thing, tm.thing))
{
if (!(tm.thing->flags6 & MF6_NOBOSSRIP) || !(thing->flags2 & MF2_BOSS))
{
bool *check = tm.LastRipped.CheckKey(thing);
if (check == NULL || !*check)
{
tm.LastRipped[thing] = true;
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);
int newdam = P_DamageMobj(thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
{
P_TraceBleed(newdam > 0 ? newdam : damage, thing, tm.thing);
}
if (thing->flags2 & MF2_PUSHABLE
&& !(tm.thing->flags2 & MF2_CANNOTPUSH))
{ // Push thing
if (thing->lastpush != tm.PushTime)
{
thing->Vel += tm.thing->Vel.XY() * 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) || (tm.thing->flags7 & MF7_CAUSEPAIN))
{
int newdam = 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->Pos(), thing, tm.thing->AngleTo(thing));
}
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
{
P_TraceBleed(newdam > 0 ? newdam : damage, thing, tm.thing);
}
}
}
else
{
P_GiveBody(thing, -damage);
}
if ((thing->flags7 & MF7_THRUREFLECT) && (thing->flags2 & MF2_REFLECTIVE) && (tm.thing->flags & MF_MISSILE))
{
if (tm.thing->flags2 & MF2_SEEKERMISSILE)
{
tm.thing->tracer = tm.thing->target;
}
tm.thing->target = thing;
return true;
}
return false; // don't traverse any more
}
if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH))
{ // Push thing
if (thing->lastpush != tm.PushTime)
{
thing->Vel += tm.thing->Vel.XY() * 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->Top() - 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, const DVector2 &pos, FCheckPosition &tm, bool actorsonly)
{
sector_t *newsec;
AActor *thingblocker;
double realHeight = thing->Height;
tm.thing = thing;
tm.pos.X = pos.X;
tm.pos.Y = pos.Y;
tm.pos.Z = thing->Z();
newsec = tm.sector = P_PointInSector(pos);
tm.ceilingline = thing->BlockingLine = NULL;
// Retrieve the base floor / ceiling from the target location.
// Any contacted lines the step closer together will adjust them.
if (!thing->IsNoClip2())
{
if (!newsec->PortalBlocksMovement(sector_t::ceiling) || !newsec->PortalBlocksMovement(sector_t::floor))
{
// Use P_GetFloorCeilingZ only if there's portals to consider. Its logic is subtly different than what is needed here for 3D floors.
P_GetFloorCeilingZ(tm, FFCF_SAMESECTOR);
}
else
{
tm.floorz = tm.dropoffz = newsec->floorplane.ZatPoint(pos);
tm.floorpic = newsec->GetTexture(sector_t::floor);
tm.ceilingz = newsec->ceilingplane.ZatPoint(pos);
tm.ceilingpic = newsec->GetTexture(sector_t::ceiling);
tm.floorsector = tm.ceilingsector = newsec;
tm.floorterrain = newsec->GetTerrain(sector_t::floor);
}
F3DFloor* rover;
double thingtop = thing->Height > 0 ? thing->Top() : thing->Z() + 1;
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;
double ff_bottom = rover->bottom.plane->ZatPoint(pos);
double ff_top = rover->top.plane->ZatPoint(pos);
double delta1 = thing->Z() - (ff_bottom + ((ff_top - ff_bottom) / 2));
double delta2 = thingtop - (ff_bottom + ((ff_top - ff_bottom) / 2));
if (ff_top > tm.floorz && fabs(delta1) < fabs(delta2))
{
tm.floorz = tm.dropoffz = ff_top;
tm.floorpic = *rover->top.texture;
tm.floorterrain = rover->model->GetTerrain(rover->top.isceiling);
}
if (ff_bottom < tm.ceilingz && fabs(delta1) >= fabs(delta2))
{
tm.ceilingz = ff_bottom;
tm.ceilingpic = *rover->bottom.texture;
}
}
}
else
{
// With noclip2, we must ignore 3D floors and go right to the uppermost ceiling and lowermost floor.
tm.floorz = tm.dropoffz = newsec->LowestFloorAt(pos, &tm.floorsector);
tm.ceilingz = newsec->HighestCeilingAt(pos, &tm.ceilingsector);
tm.floorpic = tm.floorsector->GetTexture(sector_t::floor);
tm.floorterrain = tm.floorsector->GetTerrain(sector_t::floor);
tm.ceilingpic = tm.ceilingsector->GetTexture(sector_t::ceiling);
}
tm.touchmidtex = false;
tm.abovemidtex = false;
validcount++;
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(pos.X, pos.Y, thing->radius);
FPortalGroupArray pcheck;
FMultiBlockThingsIterator it2(pcheck, pos.X, pos.Y, thing->Z(), thing->Height, thing->radius, false, newsec);
FMultiBlockThingsIterator::CheckResult tcres;
while ((it2.Next(&tcres)))
{
if (!PIT_CheckThing(it2, tcres, it2.Box(), 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 this blocks through a restricted line portal, it will always completely block.
if (BlockingMobj == NULL || (i_compatflags & COMPATF_NO_PASSMOBJ) || (tcres.portalflags & FFCF_RESTRICTEDPORTAL))
{ // 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->Top() - thing->Z() <= thing->MaxStepHeight)
{
if (thingblocker == NULL ||
BlockingMobj->Z() > thingblocker->Z())
{
thingblocker = BlockingMobj;
}
thing->BlockingMobj = NULL;
}
else if (thing->player &&
thing->Top() - 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 (actorsonly || (thing->flags & MF_NOCLIP))
return (thing->BlockingMobj = thingblocker) == NULL;
spechit.Clear();
portalhit.Clear();
FMultiBlockLinesIterator it(pcheck, pos.X, pos.Y, thing->Z(), thing->Height, thing->radius, newsec);
FMultiBlockLinesIterator::CheckResult lcres;
double thingdropoffz = tm.floorz;
//bool onthing = (thingdropoffz != tmdropoffz);
tm.floorz = tm.dropoffz;
bool good = true;
while (it.Next(&lcres))
{
bool thisresult = PIT_CheckLine(it, lcres, it.Box(), tm);
good &= thisresult;
if (thisresult)
{
FLinePortal *port = lcres.line->getPortal();
if (port != NULL && port->mFlags & PORTF_PASSABLE && port->mType != PORTT_LINKED)
{
// Checking the other side of the portal completely is too costly,
// but checking the portal's destination line is necessary to
// retrieve the proper sector heights on the other side.
if (PIT_CheckPortal(it, lcres, it.Box(), tm))
{
tm.thing->BlockingLine = lcres.line;
}
}
}
}
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, const DVector2 &pos, bool actorsonly)
{
FCheckPosition tm;
return P_CheckPosition(thing, pos, tm, actorsonly);
}
DEFINE_ACTION_FUNCTION(AActor, CheckPosition)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_BOOL_DEF(actorsonly);
PARAM_POINTER_DEF(tm, FCheckPosition);
if (tm)
{
ACTION_RETURN_BOOL(P_CheckPosition(self, DVector2(x, y), *tm, actorsonly));
}
else
{
ACTION_RETURN_BOOL(P_CheckPosition(self, DVector2(x, y), actorsonly));
}
}
//----------------------------------------------------------------------------
//
// 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)
{
ActorFlags flags;
flags = mobj->flags;
mobj->flags &= ~MF_PICKUP;
if (P_CheckPosition(mobj, mobj->Pos()))
{ // XY is ok, now check Z
mobj->flags = flags;
if ((mobj->Z() < mobj->floorz) || (mobj->Top() > mobj->ceilingz))
{ // Bad Z
return false;
}
return true;
}
mobj->flags = flags;
return false;
}
DEFINE_ACTION_FUNCTION(AActor, TestMobjLocation)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(P_TestMobjLocation(self));
}
//=============================================================================
//
// P_CheckOnmobj(AActor *thing)
//
// Checks if the new Z position is legal
//=============================================================================
AActor *P_CheckOnmobj(AActor *thing)
{
double oldz;
bool good;
AActor *onmobj;
oldz = thing->Z();
P_FakeZMovement(thing);
good = P_TestMobjZ(thing, false, &onmobj);
thing->SetZ(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;
}
FPortalGroupArray check;
FMultiBlockThingsIterator it(check, actor, -1, true);
FMultiBlockThingsIterator::CheckResult cres;
while (it.Next(&cres))
{
AActor *thing = cres.thing;
double blockdist = thing->radius + actor->radius;
if (fabs(thing->X() - cres.Position.X) >= blockdist || fabs(thing->Y() - cres.Position.Y) >= blockdist)
{
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->flags & MF_MISSILE) && (thing == actor->target))
{ // Don't clip against whoever shot the missile.
continue;
}
if (actor->Z() > thing->Top())
{ // over thing
continue;
}
else if (actor->Top() <= thing->Z())
{ // under thing
continue;
}
else if (!quick && onmobj != NULL && thing->Top() < onmobj->Top())
{ // something higher is in the way
continue;
}
else if (!P_CanCollideWith(actor, thing))
{ // If they cannot collide, they cannot block each other.
continue;
}
onmobj = thing;
if (quick) break;
}
if (pOnmobj) *pOnmobj = onmobj;
return onmobj == NULL;
}
DEFINE_ACTION_FUNCTION(AActor, TestMobjZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_DEF(quick);
AActor *on = nullptr;;
bool retv = P_TestMobjZ(self, quick, &on);
if (numret > 1)
{
numret = 2;
ret[1].SetPointer(on, ATAG_OBJECT);
}
if (numret > 0)
{
ret[0].SetInt(retv);
}
return numret;
}
//=============================================================================
//
// P_FakeZMovement
//
// Fake the zmovement so that we can check if a move is legal
//=============================================================================
void P_FakeZMovement(AActor *mo)
{
//
// adjust height
//
mo->AddZ(mo->Vel.Z);
if ((mo->flags&MF_FLOAT) && mo->target)
{ // float down towards target if too close
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
{
double dist = mo->Distance2D(mo->target);
double delta = mo->target->Center() - mo->Z();
if (delta < 0 && dist < -(delta * 3))
mo->AddZ(-mo->FloatSpeed);
else if (delta > 0 && dist < (delta * 3))
mo->AddZ(mo->FloatSpeed);
}
}
if (mo->player && mo->flags&MF_NOGRAVITY && (mo->Z() > mo->floorz) && !mo->IsNoClip2())
{
mo->AddZ(DAngle(4.5 * level.maptime).Sin());
}
//
// clip movement
//
if (mo->Z() <= mo->floorz)
{ // hit the floor
mo->SetZ(mo->floorz);
}
if (mo->Top() > mo->ceilingz)
{ // hit the ceiling
mo->SetZ(mo->ceilingz - mo->Height);
}
}
//===========================================================================
//
// CheckForPushSpecial
//
//===========================================================================
static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, DVector2 *posforwindowcheck)
{
if (line->special && !(mobj->flags6 & MF6_NOTRIGGER))
{
if (posforwindowcheck && !(i_compatflags2 & COMPATF2_PUSHWINDOW) && line->backsector != NULL)
{ // Make sure this line actually blocks us and is not a window
// or similar construct we are standing inside of.
DVector3 pos = mobj->PosRelative(line);
double fzt = line->frontsector->ceilingplane.ZatPoint(*posforwindowcheck);
double fzb = line->frontsector->floorplane.ZatPoint(*posforwindowcheck);
double bzt = line->backsector->ceilingplane.ZatPoint(*posforwindowcheck);
double bzb = line->backsector->floorplane.ZatPoint(*posforwindowcheck);
if (fzt >= mobj->Top() && bzt >= mobj->Top() &&
fzb <= mobj->Z() && bzb <= mobj->Z())
{
if (line->flags & ML_3DMIDTEX)
{
double top, bot;
P_GetMidTexturePosition(line, side, &top, &bot);
if (bot < mobj->Top() && top > mobj->Z())
{
goto isblocking;
}
}
// we must also check if some 3D floor in the backsector may be blocking
for (auto rover : line->backsector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
double ff_bottom = rover->bottom.plane->ZatPoint(*posforwindowcheck);
double ff_top = rover->top.plane->ZatPoint(*posforwindowcheck);
if (ff_bottom < mobj->Top() && ff_top > mobj->Z())
{
goto isblocking;
}
}
return;
}
}
isblocking:
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, const DVector2 &pos,
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
{
sector_t *oldsector;
double oldz;
int side;
int oldside;
sector_t* oldsec = thing->Sector; // [RH] for sector actions
sector_t* newsec;
tm.floatok = false;
tm.portalstep = false;
oldz = thing->Z();
if (onfloor)
{
thing->SetZ(onfloor->ZatPoint(pos));
}
thing->flags6 |= MF6_INTRYMOVE;
if (!P_CheckPosition(thing, pos, 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->Top() - thing->Z() > thing->MaxStepHeight
|| ((BlockingMobj->Sector->ceilingplane.ZatPoint(pos) - (BlockingMobj->Top()) < thing->Height) && BlockingMobj->Sector->PortalBlocksMovement(sector_t::ceiling))
|| (tm.ceilingz - (BlockingMobj->Top()) < thing->Height))
{
goto pushline;
}
}
if (!(tm.thing->flags2 & MF2_PASSMOBJ) || (i_compatflags & COMPATF_NO_PASSMOBJ))
{
thing->SetZ(oldz);
thing->flags6 &= ~MF6_INTRYMOVE;
return false;
}
}
if (thing->flags3 & MF3_FLOORHUGGER)
{
thing->SetZ(tm.floorz);
}
else if (thing->flags3 & MF3_CEILINGHUGGER)
{
thing->SetZ(tm.ceilingz - thing->Height);
}
if (onfloor && tm.floorsector == thing->floorsector)
{
thing->SetZ(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->Top()
&& !(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->Top() > tm.ceilingz)
goto pushline;
#else
// When flying, slide up or down blocking lines until the actor
// is not blocked.
if (thing->Top() > tm.ceilingz)
{
thing->Vel.Z = -8;
goto pushline;
}
else if (thing->Z() < tm.floorz && tm.floorz - tm.dropoffz > thing->MaxDropOffHeight)
{
thing->Vel.Z = 8;
goto pushline;
}
#endif
}
if (!(thing->flags & MF_TELEPORT) && !(thing->flags3 & MF3_FLOORHUGGER))
{
if ((thing->flags & MF_MISSILE) && !(thing->flags6 & MF6_STEPMISSILE) && tm.floorz > thing->Z())
{ // [RH] Don't let normal missiles climb steps
goto pushline;
}
if (tm.floorz - thing->Z() > thing->MaxStepHeight)
{ // too big a step up
goto pushline;
}
else if (thing->Z() < tm.floorz)
{ // [RH] Check to make sure there's nothing in the way for the step up
double savedz = thing->Z();
bool good;
thing->SetZ(tm.floorz);
good = P_TestMobjZ(thing);
thing->SetZ(savedz);
if (!good)
{
goto pushline;
}
if (thing->flags6 & MF6_STEPMISSILE)
{
thing->SetZ(tm.floorz);
// If moving down, cancel vertical component of the velocity
if (thing->Vel.Z < 0)
{
// If it's a bouncer, let it bounce off its new floor, too.
if (thing->BounceFlags & BOUNCE_Floors)
{
thing->FloorBounceMissile(tm.floorsector->floorplane);
}
else
{
thing->Vel.Z = 0;
}
}
}
}
}
// 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. || 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))
{
double 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->SetZ(oldz);
thing->flags6 &= ~MF6_INTRYMOVE;
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)
{
thing->flags6 &= ~MF6_INTRYMOVE;
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->SetZ(oldz);
thing->flags6 &= ~MF6_INTRYMOVE;
return false;
}
//Added by MC: To prevent bot from getting into dangerous sectors.
if (thing->player && thing->player->Bot != NULL && thing->flags & MF_SHOOTABLE)
{
if (tm.sector != thing->Sector
&& bglobal.IsDangerous(tm.sector))
{
thing->player->Bot->prev = thing->player->Bot->dest;
thing->player->Bot->dest = NULL;
thing->Vel.X = thing->Vel.Y = 0;
thing->SetZ(oldz);
thing->flags6 &= ~MF6_INTRYMOVE;
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;
double viewheight;
// pacify GCC
viewheight = thing->player ? thing->player->viewheight : thing->Height / 2;
oldAboveFakeFloor = oldAboveFakeCeiling = false;
if (oldsec->heightsec)
{
double eyez = oldz + viewheight;
oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing);
oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint(thing);
}
// 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)
{ // too big a step up for MBF bouncers under gravity
thing->flags6 &= ~MF6_INTRYMOVE;
return false;
}
// Check for crossed portals
bool portalcrossed;
portalcrossed = false;
while (true)
{
double bestfrac = 1.1;
spechit_t besthit;
int besthitnum;
// find the portal nearest to the crossing actor
for (unsigned i = 0; i < portalhit.Size();i++)
{
auto &spec = portalhit[i];
line_t *ld = spec.line;
if (ld->frontsector->PortalGroup != thing->Sector->PortalGroup) continue; // must be in the same group to be considered valid.
// see if the line was crossed
oldside = P_PointOnLineSide(spec.Oldrefpos, ld);
side = P_PointOnLineSide(spec.Refpos, ld);
if (oldside == 0 && side == 1)
{
divline_t dl2 = { ld->v1->fX(), ld->v1->fY(), ld->Delta().X, ld->Delta().Y };
divline_t dl1 = { spec.Oldrefpos.X, spec.Oldrefpos.Y, spec.Refpos.X - spec.Oldrefpos.X, spec.Refpos.Y - spec.Oldrefpos.Y };
double frac = P_InterceptVector(&dl1, &dl2);
if (frac < bestfrac)
{
besthit = spec;
bestfrac = frac;
besthitnum = i;
}
}
}
if (bestfrac < 1.1)
{
portalhit.Delete(besthitnum);
line_t *ld = besthit.line;
FLinePortal *port = ld->getPortal();
if (port->mType == PORTT_LINKED)
{
FLinkContext ctx;
thing->UnlinkFromWorld(&ctx);
thing->SetXY(tm.pos + port->mDisplacement);
thing->Prev += port->mDisplacement;
thing->LinkToWorld(&ctx);
P_FindFloorCeiling(thing);
portalcrossed = true;
tm.portalstep = false;
}
else if (!portalcrossed)
{
DVector3 pos(tm.pos, thing->Z());
DVector3 oldthingpos = thing->Pos();
DVector2 thingpos = oldthingpos;
P_TranslatePortalXY(ld, pos.X, pos.Y);
P_TranslatePortalXY(ld, thingpos.X, thingpos.Y);
P_TranslatePortalZ(ld, pos.Z);
thing->SetXYZ(thingpos.X, thingpos.Y, pos.Z);
if (!P_CheckPosition(thing, pos, true)) // check if some actor blocks us on the other side. (No line checks, because of the mess that'd create.)
{
thing->SetXYZ(oldthingpos);
thing->flags6 &= ~MF6_INTRYMOVE;
return false;
}
FLinkContext ctx;
thing->UnlinkFromWorld(&ctx);
thing->SetXYZ(pos);
P_TranslatePortalVXVY(ld, thing->Vel.X, thing->Vel.Y);
P_TranslatePortalAngle(ld, thing->Angles.Yaw);
thing->LinkToWorld(&ctx);
P_FindFloorCeiling(thing);
thing->ClearInterpolation();
portalcrossed = true;
tm.portalstep = false;
}
// if this is the current camera we need to store the point where the portal was crossed and the exit
// so that the renderer can properly calculate an interpolated position along the movement path.
if (thing == players[consoleplayer].camera)
{
divline_t dl1 = { besthit.Oldrefpos.X,besthit.Oldrefpos.Y, besthit.Refpos.X - besthit.Oldrefpos.X, besthit.Refpos.Y - besthit.Oldrefpos.Y };
DVector3a hit = { {dl1.x + dl1.dx * bestfrac, dl1.y + dl1.dy * bestfrac, 0.},0. };
R_AddInterpolationPoint(hit);
if (port->mType == PORTT_LINKED)
{
hit.pos.X += port->mDisplacement.X;
hit.pos.Y += port->mDisplacement.Y;
}
else
{
P_TranslatePortalXY(ld, hit.pos.X, hit.pos.Y);
P_TranslatePortalZ(ld, hit.pos.Z);
players[consoleplayer].viewz += hit.pos.Z; // needs to be done here because otherwise the renderer will not catch the change.
P_TranslatePortalAngle(ld, hit.angle);
}
R_AddInterpolationPoint(hit);
}
if (port->mType == PORTT_LINKED)
{
continue;
}
}
break;
}
if (!portalcrossed)
{
// the move is ok, so link the thing into its new position
FLinkContext ctx;
thing->UnlinkFromWorld(&ctx);
oldsector = thing->Sector;
thing->floorz = tm.floorz;
thing->ceilingz= tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
thing->floorpic = tm.floorpic;
thing->floorterrain = tm.floorterrain;
thing->floorsector = tm.floorsector;
thing->ceilingpic = tm.ceilingpic;
thing->ceilingsector = tm.ceilingsector;
thing->SetXY(pos);
thing->LinkToWorld(&ctx);
}
if (thing->flags2 & MF2_FLOORCLIP)
{
thing->AdjustFloorClip();
}
// if any special lines were hit, do the effect
if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP)))
{
spechit_t spec;
DVector2 lastpos = thing->Pos();
while (spechit.Pop(spec))
{
line_t *ld = spec.line;
// see if the line was crossed
side = P_PointOnLineSide(spec.Refpos, ld);
oldside = P_PointOnLineSide(spec.Oldrefpos, ld);
if (side != oldside && ld->special && !(thing->flags6 & MF6_NOTRIGGER))
{
if (thing->player && (thing->player->cheats & CF_PREDICTING))
{
P_PredictLine(ld, thing, oldside, SPAC_Cross);
}
else 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] Don't activate anything if just predicting
if (thing->player && (thing->player->cheats & CF_PREDICTING))
{
thing->flags6 &= ~MF6_INTRYMOVE;
return true;
}
// [RH] Check for crossing fake floor/ceiling
newsec = thing->Sector;
if (newsec->heightsec && oldsec->heightsec && newsec->SecActTarget)
{
const sector_t *hs = newsec->heightsec;
double eyez = thing->Z() + viewheight;
double fakez = hs->floorplane.ZatPoint(pos);
if (!oldAboveFakeFloor && eyez > fakez)
{ // View went above fake floor
newsec->TriggerSectorActions(thing, SECSPAC_EyesSurface);
}
else if (oldAboveFakeFloor && eyez <= fakez)
{ // View went below fake floor
newsec->TriggerSectorActions(thing, SECSPAC_EyesDive);
}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
{
fakez = hs->ceilingplane.ZatPoint(pos);
if (!oldAboveFakeCeiling && eyez > fakez)
{ // View went above fake ceiling
newsec->TriggerSectorActions(thing, SECSPAC_EyesAboveC);
}
else if (oldAboveFakeCeiling && eyez <= fakez)
{ // View went below fake ceiling
newsec->TriggerSectorActions(thing, SECSPAC_EyesBelowC);
}
}
}
// If the actor stepped through a ceiling portal we need to reacquire the actual position info after the transition
if (tm.portalstep)
{
FLinkContext ctx;
DVector3 oldpos = thing->Pos();
thing->UnlinkFromWorld(&ctx);
thing->SetXYZ(thing->PosRelative(thing->Sector->GetOppositePortalGroup(sector_t::ceiling)));
thing->Prev = thing->Pos() - oldpos;
thing->Sector = P_PointInSector(thing->Pos());
thing->PrevPortalGroup = thing->Sector->PortalGroup;
thing->LinkToWorld(&ctx);
P_FindFloorCeiling(thing);
}
// [RH] If changing sectors, trigger transitions
thing->CheckSectorTransition(oldsec);
thing->flags6 &= ~MF6_INTRYMOVE;
return true;
pushline:
thing->flags6 &= ~MF6_INTRYMOVE;
// [RH] Don't activate anything if just predicting
if (thing->player && (thing->player->cheats & CF_PREDICTING))
{
return false;
}
thing->SetZ(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
spechit_t &spec = spechit[--numSpecHitTemp];
side = P_PointOnLineSide(spec.Refpos, spec.line);
CheckForPushSpecial(spec.line, side, thing, &spec.Refpos);
}
}
return false;
}
bool P_TryMove(AActor *thing, const DVector2 &pos,
int dropoff, // killough 3/15/98: allow dropoff as option
const secplane_t *onfloor, bool missilecheck) // [RH] Let P_TryMove keep the thing on the floor
{
FCheckPosition tm;
return P_TryMove(thing, pos, dropoff, onfloor, tm, missilecheck);
}
DEFINE_ACTION_FUNCTION(AActor, TryMove)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_INT(dropoff);
PARAM_BOOL_DEF(missilecheck);
PARAM_POINTER_DEF(tm, FCheckPosition);
if (tm == nullptr)
{
ACTION_RETURN_BOOL(P_TryMove(self, DVector2(x, y), dropoff, nullptr, missilecheck));
}
else
{
ACTION_RETURN_BOOL(P_TryMove(self, DVector2(x, y), dropoff, nullptr, *tm, missilecheck));
}
}
//==========================================================================
//
// P_CheckMove
// Similar to P_TryMove but doesn't actually move the actor. Used for polyobject crushing
//
//==========================================================================
bool P_CheckMove(AActor *thing, const DVector2 &pos, int flags)
{
FCheckPosition tm;
double newz = thing->Z();
if (!P_CheckPosition(thing, pos, tm))
{
// Ignore PCM_DROPOFF. Not necessary here: a little later it is.
if (!flags || (!(flags & PCM_NOACTORS) && !(flags & PCM_NOLINES)))
{
return false;
}
if (!(flags & PCM_NOACTORS) && thing->BlockingMobj)
{
return false;
}
if (!(flags & PCM_NOLINES) && thing->BlockingLine)
{
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->Top() > 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
double savedz = thing->Z();
thing->SetZ(newz = tm.floorz);
bool good = P_TestMobjZ(thing);
thing->SetZ(savedz);
if (!good)
{
return false;
}
}
else if ((flags & PCM_DROPOFF) && !(thing->flags & (MF_FLOAT|MF_DROPOFF)))
{
if (newz - tm.dropoffz > thing->MaxDropOffHeight)
{
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
{
double bestSlidefrac;
double secondSlidefrac;
line_t* bestslideline;
line_t* secondslideline;
AActor* slidemo;
DVector2 tmmove;
void HitSlideLine(line_t *ld);
void SlideTraverse(const DVector2 &start, const DVector2 &end);
void SlideMove(AActor *mo, DVector2 tryp, int numsteps);
// The bouncing code uses the same data structure
bool BounceTraverse(const DVector2 &start, const DVector2 &end);
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;
DAngle lineangle;
DAngle moveangle;
DAngle deltaangle;
double 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 =
tmmove.LengthSquared() > 4*4 &&
var_friction && // killough 8/28/98: calc friction on demand
slidemo->Z() <= slidemo->floorz &&
P_GetFriction(slidemo, NULL) > ORIG_FRICTION;
if (ld->Delta().X == 0)
{ // ST_VERTICAL
if (icyfloor && (fabs(tmmove.X) > fabs(tmmove.Y)))
{
tmmove.X = -tmmove.X / 2;
tmmove.Y /= 2; // absorb half the velocity
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
{
S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!// ^
}
} // |
else // phares
tmmove.X = 0; // no more movement in the X direction
return;
}
if (ld->Delta().Y == 0)
{ // ST_HORIZONTAL
if (icyfloor && (fabs(tmmove.Y) > fabs(tmmove.X)))
{
tmmove.X /= 2; // absorb half the velocity
tmmove.Y = -tmmove.Y / 2;
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
{
S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!
}
}
else
tmmove.Y = 0; // no more movement in the Y direction
return;
}
// The wall is angled. Bounce if the angle of approach is // phares
// less than 45 degrees. // phares
DVector3 pos = slidemo->PosRelative(ld);
side = P_PointOnLineSide(pos, ld);
lineangle = ld->Delta().Angle();
if (side == 1)
lineangle += 180.;
moveangle = tmmove.Angle();
// prevents sudden path reversal due to rounding error | // phares
moveangle += 3600/65536.*65536.; // Boom added 10 to the angle here.
deltaangle = ::deltaangle(lineangle, moveangle); // V
movelen = tmmove.Length();
if (icyfloor && (deltaangle > 45) && (deltaangle < 135))
{
moveangle = ::deltaangle(deltaangle, lineangle);
movelen /= 2; // absorb
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
{
S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!
}
tmmove = moveangle.ToVector(movelen);
}
else
{
// The compatibility option that used to be here had to be removed because
// with floating point math it was no longer possible to reproduce.
#if 0
// with full precision this should work now. Needs some testing
if (deltaangle < 0) deltaangle += 180.;
tmmove = lineangle.ToVector(movelen * deltaangle.Cos());
#else
divline_t dll, dlv;
double inter1, inter2, inter3;
P_MakeDivline(ld, &dll);
dlv.x = pos.X;
dlv.y = pos.Y;
dlv.dx = dll.dy;
dlv.dy = -dll.dx;
inter1 = P_InterceptVector(&dll, &dlv);
dlv.dx = tmmove.X;
dlv.dy = tmmove.Y;
inter2 = P_InterceptVector(&dll, &dlv);
inter3 = P_InterceptVector(&dlv, &dll);
if (inter3 != 0)
{
tmmove.X = (inter2 - inter1) * dll.dx / inter3;
tmmove.Y = (inter2 - inter1) * dll.dy / inter3;
}
else
{
tmmove.Zero();
}
#endif
} // phares
}
//==========================================================================
//
// PTR_SlideTraverse
//
//==========================================================================
void FSlide::SlideTraverse(const DVector2 &start, const DVector2 &end)
{
FLineOpening open;
FPathTraverse it(start.X, start.Y, end.X, end.Y, 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)
{
DVector3 pos = slidemo->PosRelative(li);
if (P_PointOnLineSide(pos, 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.InterceptPoint(in));
if (open.range < slidemo->Height)
goto isblocking; // doesn't fit
if (open.top < slidemo->Top())
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
double savedz = slidemo->Z();
slidemo->SetZ(open.bottom);
bool good = P_TestMobjZ(slidemo);
slidemo->SetZ(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 vel.x / vel.y 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, DVector2 tryp, int numsteps)
{
DVector2 lead;
DVector2 trail;
DVector2 newpos;
DVector2 move;
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 (tryp.X > 0)
{
lead.X = mo->X() + mo->radius;
trail.X = mo->X() - mo->radius;
}
else
{
lead.X = mo->X() - mo->radius;
trail.X = mo->X() + mo->radius;
}
if (tryp.Y > 0)
{
lead.Y = mo->Y() + mo->radius;
trail.Y = mo->Y() - mo->radius;
}
else
{
lead.Y = mo->Y() - mo->radius;
trail.Y = mo->Y() + mo->radius;
}
bestSlidefrac = 1.01;
SlideTraverse(lead, lead + tryp);
SlideTraverse(DVector2(trail.X, lead.Y), tryp + DVector2(trail.X, lead.Y));
SlideTraverse(DVector2(lead.X, trail.Y), tryp + DVector2(lead.X, trail.Y));
// move up to the wall
if (bestSlidefrac > 1)
{
// the move must have hit the middle, so stairstep
stairstep:
// killough 3/15/98: Allow objects to drop off ledges
move = { 0, tryp.Y };
walkplane = P_CheckSlopeWalk(mo, move);
if (!P_TryMove(mo, mo->Pos() + move, true, walkplane))
{
move = { tryp.X, 0 };
walkplane = P_CheckSlopeWalk(mo, move);
P_TryMove(mo, mo->Pos() + move, true, walkplane);
}
return;
}
// fudge a bit to make sure it doesn't hit
bestSlidefrac -= 1. / 32;
if (bestSlidefrac > 0)
{
newpos = tryp * bestSlidefrac;
// [BL] We need to abandon this function if we end up going through a teleporter
const DVector2 startvel = mo->Vel.XY();
// killough 3/15/98: Allow objects to drop off ledges
if (!P_TryMove(mo, mo->Pos() + newpos, true))
goto stairstep;
if (mo->Vel.XY() != startvel)
return;
}
// Now continue along the wall.
bestSlidefrac = 1. - (bestSlidefrac + 1. / 32); // remainder
if (bestSlidefrac > 1)
bestSlidefrac = 1;
else if (bestSlidefrac <= 0)
return;
tryp = tmmove = tryp*bestSlidefrac;
HitSlideLine(bestslideline); // clip the moves
mo->Vel.X = tmmove.X * numsteps;
mo->Vel.Y = tmmove.Y * numsteps;
// killough 10/98: affect the bobbing the same way (but not voodoo dolls)
if (mo->player && mo->player->mo == mo)
{
if (fabs(mo->player->Vel.X) > fabs(mo->Vel.X))
mo->player->Vel.X = mo->Vel.X;
if (fabs(mo->player->Vel.Y) > fabs(mo->Vel.Y))
mo->player->Vel.Y = mo->Vel.Y;
}
walkplane = P_CheckSlopeWalk(mo, tmmove);
// killough 3/15/98: Allow objects to drop off ledges
if (!P_TryMove(mo, mo->Pos() + tmmove, true, walkplane))
{
goto retry;
}
}
void P_SlideMove(AActor *mo, const DVector2 &pos, int numsteps)
{
FSlide slide;
slide.SlideMove(mo, pos, numsteps);
}
//============================================================================
//
// P_CheckSlopeWalk
//
//============================================================================
const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move)
{
static secplane_t copyplane;
if (actor->flags & MF_NOGRAVITY)
{
return NULL;
}
DVector3 pos = actor->PosRelative(actor->floorsector);
const secplane_t *plane = &actor->floorsector->floorplane;
double planezhere = plane->ZatPoint(pos);
for (auto rover : actor->floorsector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
double thisplanez = rover->top.plane->ZatPoint(pos);
if (thisplanez > planezhere && thisplanez <= actor->Z() + actor->MaxStepHeight)
{
copyplane = *rover->top.plane;
if (copyplane.fC() < 0) copyplane.FlipVert();
plane = &copyplane;
planezhere = thisplanez;
}
}
if (actor->floorsector != actor->Sector)
{
for (auto rover : actor->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
double thisplanez = rover->top.plane->ZatPoint(actor);
if (thisplanez > planezhere && thisplanez <= actor->Z() + actor->MaxStepHeight)
{
copyplane = *rover->top.plane;
if (copyplane.fC() < 0) copyplane.FlipVert();
plane = &copyplane;
planezhere = thisplanez;
}
}
}
if (actor->floorsector != actor->Sector)
{
// this additional check prevents sliding on sloped dropoffs
if (planezhere>actor->floorz + 4)
return NULL;
}
if (actor->Z() - planezhere > 1)
{ // not on floor
return NULL;
}
if (plane->isSlope())
{
DVector2 dest;
double t;
dest = actor->Pos() + move;
t = (plane->Normal() | DVector3(dest, actor->Z())) + plane->fD();
if (t < 0)
{ // Desired location is behind (below) the plane
// (i.e. Walking up the plane)
if (plane->fC() < 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->fC() > STEEPSLOPE * 2 / 3)
{
for (node = actor->touching_sectorlist; node; node = node->m_tnext)
{
sector_t *sec = node->m_sector;
if (sec->floorplane.fC() >= STEEPSLOPE)
{
DVector3 pos = actor->PosRelative(sec) +move;
if (sec->floorplane.ZatPoint(pos) >= actor->Z() - actor->MaxStepHeight)
{
dopush = false;
break;
}
}
}
}
if (dopush)
{
move = plane->Normal() * 2;
actor->Vel.X = move.X;
actor->Vel.Y = move.Y;
}
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
dest -= plane->Normal() * t;
move = dest - actor->Pos().XY();
return (actor->floorsector == actor->Sector) ? plane : NULL;
}
else if (t > 0)
{ // Desired location is in front of (above) the plane
if (actor->isAtZ(planezhere)) // it is very important not to be too precise here.
{
// Actor's current spot is on/in the plane, so walk down it
// Same principle as walking up, except reversed
dest += plane->Normal() * t;
move = dest - actor->Pos().XY();
return (actor->floorsector == actor->Sector) ? plane : NULL;
}
}
}
return NULL;
}
//============================================================================
//
// PTR_BounceTraverse
//
//============================================================================
bool FSlide::BounceTraverse(const DVector2 &start, const DVector2 &end)
{
FLineOpening open;
FPathTraverse it(start.X, start.Y, end.X, end.Y, 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;
if (li->flags & ML_BLOCKEVERYTHING)
{
goto bounceblocking;
}
if (!(li->flags&ML_TWOSIDED) || !li->backsector)
{
if (P_PointOnLineSide(slidemo->Pos(), li))
continue; // don't hit the back side
goto bounceblocking;
}
P_LineOpening(open, slidemo, li, it.InterceptPoint(in)); // set openrange, opentop, openbottom
if (open.range < slidemo->Height)
goto bounceblocking; // doesn't fit
if (open.top < slidemo->Top())
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)
{
DVector2 lead;
int side;
DAngle lineangle, moveangle, deltaangle;
double movelen;
line_t *line;
if (!(mo->BounceFlags & BOUNCE_Walls))
{
return false;
}
slidemo = mo;
//
// trace along the three leading corners
//
if (mo->Vel.X > 0)
{
lead.X = mo->X() + mo->radius;
}
else
{
lead.X = mo->X() - mo->radius;
}
if (mo->Vel.Y > 0)
{
lead.Y = mo->Y() + mo->radius;
}
else
{
lead.Y = mo->Y() - mo->radius;
}
bestSlidefrac = 1.01;
bestslideline = mo->BlockingLine;
if (BounceTraverse(lead, lead+mo->Vel.XY()) && mo->BlockingLine == NULL)
{ // Could not find a wall, so bounce off the floor/ceiling instead.
double floordist = mo->Z() - mo->floorz;
double 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->CallDie(NULL, NULL);
return true;
}
side = P_PointOnLineSide(mo->Pos(), line);
lineangle = line->Delta().Angle();
if (side == 1)
{
lineangle += 180;
}
moveangle = mo->Vel.Angle();
deltaangle = (lineangle * 2) - moveangle;
mo->Angles.Yaw = deltaangle;
movelen = mo->Vel.XY().Length() * mo->wallbouncefactor;
FBoundingBox box(mo->X(), mo->Y(), mo->radius);
if (box.BoxOnLineSide(line) == -1)
{
DVector2 ofs = deltaangle.ToVector(mo->radius);
DVector3 pos = mo->Vec3Offset(ofs.X, ofs.Y, 0.);
mo->SetOrigin(pos, true);
}
if (movelen < 1)
{
movelen = 2;
}
DVector2 vel = deltaangle.ToVector(movelen);
mo->Vel.X = vel.X;
mo->Vel.Y = vel.Y;
if (mo->BounceFlags & BOUNCE_UseBounceState)
{
FState *bouncestate = mo->FindState(NAME_Bounce, NAME_Wall);
if (bouncestate != NULL)
{
mo->SetState(bouncestate);
}
}
return true;
}
bool P_BounceWall(AActor *mo)
{
FSlide slide;
return slide.BounceWall(mo);
}
//==========================================================================
//
//
//
//==========================================================================
extern FRandom pr_bounce;
bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
{
//Don't go through all of this if the actor is reflective and wants things to pass through them.
if (BlockingMobj && ((BlockingMobj->flags2 & MF2_REFLECTIVE) && (BlockingMobj->flags7 & MF7_THRUREFLECT))) return true;
if (mo && BlockingMobj && ((mo->BounceFlags & BOUNCE_AllActors)
|| ((mo->flags & MF_MISSILE) && (!(mo->flags2 & MF2_RIP)
|| (BlockingMobj->flags5 & MF5_DONTRIP)
|| ((mo->flags6 & MF6_NOBOSSRIP) && (BlockingMobj->flags2 & MF2_BOSS))) && (BlockingMobj->flags2 & MF2_REFLECTIVE))
|| ((BlockingMobj->player == NULL) && (!(BlockingMobj->flags3 & MF3_ISMONSTER)))))
{
if (mo->bouncecount > 0 && --mo->bouncecount == 0) return false;
if (mo->flags7 & MF7_HITTARGET) mo->target = BlockingMobj;
if (mo->flags7 & MF7_HITMASTER) mo->master = BlockingMobj;
if (mo->flags7 & MF7_HITTRACER) mo->tracer = BlockingMobj;
if (!ontop)
{
DAngle angle = BlockingMobj->AngleTo(mo) + ((pr_bounce() % 16) - 8);
double speed = mo->VelXYToSpeed() * mo->wallbouncefactor; // [GZ] was 0.75, using wallbouncefactor seems more consistent
mo->Angles.Yaw = angle;
mo->VelFromAngle(speed);
mo->PlayBounceSound(true);
if (mo->BounceFlags & BOUNCE_UseBounceState)
{
FName names[] = { NAME_Bounce, NAME_Actor, NAME_Creature };
FState *bouncestate;
int count = 2;
if ((BlockingMobj->flags & MF_SHOOTABLE) && !(BlockingMobj->flags & MF_NOBLOOD))
{
count = 3;
}
bouncestate = mo->FindState(count, names);
if (bouncestate != NULL)
{
mo->SetState(bouncestate);
}
}
}
else
{
double dot = mo->Vel.Z;
if (mo->BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF))
{
mo->Vel.Z -= 2. / dot;
if (!(mo->BounceFlags & BOUNCE_MBF)) // Heretic projectiles die, MBF projectiles don't.
{
mo->flags |= MF_INBOUNCE;
mo->SetState(mo->FindState(NAME_Death));
mo->flags &= ~MF_INBOUNCE;
return false;
}
else
{
mo->Vel.Z *= mo->bouncefactor;
}
}
else // Don't run through this for MBF-style bounces
{
// The reflected velocity keeps only about 70% of its original speed
mo->Vel.Z = (mo->Vel.Z - 2. / dot) * mo->bouncefactor;
}
mo->PlayBounceSound(true);
if (mo->BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed
{
if (fabs(mo->Vel.Z) < mo->Mass * mo->GetGravity() / 64)
mo->Vel.Z = 0;
}
else if (mo->BounceFlags & (BOUNCE_AutoOff | BOUNCE_AutoOffFloorOnly))
{
if (!(mo->flags & MF_NOGRAVITY) && (mo->Vel.Z < 3.))
mo->BounceFlags &= ~BOUNCE_TypeMask;
}
}
return true;
}
return false;
}
//============================================================================
//
// Aiming
//
//============================================================================
CVAR(Bool, aimdebug, false, 0)
struct AimTarget : public FTranslatedLineTarget
{
DAngle pitch;
double frac;
void Clear()
{
memset(this, 0, sizeof(*this));
frac = FLT_MAX;
}
};
struct aim_t
{
enum
{
aim_up = 1,
aim_down = 2
};
DAngle aimpitch;
double attackrange;
double shootz; // Height if not aiming up or down
double limitz; // height limit for portals to avoid bad setups
AActor* shootthing;
AActor* friender; // actor to check friendliness again
AActor* aimtarget; // if we want to aim at precisely this target.
DAngle toppitch, bottompitch;
AimTarget linetarget;
AimTarget thing_friend, thing_other;
int flags;
sector_t * lastsector;
secplane_t * lastfloorplane;
secplane_t * lastceilingplane;
int aimdir;
DVector3 startpos;
DVector2 aimtrace;
double startfrac;
bool crossedffloors;
bool unlinked;
// Creates a clone of this structure with the basic info copied.
aim_t Clone()
{
aim_t cloned;
cloned.aimtrace = aimtrace;
cloned.aimpitch = aimpitch;
cloned.aimtarget = aimtarget;
cloned.attackrange = attackrange;
cloned.shootthing = shootthing;
cloned.friender = friender;
cloned.shootz = shootz;
cloned.unlinked = unlinked;
cloned.flags = flags;
return cloned;
}
//============================================================================
//
// SetResult
//
//============================================================================
void SetResult(AimTarget &res, double frac, AActor *th, DAngle pitch)
{
if (res.frac > frac)
{
res.linetarget = th;
res.pitch = pitch;
res.angleFromSource = (th->Pos() - startpos).Angle();
res.attackAngleFromSource = res.angleFromSource; // at this point we do not have an attack angle so it's the same as the actual angle between actors.
res.unlinked = unlinked;
res.frac = frac;
}
}
void SetResult(AimTarget &res, AimTarget &set)
{
if (res.frac > set.frac)
{
res = set;
}
}
//============================================================================
//
// Result
//
//============================================================================
AimTarget *Result()
{
AimTarget *result = &linetarget;
if (result->linetarget == NULL)
{
if (thing_other.linetarget != NULL)
{
result = &thing_other;
}
else if (thing_friend.linetarget != NULL)
{
result = &thing_friend;
}
}
return result;
}
//============================================================================
//
// AimTraverse3DFloors
//
//============================================================================
bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in, int frontflag, int *planestocheck)
{
sector_t * nextsector;
secplane_t * nexttopplane, *nextbottomplane;
line_t * li = in->d.line;
nextsector = NULL;
nexttopplane = nextbottomplane = NULL;
*planestocheck = aimdir;
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())
{
F3DFloor* rover;
DAngle highpitch, lowpitch;
double trX = trace.x + trace.dx * in->frac;
double trY = trace.y + trace.dy * in->frac;
double dist = attackrange * in->frac;
// 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;
double ff_bottom = rover->bottom.plane->ZatPoint(trX, trY);
double ff_top = rover->top.plane->ZatPoint(trX, trY);
highpitch = -VecToAngle(dist, ff_top - shootz);
lowpitch = -VecToAngle(dist, ff_bottom - shootz);
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;
*planestocheck &= ~aim_up;
}
}
}
else if (lowpitch >= bottompitch)
{
// blocks lower edge of view
if (highpitch < bottompitch)
{
bottompitch = highpitch;
if (frontflag != i - 1)
{
nextbottomplane = rover->top.plane;
*planestocheck &= ~aim_down;
}
}
}
// 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;
}
//============================================================================
//
// traverses a sector portal
//
//============================================================================
void EnterSectorPortal(int position, double frac, sector_t *entersec, DAngle newtoppitch, DAngle newbottompitch)
{
double portalz = entersec->GetPortalPlaneZ(position);
if (position == sector_t::ceiling && portalz < limitz) return;
else if (position == sector_t::floor && portalz > limitz) return;
aim_t newtrace = Clone();
newtrace.toppitch = newtoppitch;
newtrace.bottompitch = newbottompitch;
newtrace.aimdir = position == sector_t::ceiling? aim_t::aim_up : aim_t::aim_down;
newtrace.startpos = startpos + entersec->GetPortalDisplacement(position);
newtrace.startfrac = frac + 1. / attackrange; // this is to skip the transition line to the portal which would produce a bogus opening
newtrace.lastsector = P_PointInSector(newtrace.startpos + aimtrace * newtrace.startfrac);
newtrace.limitz = portalz;
if (aimdebug)
Printf("-----Entering %s portal from sector %d to sector %d\n", position ? "ceiling" : "floor", lastsector->sectornum, newtrace.lastsector->sectornum);
newtrace.AimTraverse();
SetResult(linetarget, newtrace.linetarget);
SetResult(thing_friend, newtrace.thing_friend);
SetResult(thing_other, newtrace.thing_other);
if (aimdebug)
Printf("-----Exiting %s portal\n", position ? "ceiling" : "floor");
}
//============================================================================
//
// traverses a line portal
//
//============================================================================
void EnterLinePortal(line_t *li, double frac)
{
aim_t newtrace = Clone();
FLinePortal *port = li->getPortal();
if (port->mType != PORTT_LINKED && (flags & ALF_PORTALRESTRICT)) return;
newtrace.toppitch = toppitch;
newtrace.bottompitch = bottompitch;
newtrace.aimdir = aimdir;
newtrace.unlinked = (port->mType != PORTT_LINKED);
newtrace.startpos = startpos;
newtrace.aimtrace = aimtrace;
P_TranslatePortalXY(li, newtrace.startpos.X, newtrace.startpos.Y);
P_TranslatePortalZ(li, newtrace.startpos.Z);
P_TranslatePortalVXVY(li, newtrace.aimtrace.X, newtrace.aimtrace.Y);
newtrace.startfrac = frac + 1 / attackrange; // this is to skip the transition line to the portal which would produce a bogus opening
DVector2 pos = newtrace.startpos + newtrace.aimtrace * newtrace.startfrac;
newtrace.lastsector = P_PointInSector(pos);
P_TranslatePortalZ(li, limitz);
if (aimdebug)
Printf("-----Entering line portal from sector %d to sector %d\n", lastsector->sectornum, newtrace.lastsector->sectornum);
newtrace.AimTraverse();
SetResult(linetarget, newtrace.linetarget);
SetResult(thing_friend, newtrace.thing_friend);
SetResult(thing_other, newtrace.thing_other);
}
//============================================================================
//
// PTR_AimTraverse
// Sets linetaget and aimpitch when a target is aimed at.
//
//============================================================================
void AimTraverse()
{
// for smart aiming
linetarget.Clear();
thing_friend.Clear();
thing_other.Clear();
crossedffloors = lastsector->e->XFloor.ffloors.Size() != 0;
lastfloorplane = lastceilingplane = NULL;
// check the initial sector for 3D-floors and portals
bool ceilingportalstate = (aimdir & aim_t::aim_up) && toppitch < 0 && !lastsector->PortalBlocksMovement(sector_t::ceiling);
bool floorportalstate = (aimdir & aim_t::aim_down) && bottompitch > 0 && !lastsector->PortalBlocksMovement(sector_t::floor);
for (auto rover : lastsector->e->XFloor.ffloors)
{
if ((rover->flags & FF_SHOOTTHROUGH) || !(rover->flags & FF_EXISTS)) continue;
double bottomz = rover->bottom.plane->ZatPoint(startpos);
if (bottomz >= startpos.Z + shootthing->Height)
{
lastceilingplane = rover->bottom.plane;
// no ceiling portal if below a 3D floor
ceilingportalstate = false;
}
bottomz = rover->top.plane->ZatPoint(startpos);
if (bottomz <= startpos.Z)
{
lastfloorplane = rover->top.plane;
// no floor portal if above a 3D floor
floorportalstate = false;
}
}
if (ceilingportalstate) EnterSectorPortal(sector_t::ceiling, 0, lastsector, toppitch, MIN<DAngle>(0., bottompitch));
if (floorportalstate) EnterSectorPortal(sector_t::floor, 0, lastsector, MAX<DAngle>(0., toppitch), bottompitch);
FPathTraverse it(startpos.X, startpos.Y, aimtrace.X, aimtrace.Y, PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE | PT_DELTA, startfrac);
intercept_t *in;
if (aimdebug)
Printf("Start AimTraverse, start = %f,%f,%f, vect = %f,%f\n",
startpos.X / 65536., startpos.Y / 65536., startpos.Z / 65536.,
aimtrace.X / 65536., aimtrace.Y / 65536.);
while ((in = it.Next()))
{
line_t* li;
AActor* th;
DAngle pitch;
DAngle thingtoppitch;
DAngle thingbottompitch;
double dist;
DAngle thingpitch;
if (linetarget.linetarget != NULL && in->frac > linetarget.frac) return; // we already found something better in another portal section.
if (in->isaline)
{
li = in->d.line;
int frontflag = P_PointOnLineSidePrecise(startpos, li);
if (aimdebug)
Printf("Found line %d: toppitch = %f, bottompitch = %f\n", li->Index(), toppitch.Degrees, bottompitch.Degrees);
if (li->isLinePortal() && frontflag == 0)
{
EnterLinePortal(li, in->frac);
return;
}
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.InterceptPoint(in), (DVector2*)nullptr, FFCF_NODROPOFF);
// The following code assumes that portals on the front of the line have already been processed.
if (open.range <= 0 || open.bottom >= open.top)
return;
dist = attackrange * in->frac;
if (open.bottom != LINEOPEN_MIN)
{
pitch = -VecToAngle(dist, open.bottom - shootz);
if (pitch < bottompitch) bottompitch = pitch;
}
if (open.top != LINEOPEN_MAX)
{
pitch = -VecToAngle(dist, open.top - shootz);
if (pitch > toppitch) toppitch = pitch;
}
if (toppitch >= bottompitch)
return;
int planestocheck;
if (!AimTraverse3DFloors(it.Trace(), in, frontflag, &planestocheck))
return;
if (aimdebug)
Printf("After line %d: toppitch = %f, bottompitch = %f, planestocheck = %d\n", li->Index(), toppitch.Degrees, bottompitch.Degrees, planestocheck);
sector_t *entersec = frontflag ? li->frontsector : li->backsector;
sector_t *exitsec = frontflag ? li->backsector : li->frontsector;
lastsector = entersec;
// check portal in backsector when aiming up/downward is possible, the line doesn't have portals on both sides and there's actually a portal in the backsector
if ((planestocheck & aim_up) && toppitch < 0 && open.top != LINEOPEN_MAX && !entersec->PortalBlocksMovement(sector_t::ceiling))
{
EnterSectorPortal(sector_t::ceiling, in->frac, entersec, toppitch, MIN<DAngle>(0., bottompitch));
}
if ((planestocheck & aim_down) && bottompitch > 0 && open.bottom != LINEOPEN_MIN && !entersec->PortalBlocksMovement(sector_t::floor))
{
EnterSectorPortal(sector_t::floor, in->frac, entersec, MAX<DAngle>(0., toppitch), bottompitch);
}
continue; // shot continues
}
// shoot a thing
th = in->d.thing;
if (th == shootthing)
continue; // can't shoot self
if (aimtarget != NULL && th != aimtarget)
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 = attackrange * in->frac;
// Don't autoaim certain special actors
if (!cl_doautoaim && th->flags6 & MF6_NOTAUTOAIMED)
{
continue;
}
// 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)
{
double ff_top = lastceilingplane->ZatPoint(th);
DAngle pitch = -VecToAngle(dist, ff_top - shootz);
// upper slope intersects with this 3d-floor
if (pitch > toppitch)
{
toppitch = pitch;
}
}
if (lastfloorplane)
{
double ff_bottom = lastfloorplane->ZatPoint(th);
DAngle pitch = -VecToAngle(dist, ff_bottom - shootz);
// lower slope intersects with this 3d-floor
if (pitch < bottompitch)
{
bottompitch = pitch;
}
}
}
// check angles to see if the thing can be aimed at
thingtoppitch = -VecToAngle(dist, th->Top() - shootz);
if (thingtoppitch > bottompitch)
continue; // shot over the thing
thingbottompitch = -VecToAngle(dist, th->Z() - shootz);
if (thingbottompitch < toppitch)
continue; // shot under the thing
if (crossedffloors)
{
// if 3D floors were in the way do an extra visibility check for safety
if (!unlinked && !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;
}
}
// 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
double cosine = thingpitch.Cos();
if (cosine != 0)
{
double tracelen = DVector2(it.Trace().dx, it.Trace().dy).Length();
double d3 = tracelen * in->frac / cosine;
if (d3 > attackrange)
{
return;
}
}
}
if ((flags & ALF_NOFRIENDS) && th->IsFriend(friender) && aimtarget == NULL)
{
continue;
}
else if (sv_smartaim != 0 && !(flags & ALF_FORCENOSMART) && aimtarget == NULL)
{
// 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
if (aimdebug)
Printf("Hit friend %s at %f,%f,%f\n", th->GetClass()->TypeName.GetChars(), th->X(), th->Y(), th->Z());
SetResult(thing_friend, in->frac, th, 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
if (aimdebug)
Printf("Hit other %s at %f,%f,%f\n", th->GetClass()->TypeName.GetChars(), th->X(), th->Y(), th->Z());
SetResult(thing_other, in->frac, th, thingpitch);
}
}
else
{
if (aimdebug)
Printf("Hit target %s at %f,%f,%f\n", th->GetClass()->TypeName.GetChars(), th->X(), th->Y(), th->Z());
SetResult(linetarget, in->frac, th, thingpitch);
return;
}
}
else
{
if (aimdebug)
Printf("Hit target %s at %f,%f,%f\n", th->GetClass()->TypeName.GetChars(), th->X(), th->Y(), th->Z());
SetResult(linetarget, in->frac, th, thingpitch);
return;
}
}
}
};
//============================================================================
//
// P_AimLineAttack
//
//============================================================================
DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLineTarget *pLineTarget, DAngle vrange,
int flags, AActor *target, AActor *friender)
{
double shootz = t1->Center() - t1->Floorclip;
if (t1->player != NULL)
{
shootz += t1->player->mo->AttackZOffset * t1->player->crouchfactor;
}
else
{
shootz += 8;
}
// can't shoot outside view angles
if (vrange == 0)
{
if (t1->player == NULL || !level.IsFreelookAllowed())
{
vrange = 35.;
}
else
{
// [BB] Disable autoaim on weapons with WIF_NOAUTOAIM.
AWeapon *weapon = t1->player->ReadyWeapon;
if (weapon && (weapon->WeaponFlags & WIF_NOAUTOAIM))
{
vrange = 0.5;
}
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.GetAimDist(), 0.5, 35.);
}
}
}
aim_t aim;
aim.flags = flags;
aim.shootthing = t1;
aim.friender = (friender == NULL) ? t1 : friender;
aim.aimdir = aim_t::aim_up | aim_t::aim_down;
aim.startpos = t1->Pos();
aim.aimtrace = angle.ToVector(distance);
aim.limitz = aim.shootz = shootz;
aim.toppitch = t1->Angles.Pitch - vrange;
aim.bottompitch = t1->Angles.Pitch + vrange;
aim.attackrange = distance;
aim.aimpitch = t1->Angles.Pitch;
aim.lastsector = t1->Sector;
aim.startfrac = 0;
aim.unlinked = false;
aim.aimtarget = target;
aim.AimTraverse();
AimTarget *result = aim.Result();
if (pLineTarget)
{
*pLineTarget = *result;
}
return result->linetarget ? result->pitch : t1->Angles.Pitch;
}
DEFINE_ACTION_FUNCTION(AActor, AimLineAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE(angle);
PARAM_FLOAT(distance);
PARAM_POINTER_DEF(pLineTarget, FTranslatedLineTarget);
PARAM_ANGLE_DEF(vrange);
PARAM_INT_DEF(flags);
PARAM_OBJECT_DEF(target, AActor);
PARAM_OBJECT_DEF(friender, AActor);
ACTION_RETURN_FLOAT(P_AimLineAttack(self, angle, distance, pLineTarget, vrange, flags, target, friender).Degrees);
}
//==========================================================================
//
// Helper stuff for P_LineAttack
//
//==========================================================================
struct Origin
{
AActor *Caller;
FNameNoInit PuffSpecies;
bool hitGhosts;
bool MThruSpecies;
bool ThruSpecies;
bool ThruActors;
};
static ETraceStatus CheckForActor(FTraceResults &res, void *userdata)
{
if (res.HitType != TRACE_HitActor)
{
return TRACE_Stop;
}
Origin *data = (Origin *)userdata;
// Skip actors if the puff has:
// 1. THRUACTORS or SPECTRAL
// 2. MTHRUSPECIES on puff and the shooter has same species as the hit actor
// 3. THRUSPECIES on puff and the puff has same species as the hit actor
// 4. THRUGHOST on puff and the GHOST flag on the hit actor
if ((data->ThruActors) || (res.Actor->flags4 & MF4_SPECTRAL) ||
(data->MThruSpecies && res.Actor->GetSpecies() == data->Caller->GetSpecies()) ||
(data->ThruSpecies && res.Actor->GetSpecies() == data->PuffSpecies) ||
(data->hitGhosts && res.Actor->flags3 & MF3_GHOST))
{
return TRACE_Skip;
}
return TRACE_Stop;
}
//==========================================================================
//
// P_LineAttack
//
// if damage == 0, it is just a test trace that will leave linetarget set
//
//==========================================================================
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage)
{
bool nointeract = !!(flags & LAF_NOINTERACT);
DVector3 direction;
double shootz;
FTraceResults trace;
Origin TData;
TData.Caller = t1;
bool killPuff = false;
AActor *puff = NULL;
int pflag = 0;
int puffFlags = (flags & LAF_ISMELEEATTACK) ? PF_MELEERANGE : 0;
bool spawnSky = false;
if (flags & LAF_NORANDOMPUFFZ)
puffFlags |= PF_NORANDOMZ;
if (victim != NULL)
{
memset(victim, 0, sizeof(*victim));
}
if (actualdamage != NULL)
{
*actualdamage = 0;
}
double pc = pitch.Cos();
direction = { pc * angle.Cos(), pc * angle.Sin(), -pitch.Sin() };
shootz = t1->Center() - t1->Floorclip;
if (t1->player != NULL)
{
shootz += t1->player->mo->AttackZOffset * t1->player->crouchfactor;
if (damageType == NAME_Melee || damageType == NAME_Hitscan)
{
// this is coming from a weapon attack function which needs to transfer information to the obituary code,
// We need to preserve this info from the damage type because the actual damage type can get overridden by the puff
pflag = DMG_PLAYERATTACK;
}
}
else
{
shootz += 8;
}
// We need to check the defaults of the replacement here
AActor *puffDefaults = GetDefaultByType(pufftype->GetReplacement());
TData.hitGhosts = (t1->player != NULL &&
t1->player->ReadyWeapon != NULL &&
(t1->player->ReadyWeapon->flags2 & MF2_THRUGHOST)) ||
(puffDefaults && (puffDefaults->flags2 & MF2_THRUGHOST));
spawnSky = (puffDefaults && (puffDefaults->flags3 & MF3_SKYEXPLODE));
TData.MThruSpecies = (puffDefaults && (puffDefaults->flags6 & MF6_MTHRUSPECIES));
TData.PuffSpecies = NAME_None;
// [MC] To prevent possible mod breakage, this flag is pretty much necessary.
// Somewhere, someone is relying on these to spawn on actors and move through them.
if ((puffDefaults->flags7 & MF7_ALLOWTHRUFLAGS))
{
TData.ThruSpecies = (puffDefaults && (puffDefaults->flags6 & MF6_THRUSPECIES));
TData.ThruActors = (puffDefaults && (puffDefaults->flags2 & MF2_THRUACTORS));
// [MC] Because this is a one-hit trace event, we need to spawn the puff, get the species
// and destroy it. Assume there is no species unless tempuff isn't NULL. We cannot get
// a proper species the same way as puffDefaults flags it appears...
AActor *tempuff = NULL;
if (pufftype != NULL)
tempuff = Spawn(pufftype, t1->Pos(), ALLOW_REPLACE);
if (tempuff != NULL)
{
TData.PuffSpecies = tempuff->GetSpecies();
tempuff->Destroy();
}
}
else
{
TData.ThruSpecies = false;
TData.ThruActors = false;
}
// if the puff uses a non-standard damage type, this will override default, hitscan and melee damage type.
// All other explicitly passed damage types (currenty only MDK) will be preserved.
if ((damageType == NAME_None || damageType == NAME_Melee || damageType == NAME_Hitscan) &&
puffDefaults != NULL && puffDefaults->DamageType != NAME_None)
{
damageType = puffDefaults->DamageType;
}
int tflags;
if (nointeract || (puffDefaults && puffDefaults->flags6 & MF6_NOTRIGGER)) tflags = TRACE_NoSky;
else tflags = TRACE_NoSky | TRACE_Impact;
if (!Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance, MF_SHOOTABLE,
ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace, tflags, CheckForActor, &TData))
{ // hit nothing
if (!nointeract && puffDefaults && puffDefaults->ActiveSound)
{ // Play miss sound
S_Sound(t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
}
// [MC] LAF_NOINTERACT guarantees puff spawning and returns it directly to the calling function.
// No damage caused, no sounds played, no blood splatters.
if (nointeract || (puffDefaults && puffDefaults->flags3 & MF3_ALWAYSPUFF))
{ // Spawn the puff anyway
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget, 2, puffFlags);
if (nointeract)
{
return puff;
}
}
else
{
return nullptr;
}
}
else
{
if (trace.HitType != TRACE_HitActor)
{
// position a bit closer for puffs
if (nointeract || trace.HitType != TRACE_HitWall || ((trace.Line->special != Line_Horizon) || spawnSky))
{
DVector2 pos = P_GetOffsetPosition(trace.HitPos.X, trace.HitPos.Y, -trace.HitVector.X * 4, -trace.HitVector.Y * 4);
puff = P_SpawnPuff(t1, pufftype, DVector3(pos, trace.HitPos.Z - trace.HitVector.Z * 4), trace.SrcAngleFromTarget,
trace.SrcAngleFromTarget - 90, 0, puffFlags);
puff->radius = 1/65536.;
if (nointeract)
{
return puff;
}
}
// [RH] Spawn a decal
if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon && !trace.Line->isVisualPortal() && !(flags & LAF_NOIMPACTDECAL) && !(puffDefaults->flags7 & MF7_NODECAL))
{
// [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))
{
// [ZK] If puff has FORCEDECAL set, do not use the weapon's decal
if (puffDefaults->flags7 & MF7_FORCEDECAL && puff != NULL && puff->DecalGenerator)
SpawnShootDecal(puff, trace);
else
SpawnShootDecal(t1, trace);
}
// Else, look if the bulletpuff has a decal defined.
else if (puff != NULL && puff->DecalGenerator)
{
SpawnShootDecal(puff, trace);
}
else
{
SpawnShootDecal(t1, trace);
}
}
else if (puff != NULL &&
trace.CrossedWater == NULL &&
trace.Sector->heightsec == NULL &&
trace.HitType == TRACE_HitFloor)
{
P_HitWater(puff, trace.Sector, trace.HitPos);
}
}
else
{
// Hit a thing, so it could be either a puff or blood
DVector3 bleedpos = trace.HitPos;
// position a bit closer for puffs/blood if using compatibility mode.
if (i_compatflags & COMPATF_HITSCAN)
{
DVector2 ofs = P_GetOffsetPosition(bleedpos.X, bleedpos.Y, -10 * trace.HitVector.X, -10 * trace.HitVector.Y);
bleedpos.X = ofs.X;
bleedpos.Y = ofs.Y;
bleedpos.Z -= -10 * trace.HitVector.Z;
}
// Spawn bullet puffs or blood spots, depending on target type.
if (nointeract || (puffDefaults && puffDefaults->flags3 & MF3_PUFFONACTORS) ||
(trace.Actor->flags & MF_NOBLOOD) ||
(trace.Actor->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)))
{
if (!(trace.Actor->flags & MF_NOBLOOD))
puffFlags |= PF_HITTHINGBLEED;
// We must pass the unreplaced puff type here
puff = P_SpawnPuff(t1, pufftype, bleedpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 2, puffFlags | PF_HITTHING, trace.Actor);
if (nointeract)
{
return puff;
}
}
// Allow puffs to inflict poison damage, so that hitscans can poison, too.
if (puffDefaults != NULL && 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.
int newdam = damage;
if (damage || (puffDefaults != NULL && ((puffDefaults->flags6 & MF6_FORCEPAIN) || (puffDefaults->flags7 & MF7_CAUSEPAIN))))
{
int dmgflags = DMG_INFLICTOR_IS_PUFF | pflag;
// Allow MF5_PIERCEARMOR on a weapon as well.
if (t1->player != NULL && (dmgflags & DMG_PLAYERATTACK) && 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, bleedpos, 0., 0., 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
killPuff = true;
}
auto src = t1;
if ((flags & LAF_TARGETISSOURCE) && t1 && t1->target) src = t1->target;
newdam = P_DamageMobj(trace.Actor, puff ? puff : t1, src, damage, damageType, dmgflags|DMG_USEANGLE, trace.SrcAngleFromTarget);
if (actualdamage != NULL)
{
*actualdamage = newdam;
}
}
if (!(puffDefaults != NULL && puffDefaults->flags3&MF3_BLOODLESSIMPACT))
{
bool bloodsplatter = (t1->flags5 & MF5_BLOODSPLATTER) ||
(t1->player != nullptr && t1->player->ReadyWeapon != nullptr &&
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
bool axeBlood = (t1->player != nullptr &&
t1->player->ReadyWeapon != nullptr &&
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
if (!bloodsplatter && !axeBlood &&
!(trace.Actor->flags & MF_NOBLOOD) &&
!(trace.Actor->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)))
{
P_SpawnBlood(bleedpos, trace.SrcAngleFromTarget, newdam > 0 ? newdam : 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(bleedpos, trace.Actor, trace.SrcAngleFromTarget);
}
if (pr_lineattack() < 192)
{
P_BloodSplatter(bleedpos, trace.Actor, trace.SrcAngleFromTarget);
}
}
}
// [RH] Stick blood to walls
P_TraceBleed(newdam > 0 ? newdam : damage, trace.HitPos, trace.Actor, trace.SrcAngleFromTarget, pitch);
}
}
if (victim != NULL)
{
victim->linetarget = trace.Actor;
victim->attackAngleFromSource = trace.SrcAngleFromTarget;
// With arbitrary portals this cannot be calculated so using the actual attack angle is the only option.
victim->angleFromSource = trace.unlinked? victim->attackAngleFromSource : t1->AngleTo(trace.Actor);
victim->unlinked = trace.unlinked;
}
}
if (trace.Crossed3DWater || trace.CrossedWater)
{
if (puff == NULL)
{ // Spawn puff just to get a mass for the splash
puff = P_SpawnPuff(t1, pufftype, trace.HitPos, 0., 0., 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
killPuff = true;
}
SpawnDeepSplash(t1, trace, puff);
}
}
if (killPuff && puff != NULL)
{
puff->Destroy();
puff = NULL;
}
return puff;
}
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
DAngle pitch, int damage, FName damageType, FName pufftype, int flags, FTranslatedLineTarget *victim, int *actualdamage)
{
PClassActor *type = PClass::FindActor(pufftype);
if (type == NULL)
{
if (victim != NULL)
{
memset(victim, 0, sizeof(*victim));
}
Printf("Attempt to spawn unknown actor type '%s'\n", pufftype.GetChars());
return NULL;
}
else
{
return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, flags, victim, actualdamage);
}
}
DEFINE_ACTION_FUNCTION(AActor, LineAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE(angle);
PARAM_FLOAT(distance);
PARAM_ANGLE(pitch);
PARAM_INT(damage);
PARAM_NAME(damageType);
PARAM_CLASS(puffType, AActor);
PARAM_INT_DEF(flags);
PARAM_POINTER_DEF(victim, FTranslatedLineTarget);
int acdmg;
if (puffType == nullptr) puffType = PClass::FindActor("BulletPuff"); // P_LineAttack does not work without a puff to take info from.
auto puff = P_LineAttack(self, angle, distance, pitch, damage, damageType, puffType, flags, victim, &acdmg);
if (numret > 0) ret[0].SetPointer(puff, ATAG_OBJECT);
if (numret > 1) ret[1].SetInt(acdmg), numret = 2;
return numret;
}
//==========================================================================
//
// P_LinePickActor
//
//==========================================================================
AActor *P_LinePickActor(AActor *t1, DAngle angle, double distance, DAngle pitch, ActorFlags actorMask, DWORD wallMask)
{
DVector3 direction;
double shootz;
double pc = pitch.Cos();
direction = { pc * angle.Cos(), pc * angle.Sin(), -pitch.Sin() };
shootz = t1->Center() - t1->Floorclip;
if (t1->player != NULL)
{
shootz += t1->player->mo->AttackZOffset * t1->player->crouchfactor;
}
else
{
shootz += 8;
}
FTraceResults trace;
Origin TData;
TData.Caller = t1;
TData.hitGhosts = true;
TData.MThruSpecies = false;
TData.ThruActors = false;
TData.ThruSpecies = false;
if (Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance,
actorMask, wallMask, t1, trace, TRACE_NoSky | TRACE_PortalRestrict, CheckForActor, &TData))
{
if (trace.HitType == TRACE_HitActor)
{
return trace.Actor;
}
}
return NULL;
}
//==========================================================================
//
//
//
//==========================================================================
void P_TraceBleed(int damage, const DVector3 &pos, AActor *actor, DAngle angle, DAngle pitch)
{
if (!cl_bloodsplats)
return;
const char *bloodType = "BloodSplat";
int count;
double 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 = 11.25 / 256.;
}
else if (damage < 25)
{
count = 2;
noise = 22.5 / 256.;
}
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 = 45. / 256.;
}
else
{
count = 3;
noise = 45. / 256.;
}
}
for (; count; --count)
{
FTraceResults bleedtrace;
DAngle bleedang = angle + (pr_tracebleed() - 128) * noise;
DAngle bleedpitch = pitch + (pr_tracebleed() - 128) * noise;
double cosp = bleedpitch.Cos();
DVector3 vdir = DVector3(cosp * bleedang.Cos(), cosp * bleedang.Sin(), -bleedpitch.Sin());
if (Trace(pos, actor->Sector, vdir, 172, 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.HitPos,
bleedtrace.Line->sidedef[bleedtrace.Side], bleedtrace.ffloor, bloodcolor);
}
}
}
}
void P_TraceBleed(int damage, AActor *target, DAngle angle, DAngle pitch)
{
P_TraceBleed(damage, target->PosPlusZ(target->Height/2), target, angle, pitch);
}
DEFINE_ACTION_FUNCTION(AActor, TraceBleedAngle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(damage);
PARAM_FLOAT(angle);
PARAM_FLOAT(pitch);
P_TraceBleed(damage, self, angle, pitch);
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
void P_TraceBleed(int damage, AActor *target, AActor *missile)
{
DAngle pitch;
if (target == NULL || missile->flags3 & MF3_BLOODLESSIMPACT)
{
return;
}
if (missile->Vel.Z != 0)
{
double aim;
aim = g_atan(missile->Vel.Z / target->Distance2D(missile));
pitch = -DAngle::ToDegrees(aim);
}
else
{
pitch = 0.;
}
P_TraceBleed(damage, target->PosPlusZ(target->Height/2), target, missile->AngleTo(target), pitch);
}
//==========================================================================
//
//
//
//==========================================================================
void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff)
{
if (t->linetarget == NULL || puff->flags3 & MF3_BLOODLESSIMPACT)
{
return;
}
DAngle pitch = (pr_tracebleed() - 128) * (360 / 65536.);
P_TraceBleed(damage, t->linetarget->PosPlusZ(t->linetarget->Height/2), t->linetarget, t->angleFromSource, pitch);
}
DEFINE_ACTION_FUNCTION(_FTranslatedLineTarget, TraceBleed)
{
PARAM_SELF_STRUCT_PROLOGUE(FTranslatedLineTarget);
PARAM_INT(damage);
PARAM_OBJECT_NOT_NULL(missile, AActor);
P_TraceBleed(damage, self, missile);
return 0;
}
//==========================================================================
//
//
//
//==========================================================================
void P_TraceBleed(int damage, AActor *target)
{
if (target != NULL)
{
DAngle angle = pr_tracebleed() * (360 / 256.);
DAngle pitch = (pr_tracebleed() - 128) * (360 / 65536.);
P_TraceBleed(damage, target->PosPlusZ(target->Height / 2), target, angle, pitch);
}
}
DEFINE_ACTION_FUNCTION(AActor, TraceBleed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(damage);
PARAM_OBJECT(missile, AActor);
if (missile) P_TraceBleed(damage, self, missile);
else P_TraceBleed(damage, self);
return 0;
}
//==========================================================================
//
// [RH] Rail gun stuffage
//
//==========================================================================
struct SRailHit
{
AActor *HitActor;
DVector3 HitPos;
DAngle HitAngle;
};
struct RailData
{
AActor *Caller;
TArray<SRailHit> RailHits;
TArray<SPortalHit> PortalHits;
FNameNoInit PuffSpecies;
bool StopAtOne;
bool StopAtInvul;
bool ThruGhosts;
bool ThruSpecies;
bool MThruSpecies;
bool ThruActors;
int limit;
int count;
};
static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
{
RailData *data = (RailData *)userdata;
if (res.HitType == TRACE_CrossingPortal)
{
SPortalHit newhit;
newhit.HitPos = res.HitPos;
newhit.ContPos = res.SrcFromTarget;
newhit.OutDir = res.HitVector;
data->PortalHits.Push(newhit);
return TRACE_Continue;
}
if (res.HitType != TRACE_HitActor)
{
return TRACE_Stop;
}
// Invulnerable things completely block the shot
if (data->StopAtInvul && res.Actor->flags2 & MF2_INVULNERABLE)
{
return TRACE_Stop;
}
// Skip actors if the puff has:
// 1. THRUACTORS (This one did NOT include a check for spectral)
// 2. MTHRUSPECIES on puff and the shooter has same species as the hit actor
// 3. THRUSPECIES on puff and the puff has same species as the hit actor
// 4. THRUGHOST on puff and the GHOST flag on the hit actor
if ((data->ThruActors) ||
(data->MThruSpecies && res.Actor->GetSpecies() == data->Caller->GetSpecies()) ||
(data->ThruSpecies && res.Actor->GetSpecies() == data->PuffSpecies) ||
(data->ThruGhosts && res.Actor->flags3 & MF3_GHOST))
{
return TRACE_Skip;
}
// Save this thing for damaging later, and continue the trace
SRailHit newhit;
newhit.HitActor = res.Actor;
newhit.HitPos = res.HitPos;
newhit.HitAngle = res.SrcAngleFromTarget;
if (i_compatflags & COMPATF_HITSCAN)
{
DVector2 ofs = P_GetOffsetPosition(newhit.HitPos.X, newhit.HitPos.Y, -10 * res.HitVector.X, -10 * res.HitVector.Y);
newhit.HitPos.X = ofs.X;
newhit.HitPos.Y = ofs.Y;
newhit.HitPos.Z -= -10 * res.HitVector.Z;
}
data->RailHits.Push(newhit);
if (data->limit)
{
data->count++;
}
return (data->StopAtOne || (data->limit && (data->count >= data->limit))) ? TRACE_Stop : TRACE_Continue;
}
//==========================================================================
//
//
//
//==========================================================================
void P_RailAttack(FRailParams *p)
{
DVector3 start;
FTraceResults trace;
PClassActor *puffclass = p->puff;
if (puffclass == NULL)
{
puffclass = PClass::FindActor(NAME_BulletPuff);
}
AActor *source = p->source;
DAngle pitch = source->Angles.Pitch + p->pitchoffset;
DAngle angle = source->Angles.Yaw + p->angleoffset;
DVector3 vec(DRotator(-pitch, angle, angle));
double shootz = source->Center() - source->FloatSpeed + p->offset_z;
if (!(p->flags & RAF_CENTERZ))
{
if (source->player != NULL)
{
shootz += source->player->mo->AttackZOffset * source->player->crouchfactor;
}
else
{
shootz += 8;
}
}
int puffflags = 0;
if (p->flags & RAF_NORANDOMPUFFZ)
{
puffflags |= PF_NORANDOMZ;
}
DVector2 xy = source->Vec2Angle(p->offset_xy, angle - 90.);
RailData rail_data;
rail_data.Caller = source;
rail_data.limit = p->limit;
rail_data.count = 0;
rail_data.StopAtOne = !!(p->flags & RAF_NOPIERCE);
start.X = xy.X;
start.Y = xy.Y;
start.Z = shootz;
int flags;
assert(puffclass != NULL); // Because we set it to a default above
AActor *puffDefaults = GetDefaultByType(puffclass->GetReplacement()); //Contains all the flags such as FOILINVUL, etc.
// disabled because not complete yet.
flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? TRACE_ReportPortals : TRACE_PCross | TRACE_Impact | TRACE_ReportPortals;
rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true;
rail_data.MThruSpecies = ((puffDefaults->flags6 & MF6_MTHRUSPECIES)) ? true : false;
// Prevent mod breakage as somewhere, someone is relying on these to spawn on an actor
// and move through them...
if ((puffDefaults->flags7 & MF7_ALLOWTHRUFLAGS))
{
rail_data.ThruGhosts = !!(puffDefaults->flags2 & MF2_THRUGHOST);
rail_data.ThruSpecies = !!(puffDefaults->flags6 & MF6_THRUSPECIES);
rail_data.ThruActors = !!(puffDefaults->flags2 & MF2_THRUACTORS);
}
else
{
rail_data.ThruGhosts = false;
rail_data.MThruSpecies = false;
rail_data.ThruActors = false;
}
// used as damage inflictor
AActor *thepuff = NULL;
if (puffclass != NULL) thepuff = Spawn(puffclass, source->Pos(), ALLOW_REPLACE);
rail_data.PuffSpecies = (thepuff != NULL) ? thepuff->GetSpecies() : NAME_None;
Trace(start, source->Sector, vec, p->distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace, flags, ProcessRailHit, &rail_data);
// Hurt anything the trace hit
unsigned int i;
FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
for (i = 0; i < rail_data.RailHits.Size(); i++)
{
bool spawnpuff;
bool bleed = false;
int actorpuffflags = puffflags | PF_HITTHING;
AActor *hitactor = rail_data.RailHits[i].HitActor;
DVector3 &hitpos = rail_data.RailHits[i].HitPos;
DAngle hitangle = rail_data.RailHits[i].HitAngle;
if ((hitactor->flags & MF_NOBLOOD) ||
(hitactor->flags2 & MF2_DORMANT || ((hitactor->flags2 & MF2_INVULNERABLE) && !(puffDefaults->flags3 & MF3_FOILINVUL))))
{
spawnpuff = (puffclass != NULL);
}
else
{
spawnpuff = (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF);
actorpuffflags |= PF_HITTHINGBLEED; // [XA] Allow for puffs to jump to XDeath state.
if (!(puffDefaults->flags3 & MF3_BLOODLESSIMPACT))
{
bleed = true;
}
}
if (spawnpuff)
{
P_SpawnPuff(source, puffclass, hitpos, hitangle, hitangle - 90, 1, actorpuffflags, hitactor);
}
int dmgFlagPass = DMG_INFLICTOR_IS_PUFF;
if (puffDefaults != NULL) // is this even possible?
{
if (puffDefaults->PoisonDamage > 0 && puffDefaults->PoisonDuration != INT_MIN)
{
P_PoisonMobj(hitactor, thepuff ? thepuff : source, source, puffDefaults->PoisonDamage, puffDefaults->PoisonDuration, puffDefaults->PoisonPeriod, puffDefaults->PoisonDamageType);
}
if (puffDefaults->flags3 & MF3_FOILINVUL) dmgFlagPass |= DMG_FOILINVUL;
if (puffDefaults->flags7 & MF7_FOILBUDDHA) dmgFlagPass |= DMG_FOILBUDDHA;
}
int newdam = P_DamageMobj(hitactor, thepuff ? thepuff : source, source, p->damage, damagetype, dmgFlagPass|DMG_USEANGLE, hitangle);
if (bleed)
{
P_SpawnBlood(hitpos, hitangle, newdam > 0 ? newdam : p->damage, hitactor);
P_TraceBleed(newdam > 0 ? newdam : p->damage, hitpos, hitactor, hitangle, pitch);
}
}
// Spawn a decal or puff at the point where the trace ended.
if (trace.HitType == TRACE_HitWall)
{
AActor* puff = NULL;
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
{
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 1, puffflags);
if (puff && (trace.Line != NULL) && (trace.Line->special == Line_Horizon) && !(puff->flags3 & MF3_SKYEXPLODE))
puff->Destroy();
}
if (puff != NULL && puffDefaults->flags7 & MF7_FORCEDECAL && puff->DecalGenerator)
SpawnShootDecal(puff, trace);
else
SpawnShootDecal(source, trace);
}
if (trace.HitType == TRACE_HitFloor || trace.HitType == TRACE_HitCeiling)
{
AActor* puff = NULL;
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
{
puff = P_SpawnPuff(source, puffclass, trace.HitPos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 1, puffflags);
if (puff && !(puff->flags3 & MF3_SKYEXPLODE) &&
(((trace.HitType == TRACE_HitFloor) && (puff->floorpic == skyflatnum)) ||
((trace.HitType == TRACE_HitCeiling) && (puff->ceilingpic == skyflatnum))))
{
puff->Destroy();
}
}
}
if (thepuff != NULL)
{
if (trace.Crossed3DWater || trace.CrossedWater)
{
SpawnDeepSplash(source, trace, thepuff);
}
else if (trace.HitType == TRACE_HitFloor && trace.Sector->heightsec == NULL)
{
P_HitWater(thepuff, trace.Sector, trace.HitPos);
}
thepuff->Destroy();
}
// Draw the slug's trail.
P_DrawRailTrail(source, rail_data.PortalHits, p->color1, p->color2, p->maxdiff, p->flags, p->spawnclass, angle, p->duration, p->sparsity, p->drift, p->SpiralOffset, pitch);
}
//==========================================================================
//
// [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, DVector3 &campos, DAngle &camangle, sector_t *&CameraSector, bool &unlinked)
{
double distance = clamp<double>(chase_dist, 0, 30000);
DAngle angle = t1->Angles.Yaw - 180;
DAngle pitch = t1->Angles.Pitch;
FTraceResults trace;
DVector3 vvec;
double sz;
double pc = pitch.Cos();
vvec = { pc * angle.Cos(), pc * angle.Sin(), pitch.Sin() };
sz = t1->Top() - t1->Floorclip + clamp<double>(chase_height, -1000, 1000);
if (Trace(t1->PosAtZ(sz), t1->Sector, vvec, distance, 0, 0, NULL, trace) &&
trace.Distance > 10)
{
// Position camera slightly in front of hit thing
campos = t1->PosAtZ(sz) + vvec *(trace.Distance - 5);
}
else
{
campos = trace.HitPos - trace.HitVector * 1/256.;
}
CameraSector = trace.Sector;
unlinked = trace.unlinked;
camangle = trace.SrcAngleFromTarget - 180.;
}
//==========================================================================
//
// P_TalkFacing
//
// Looks for something within 5.625 degrees left or right of the player
// to talk to.
//
//==========================================================================
bool P_TalkFacing(AActor *player)
{
static const double angleofs[] = { 0, 90./16, -90./16 };
FTranslatedLineTarget t;
for (double angle : angleofs)
{
P_AimLineAttack(player, player->Angles.Yaw + angle, TALKRANGE, &t, 35., ALF_FORCENOSMART | ALF_CHECKCONVERSATION | ALF_PORTALRESTRICT);
if (t.linetarget != NULL)
{
if (t.linetarget->health > 0 && // Dead things can't talk.
!(t.linetarget->flags4 & MF4_INCOMBAT) && // Fighting things don't talk either.
t.linetarget->Conversation != NULL)
{
// Give the NPC a chance to play a brief animation
t.linetarget->ConversationAnimation(0);
P_StartConversation(t.linetarget, player, true, true);
return true;
}
return false;
}
}
return false;
}
//==========================================================================
//
// USE LINES
//
//==========================================================================
bool P_UseTraverse(AActor *usething, const DVector2 &start, const DVector2 &end, bool &foundline)
{
FPathTraverse it(start.X, start.Y, end.X, end.Y, PT_ADDLINES | PT_ADDTHINGS);
intercept_t *in;
DVector3 xpos = { start.X, start.Y, usething->Z() };
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;
}
if (it.PortalRelocate(in, PT_ADDLINES | PT_ADDTHINGS, &xpos))
{
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.InterceptPoint(in));
}
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->TriggerSectorActions(usething, SECSPAC_Use))
{
return true;
}
sec = P_PointOnLineSide(xpos, in->d.line) == 0 ?
in->d.line->frontsector : in->d.line->backsector;
if (sec != NULL && sec->SecActTarget &&
sec->TriggerSectorActions(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(xpos, 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, &xpos);
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, &xpos);
//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, const DVector2 &start, const DVector2 &end)
{
FPathTraverse it(start.X, start.Y, end.X, end.Y, 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->isLinePortal()) return false;
if (ld->flags&(ML_BLOCKING | ML_BLOCKEVERYTHING | ML_BLOCK_PLAYERS)) return true;
P_LineOpening(open, NULL, ld, it.InterceptPoint(in));
if (open.range <= 0 ||
open.bottom > usething->Z() + usething->MaxStepHeight ||
open.top < usething->Top()) return true;
}
return false;
}
//==========================================================================
//
// P_UseLines
//
// Looks for special lines in front of the player to activate
//
//==========================================================================
void P_UseLines(player_t *player)
{
bool foundline = false;
// If the player is transitioning a portal, use the group that is at its vertical center.
DVector2 start = player->mo->GetPortalTransition(player->mo->Height / 2);
// [NS] Now queries the Player's UseRange.
DVector2 end = start + player->mo->Angles.Yaw.ToVector(player->mo->UseRange);
// old code:
// This added test makes the "oof" sound work on 2s lines -- killough:
if (!P_UseTraverse(player->mo, start, end, 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->TriggerSectorActions(player->mo, spac)) &&
P_NoWayTraverse(player->mo, start, end))
{
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)
{
DVector2 start;
DVector2 end;
double usedist;
// [NS] If it's a Player, get their UseRange.
if (PuzzleItemUser->player)
usedist = PuzzleItemUser->player->mo->UseRange;
else
usedist = USERANGE;
start = PuzzleItemUser->GetPortalTransition(PuzzleItemUser->Height / 2);
end = PuzzleItemUser->Angles.Yaw.ToVector(usedist);
FPathTraverse it(start.X, start.Y, end.X, end.Y, PT_DELTA | 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.InterceptPoint(in));
if (open.range <= 0)
{
return false; // can't use through a wall
}
continue;
}
if (P_PointOnLineSide(PuzzleItemUser->Pos(), 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.
//
//==========================================================================
int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
int flags, int fulldamagedistance)
{
if (bombdistance <= 0)
return 0;
fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance - 1);
double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
double bombdamagefloat = (double)bombdamage;
FPortalGroupArray grouplist(FPortalGroupArray::PGA_Full3d);
FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistance, bombspot->Height + bombdistance*2, bombdistance, false, bombspot->Sector);
FMultiBlockThingsIterator::CheckResult cres;
if (flags & RADF_SOURCEISSPOT)
{ // The source is actually the same as the spot, even if that wasn't what we received.
bombsource = bombspot;
}
int count = 0;
while ((it.Next(&cres)))
{
AActor *thing = cres.thing;
// 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 (!(flags & RADF_HURTSOURCE) && (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 ((flags & RADF_NODAMAGE) || !((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;
double dx, dy;
double boxradius;
DVector2 vec = bombspot->Vec2To(thing);
dx = fabs(vec.X);
dy = fabs(vec.Y);
boxradius = thing->radius;
// The damage pattern is square, not circular.
len = double(dx > dy ? dx : dy);
if (bombspot->Z() < thing->Z() || bombspot->Z() >= thing->Top())
{
double dz;
if (bombspot->Z() > thing->Z())
{
dz = double(bombspot->Z() - thing->Top());
}
else
{
dz = double(thing->Z() - bombspot->Z());
}
if (len <= boxradius)
{
len = dz;
}
else
{
len -= boxradius;
len = g_sqrt(len*len + dz*dz);
}
}
else
{
len -= boxradius;
if (len < 0.f)
len = 0.f;
}
len = clamp<double>(len - (double)fulldamagedistance, 0, len);
points = bombdamagefloat * (1. - len * bombdistancefloat);
if (thing == bombsource)
{
points = points * splashfactor;
}
points *= thing->GetClass()->RDFactor;
// points and bombdamage should be the same sign (the double cast of 'points' is needed to prevent overflows and incorrect values slipping through.)
if ((((double)int(points) * bombdamage) > 0) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
{ // OK to damage; target is in direct path
double vz;
double thrust;
int damage = abs((int)points);
int newdam = damage;
if (!(flags & RADF_NODAMAGE))
{
//[MC] Don't count actors saved by buddha if already at 1 health.
int prehealth = thing->health;
newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
if (thing->health < prehealth) count++;
}
else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST)))
thing->flags2 |= MF2_BLASTED;
if (!(thing->flags & MF_ICECORPSE))
{
if (!(flags & RADF_NODAMAGE) && !(bombspot->flags3 & MF3_BLOODLESSIMPACT))
P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
if ((flags & RADF_NODAMAGE) || !(bombspot->flags2 & MF2_NODMGTHRUST))
{
if (bombsource == NULL || !(bombsource->flags2 & MF2_NODMGTHRUST))
{
if (!(thing->flags7 & MF7_DONTTHRUST))
{
thrust = points * 0.5 / (double)thing->Mass;
if (bombsource == thing)
{
thrust *= selfthrustscale;
}
vz = (thing->Center() - bombspot->Z()) * thrust;
if (bombsource != thing)
{
vz *= 0.5;
}
else
{
vz *= 0.8;
}
thing->Thrust(bombspot->AngleTo(thing), thrust);
if (!(flags & RADF_NODAMAGE) || (flags & RADF_THRUSTZ))
thing->Vel.Z += vz; // this really doesn't work well
}
}
}
}
}
}
else
{
// [RH] Old code just for barrels
double dx, dy, dist;
DVector2 vec = bombspot->Vec2To(thing);
dx = fabs(vec.X);
dy = fabs(vec.Y);
dist = dx>dy ? dx : dy;
dist -= thing->radius;
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<double>(dist - fulldamagedistance, 0, dist);
int damage = Scale(bombdamage, bombdistance - int(dist), bombdistance);
double factor = splashfactor * thing->GetClass()->RDFactor;
damage = int(damage * factor);
if (damage > 0)
{
//[MC] Don't count actors saved by buddha if already at 1 health.
int prehealth = thing->health;
int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
if (thing->health < prehealth) count++;
}
}
}
}
return count;
}
//==========================================================================
//
// 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;
double moveamt;
int crushchange;
bool nofit;
bool movemidtex;
bool instant;
};
TArray<AActor *> intersectors;
EXTERN_CVAR(Int, cl_bloodtype)
//=============================================================================
//
// P_AdjustFloorCeil
//
//=============================================================================
bool P_AdjustFloorCeil(AActor *thing, FChangePosition *cpos)
{
ActorFlags2 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->Pos(), tm);
if (!(thing->flags4 & MF4_ACTLIKEBRIDGE))
{
thing->floorz = tm.floorz;
thing->ceilingz = tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: remember dropoffs
thing->floorpic = tm.floorpic;
thing->floorterrain = tm.floorterrain;
thing->floorsector = tm.floorsector;
thing->ceilingpic = tm.ceilingpic;
thing->ceilingsector = tm.ceilingsector;
}
else
{
// Bridges only keep the info at their spawn position
// This is necessary to prevent moving sectors from altering the bridge's z-position.
// The bridge should remain at its current z, even if the sector change would cause
// floorz or ceilingz to be changed in a way that would make P_ZMovement adjust the bridge.
P_FindFloorCeiling(thing, FFCF_ONLYSPAWNPOS);
}
// 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;
FPortalGroupArray check;
FMultiBlockThingsIterator it(check, actor);
FMultiBlockThingsIterator::CheckResult cres;
while (it.Next(&cres))
{
AActor *thing = cres.thing;
double blockdist = actor->radius + thing->radius;
if (fabs(thing->X() - cres.Position.X) >= blockdist || fabs(thing->Y() - cres.Position.Y) >= blockdist)
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->Top())
{ // 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;
FPortalGroupArray check;
FMultiBlockThingsIterator it(check, actor);
FMultiBlockThingsIterator::CheckResult cres;
while (it.Next(&cres))
{
AActor *thing = cres.thing;
double blockdist = actor->radius + thing->radius;
if (fabs(thing->X() - cres.Position.X) >= blockdist || fabs(thing->Y() - cres.Position.Y) >= blockdist)
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->Top() <= actor->Top() &&
thing->Top() > 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))
{
int newdam = 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();
PClassActor *bloodcls = thing->GetBloodType();
P_TraceBleed (newdam > 0 ? newdam : cpos->crushchange, thing);
if (bloodcls != NULL)
{
AActor *mo;
mo = Spawn(bloodcls, thing->PosPlusZ(thing->Height / 2), ALLOW_REPLACE);
mo->Vel.X = pr_crunch.Random2() / 16.;
mo->Vel.Y = pr_crunch.Random2() / 16.;
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (!(cl_bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
}
DAngle an = (M_Random() - 128) * (360./256);
if (cl_bloodtype >= 1)
{
P_DrawSplash2(32, thing->PosPlusZ(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->Top() > 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 ((thing->flags & MF_MISSILE) && (intersect->flags2 & MF2_REFLECTIVE) && (intersect->flags7 & MF7_THRUREFLECT))
continue;
if (!P_CanCollideWith(thing, intersect))
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;
}
double oldz = intersect->Z();
P_AdjustFloorCeil(intersect, cpos);
intersect->SetZ(thing->Top() + 1/65536.);
if (P_PushUp(intersect, cpos))
{ // Move blocked
P_DoCrunch(intersect, cpos);
intersect->SetZ(oldz);
return 2;
}
if (cpos->instant)
{
intersect->Prev.Z += intersect->Z() - oldz;
if (intersect->CheckLocalView(consoleplayer)) R_ResetViewInterpolation();
}
intersect->UpdateRenderSectorList();
}
thing->CheckPortalTransition(true);
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];
// [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 ((thing->flags & MF_MISSILE) && (intersect->flags2 & MF2_REFLECTIVE) && (intersect->flags7 & MF7_THRUREFLECT))
continue;
if (!P_CanCollideWith(thing, intersect))
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;
}
double oldz = intersect->Z();
P_AdjustFloorCeil(intersect, cpos);
if (oldz > thing->Z() - intersect->Height)
{ // Only push things down, not up.
intersect->SetZ(thing->Z() - intersect->Height);
if (P_PushDown(intersect, cpos))
{ // Move blocked
P_DoCrunch(intersect, cpos);
intersect->SetZ(oldz);
return 2;
}
intersect->UpdateRenderSectorList();
}
}
thing->CheckPortalTransition(true);
return 0;
}
//=============================================================================
//
// PIT_FloorDrop
//
//=============================================================================
void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
{
double oldfloorz = thing->floorz;
double oldz = thing->Z();
P_AdjustFloorCeil(thing, cpos);
if (oldfloorz == thing->floorz) return;
if (thing->flags4 & MF4_ACTLIKEBRIDGE) return; // do not move bridge things
if (thing->Vel.Z == 0 &&
(!(thing->flags & MF_NOGRAVITY) ||
(thing->Z() == oldfloorz && !(thing->flags & MF_NOLIFTDROP))))
{
if ((thing->flags & MF_NOGRAVITY) || (thing->flags5 & MF5_MOVEWITHSECTOR) ||
(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9)
&& thing->Z() - thing->floorz <= cpos->moveamt))
{
if (cpos->instant)
{
thing->Prev.Z += thing->floorz - oldz;
if (thing->CheckLocalView(consoleplayer)) R_ResetViewInterpolation();
}
thing->SetZ(thing->floorz);
P_CheckFakeFloorTriggers(thing, oldz);
thing->UpdateRenderSectorList();
}
}
else if ((thing->Z() != oldfloorz && !(thing->flags & MF_NOLIFTDROP)))
{
if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
{
if (cpos->instant)
{
thing->Prev.Z += -oldfloorz + thing->floorz;
if (thing->CheckLocalView(consoleplayer)) R_ResetViewInterpolation();
}
thing->AddZ(-oldfloorz + thing->floorz);
P_CheckFakeFloorTriggers(thing, oldz);
thing->UpdateRenderSectorList();
}
}
if (thing->player && thing->player->mo == thing)
{
thing->player->viewz += thing->Z() - oldz;
}
}
//=============================================================================
//
// PIT_FloorRaise
//
//=============================================================================
void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
{
double oldfloorz = thing->floorz;
double oldz = thing->Z();
P_AdjustFloorCeil(thing, cpos);
if (oldfloorz == thing->floorz) return;
// Move things intersecting the floor up
if (thing->Z() <= thing->floorz)
{
if (thing->flags4 & MF4_ACTLIKEBRIDGE)
{
cpos->nofit = true;
return; // do not move bridge things
}
intersectors.Clear();
if (cpos->instant)
{
thing->Prev.Z += thing->floorz - thing->Z();
if (thing->CheckLocalView(consoleplayer)) R_ResetViewInterpolation();
}
thing->SetZ(thing->floorz);
}
else
{
if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
{
intersectors.Clear();
thing->AddZ(-oldfloorz + thing->floorz);
if (cpos->instant)
{
thing->Prev.Z += -oldfloorz + thing->floorz;
if (thing->CheckLocalView(consoleplayer)) R_ResetViewInterpolation();
}
}
else return;
}
switch (P_PushUp(thing, cpos))
{
default:
P_CheckFakeFloorTriggers(thing, oldz);
thing->UpdateRenderSectorList();
break;
case 1:
P_DoCrunch(thing, cpos);
P_CheckFakeFloorTriggers(thing, oldz);
thing->UpdateRenderSectorList();
break;
case 2:
P_DoCrunch(thing, cpos);
thing->SetZ(oldz);
break;
}
if (thing->player && thing->player->mo == thing)
{
thing->player->viewz += thing->Z() - oldz;
}
}
//=============================================================================
//
// PIT_CeilingLower
//
//=============================================================================
void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
{
bool onfloor;
double oldz = thing->Z();
onfloor = thing->Z() <= thing->floorz;
P_AdjustFloorCeil(thing, cpos);
if (thing->Top() > thing->ceilingz)
{
if (thing->flags4 & MF4_ACTLIKEBRIDGE)
{
cpos->nofit = true;
return; // do not move bridge things
}
intersectors.Clear();
if (thing->ceilingz - thing->Height >= thing->floorz)
{
thing->SetZ(thing->ceilingz - thing->Height);
}
else
{
thing->SetZ(thing->floorz);
}
thing->UpdateRenderSectorList();
switch (P_PushDown(thing, cpos))
{
case 2:
// intentional fall-through
case 1:
if (onfloor)
thing->SetZ(thing->floorz);
P_DoCrunch(thing, cpos);
P_CheckFakeFloorTriggers(thing, oldz);
thing->UpdateRenderSectorList();
break;
default:
P_CheckFakeFloorTriggers(thing, oldz);
thing->UpdateRenderSectorList();
break;
}
}
if (thing->player && thing->player->mo == thing)
{
thing->player->viewz += thing->Z() - oldz;
}
}
//=============================================================================
//
// PIT_CeilingRaise
//
//=============================================================================
void PIT_CeilingRaise(AActor *thing, FChangePosition *cpos)
{
bool isgood = P_AdjustFloorCeil(thing, cpos);
double oldz = thing->Z();
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->Top() >= thing->ceilingz - cpos->moveamt &&
!(thing->flags & MF_NOLIFTDROP))
{
thing->SetZ(thing->floorz);
if (thing->Top() > thing->ceilingz)
{
thing->SetZ(thing->ceilingz - thing->Height);
}
P_CheckFakeFloorTriggers(thing, oldz);
thing->UpdateRenderSectorList();
}
else if ((thing->flags2 & MF2_PASSMOBJ) && !isgood && thing->Top() < thing->ceilingz)
{
AActor *onmobj;
if (!P_TestMobjZ(thing, true, &onmobj) && onmobj->Z() <= thing->Z())
{
thing->SetZ(MIN(thing->ceilingz - thing->Height, onmobj->Top()));
thing->UpdateRenderSectorList();
}
}
if (thing->player && thing->player->mo == thing)
{
thing->player->viewz += thing->Z() - oldz;
}
}
//=============================================================================
//
// 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, double amt, int floorOrCeil, bool isreset, bool instant)
{
FChangePosition cpos;
void(*iterator)(AActor *, FChangePosition *);
void(*iterator2)(AActor *, FChangePosition *) = NULL;
msecnode_t *n;
cpos.nofit = false;
cpos.crushchange = crunch;
cpos.moveamt = fabs(amt);
cpos.movemidtex = false;
cpos.sector = sector;
cpos.instant = instant;
// Also process all sectors that have 3D floors transferred from the
// changed sector.
if (sector->e->XFloor.attached.Size() && floorOrCeil != 2)
{
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);
sec->CheckPortalPlane(!floorOrCeil);
}
}
P_Recalculate3DFloors(sector); // Must recalculate the 3d floor and light lists
// [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 (floorOrCeil != 2) sector->CheckPortalPlane(floorOrCeil); // check for portal obstructions after everything is done.
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(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;
}
//==========================================================================
//
//
//
//==========================================================================
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.HitPos, trace.Line->sidedef[trace.Side], trace.ffloor);
}
}
//==========================================================================
//
//
//
//==========================================================================
static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff)
{
const DVector3 *hitpos;
if (trace.Crossed3DWater)
{
hitpos = &trace.Crossed3DWaterPos;
}
else if (trace.CrossedWater && trace.CrossedWater->heightsec)
{
hitpos = &trace.CrossedWaterPos;
}
else return;
P_HitWater(puff != NULL ? puff : t1, P_PointInSector(*hitpos), *hitpos);
}
//=============================================================================
//
// 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->CallActivate(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->CallDeactivate(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;
}