mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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6028 lines
174 KiB
C++
6028 lines
174 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Movement, collision handling.
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// Shooting and aiming.
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include <math.h>
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#include "templates.h"
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#include "m_bbox.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "c_dispatch.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "d_player.h"
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#include "p_maputl.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_terrain.h"
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#include "p_trace.h"
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#include "p_checkposition.h"
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#include "r_utility.h"
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#include "s_sound.h"
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#include "decallib.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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#include "gi.h"
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#include "a_sharedglobal.h"
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#include "p_conversation.h"
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#include "r_data/r_translate.h"
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#include "g_level.h"
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#include "r_sky.h"
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CVAR(Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
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CVAR(Int, sv_smartaim, 0, CVAR_ARCHIVE | CVAR_SERVERINFO)
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CVAR(Bool, cl_doautoaim, false, CVAR_ARCHIVE)
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static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windowcheck);
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static void SpawnShootDecal(AActor *t1, const FTraceResults &trace);
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static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff,
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fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz, bool ffloor = false);
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static FRandom pr_tracebleed("TraceBleed");
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static FRandom pr_checkthing("CheckThing");
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static FRandom pr_lineattack("LineAttack");
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static FRandom pr_crunch("DoCrunch");
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// keep track of special lines as they are hit,
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// but don't process them until the move is proven valid
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TArray<line_t *> spechit;
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// Temporary holder for thing_sectorlist threads
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msecnode_t* sector_list = NULL; // phares 3/16/98
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//==========================================================================
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//
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// GetCoefficientClosestPointInLine24
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//
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// Formula: (dotProduct(ldv1 - tm, ld) << 24) / dotProduct(ld, ld)
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// with: ldv1 = (ld->v1->x, ld->v1->y), tm = (tm.x, tm.y)
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// and ld = (ld->dx, ld->dy)
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// Returns truncated to range [0, 1 << 24].
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//
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//==========================================================================
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static fixed_t GetCoefficientClosestPointInLine24(line_t *ld, FCheckPosition &tm)
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{
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// [EP] Use 64 bit integers in order to keep the exact result of the
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// multiplication, because in the case the vertexes have both the
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// distance coordinates equal to the map limit (32767 units, which is
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// 2147418112 in fixed_t notation), the product result would occupy
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// 62 bits and the sum of two products would occupy 63 bits
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// in the worst case. If instead the vertexes are very close (1 in
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// fixed_t notation, which is 1.52587890625e-05 in float notation), the
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// product and the sum can be 1 in the worst case, which is very tiny.
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SQWORD r_num = ((SQWORD(tm.x - ld->v1->x)*ld->dx) +
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(SQWORD(tm.y - ld->v1->y)*ld->dy));
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// The denominator is always positive. Use this to avoid useless
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// calculations.
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SQWORD r_den = (SQWORD(ld->dx)*ld->dx + SQWORD(ld->dy)*ld->dy);
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if (r_num <= 0) {
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// [EP] The numerator is less or equal to zero, hence the closest
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// point on the line is the first vertex. Truncate the result to 0.
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return 0;
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}
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if (r_num >= r_den) {
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// [EP] The division is greater or equal to 1, hence the closest
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// point on the line is the second vertex. Truncate the result to
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// 1 << 24.
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return (1 << 24);
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}
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// [EP] Deal with the limited bits. The original formula is:
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// r = (r_num << 24) / r_den,
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// but r_num might be big enough to make the shift overflow.
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// Since the numerator can't be saved in a 128bit integer,
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// the denominator must be right shifted. If the denominator is
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// less than (1 << 24), there would be a division by zero.
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// Thanks to the fact that in this code path the denominator is greater
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// than the numerator, it's possible to avoid this bad situation by
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// just checking the last 24 bits of the numerator.
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if ((r_num >> (63-24)) != 0) {
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// [EP] In fact, if the numerator is greater than
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// (1 << (63-24)), the denominator must be greater than
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// (1 << (63-24)), hence the denominator won't be zero after
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// the right shift by 24 places.
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return (fixed_t)(r_num/(r_den >> 24));
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}
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// [EP] Having the last 24 bits all zero allows left shifting
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// the numerator by 24 bits without overflow.
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return (fixed_t)((r_num << 24)/r_den);
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}
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//==========================================================================
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//
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// PIT_FindFloorCeiling
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//
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// only3d set means to only check against 3D floors and midtexes.
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//
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//==========================================================================
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static bool PIT_FindFloorCeiling(line_t *ld, const FBoundingBox &box, FCheckPosition &tmf, int flags)
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{
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if (box.Right() <= ld->bbox[BOXLEFT]
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|| box.Left() >= ld->bbox[BOXRIGHT]
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|| box.Top() <= ld->bbox[BOXBOTTOM]
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|| box.Bottom() >= ld->bbox[BOXTOP])
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return true;
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if (box.BoxOnLineSide(ld) != -1)
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return true;
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// A line has been hit
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if (!ld->backsector)
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{ // One sided line
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return true;
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}
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fixed_t sx, sy;
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FLineOpening open;
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// set openrange, opentop, openbottom
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if ((((ld->frontsector->floorplane.a | ld->frontsector->floorplane.b) |
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(ld->backsector->floorplane.a | ld->backsector->floorplane.b) |
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(ld->frontsector->ceilingplane.a | ld->frontsector->ceilingplane.b) |
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(ld->backsector->ceilingplane.a | ld->backsector->ceilingplane.b)) == 0)
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&& ld->backsector->e->XFloor.ffloors.Size() == 0 && ld->frontsector->e->XFloor.ffloors.Size() == 0)
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{
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P_LineOpening(open, tmf.thing, ld, sx = tmf.x, sy = tmf.y, tmf.x, tmf.y, flags);
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}
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else
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{ // Find the point on the line closest to the actor's center, and use
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// that to calculate openings
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double dx = ld->dx;
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double dy = ld->dy;
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fixed_t r = xs_CRoundToInt(((double)(tmf.x - ld->v1->x) * dx +
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(double)(tmf.y - ld->v1->y) * dy) /
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(dx*dx + dy*dy) * 16777216.f);
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if (r <= 0)
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{
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P_LineOpening(open, tmf.thing, ld, sx = ld->v1->x, sy = ld->v1->y, tmf.x, tmf.y, flags);
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}
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else if (r >= (1 << 24))
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{
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P_LineOpening(open, tmf.thing, ld, sx = ld->v2->x, sy = ld->v2->y, tmf.thing->X(), tmf.thing->Y(), flags);
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}
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else
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{
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P_LineOpening(open, tmf.thing, ld, sx = ld->v1->x + MulScale24(r, ld->dx),
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sy = ld->v1->y + MulScale24(r, ld->dy), tmf.x, tmf.y, flags);
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}
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}
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// adjust floor / ceiling heights
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if (open.top < tmf.ceilingz)
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{
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tmf.ceilingz = open.top;
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}
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if (open.bottom > tmf.floorz)
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{
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tmf.floorz = open.bottom;
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if (open.bottomsec != NULL) tmf.floorsector = open.bottomsec;
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tmf.touchmidtex = open.touchmidtex;
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tmf.abovemidtex = open.abovemidtex;
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}
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else if (open.bottom == tmf.floorz)
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{
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tmf.touchmidtex |= open.touchmidtex;
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tmf.abovemidtex |= open.abovemidtex;
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}
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if (open.lowfloor < tmf.dropoffz)
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tmf.dropoffz = open.lowfloor;
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
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{
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sector_t *sec;
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if (!(flags & FFCF_ONLYSPAWNPOS))
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{
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sec = !(flags & FFCF_SAMESECTOR) ? P_PointInSector(tmf.x, tmf.y) : tmf.thing->Sector;
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tmf.floorsector = sec;
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tmf.ceilingsector = sec;
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tmf.floorz = tmf.dropoffz = sec->floorplane.ZatPoint(tmf.x, tmf.y);
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tmf.ceilingz = sec->ceilingplane.ZatPoint(tmf.x, tmf.y);
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tmf.floorpic = sec->GetTexture(sector_t::floor);
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tmf.floorterrain = sec->GetTerrain(sector_t::floor);
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tmf.ceilingpic = sec->GetTexture(sector_t::ceiling);
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}
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else
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{
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sec = tmf.thing->Sector;
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}
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for (unsigned int i = 0; i<sec->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor* rover = sec->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
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fixed_t ff_bottom = rover->bottom.plane->ZatPoint(tmf.x, tmf.y);
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fixed_t ff_top = rover->top.plane->ZatPoint(tmf.x, tmf.y);
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if (ff_top > tmf.floorz)
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{
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if (ff_top <= tmf.z || (!(flags & FFCF_3DRESTRICT) && (tmf.thing != NULL && ff_bottom < tmf.z && ff_top < tmf.z + tmf.thing->MaxStepHeight)))
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{
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tmf.dropoffz = tmf.floorz = ff_top;
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tmf.floorpic = *rover->top.texture;
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tmf.floorterrain = rover->model->GetTerrain(rover->top.isceiling);
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}
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}
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if (ff_bottom <= tmf.ceilingz && ff_bottom > tmf.z + tmf.thing->height)
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{
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tmf.ceilingz = ff_bottom;
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tmf.ceilingpic = *rover->bottom.texture;
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}
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}
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}
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//==========================================================================
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//
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// P_FindFloorCeiling
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//
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//==========================================================================
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void P_FindFloorCeiling(AActor *actor, int flags)
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{
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FCheckPosition tmf;
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tmf.thing = actor;
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tmf.x = actor->X();
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tmf.y = actor->Y();
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tmf.z = actor->Z();
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if (flags & FFCF_ONLYSPAWNPOS)
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{
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flags |= FFCF_3DRESTRICT;
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}
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if (!(flags & FFCF_ONLYSPAWNPOS))
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{
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P_GetFloorCeilingZ(tmf, flags);
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}
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else
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{
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tmf.ceilingsector = tmf.floorsector = actor->Sector;
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tmf.floorz = tmf.dropoffz = actor->floorz;
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tmf.ceilingz = actor->ceilingz;
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tmf.floorpic = actor->floorpic;
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tmf.floorterrain = actor->floorterrain;
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tmf.ceilingpic = actor->ceilingpic;
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P_GetFloorCeilingZ(tmf, flags);
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}
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actor->floorz = tmf.floorz;
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actor->dropoffz = tmf.dropoffz;
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actor->ceilingz = tmf.ceilingz;
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actor->floorpic = tmf.floorpic;
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actor->floorterrain = tmf.floorterrain;
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actor->floorsector = tmf.floorsector;
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actor->ceilingpic = tmf.ceilingpic;
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actor->ceilingsector = tmf.ceilingsector;
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FBoundingBox box(tmf.x, tmf.y, actor->radius);
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tmf.touchmidtex = false;
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tmf.abovemidtex = false;
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validcount++;
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FBlockLinesIterator it(box);
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line_t *ld;
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while ((ld = it.Next()))
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{
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PIT_FindFloorCeiling(ld, box, tmf, flags);
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}
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if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
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if (!(flags & FFCF_ONLYSPAWNPOS) || (tmf.abovemidtex && (tmf.floorz <= actor->Z())))
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{
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actor->floorz = tmf.floorz;
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actor->dropoffz = tmf.dropoffz;
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actor->ceilingz = tmf.ceilingz;
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actor->floorpic = tmf.floorpic;
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actor->floorterrain = tmf.floorterrain;
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actor->floorsector = tmf.floorsector;
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actor->ceilingpic = tmf.ceilingpic;
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actor->ceilingsector = tmf.ceilingsector;
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}
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else
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{
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actor->floorsector = actor->ceilingsector = actor->Sector;
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// [BB] Don't forget to update floorpic and ceilingpic.
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if (actor->Sector != NULL)
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{
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actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
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actor->floorterrain = actor->Sector->GetTerrain(sector_t::floor);
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actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);
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}
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}
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}
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//==========================================================================
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//
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// TELEPORT MOVE
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//
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//
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// P_TeleportMove
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//
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// [RH] Added telefrag parameter: When true, anything in the spawn spot
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// will always be telefragged, and the move will be successful.
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// Added z parameter. Originally, the thing's z was set *after* the
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// move was made, so the height checking I added for 1.13 could
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// potentially erroneously indicate the move was okay if the thing
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// was being teleported between two non-overlapping height ranges.
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//
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//==========================================================================
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bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag, bool modifyactor)
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{
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FCheckPosition tmf;
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sector_t *oldsec = thing->Sector;
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// kill anything occupying the position
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// The base floor/ceiling is from the subsector that contains the point.
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// Any contacted lines the step closer together will adjust them.
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tmf.thing = thing;
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tmf.x = x;
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tmf.y = y;
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tmf.z = z;
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tmf.touchmidtex = false;
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tmf.abovemidtex = false;
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P_GetFloorCeilingZ(tmf, 0);
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spechit.Clear();
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bool StompAlwaysFrags = ((thing->flags2 & MF2_TELESTOMP) || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag) && !(thing->flags7 & MF7_NOTELESTOMP);
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FBoundingBox box(x, y, thing->radius);
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FBlockLinesIterator it(box);
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line_t *ld;
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// P_LineOpening requires the thing's z to be the destination z in order to work.
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fixed_t savedz = thing->Z();
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thing->SetZ(z);
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while ((ld = it.Next()))
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{
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PIT_FindFloorCeiling(ld, box, tmf, 0);
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}
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thing->SetZ(savedz);
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if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
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FBlockThingsIterator it2(FBoundingBox(x, y, thing->radius));
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AActor *th;
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while ((th = it2.Next()))
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{
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if (!(th->flags & MF_SHOOTABLE))
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continue;
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// don't clip against self
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if (th == thing)
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continue;
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fixed_t blockdist = th->radius + tmf.thing->radius;
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if (abs(th->X() - tmf.x) >= blockdist || abs(th->Y() - tmf.y) >= blockdist)
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continue;
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if ((th->flags2 | tmf.thing->flags2) & MF2_THRUACTORS)
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continue;
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if (tmf.thing->flags6 & MF6_THRUSPECIES && tmf.thing->GetSpecies() == th->GetSpecies())
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continue;
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// [RH] Z-Check
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// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
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// Otherwise those things would get stuck inside each other.
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if ((thing->flags2 & MF2_PASSMOBJ || th->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
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{
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if (!(th->flags3 & thing->flags3 & MF3_DONTOVERLAP))
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{
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if (z > th->Top() || // overhead
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z + thing->height < th->Z()) // underneath
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continue;
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}
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}
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|
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// monsters don't stomp things except on boss level
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// [RH] Some Heretic/Hexen monsters can telestomp
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// ... and some items can never be telefragged while others will be telefragged by everything that teleports upon them.
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if ((StompAlwaysFrags && !(th->flags6 & MF6_NOTELEFRAG)) || (th->flags7 & MF7_ALWAYSTELEFRAG))
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{
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// Don't actually damage if predicting a teleport
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if (thing->player == NULL || !(thing->player->cheats & CF_PREDICTING))
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P_DamageMobj(th, thing, thing, TELEFRAG_DAMAGE, NAME_Telefrag, DMG_THRUSTLESS);
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continue;
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}
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return false;
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}
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|
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if (modifyactor)
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{
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// the move is ok, so link the thing into its new position
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thing->SetOrigin(x, y, z, 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();
|
|
}
|
|
|
|
thing->PrevX = x;
|
|
thing->PrevY = y;
|
|
thing->PrevZ = z;
|
|
|
|
// If this teleport was caused by a move, P_TryMove() will handle the
|
|
// sector transition messages better than we can here.
|
|
if (!(thing->flags6 & MF6_INTRYMOVE))
|
|
{
|
|
thing->CheckSectorTransition(oldsec);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// [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)
|
|
{
|
|
AActor *th;
|
|
FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius));
|
|
|
|
while ((th = it.Next()))
|
|
{
|
|
if (!(th->flags & MF_SHOOTABLE))
|
|
continue;
|
|
|
|
// don't clip against self, and don't kill your own voodoo dolls
|
|
if (th == actor || (th->player == actor->player && th->player != NULL))
|
|
continue;
|
|
|
|
if (!th->intersects(actor))
|
|
continue;
|
|
|
|
// only kill monsters and other players
|
|
if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER))
|
|
continue;
|
|
|
|
if (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);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
inline fixed_t secfriction(const sector_t *sec, int plane = sector_t::floor)
|
|
{
|
|
if (sec->Flags & SECF_FRICTION) return sec->friction;
|
|
fixed_t friction = Terrains[sec->GetTerrain(plane)].Friction;
|
|
return friction != 0 ? friction : ORIG_FRICTION;
|
|
}
|
|
|
|
inline fixed_t secmovefac(const sector_t *sec, int plane = sector_t::floor)
|
|
{
|
|
if (sec->Flags & SECF_FRICTION) return sec->movefactor;
|
|
fixed_t movefactor = Terrains[sec->GetTerrain(plane)].MoveFactor;
|
|
return movefactor != 0 ? movefactor : ORIG_FRICTION_FACTOR;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// killough 8/28/98:
|
|
//
|
|
// P_GetFriction()
|
|
//
|
|
// Returns the friction associated with a particular mobj.
|
|
//
|
|
//==========================================================================
|
|
|
|
int P_GetFriction(const AActor *mo, int *frictionfactor)
|
|
{
|
|
int friction = ORIG_FRICTION;
|
|
int movefactor = ORIG_FRICTION_FACTOR;
|
|
fixed_t newfriction;
|
|
const msecnode_t *m;
|
|
const 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 * FRACUNIT))
|
|
{
|
|
friction = secfriction(mo->Sector);
|
|
movefactor = secmovefac(mo->Sector) >> 1;
|
|
|
|
// 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 = secfriction(rover->model, rover->top.isceiling);
|
|
if (newfriction < friction || friction == ORIG_FRICTION)
|
|
{
|
|
friction = newfriction;
|
|
movefactor = secmovefac(rover->model, rover->top.isceiling) >> 1;
|
|
}
|
|
}
|
|
}
|
|
else if (var_friction && !(mo->flags & (MF_NOCLIP | MF_NOGRAVITY)))
|
|
{ // When the object is straddling sectors with the same
|
|
// floor height that have different frictions, use the lowest
|
|
// friction value (muddy has precedence over icy).
|
|
|
|
for (m = mo->touching_sectorlist; m; m = m->m_tnext)
|
|
{
|
|
sec = m->m_sector;
|
|
|
|
// 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->Z() != rover->top.plane->ZatPoint(mo)) 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(mo) ||
|
|
(mo->Top()) < rover->bottom.plane->ZatPoint(mo))
|
|
continue;
|
|
}
|
|
else
|
|
continue;
|
|
|
|
newfriction = secfriction(rover->model, rover->top.isceiling);
|
|
if (newfriction < friction || friction == ORIG_FRICTION)
|
|
{
|
|
friction = newfriction;
|
|
movefactor = secmovefac(rover->model, rover->top.isceiling);
|
|
}
|
|
}
|
|
|
|
if (!(sec->Flags & SECF_FRICTION) &&
|
|
Terrains[sec->GetTerrain(sector_t::floor)].Friction == 0)
|
|
{
|
|
continue;
|
|
}
|
|
newfriction = secfriction(sec);
|
|
if ((newfriction < friction || friction == ORIG_FRICTION) &&
|
|
(mo->Z() <= sec->floorplane.ZatPoint(mo) ||
|
|
(sec->GetHeightSec() != NULL &&
|
|
mo->Z() <= sec->heightsec->floorplane.ZatPoint(mo))))
|
|
{
|
|
friction = newfriction;
|
|
movefactor = secmovefac(sec);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mo->Friction != FRACUNIT)
|
|
{
|
|
friction = clamp(FixedMul(friction, mo->Friction), 0, FRACUNIT);
|
|
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
|
|
//
|
|
//==========================================================================
|
|
|
|
int P_GetMoveFactor(const AActor *mo, int *frictionp)
|
|
{
|
|
int movefactor, friction;
|
|
|
|
// If the floor is icy or muddy, it's harder to get moving. This is where
|
|
// the different friction factors are applied to 'trying to move'. In
|
|
// p_mobj.c, the friction factors are applied as you coast and slow down.
|
|
|
|
if ((friction = P_GetFriction(mo, &movefactor)) < ORIG_FRICTION)
|
|
{
|
|
// phares 3/11/98: you start off slowly, then increase as
|
|
// you get better footing
|
|
|
|
int velocity = P_AproxDistance(mo->velx, mo->vely);
|
|
|
|
if (velocity > MORE_FRICTION_VELOCITY << 2)
|
|
movefactor <<= 3;
|
|
else if (velocity > MORE_FRICTION_VELOCITY << 1)
|
|
movefactor <<= 2;
|
|
else if (velocity > MORE_FRICTION_VELOCITY)
|
|
movefactor <<= 1;
|
|
}
|
|
|
|
if (frictionp)
|
|
*frictionp = friction;
|
|
|
|
return movefactor;
|
|
}
|
|
|
|
//
|
|
// MOVEMENT ITERATOR FUNCTIONS
|
|
//
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
// PIT_CheckLine
|
|
// Adjusts tmfloorz and tmceilingz as lines are contacted
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static // killough 3/26/98: make static
|
|
bool PIT_CheckLine(line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
|
|
{
|
|
bool rail = false;
|
|
|
|
if (box.Right() <= ld->bbox[BOXLEFT]
|
|
|| box.Left() >= ld->bbox[BOXRIGHT]
|
|
|| box.Top() <= ld->bbox[BOXBOTTOM]
|
|
|| box.Bottom() >= ld->bbox[BOXTOP])
|
|
return true;
|
|
|
|
if (box.BoxOnLineSide(ld) != -1)
|
|
return true;
|
|
|
|
// A line has been hit
|
|
/*
|
|
=
|
|
= The moving thing's destination position will cross the given line.
|
|
= If this should not be allowed, return false.
|
|
= If the line is special, keep track of it to process later if the move
|
|
= is proven ok. NOTE: specials are NOT sorted by order, so two special lines
|
|
= that are only 8 pixels apart could be crossed in either order.
|
|
*/
|
|
|
|
if (!ld->backsector)
|
|
{ // One sided line
|
|
if (tm.thing->flags2 & MF2_BLASTED)
|
|
{
|
|
P_DamageMobj(tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
|
|
}
|
|
tm.thing->BlockingLine = ld;
|
|
CheckForPushSpecial(ld, 0, tm.thing, false);
|
|
return false;
|
|
}
|
|
|
|
// MBF bouncers are treated as missiles here.
|
|
bool Projectile = (tm.thing->flags & MF_MISSILE || tm.thing->BounceFlags & BOUNCE_MBF);
|
|
// MBF considers that friendly monsters are not blocked by monster-blocking lines.
|
|
// This is added here as a compatibility option. Note that monsters that are dehacked
|
|
// into being friendly with the MBF flag automatically gain MF3_NOBLOCKMONST, so this
|
|
// just optionally generalizes the behavior to other friendly monsters.
|
|
bool NotBlocked = ((tm.thing->flags3 & MF3_NOBLOCKMONST)
|
|
|| ((i_compatflags & COMPATF_NOBLOCKFRIENDS) && (tm.thing->flags & MF_FRIENDLY)));
|
|
|
|
fixedvec3 pos = tm.thing->PosRelative(ld);
|
|
if (!(Projectile) || (ld->flags & (ML_BLOCKEVERYTHING | ML_BLOCKPROJECTILE)))
|
|
{
|
|
if (ld->flags & ML_RAILING)
|
|
{
|
|
rail = true;
|
|
}
|
|
else if ((ld->flags & (ML_BLOCKING | ML_BLOCKEVERYTHING)) || // explicitly blocking everything
|
|
(!(NotBlocked) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
|
|
(tm.thing->player != NULL && (ld->flags & ML_BLOCK_PLAYERS)) || // block players
|
|
((Projectile) && (ld->flags & ML_BLOCKPROJECTILE)) || // block projectiles
|
|
((tm.thing->flags & MF_FLOAT) && (ld->flags & ML_BLOCK_FLOATERS))) // block floaters
|
|
{
|
|
if (tm.thing->flags2 & MF2_BLASTED)
|
|
{
|
|
P_DamageMobj(tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
|
|
}
|
|
tm.thing->BlockingLine = ld;
|
|
// Calculate line side based on the actor's original position, not the new one.
|
|
CheckForPushSpecial(ld, P_PointOnLineSide(pos.x, pos.y, ld), tm.thing, false);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// [RH] Steep sectors count as dropoffs (unless already in one)
|
|
if (!(tm.thing->flags & MF_DROPOFF) &&
|
|
!(tm.thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
|
|
{
|
|
secplane_t frontplane, backplane;
|
|
// Check 3D floors as well
|
|
frontplane = P_FindFloorPlane(ld->frontsector, pos.x, pos.y, tm.thing->floorz);
|
|
backplane = P_FindFloorPlane(ld->backsector, pos.x, pos.y, tm.thing->floorz);
|
|
if (frontplane.c < STEEPSLOPE || backplane.c < STEEPSLOPE)
|
|
{
|
|
const msecnode_t *node = tm.thing->touching_sectorlist;
|
|
bool allow = false;
|
|
int count = 0;
|
|
while (node != NULL)
|
|
{
|
|
count++;
|
|
if (node->m_sector->floorplane.c < STEEPSLOPE)
|
|
{
|
|
allow = true;
|
|
break;
|
|
}
|
|
node = node->m_tnext;
|
|
}
|
|
if (!allow)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
fixed_t sx = 0, sy = 0;
|
|
FLineOpening open;
|
|
|
|
// set openrange, opentop, openbottom
|
|
if ((((ld->frontsector->floorplane.a | ld->frontsector->floorplane.b) |
|
|
(ld->backsector->floorplane.a | ld->backsector->floorplane.b) |
|
|
(ld->frontsector->ceilingplane.a | ld->frontsector->ceilingplane.b) |
|
|
(ld->backsector->ceilingplane.a | ld->backsector->ceilingplane.b)) == 0)
|
|
&& ld->backsector->e->XFloor.ffloors.Size() == 0 && ld->frontsector->e->XFloor.ffloors.Size() == 0)
|
|
{
|
|
P_LineOpening(open, tm.thing, ld, sx = tm.x, sy = tm.y, tm.x, tm.y);
|
|
}
|
|
else
|
|
{ // Find the point on the line closest to the actor's center, and use
|
|
// that to calculate openings
|
|
fixed_t r = GetCoefficientClosestPointInLine24(ld, tm);
|
|
|
|
/* Printf ("%d:%d: %d (%d %d %d %d) (%d %d %d %d)\n", level.time, ld-lines, r,
|
|
ld->frontsector->floorplane.a,
|
|
ld->frontsector->floorplane.b,
|
|
ld->frontsector->floorplane.c,
|
|
ld->frontsector->floorplane.ic,
|
|
ld->backsector->floorplane.a,
|
|
ld->backsector->floorplane.b,
|
|
ld->backsector->floorplane.c,
|
|
ld->backsector->floorplane.ic);*/
|
|
if (r <= 0)
|
|
{
|
|
P_LineOpening(open, tm.thing, ld, sx = ld->v1->x, sy = ld->v1->y, tm.x, tm.y);
|
|
}
|
|
else if (r >= (1 << 24))
|
|
{
|
|
P_LineOpening(open, tm.thing, ld, sx = ld->v2->x, sy = ld->v2->y, pos.x, pos.y);
|
|
}
|
|
else
|
|
{
|
|
P_LineOpening(open, tm.thing, ld, sx = ld->v1->x + MulScale24(r, ld->dx),
|
|
sy = ld->v1->y + MulScale24(r, ld->dy), tm.x, tm.y);
|
|
}
|
|
|
|
// the floorplane on both sides is identical with the current one
|
|
// so don't mess around with the z-position
|
|
if (ld->frontsector->floorplane == ld->backsector->floorplane &&
|
|
ld->frontsector->floorplane == tm.thing->Sector->floorplane &&
|
|
!ld->frontsector->e->XFloor.ffloors.Size() && !ld->backsector->e->XFloor.ffloors.Size() &&
|
|
!open.abovemidtex)
|
|
{
|
|
open.bottom = INT_MIN;
|
|
}
|
|
/* Printf (" %d %d %d\n", sx, sy, openbottom);*/
|
|
}
|
|
|
|
if (rail &&
|
|
// Eww! Gross! This check means the rail only exists if you stand on the
|
|
// high side of the rail. So if you're walking on the low side of the rail,
|
|
// it's possible to get stuck in the rail until you jump out. Unfortunately,
|
|
// there is an area on Strife MAP04 that requires this behavior. Still, it's
|
|
// better than Strife's handling of rails, which lets you jump into rails
|
|
// from either side. How long until somebody reports this as a bug and I'm
|
|
// forced to say, "It's not a bug. It's a feature?" Ugh.
|
|
(!(level.flags2 & LEVEL2_RAILINGHACK) ||
|
|
open.bottom == tm.thing->Sector->floorplane.ZatPoint(sx, sy)))
|
|
{
|
|
open.bottom += 32 * FRACUNIT;
|
|
}
|
|
|
|
// adjust floor / ceiling heights
|
|
if (open.top < tm.ceilingz)
|
|
{
|
|
tm.ceilingz = open.top;
|
|
tm.ceilingsector = open.topsec;
|
|
tm.ceilingpic = open.ceilingpic;
|
|
tm.ceilingline = ld;
|
|
tm.thing->BlockingLine = ld;
|
|
}
|
|
|
|
if (open.bottom > tm.floorz)
|
|
{
|
|
tm.floorz = open.bottom;
|
|
tm.floorsector = open.bottomsec;
|
|
tm.floorpic = open.floorpic;
|
|
tm.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
|
|
if (ld->special)
|
|
{
|
|
spechit.Push(ld);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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(AActor *thing, FCheckPosition &tm)
|
|
{
|
|
fixed_t topz;
|
|
bool solid;
|
|
int damage;
|
|
|
|
// don't clip against self
|
|
if (thing == tm.thing)
|
|
return true;
|
|
|
|
if (!((thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE)) || thing->flags6 & MF6_TOUCHY))
|
|
return true; // can't hit thing
|
|
|
|
fixedvec3 thingpos = thing->PosRelative(tm.thing);
|
|
fixed_t blockdist = thing->radius + tm.thing->radius;
|
|
if (abs(thingpos.x - tm.x) >= blockdist || abs(thingpos.y - tm.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();
|
|
if (!(i_compatflags & COMPATF_NO_PASSMOBJ) && !(tm.thing->flags & (MF_FLOAT | MF_MISSILE | MF_SKULLFLY | MF_NOGRAVITY)) &&
|
|
(thing->flags & MF_SOLID) && (thing->flags4 & MF4_ACTLIKEBRIDGE))
|
|
{
|
|
// [RH] Let monsters walk on actors as well as floors
|
|
if ((tm.thing->flags3 & MF3_ISMONSTER) &&
|
|
topz >= tm.floorz && topz <= tm.thing->Z() + tm.thing->MaxStepHeight)
|
|
{
|
|
// The commented-out if is an attempt to prevent monsters from walking off a
|
|
// thing further than they would walk off a ledge. I can't think of an easy
|
|
// way to do this, so I restrict them to only walking on bridges instead.
|
|
// Uncommenting the if here makes it almost impossible for them to walk on
|
|
// anything, bridge or otherwise.
|
|
// if (abs(thing->x - tmx) <= thing->radius &&
|
|
// abs(thing->y - tmy) <= thing->radius)
|
|
{
|
|
tm.stepthing = thing;
|
|
tm.floorz = topz;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Both things overlap in x or y direction
|
|
bool unblocking = false;
|
|
|
|
if ((tm.FromPMove || tm.thing->player != NULL) && thing->flags&MF_SOLID)
|
|
{
|
|
// Both actors already overlap. To prevent them from remaining stuck allow the move if it
|
|
// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
|
|
if (tm.x == tm.thing->X() && tm.y == tm.thing->Y())
|
|
{
|
|
unblocking = true;
|
|
}
|
|
else if (abs(thingpos.x - tm.thing->X()) < (thing->radius+tm.thing->radius) &&
|
|
abs(thingpos.y - tm.thing->Y()) < (thing->radius+tm.thing->radius))
|
|
|
|
{
|
|
fixed_t newdist = thing->AproxDistance(tm.x, tm.y, tm.thing);
|
|
fixed_t olddist = thing->AproxDistance(tm.thing);
|
|
|
|
if (newdist > olddist)
|
|
{
|
|
// ... but not if they did not overlap in z-direction before but would after the move.
|
|
unblocking = !((tm.thing->Z() >= topz && tm.z < topz) ||
|
|
(tm.thing->Top() <= thingpos.z && tm.thing->Top() > thingpos.z));
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] If the other thing is a bridge, then treat the moving thing as if it had MF2_PASSMOBJ, so
|
|
// you can use a scrolling floor to move scenery items underneath a bridge.
|
|
if ((tm.thing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
|
|
{ // check if a mobj passed over/under another object
|
|
if (!(tm.thing->flags & MF_MISSILE) ||
|
|
!(tm.thing->flags2 & MF2_RIP) ||
|
|
(thing->flags5 & MF5_DONTRIP) ||
|
|
((tm.thing->flags6 & MF6_NOBOSSRIP) && (thing->flags2 & MF2_BOSS)))
|
|
{
|
|
if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
|
|
{ // Some things prefer not to overlap each other, if possible
|
|
return unblocking;
|
|
}
|
|
if ((tm.thing->Z() >= topz) || (tm.thing->Top() <= thing->Z()))
|
|
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->Z() + tm.thing->height >= thingpos.z &&
|
|
// prevents lost souls from exploding when fired by pain elementals
|
|
(thing->master != tm.thing && tm.thing->master != thing))
|
|
// Difference with MBF: MBF hardcodes the LS/PE check and lets actors of the same species
|
|
// but different classes trigger the touchiness, but that seems less straightforwards.
|
|
{
|
|
thing->flags6 &= ~MF6_ARMED; // Disarm
|
|
P_DamageMobj(thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object
|
|
return true;
|
|
}
|
|
|
|
// Check for MF6_BUMPSPECIAL
|
|
// By default, only players can activate things by bumping into them
|
|
if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL)
|
|
|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER))
|
|
|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
|
|
) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
|
|
{
|
|
if (P_ActivateThingSpecial(thing, tm.thing))
|
|
thing->lastbump = level.maptime + TICRATE;
|
|
}
|
|
}
|
|
|
|
// Check for skulls slamming into things
|
|
if (tm.thing->flags & MF_SKULLFLY)
|
|
{
|
|
bool res = tm.thing->Slam(tm.thing->BlockingMobj);
|
|
tm.thing->BlockingMobj = NULL;
|
|
return res;
|
|
}
|
|
|
|
// [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->velx += tm.thing->velx;
|
|
thing->vely += tm.thing->vely;
|
|
if ((thing->velx + thing->vely) > 3 * FRACUNIT)
|
|
{
|
|
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;
|
|
}
|
|
|
|
int clipheight;
|
|
|
|
if (thing->projectilepassheight > 0)
|
|
{
|
|
clipheight = thing->projectilepassheight;
|
|
}
|
|
else if (thing->projectilepassheight < 0 && (i_compatflags & COMPATF_MISSILECLIP))
|
|
{
|
|
clipheight = -thing->projectilepassheight;
|
|
}
|
|
else
|
|
{
|
|
clipheight = thing->height;
|
|
}
|
|
|
|
// Check if it went over / under
|
|
if (tm.thing->Z() > thingpos.z + clipheight)
|
|
{ // Over thing
|
|
return true;
|
|
}
|
|
if (tm.thing->Top() < thingpos.z)
|
|
{ // Under thing
|
|
return true;
|
|
}
|
|
|
|
// [RH] What is the point of this check, again? In Hexen, it is unconditional,
|
|
// but here we only do it if the missile's damage is 0.
|
|
// MBF bouncer might have a non-0 damage value, but they must not deal damage on impact either.
|
|
if ((tm.thing->BounceFlags & BOUNCE_Actors) && (tm.thing->Damage == 0 || !(tm.thing->flags & MF_MISSILE)))
|
|
{
|
|
return (tm.thing->target == thing || !(thing->flags & MF_SOLID));
|
|
}
|
|
|
|
switch (tm.thing->SpecialMissileHit(thing))
|
|
{
|
|
case 0: return false;
|
|
case 1: return true;
|
|
default: break;
|
|
}
|
|
|
|
// [RH] Extend DeHacked infighting to allow for monsters
|
|
// to never fight each other
|
|
|
|
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->velx += FixedMul(tm.thing->velx, thing->pushfactor);
|
|
thing->vely += FixedMul(tm.thing->vely, thing->pushfactor);
|
|
thing->lastpush = tm.PushTime;
|
|
}
|
|
}
|
|
}
|
|
spechit.Clear();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Do poisoning (if using new style poison)
|
|
if (tm.thing->PoisonDamage > 0 && tm.thing->PoisonDuration != INT_MIN)
|
|
{
|
|
P_PoisonMobj(thing, tm.thing, tm.thing->target, tm.thing->PoisonDamage, tm.thing->PoisonDuration, tm.thing->PoisonPeriod, tm.thing->PoisonDamageType);
|
|
}
|
|
|
|
// Do damage
|
|
damage = tm.thing->GetMissileDamage((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
|
|
if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN) || (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->X(), tm.thing->Y(), tm.thing->Z(), 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->velx += FixedMul(tm.thing->velx, thing->pushfactor);
|
|
thing->vely += FixedMul(tm.thing->vely, thing->pushfactor);
|
|
thing->lastpush = tm.PushTime;
|
|
}
|
|
}
|
|
solid = (thing->flags & MF_SOLID) &&
|
|
!(thing->flags & MF_NOCLIP) &&
|
|
((tm.thing->flags & MF_SOLID) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS));
|
|
|
|
// Check for special pickup
|
|
if ((thing->flags & MF_SPECIAL) && (tm.thing->flags & MF_PICKUP)
|
|
// [RH] The next condition is to compensate for the extra height
|
|
// that gets added by P_CheckPosition() so that you cannot pick
|
|
// up things that are above your true height.
|
|
&& thingpos.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, fixed_t x, fixed_t y, FCheckPosition &tm, bool actorsonly)
|
|
{
|
|
sector_t *newsec;
|
|
AActor *thingblocker;
|
|
fixed_t realheight = thing->height;
|
|
|
|
tm.thing = thing;
|
|
|
|
tm.x = x;
|
|
tm.y = y;
|
|
|
|
newsec = P_PointInSector(x, y);
|
|
tm.ceilingline = thing->BlockingLine = NULL;
|
|
|
|
// The base floor / ceiling is from the subsector that contains the point.
|
|
// Any contacted lines the step closer together will adjust them.
|
|
tm.floorz = tm.dropoffz = newsec->floorplane.ZatPoint(x, y);
|
|
tm.ceilingz = newsec->ceilingplane.ZatPoint(x, y);
|
|
tm.floorpic = newsec->GetTexture(sector_t::floor);
|
|
tm.floorterrain = newsec->GetTerrain(sector_t::floor);
|
|
tm.floorsector = newsec;
|
|
tm.ceilingpic = newsec->GetTexture(sector_t::ceiling);
|
|
tm.ceilingsector = newsec;
|
|
tm.touchmidtex = false;
|
|
tm.abovemidtex = false;
|
|
|
|
//Added by MC: Fill the tmsector.
|
|
tm.sector = newsec;
|
|
|
|
//Check 3D floors
|
|
if (!thing->IsNoClip2() && newsec->e->XFloor.ffloors.Size())
|
|
{
|
|
F3DFloor* rover;
|
|
fixed_t delta1;
|
|
fixed_t delta2;
|
|
int thingtop = thing->Z() + (thing->height == 0 ? 1 : thing->height);
|
|
|
|
for (unsigned i = 0; i<newsec->e->XFloor.ffloors.Size(); i++)
|
|
{
|
|
rover = newsec->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
|
|
|
fixed_t ff_bottom = rover->bottom.plane->ZatPoint(x, y);
|
|
fixed_t ff_top = rover->top.plane->ZatPoint(x, y);
|
|
|
|
delta1 = thing->Z() - (ff_bottom + ((ff_top - ff_bottom) / 2));
|
|
delta2 = thingtop - (ff_bottom + ((ff_top - ff_bottom) / 2));
|
|
|
|
if (ff_top > tm.floorz && abs(delta1) < abs(delta2))
|
|
{
|
|
tm.floorz = tm.dropoffz = ff_top;
|
|
tm.floorpic = *rover->top.texture;
|
|
tm.floorterrain = rover->model->GetTerrain(rover->top.isceiling);
|
|
}
|
|
if (ff_bottom < tm.ceilingz && abs(delta1) >= abs(delta2))
|
|
{
|
|
tm.ceilingz = ff_bottom;
|
|
tm.ceilingpic = *rover->bottom.texture;
|
|
}
|
|
}
|
|
}
|
|
|
|
validcount++;
|
|
spechit.Clear();
|
|
|
|
if ((thing->flags & MF_NOCLIP) && !(thing->flags & MF_SKULLFLY))
|
|
return true;
|
|
|
|
// Check things first, possibly picking things up.
|
|
thing->BlockingMobj = NULL;
|
|
thingblocker = NULL;
|
|
if (thing->player)
|
|
{ // [RH] Fake taller height to catch stepping up into things.
|
|
thing->height = realheight + thing->MaxStepHeight;
|
|
}
|
|
|
|
tm.stepthing = NULL;
|
|
FBoundingBox box(x, y, thing->radius);
|
|
|
|
{
|
|
FBlockThingsIterator it2(box);
|
|
AActor *th;
|
|
while ((th = it2.Next()))
|
|
{
|
|
if (!PIT_CheckThing(th, tm))
|
|
{ // [RH] If a thing can be stepped up on, we need to continue checking
|
|
// other things in the blocks and see if we hit something that is
|
|
// definitely blocking. Otherwise, we need to check the lines, or we
|
|
// could end up stuck inside a wall.
|
|
AActor *BlockingMobj = thing->BlockingMobj;
|
|
|
|
if (BlockingMobj == NULL || (i_compatflags & COMPATF_NO_PASSMOBJ))
|
|
{ // Thing slammed into something; don't let it move now.
|
|
thing->height = realheight;
|
|
return false;
|
|
}
|
|
else if (!BlockingMobj->player && !(thing->flags & (MF_FLOAT | MF_MISSILE | MF_SKULLFLY)) &&
|
|
BlockingMobj->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;
|
|
|
|
FBlockLinesIterator it(box);
|
|
line_t *ld;
|
|
|
|
fixed_t thingdropoffz = tm.floorz;
|
|
//bool onthing = (thingdropoffz != tmdropoffz);
|
|
tm.floorz = tm.dropoffz;
|
|
|
|
bool good = true;
|
|
|
|
while ((ld = it.Next()))
|
|
{
|
|
good &= PIT_CheckLine(ld, box, tm);
|
|
}
|
|
if (!good)
|
|
{
|
|
return false;
|
|
}
|
|
if (tm.ceilingz - tm.floorz < thing->height)
|
|
{
|
|
return false;
|
|
}
|
|
if (tm.touchmidtex)
|
|
{
|
|
tm.dropoffz = tm.floorz;
|
|
}
|
|
else if (tm.stepthing != NULL)
|
|
{
|
|
tm.dropoffz = thingdropoffz;
|
|
}
|
|
|
|
return (thing->BlockingMobj = thingblocker) == NULL;
|
|
}
|
|
|
|
bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, bool actorsonly)
|
|
{
|
|
FCheckPosition tm;
|
|
return P_CheckPosition(thing, x, y, tm, 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->X(), mobj->Y()))
|
|
{ // 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;
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_CheckOnmobj(AActor *thing)
|
|
//
|
|
// Checks if the new Z position is legal
|
|
//=============================================================================
|
|
|
|
AActor *P_CheckOnmobj(AActor *thing)
|
|
{
|
|
fixed_t oldz;
|
|
bool good;
|
|
AActor *onmobj;
|
|
|
|
oldz = thing->Z();
|
|
P_FakeZMovement(thing);
|
|
good = P_TestMobjZ(thing, false, &onmobj);
|
|
thing->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;
|
|
}
|
|
|
|
FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius));
|
|
AActor *thing;
|
|
|
|
while ((thing = it.Next()))
|
|
{
|
|
if (!thing->intersects(actor))
|
|
{
|
|
continue;
|
|
}
|
|
if ((actor->flags2 | thing->flags2) & MF2_THRUACTORS)
|
|
{
|
|
continue;
|
|
}
|
|
if ((actor->flags6 & MF6_THRUSPECIES) && (thing->GetSpecies() == actor->GetSpecies()))
|
|
{
|
|
continue;
|
|
}
|
|
if (!(thing->flags & MF_SOLID))
|
|
{ // Can't hit thing
|
|
continue;
|
|
}
|
|
if (thing->flags & (MF_SPECIAL | MF_NOCLIP))
|
|
{ // [RH] Specials and noclippers don't block moves
|
|
continue;
|
|
}
|
|
if (thing->flags & (MF_CORPSE))
|
|
{ // Corpses need a few more checks
|
|
if (!(actor->flags & MF_ICECORPSE))
|
|
continue;
|
|
}
|
|
if (!(thing->flags4 & MF4_ACTLIKEBRIDGE) && (actor->flags & MF_SPECIAL))
|
|
{ // [RH] Only bridges block pickup items
|
|
continue;
|
|
}
|
|
if (thing == actor)
|
|
{ // Don't clip against self
|
|
continue;
|
|
}
|
|
if ((actor->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;
|
|
}
|
|
onmobj = thing;
|
|
if (quick) break;
|
|
}
|
|
|
|
if (pOnmobj) *pOnmobj = onmobj;
|
|
return onmobj == NULL;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_FakeZMovement
|
|
//
|
|
// Fake the zmovement so that we can check if a move is legal
|
|
//=============================================================================
|
|
|
|
void P_FakeZMovement(AActor *mo)
|
|
{
|
|
//
|
|
// adjust height
|
|
//
|
|
mo->AddZ(mo->velz);
|
|
if ((mo->flags&MF_FLOAT) && mo->target)
|
|
{ // float down towards target if too close
|
|
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
|
|
{
|
|
fixed_t dist = mo->AproxDistance(mo->target);
|
|
fixed_t delta = (mo->target->Z() + (mo->height >> 1)) - 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(finesine[(FINEANGLES / 80 * level.maptime)&FINEMASK] / 8);
|
|
}
|
|
|
|
//
|
|
// 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, bool windowcheck)
|
|
{
|
|
if (line->special && !(mobj->flags6 & MF6_NOTRIGGER))
|
|
{
|
|
if (windowcheck && !(ib_compatflags & BCOMPATF_NOWINDOWCHECK) && line->backsector != NULL)
|
|
{ // Make sure this line actually blocks us and is not a window
|
|
// or similar construct we are standing inside of.
|
|
fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj);
|
|
fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj);
|
|
fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj);
|
|
fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj);
|
|
if (fzt >= mobj->Top() && bzt >= mobj->Top() &&
|
|
fzb <= mobj->Z() && bzb <= mobj->Z())
|
|
{
|
|
// we must also check if some 3D floor in the backsector may be blocking
|
|
for (unsigned int i = 0; i<line->backsector->e->XFloor.ffloors.Size(); i++)
|
|
{
|
|
F3DFloor* rover = line->backsector->e->XFloor.ffloors[i];
|
|
|
|
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
|
|
|
fixed_t ff_bottom = rover->bottom.plane->ZatPoint(mobj);
|
|
fixed_t ff_top = rover->top.plane->ZatPoint(mobj);
|
|
|
|
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, fixed_t x, fixed_t y,
|
|
int dropoff, // killough 3/15/98: allow dropoff as option
|
|
const secplane_t *onfloor, // [RH] Let P_TryMove keep the thing on the floor
|
|
FCheckPosition &tm,
|
|
bool missileCheck) // [GZ] Fired missiles ignore the drop-off test
|
|
{
|
|
fixedvec3 oldpos;
|
|
sector_t *oldsector;
|
|
fixed_t oldz;
|
|
int side;
|
|
int oldside;
|
|
line_t* ld;
|
|
sector_t* oldsec = thing->Sector; // [RH] for sector actions
|
|
sector_t* newsec;
|
|
|
|
tm.floatok = false;
|
|
oldz = thing->Z();
|
|
if (onfloor)
|
|
{
|
|
thing->SetZ(onfloor->ZatPoint(x, y));
|
|
}
|
|
thing->flags6 |= MF6_INTRYMOVE;
|
|
if (!P_CheckPosition(thing, x, y, tm))
|
|
{
|
|
AActor *BlockingMobj = thing->BlockingMobj;
|
|
// Solid wall or thing
|
|
if (!BlockingMobj || BlockingMobj->player || !thing->player)
|
|
{
|
|
goto pushline;
|
|
}
|
|
else
|
|
{
|
|
if (BlockingMobj->player || !thing->player)
|
|
{
|
|
goto pushline;
|
|
}
|
|
else if (BlockingMobj->Top() - thing->Z() > thing->MaxStepHeight
|
|
|| (BlockingMobj->Sector->ceilingplane.ZatPoint(x, y) - (BlockingMobj->Top()) < thing->height)
|
|
|| (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->Z() < thing->height
|
|
&& !(thing->flags3 & MF3_CEILINGHUGGER)
|
|
&& (!(thing->flags2 & MF2_FLY) || !(thing->flags & MF_NOGRAVITY)))
|
|
{
|
|
goto pushline; // mobj must lower itself to fit
|
|
}
|
|
if (thing->flags2 & MF2_FLY && thing->flags & MF_NOGRAVITY)
|
|
{
|
|
#if 1
|
|
if (thing->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->velz = -8 * FRACUNIT;
|
|
goto pushline;
|
|
}
|
|
else if (thing->Z() < tm.floorz && tm.floorz - tm.dropoffz > thing->MaxDropOffHeight)
|
|
{
|
|
thing->velz = 8 * FRACUNIT;
|
|
goto pushline;
|
|
}
|
|
#endif
|
|
}
|
|
if (!(thing->flags & MF_TELEPORT) && !(thing->flags3 & MF3_FLOORHUGGER))
|
|
{
|
|
if ((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
|
|
fixed_t 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->velz < 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->velz = 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 * FRACUNIT || thing->target == NULL || thing->target->Z() >tm.dropoffz))
|
|
{
|
|
dropoff = false;
|
|
}
|
|
|
|
|
|
// killough 3/15/98: Allow certain objects to drop off
|
|
if ((!dropoff && !(thing->flags & (MF_DROPOFF | MF_FLOAT | MF_MISSILE))) || (thing->flags5&MF5_NODROPOFF))
|
|
{
|
|
if (!(thing->flags5&MF5_AVOIDINGDROPOFF))
|
|
{
|
|
fixed_t floorz = tm.floorz;
|
|
// [RH] If the thing is standing on something, use its current z as the floorz.
|
|
// This is so that it does not walk off of things onto a drop off.
|
|
if (thing->flags2 & MF2_ONMOBJ)
|
|
{
|
|
floorz = MAX(thing->Z(), tm.floorz);
|
|
}
|
|
|
|
if (floorz - tm.dropoffz > thing->MaxDropOffHeight &&
|
|
!(thing->flags2 & MF2_BLASTED) && !missileCheck)
|
|
{ // Can't move over a dropoff unless it's been blasted
|
|
// [GZ] Or missile-spawned
|
|
thing->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->velx = 0;
|
|
thing->vely = 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;
|
|
fixed_t viewheight;
|
|
|
|
viewheight = thing->player ? thing->player->viewheight : thing->height / 2;
|
|
oldAboveFakeFloor = oldAboveFakeCeiling = false; // pacify GCC
|
|
|
|
if (oldsec->heightsec)
|
|
{
|
|
fixed_t eyez = oldz + viewheight;
|
|
|
|
oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint(thing);
|
|
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 * FRACUNIT)
|
|
{ // too big a step up for MBF bouncers under gravity
|
|
thing->flags6 &= ~MF6_INTRYMOVE;
|
|
return false;
|
|
}
|
|
|
|
// the move is ok, so link the thing into its new position
|
|
thing->UnlinkFromWorld();
|
|
|
|
oldpos = thing->Pos();
|
|
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(x, y);
|
|
|
|
thing->LinkToWorld();
|
|
|
|
if (thing->flags2 & MF2_FLOORCLIP)
|
|
{
|
|
thing->AdjustFloorClip();
|
|
}
|
|
|
|
// if any special lines were hit, do the effect
|
|
if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP)))
|
|
{
|
|
while (spechit.Pop(ld))
|
|
{
|
|
fixedvec3 thingpos = thing->PosRelative(ld);
|
|
fixedvec3 oldrelpos = PosRelative(oldpos, ld, oldsector);
|
|
// see if the line was crossed
|
|
side = P_PointOnLineSide(thingpos.x, thingpos.y, ld);
|
|
oldside = P_PointOnLineSide(oldrelpos.x, oldrelpos.y, 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;
|
|
fixed_t eyez = thing->Z() + viewheight;
|
|
fixed_t fakez = hs->floorplane.ZatPoint(x, y);
|
|
|
|
if (!oldAboveFakeFloor && eyez > fakez)
|
|
{ // View went above fake floor
|
|
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesSurface);
|
|
}
|
|
else if (oldAboveFakeFloor && eyez <= fakez)
|
|
{ // View went below fake floor
|
|
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesDive);
|
|
}
|
|
|
|
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
|
|
{
|
|
fakez = hs->ceilingplane.ZatPoint(x, y);
|
|
if (!oldAboveFakeCeiling && eyez > fakez)
|
|
{ // View went above fake ceiling
|
|
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesAboveC);
|
|
}
|
|
else if (oldAboveFakeCeiling && eyez <= fakez)
|
|
{ // View went below fake ceiling
|
|
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesBelowC);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] If changing sectors, trigger transitions
|
|
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
|
|
ld = spechit[--numSpecHitTemp];
|
|
fixedvec3 pos = thing->PosRelative(ld);
|
|
side = P_PointOnLineSide(pos.x, pos.y, ld);
|
|
CheckForPushSpecial(ld, side, thing, true);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
|
|
int dropoff, // killough 3/15/98: allow dropoff as option
|
|
const secplane_t *onfloor) // [RH] Let P_TryMove keep the thing on the floor
|
|
{
|
|
FCheckPosition tm;
|
|
return P_TryMove(thing, x, y, dropoff, onfloor, tm);
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_CheckMove
|
|
// Similar to P_TryMove but doesn't actually move the actor. Used for polyobject crushing
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y)
|
|
{
|
|
FCheckPosition tm;
|
|
fixed_t newz = thing->Z();
|
|
|
|
if (!P_CheckPosition(thing, x, y, tm))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (thing->flags3 & MF3_FLOORHUGGER)
|
|
{
|
|
newz = tm.floorz;
|
|
}
|
|
else if (thing->flags3 & MF3_CEILINGHUGGER)
|
|
{
|
|
newz = tm.ceilingz - thing->height;
|
|
}
|
|
|
|
if (!(thing->flags & MF_NOCLIP))
|
|
{
|
|
if (tm.ceilingz - tm.floorz < thing->height)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!(thing->flags & MF_TELEPORT)
|
|
&& tm.ceilingz - newz < thing->height
|
|
&& !(thing->flags3 & MF3_CEILINGHUGGER)
|
|
&& (!(thing->flags2 & MF2_FLY) || !(thing->flags & MF_NOGRAVITY)))
|
|
{
|
|
return false;
|
|
}
|
|
if (thing->flags2 & MF2_FLY && thing->flags & MF_NOGRAVITY)
|
|
{
|
|
if (thing->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
|
|
fixed_t savedz = thing->Z();
|
|
thing->SetZ(newz = tm.floorz);
|
|
bool good = P_TestMobjZ(thing);
|
|
thing->SetZ(savedz);
|
|
if (!good)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
|
|
&& (tm.floorpic != thing->floorpic
|
|
|| tm.floorz - newz != 0))
|
|
{ // must stay within a sector of a certain floor type
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// SLIDE MOVE
|
|
// Allows the player to slide along any angled walls.
|
|
//
|
|
//==========================================================================
|
|
|
|
struct FSlide
|
|
{
|
|
fixed_t bestslidefrac;
|
|
fixed_t secondslidefrac;
|
|
|
|
line_t* bestslideline;
|
|
line_t* secondslideline;
|
|
|
|
AActor* slidemo;
|
|
|
|
fixed_t tmxmove;
|
|
fixed_t tmymove;
|
|
|
|
void HitSlideLine(line_t *ld);
|
|
void SlideTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
|
|
void SlideMove(AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps);
|
|
|
|
// The bouncing code uses the same data structure
|
|
bool BounceTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
|
|
bool BounceWall(AActor *mo);
|
|
};
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_HitSlideLine
|
|
// Adjusts the xmove / ymove
|
|
// so that the next move will slide along the wall.
|
|
// If the floor is icy, then you can bounce off a wall. // phares
|
|
//
|
|
//==========================================================================
|
|
|
|
void FSlide::HitSlideLine(line_t* ld)
|
|
{
|
|
int side;
|
|
|
|
angle_t lineangle;
|
|
angle_t moveangle;
|
|
angle_t deltaangle;
|
|
|
|
fixed_t movelen;
|
|
bool icyfloor; // is floor icy? // phares
|
|
// |
|
|
// Under icy conditions, if the angle of approach to the wall // V
|
|
// is more than 45 degrees, then you'll bounce and lose half
|
|
// your velocity. If less than 45 degrees, you'll slide along
|
|
// the wall. 45 is arbitrary and is believable.
|
|
|
|
// Check for the special cases of horz or vert walls.
|
|
|
|
// killough 10/98: only bounce if hit hard (prevents wobbling)
|
|
icyfloor =
|
|
(P_AproxDistance(tmxmove, tmymove) > 4 * FRACUNIT) &&
|
|
var_friction && // killough 8/28/98: calc friction on demand
|
|
slidemo->Z() <= slidemo->floorz &&
|
|
P_GetFriction(slidemo, NULL) > ORIG_FRICTION;
|
|
|
|
if (ld->dx == 0)
|
|
{ // ST_VERTICAL
|
|
if (icyfloor && (abs(tmxmove) > abs(tmymove)))
|
|
{
|
|
tmxmove = -tmxmove / 2; // absorb half the velocity
|
|
tmymove /= 2;
|
|
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
|
|
{
|
|
S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!// ^
|
|
}
|
|
} // |
|
|
else // phares
|
|
tmxmove = 0; // no more movement in the X direction
|
|
return;
|
|
}
|
|
|
|
if (ld->dy == 0)
|
|
{ // ST_HORIZONTAL
|
|
if (icyfloor && (abs(tmymove) > abs(tmxmove)))
|
|
{
|
|
tmxmove /= 2; // absorb half the velocity
|
|
tmymove = -tmymove / 2;
|
|
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
|
|
{
|
|
S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!
|
|
}
|
|
}
|
|
else
|
|
tmymove = 0; // no more movement in the Y direction
|
|
return;
|
|
}
|
|
|
|
// The wall is angled. Bounce if the angle of approach is // phares
|
|
// less than 45 degrees. // phares
|
|
|
|
fixedvec3 pos = slidemo->PosRelative(ld);
|
|
side = P_PointOnLineSide(pos.x, pos.y, ld);
|
|
|
|
lineangle = R_PointToAngle2(0, 0, ld->dx, ld->dy);
|
|
|
|
if (side == 1)
|
|
lineangle += ANG180;
|
|
|
|
moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove);
|
|
|
|
moveangle += 10; // prevents sudden path reversal due to // phares
|
|
// rounding error // |
|
|
deltaangle = moveangle - lineangle; // V
|
|
movelen = P_AproxDistance(tmxmove, tmymove);
|
|
if (icyfloor && (deltaangle > ANG45) && (deltaangle < ANG90 + ANG45))
|
|
{
|
|
moveangle = lineangle - deltaangle;
|
|
movelen /= 2; // absorb
|
|
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
|
|
{
|
|
S_Sound(slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!
|
|
}
|
|
moveangle >>= ANGLETOFINESHIFT;
|
|
tmxmove = FixedMul(movelen, finecosine[moveangle]);
|
|
tmymove = FixedMul(movelen, finesine[moveangle]);
|
|
} // ^
|
|
else // |
|
|
{ // phares
|
|
// Doom's original algorithm here does not work well due to imprecisions of the sine table.
|
|
// However, keep it active if the wallrunning compatibility flag is on
|
|
if (i_compatflags & COMPATF_WALLRUN)
|
|
{
|
|
fixed_t newlen;
|
|
|
|
if (deltaangle > ANG180)
|
|
deltaangle += ANG180;
|
|
// I_Error ("SlideLine: ang>ANG180");
|
|
|
|
lineangle >>= ANGLETOFINESHIFT;
|
|
deltaangle >>= ANGLETOFINESHIFT;
|
|
|
|
newlen = FixedMul(movelen, finecosine[deltaangle]);
|
|
|
|
tmxmove = FixedMul(newlen, finecosine[lineangle]);
|
|
tmymove = FixedMul(newlen, finesine[lineangle]);
|
|
}
|
|
else
|
|
{
|
|
divline_t dll, dlv;
|
|
fixed_t inter1, inter2, inter3;
|
|
|
|
P_MakeDivline(ld, &dll);
|
|
|
|
dlv.x = pos.x;
|
|
dlv.y = pos.y;
|
|
dlv.dx = dll.dy;
|
|
dlv.dy = -dll.dx;
|
|
|
|
inter1 = P_InterceptVector(&dll, &dlv);
|
|
|
|
dlv.dx = tmxmove;
|
|
dlv.dy = tmymove;
|
|
inter2 = P_InterceptVector(&dll, &dlv);
|
|
inter3 = P_InterceptVector(&dlv, &dll);
|
|
|
|
if (inter3 != 0)
|
|
{
|
|
tmxmove = Scale(inter2 - inter1, dll.dx, inter3);
|
|
tmymove = Scale(inter2 - inter1, dll.dy, inter3);
|
|
}
|
|
else
|
|
{
|
|
tmxmove = tmymove = 0;
|
|
}
|
|
}
|
|
} // phares
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// PTR_SlideTraverse
|
|
//
|
|
//==========================================================================
|
|
|
|
void FSlide::SlideTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
|
|
{
|
|
FLineOpening open;
|
|
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
line_t* li;
|
|
|
|
if (!in->isaline)
|
|
{
|
|
// should never happen
|
|
Printf("PTR_SlideTraverse: not a line?");
|
|
continue;
|
|
}
|
|
|
|
li = in->d.line;
|
|
|
|
if (!(li->flags & ML_TWOSIDED) || !li->backsector)
|
|
{
|
|
fixedvec3 pos = slidemo->PosRelative(li);
|
|
if (P_PointOnLineSide(pos.x, pos.y, li))
|
|
{
|
|
// don't hit the back side
|
|
continue;
|
|
}
|
|
goto isblocking;
|
|
}
|
|
if (li->flags & (ML_BLOCKING | ML_BLOCKEVERYTHING))
|
|
{
|
|
goto isblocking;
|
|
}
|
|
if (li->flags & ML_BLOCK_PLAYERS && slidemo->player != NULL)
|
|
{
|
|
goto isblocking;
|
|
}
|
|
if (li->flags & ML_BLOCKMONSTERS && !((slidemo->flags3 & MF3_NOBLOCKMONST)
|
|
|| ((i_compatflags & COMPATF_NOBLOCKFRIENDS) && (slidemo->flags & MF_FRIENDLY))))
|
|
{
|
|
goto isblocking;
|
|
}
|
|
|
|
// set openrange, opentop, openbottom
|
|
P_LineOpening(open, slidemo, li, it.Trace().x + FixedMul(it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul(it.Trace().dy, in->frac));
|
|
|
|
if (open.range < slidemo->height)
|
|
goto isblocking; // doesn't fit
|
|
|
|
if (open.top - slidemo->Z() < slidemo->height)
|
|
goto isblocking; // mobj is too high
|
|
|
|
if (open.bottom - slidemo->Z() > slidemo->MaxStepHeight)
|
|
{
|
|
goto isblocking; // too big a step up
|
|
}
|
|
else if (slidemo->Z() < open.bottom)
|
|
{ // [RH] Check to make sure there's nothing in the way for the step up
|
|
fixed_t savedz = slidemo->Z();
|
|
slidemo->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 velx / vely move is bad, so try to slide along a wall.
|
|
//
|
|
// Find the first line hit, move flush to it, and slide along it
|
|
//
|
|
// This is a kludgy mess.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FSlide::SlideMove(AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
|
|
{
|
|
fixed_t leadx, leady;
|
|
fixed_t trailx, traily;
|
|
fixed_t newx, newy;
|
|
fixed_t xmove, ymove;
|
|
const secplane_t * walkplane;
|
|
int hitcount;
|
|
|
|
hitcount = 3;
|
|
slidemo = mo;
|
|
|
|
if (mo->player && mo->player->mo == mo && mo->reactiontime > 0)
|
|
return; // player coming right out of a teleporter.
|
|
|
|
retry:
|
|
if (!--hitcount)
|
|
goto stairstep; // don't loop forever
|
|
|
|
// trace along the three leading corners
|
|
if (tryx > 0)
|
|
{
|
|
leadx = mo->X() + mo->radius;
|
|
trailx = mo->X() - mo->radius;
|
|
}
|
|
else
|
|
{
|
|
leadx = mo->X() - mo->radius;
|
|
trailx = mo->X() + mo->radius;
|
|
}
|
|
|
|
if (tryy > 0)
|
|
{
|
|
leady = mo->Y() + mo->radius;
|
|
traily = mo->Y() - mo->radius;
|
|
}
|
|
else
|
|
{
|
|
leady = mo->Y() - mo->radius;
|
|
traily = mo->Y() + mo->radius;
|
|
}
|
|
|
|
bestslidefrac = FRACUNIT + 1;
|
|
|
|
SlideTraverse(leadx, leady, leadx + tryx, leady + tryy);
|
|
SlideTraverse(trailx, leady, trailx + tryx, leady + tryy);
|
|
SlideTraverse(leadx, traily, leadx + tryx, traily + tryy);
|
|
|
|
// move up to the wall
|
|
if (bestslidefrac == FRACUNIT + 1)
|
|
{
|
|
// the move must have hit the middle, so stairstep
|
|
stairstep:
|
|
// killough 3/15/98: Allow objects to drop off ledges
|
|
xmove = 0, ymove = tryy;
|
|
walkplane = P_CheckSlopeWalk(mo, xmove, ymove);
|
|
if (!P_TryMove(mo, mo->X() + xmove, mo->Y() + ymove, true, walkplane))
|
|
{
|
|
xmove = tryx, ymove = 0;
|
|
walkplane = P_CheckSlopeWalk(mo, xmove, ymove);
|
|
P_TryMove(mo, mo->X() + xmove, mo->Y() + ymove, true, walkplane);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// fudge a bit to make sure it doesn't hit
|
|
bestslidefrac -= FRACUNIT / 32;
|
|
if (bestslidefrac > 0)
|
|
{
|
|
newx = FixedMul(tryx, bestslidefrac);
|
|
newy = FixedMul(tryy, bestslidefrac);
|
|
|
|
// [BL] We need to abandon this function if we end up going through a teleporter
|
|
const fixed_t startvelx = mo->velx;
|
|
const fixed_t startvely = mo->vely;
|
|
|
|
// killough 3/15/98: Allow objects to drop off ledges
|
|
if (!P_TryMove(mo, mo->X() + newx, mo->Y() + newy, true))
|
|
goto stairstep;
|
|
|
|
if (mo->velx != startvelx || mo->vely != startvely)
|
|
return;
|
|
}
|
|
|
|
// Now continue along the wall.
|
|
bestslidefrac = FRACUNIT - (bestslidefrac + FRACUNIT / 32); // remainder
|
|
if (bestslidefrac > FRACUNIT)
|
|
bestslidefrac = FRACUNIT;
|
|
else if (bestslidefrac <= 0)
|
|
return;
|
|
|
|
tryx = tmxmove = FixedMul(tryx, bestslidefrac);
|
|
tryy = tmymove = FixedMul(tryy, bestslidefrac);
|
|
|
|
HitSlideLine(bestslideline); // clip the moves
|
|
|
|
mo->velx = tmxmove * numsteps;
|
|
mo->vely = tmymove * numsteps;
|
|
|
|
// killough 10/98: affect the bobbing the same way (but not voodoo dolls)
|
|
if (mo->player && mo->player->mo == mo)
|
|
{
|
|
if (abs(mo->player->velx) > abs(mo->velx))
|
|
mo->player->velx = mo->velx;
|
|
if (abs(mo->player->vely) > abs(mo->vely))
|
|
mo->player->vely = mo->vely;
|
|
}
|
|
|
|
walkplane = P_CheckSlopeWalk(mo, tmxmove, tmymove);
|
|
|
|
// killough 3/15/98: Allow objects to drop off ledges
|
|
if (!P_TryMove(mo, mo->X() + tmxmove, mo->Y() + tmymove, true, walkplane))
|
|
{
|
|
goto retry;
|
|
}
|
|
}
|
|
|
|
void P_SlideMove(AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
|
|
{
|
|
FSlide slide;
|
|
slide.SlideMove(mo, tryx, tryy, numsteps);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_CheckSlopeWalk
|
|
//
|
|
//============================================================================
|
|
|
|
const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymove)
|
|
{
|
|
static secplane_t copyplane;
|
|
if (actor->flags & MF_NOGRAVITY)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
const secplane_t *plane = &actor->floorsector->floorplane;
|
|
fixed_t planezhere = plane->ZatPoint(actor);
|
|
|
|
for (unsigned int i = 0; i<actor->floorsector->e->XFloor.ffloors.Size(); i++)
|
|
{
|
|
F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
|
|
|
fixed_t thisplanez = rover->top.plane->ZatPoint(actor);
|
|
|
|
if (thisplanez>planezhere && thisplanez <= actor->Z() + actor->MaxStepHeight)
|
|
{
|
|
copyplane = *rover->top.plane;
|
|
if (copyplane.c<0) copyplane.FlipVert();
|
|
plane = ©plane;
|
|
planezhere = thisplanez;
|
|
}
|
|
}
|
|
|
|
if (actor->floorsector != actor->Sector)
|
|
{
|
|
for (unsigned int i = 0; i<actor->Sector->e->XFloor.ffloors.Size(); i++)
|
|
{
|
|
F3DFloor * rover = actor->Sector->e->XFloor.ffloors[i];
|
|
if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue;
|
|
|
|
fixed_t thisplanez = rover->top.plane->ZatPoint(actor);
|
|
|
|
if (thisplanez>planezhere && thisplanez <= actor->Z() + actor->MaxStepHeight)
|
|
{
|
|
copyplane = *rover->top.plane;
|
|
if (copyplane.c<0) copyplane.FlipVert();
|
|
plane = ©plane;
|
|
planezhere = thisplanez;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (actor->floorsector != actor->Sector)
|
|
{
|
|
// this additional check prevents sliding on sloped dropoffs
|
|
if (planezhere>actor->floorz + 4 * FRACUNIT)
|
|
return NULL;
|
|
}
|
|
|
|
if (actor->Z() - planezhere > FRACUNIT)
|
|
{ // not on floor
|
|
return NULL;
|
|
}
|
|
|
|
if ((plane->a | plane->b) != 0)
|
|
{
|
|
fixed_t destx, desty;
|
|
fixed_t t;
|
|
|
|
destx = actor->X() + xmove;
|
|
desty = actor->Y() + ymove;
|
|
t = TMulScale16(plane->a, destx, plane->b, desty, plane->c, actor->Z()) + plane->d;
|
|
if (t < 0)
|
|
{ // Desired location is behind (below) the plane
|
|
// (i.e. Walking up the plane)
|
|
if (plane->c < STEEPSLOPE)
|
|
{ // Can't climb up slopes of ~45 degrees or more
|
|
if (actor->flags & MF_NOCLIP)
|
|
{
|
|
return (actor->floorsector == actor->Sector) ? plane : NULL;
|
|
}
|
|
else
|
|
{
|
|
const msecnode_t *node;
|
|
bool dopush = true;
|
|
|
|
if (plane->c > STEEPSLOPE * 2 / 3)
|
|
{
|
|
for (node = actor->touching_sectorlist; node; node = node->m_tnext)
|
|
{
|
|
const sector_t *sec = node->m_sector;
|
|
if (sec->floorplane.c >= STEEPSLOPE)
|
|
{
|
|
if (sec->floorplane.ZatPoint(destx, desty) >= actor->Z() - actor->MaxStepHeight)
|
|
{
|
|
dopush = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (dopush)
|
|
{
|
|
xmove = actor->velx = plane->a * 2;
|
|
ymove = actor->vely = plane->b * 2;
|
|
}
|
|
return (actor->floorsector == actor->Sector) ? plane : NULL;
|
|
}
|
|
}
|
|
// Slide the desired location along the plane's normal
|
|
// so that it lies on the plane's surface
|
|
destx -= FixedMul(plane->a, t);
|
|
desty -= FixedMul(plane->b, t);
|
|
xmove = destx - actor->X();
|
|
ymove = desty - actor->Y();
|
|
return (actor->floorsector == actor->Sector) ? plane : NULL;
|
|
}
|
|
else if (t > 0)
|
|
{ // Desired location is in front of (above) the plane
|
|
if (planezhere == actor->Z())
|
|
{ // Actor's current spot is on/in the plane, so walk down it
|
|
// Same principle as walking up, except reversed
|
|
destx += FixedMul(plane->a, t);
|
|
desty += FixedMul(plane->b, t);
|
|
xmove = destx - actor->X();
|
|
ymove = desty - actor->Y();
|
|
return (actor->floorsector == actor->Sector) ? plane : NULL;
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// PTR_BounceTraverse
|
|
//
|
|
//============================================================================
|
|
|
|
bool FSlide::BounceTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
|
|
{
|
|
FLineOpening open;
|
|
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
|
|
line_t *li;
|
|
|
|
if (!in->isaline)
|
|
{
|
|
Printf("PTR_BounceTraverse: not a line?");
|
|
continue;
|
|
}
|
|
|
|
li = in->d.line;
|
|
assert(((size_t)li - (size_t)lines) % sizeof(line_t) == 0);
|
|
if (li->flags & ML_BLOCKEVERYTHING)
|
|
{
|
|
goto bounceblocking;
|
|
}
|
|
if (!(li->flags&ML_TWOSIDED) || !li->backsector)
|
|
{
|
|
if (P_PointOnLineSide(slidemo->X(), slidemo->Y(), li))
|
|
continue; // don't hit the back side
|
|
goto bounceblocking;
|
|
}
|
|
|
|
|
|
P_LineOpening(open, slidemo, li, it.Trace().x + FixedMul(it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul(it.Trace().dy, in->frac)); // set openrange, opentop, openbottom
|
|
if (open.range < slidemo->height)
|
|
goto bounceblocking; // doesn't fit
|
|
|
|
if (open.top - slidemo->Z() < slidemo->height)
|
|
goto bounceblocking; // mobj is too high
|
|
|
|
if (open.bottom > slidemo->Z())
|
|
goto bounceblocking; // mobj is too low
|
|
|
|
continue; // this line doesn't block movement
|
|
|
|
// the line does block movement, see if it is closer than best so far
|
|
bounceblocking:
|
|
if (in->frac < bestslidefrac)
|
|
{
|
|
secondslidefrac = bestslidefrac;
|
|
secondslideline = bestslideline;
|
|
bestslidefrac = in->frac;
|
|
bestslideline = li;
|
|
}
|
|
return false; // stop
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_BounceWall
|
|
//
|
|
//============================================================================
|
|
|
|
bool FSlide::BounceWall(AActor *mo)
|
|
{
|
|
fixed_t leadx, leady;
|
|
int side;
|
|
angle_t lineangle, moveangle, deltaangle;
|
|
fixed_t movelen;
|
|
line_t *line;
|
|
|
|
if (!(mo->BounceFlags & BOUNCE_Walls))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
slidemo = mo;
|
|
//
|
|
// trace along the three leading corners
|
|
//
|
|
if (mo->velx > 0)
|
|
{
|
|
leadx = mo->X() + mo->radius;
|
|
}
|
|
else
|
|
{
|
|
leadx = mo->X() - mo->radius;
|
|
}
|
|
if (mo->vely > 0)
|
|
{
|
|
leady = mo->Y() + mo->radius;
|
|
}
|
|
else
|
|
{
|
|
leady = mo->Y() - mo->radius;
|
|
}
|
|
bestslidefrac = FRACUNIT + 1;
|
|
bestslideline = mo->BlockingLine;
|
|
if (BounceTraverse(leadx, leady, leadx + mo->velx, leady + mo->vely) && mo->BlockingLine == NULL)
|
|
{ // Could not find a wall, so bounce off the floor/ceiling instead.
|
|
fixed_t floordist = mo->Z() - mo->floorz;
|
|
fixed_t ceildist = mo->ceilingz - mo->Z();
|
|
if (floordist <= ceildist)
|
|
{
|
|
mo->FloorBounceMissile(mo->Sector->floorplane);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
mo->FloorBounceMissile(mo->Sector->ceilingplane);
|
|
return true;
|
|
}
|
|
}
|
|
line = bestslideline;
|
|
|
|
if (line->special == Line_Horizon)
|
|
{
|
|
mo->SeeSound = 0; // it might make a sound otherwise
|
|
mo->Destroy();
|
|
return true;
|
|
}
|
|
|
|
// The amount of bounces is limited
|
|
if (mo->bouncecount>0 && --mo->bouncecount == 0)
|
|
{
|
|
if (mo->flags & MF_MISSILE)
|
|
P_ExplodeMissile(mo, line, NULL);
|
|
else
|
|
mo->Die(NULL, NULL);
|
|
return true;
|
|
}
|
|
|
|
side = P_PointOnLineSide(mo->X(), mo->Y(), line);
|
|
lineangle = R_PointToAngle2(0, 0, line->dx, line->dy);
|
|
if (side == 1)
|
|
{
|
|
lineangle += ANG180;
|
|
}
|
|
moveangle = R_PointToAngle2(0, 0, mo->velx, mo->vely);
|
|
deltaangle = (2 * lineangle) - moveangle;
|
|
mo->angle = deltaangle;
|
|
|
|
deltaangle >>= ANGLETOFINESHIFT;
|
|
|
|
movelen = fixed_t(sqrt(double(mo->velx)*mo->velx + double(mo->vely)*mo->vely));
|
|
movelen = FixedMul(movelen, mo->wallbouncefactor);
|
|
|
|
FBoundingBox box(mo->X(), mo->Y(), mo->radius);
|
|
if (box.BoxOnLineSide(line) == -1)
|
|
{
|
|
fixedvec3 pos = mo->Vec3Offset(
|
|
FixedMul(mo->radius, finecosine[deltaangle]),
|
|
FixedMul(mo->radius, finesine[deltaangle]), 0);
|
|
mo->SetOrigin(pos, true);
|
|
|
|
}
|
|
if (movelen < FRACUNIT)
|
|
{
|
|
movelen = 2 * FRACUNIT;
|
|
}
|
|
mo->velx = FixedMul(movelen, finecosine[deltaangle]);
|
|
mo->vely = FixedMul(movelen, finesine[deltaangle]);
|
|
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)
|
|
{
|
|
fixed_t speed;
|
|
angle_t angle = BlockingMobj->AngleTo(mo) + ANGLE_1*((pr_bounce() % 16) - 8);
|
|
speed = P_AproxDistance(mo->velx, mo->vely);
|
|
speed = FixedMul(speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent
|
|
mo->angle = angle;
|
|
angle >>= ANGLETOFINESHIFT;
|
|
mo->velx = FixedMul(speed, finecosine[angle]);
|
|
mo->vely = FixedMul(speed, finesine[angle]);
|
|
mo->PlayBounceSound(true);
|
|
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
|
|
{
|
|
fixed_t dot = mo->velz;
|
|
|
|
if (mo->BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF))
|
|
{
|
|
mo->velz -= MulScale15(FRACUNIT, 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->velz = FixedMul(mo->velz, mo->bouncefactor);
|
|
}
|
|
}
|
|
else // Don't run through this for MBF-style bounces
|
|
{
|
|
// The reflected velocity keeps only about 70% of its original speed
|
|
mo->velz = FixedMul(mo->velz - MulScale15(FRACUNIT, dot), mo->bouncefactor);
|
|
}
|
|
|
|
mo->PlayBounceSound(true);
|
|
if (mo->BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed
|
|
{
|
|
if (abs(mo->velz) < (fixed_t)(mo->Mass * mo->GetGravity() / 64))
|
|
mo->velz = 0;
|
|
}
|
|
else if (mo->BounceFlags & (BOUNCE_AutoOff | BOUNCE_AutoOffFloorOnly))
|
|
{
|
|
if (!(mo->flags & MF_NOGRAVITY) && (mo->velz < 3 * FRACUNIT))
|
|
mo->BounceFlags &= ~BOUNCE_TypeMask;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// Aiming
|
|
//
|
|
//============================================================================
|
|
|
|
struct aim_t
|
|
{
|
|
fixed_t aimpitch;
|
|
fixed_t attackrange;
|
|
fixed_t shootz; // Height if not aiming up or down
|
|
AActor* shootthing;
|
|
AActor* friender; // actor to check friendliness again
|
|
|
|
fixed_t toppitch, bottompitch;
|
|
AActor * linetarget;
|
|
AActor * thing_friend, *thing_other;
|
|
angle_t pitch_friend, pitch_other;
|
|
int flags;
|
|
sector_t * lastsector;
|
|
secplane_t * lastfloorplane;
|
|
secplane_t * lastceilingplane;
|
|
|
|
bool crossedffloors;
|
|
|
|
bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in);
|
|
|
|
void AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target = NULL);
|
|
|
|
};
|
|
|
|
//============================================================================
|
|
//
|
|
// AimTraverse3DFloors
|
|
//
|
|
//============================================================================
|
|
bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
|
|
{
|
|
sector_t * nextsector;
|
|
secplane_t * nexttopplane, *nextbottomplane;
|
|
line_t * li = in->d.line;
|
|
|
|
nextsector = NULL;
|
|
nexttopplane = nextbottomplane = NULL;
|
|
|
|
if (li->backsector == NULL) return true; // shouldn't really happen but crashed once for me...
|
|
if (li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
|
|
{
|
|
int frontflag;
|
|
F3DFloor* rover;
|
|
int highpitch, lowpitch;
|
|
|
|
fixed_t trX = trace.x + FixedMul(trace.dx, in->frac);
|
|
fixed_t trY = trace.y + FixedMul(trace.dy, in->frac);
|
|
fixed_t dist = FixedMul(attackrange, in->frac);
|
|
|
|
frontflag = P_PointOnLineSide(shootthing->X(), shootthing->Y(), li);
|
|
|
|
// 3D floor check. This is not 100% accurate but normally sufficient when
|
|
// combined with a final sight check
|
|
for (int i = 1; i <= 2; i++)
|
|
{
|
|
sector_t * s = i == 1 ? li->frontsector : li->backsector;
|
|
|
|
for (unsigned k = 0; k<s->e->XFloor.ffloors.Size(); k++)
|
|
{
|
|
crossedffloors = true;
|
|
rover = s->e->XFloor.ffloors[k];
|
|
|
|
if ((rover->flags & FF_SHOOTTHROUGH) || !(rover->flags & FF_EXISTS)) continue;
|
|
|
|
fixed_t ff_bottom = rover->bottom.plane->ZatPoint(trX, trY);
|
|
fixed_t ff_top = rover->top.plane->ZatPoint(trX, trY);
|
|
|
|
|
|
highpitch = -(int)R_PointToAngle2(0, shootz, dist, ff_top);
|
|
lowpitch = -(int)R_PointToAngle2(0, shootz, dist, ff_bottom);
|
|
|
|
if (highpitch <= toppitch)
|
|
{
|
|
// blocks completely
|
|
if (lowpitch >= bottompitch) return false;
|
|
// blocks upper edge of view
|
|
if (lowpitch>toppitch)
|
|
{
|
|
toppitch = lowpitch;
|
|
if (frontflag != i - 1)
|
|
{
|
|
nexttopplane = rover->bottom.plane;
|
|
}
|
|
}
|
|
}
|
|
else if (lowpitch >= bottompitch)
|
|
{
|
|
// blocks lower edge of view
|
|
if (highpitch<bottompitch)
|
|
{
|
|
bottompitch = highpitch;
|
|
if (frontflag != i - 1)
|
|
{
|
|
nextbottomplane = rover->top.plane;
|
|
}
|
|
}
|
|
}
|
|
// trace is leaving a sector with a 3d-floor
|
|
|
|
if (frontflag == i - 1)
|
|
{
|
|
if (s == lastsector)
|
|
{
|
|
// upper slope intersects with this 3d-floor
|
|
if (rover->bottom.plane == lastceilingplane && lowpitch > toppitch)
|
|
{
|
|
toppitch = lowpitch;
|
|
}
|
|
// lower slope intersects with this 3d-floor
|
|
if (rover->top.plane == lastfloorplane && highpitch < bottompitch)
|
|
{
|
|
bottompitch = highpitch;
|
|
}
|
|
}
|
|
}
|
|
if (toppitch >= bottompitch) return false; // stop
|
|
}
|
|
}
|
|
}
|
|
|
|
lastsector = nextsector;
|
|
lastceilingplane = nexttopplane;
|
|
lastfloorplane = nextbottomplane;
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// PTR_AimTraverse
|
|
// Sets linetaget and aimpitch when a target is aimed at.
|
|
//
|
|
//============================================================================
|
|
|
|
void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target)
|
|
{
|
|
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
line_t* li;
|
|
AActor* th;
|
|
fixed_t pitch;
|
|
fixed_t thingtoppitch;
|
|
fixed_t thingbottompitch;
|
|
fixed_t dist;
|
|
int thingpitch;
|
|
|
|
if (in->isaline)
|
|
{
|
|
li = in->d.line;
|
|
|
|
if (!(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING))
|
|
return; // stop
|
|
|
|
// Crosses a two sided line.
|
|
// A two sided line will restrict the possible target ranges.
|
|
FLineOpening open;
|
|
P_LineOpening(open, NULL, li, it.Trace().x + FixedMul(it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul(it.Trace().dy, in->frac));
|
|
|
|
if (open.bottom >= open.top)
|
|
return; // stop
|
|
|
|
dist = FixedMul(attackrange, in->frac);
|
|
|
|
pitch = -(int)R_PointToAngle2(0, shootz, dist, open.bottom);
|
|
if (pitch < bottompitch)
|
|
bottompitch = pitch;
|
|
|
|
pitch = -(int)R_PointToAngle2(0, shootz, dist, open.top);
|
|
if (pitch > toppitch)
|
|
toppitch = pitch;
|
|
|
|
if (toppitch >= bottompitch)
|
|
return; // stop
|
|
|
|
if (!AimTraverse3DFloors(it.Trace(), in)) return;
|
|
continue; // shot continues
|
|
}
|
|
|
|
// shoot a thing
|
|
th = in->d.thing;
|
|
if (th == shootthing)
|
|
continue; // can't shoot self
|
|
|
|
if (target != NULL && th != target)
|
|
continue; // only care about target, and you're not it
|
|
|
|
// If we want to start a conversation anything that has one should be
|
|
// found, regardless of other settings.
|
|
if (!(flags & ALF_CHECKCONVERSATION) || th->Conversation == NULL)
|
|
{
|
|
if (!(flags & ALF_CHECKNONSHOOTABLE)) // For info CCMD, ignore stuff about GHOST and SHOOTABLE flags
|
|
{
|
|
if (!(th->flags&MF_SHOOTABLE))
|
|
continue; // corpse or something
|
|
|
|
// check for physical attacks on a ghost
|
|
if ((th->flags3 & MF3_GHOST) &&
|
|
shootthing->player && // [RH] Be sure shootthing is a player
|
|
shootthing->player->ReadyWeapon &&
|
|
(shootthing->player->ReadyWeapon->flags2 & MF2_THRUGHOST))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
dist = FixedMul(attackrange, in->frac);
|
|
|
|
// 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)
|
|
{
|
|
fixed_t ff_top = lastceilingplane->ZatPoint(th);
|
|
fixed_t pitch = -(int)R_PointToAngle2(0, shootz, dist, ff_top);
|
|
// upper slope intersects with this 3d-floor
|
|
if (pitch > toppitch)
|
|
{
|
|
toppitch = pitch;
|
|
}
|
|
}
|
|
if (lastfloorplane)
|
|
{
|
|
fixed_t ff_bottom = lastfloorplane->ZatPoint(th);
|
|
fixed_t pitch = -(int)R_PointToAngle2(0, shootz, dist, ff_bottom);
|
|
// lower slope intersects with this 3d-floor
|
|
if (pitch < bottompitch)
|
|
{
|
|
bottompitch = pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check angles to see if the thing can be aimed at
|
|
|
|
thingtoppitch = -(int)R_PointToAngle2(0, shootz, dist, th->Z() + th->height);
|
|
|
|
if (thingtoppitch > bottompitch)
|
|
continue; // shot over the thing
|
|
|
|
thingbottompitch = -(int)R_PointToAngle2(0, shootz, dist, th->Z());
|
|
|
|
if (thingbottompitch < toppitch)
|
|
continue; // shot under the thing
|
|
|
|
if (crossedffloors)
|
|
{
|
|
// if 3D floors were in the way do an extra visibility check for safety
|
|
if (!P_CheckSight(shootthing, th, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
|
{
|
|
// the thing can't be seen so we can safely exclude its range from our aiming field
|
|
if (thingtoppitch<toppitch)
|
|
{
|
|
if (thingbottompitch>toppitch) toppitch = thingbottompitch;
|
|
}
|
|
else if (thingbottompitch>bottompitch)
|
|
{
|
|
if (thingtoppitch<bottompitch) bottompitch = thingtoppitch;
|
|
}
|
|
if (toppitch < bottompitch) continue;
|
|
else return;
|
|
}
|
|
}
|
|
|
|
// this thing can be hit!
|
|
if (thingtoppitch < toppitch)
|
|
thingtoppitch = toppitch;
|
|
|
|
if (thingbottompitch > bottompitch)
|
|
thingbottompitch = bottompitch;
|
|
|
|
thingpitch = thingtoppitch / 2 + thingbottompitch / 2;
|
|
|
|
if (flags & ALF_CHECK3D)
|
|
{
|
|
// We need to do a 3D distance check here because this is nearly always used in
|
|
// combination with P_LineAttack. P_LineAttack uses 3D distance but FPathTraverse
|
|
// only 2D. This causes some problems with Hexen's weapons that use different
|
|
// attack modes based on distance to target
|
|
fixed_t cosine = finecosine[thingpitch >> ANGLETOFINESHIFT];
|
|
if (cosine != 0)
|
|
{
|
|
fixed_t d3 = FixedDiv(FixedMul(P_AproxDistance(it.Trace().dx, it.Trace().dy), in->frac), cosine);
|
|
if (d3 > attackrange)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((flags & ALF_NOFRIENDS) && th->IsFriend(friender))
|
|
{
|
|
continue;
|
|
}
|
|
else if (sv_smartaim != 0 && !(flags & ALF_FORCENOSMART))
|
|
{
|
|
// try to be a little smarter about what to aim at!
|
|
// In particular avoid autoaiming at friends and barrels.
|
|
if (th->IsFriend(friender))
|
|
{
|
|
if (sv_smartaim < 2)
|
|
{
|
|
// friends don't aim at friends (except players), at least not first
|
|
thing_friend = th;
|
|
pitch_friend = thingpitch;
|
|
}
|
|
}
|
|
else if (!(th->flags3 & MF3_ISMONSTER) && th->player == NULL)
|
|
{
|
|
if (sv_smartaim < 3)
|
|
{
|
|
// don't autoaim at barrels and other shootable stuff unless no monsters have been found
|
|
thing_other = th;
|
|
pitch_other = thingpitch;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
linetarget = th;
|
|
aimpitch = thingpitch;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
linetarget = th;
|
|
aimpitch = thingpitch;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_AimLineAttack
|
|
//
|
|
//============================================================================
|
|
|
|
fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange,
|
|
int flags, AActor *target, AActor *friender)
|
|
{
|
|
fixed_t x2;
|
|
fixed_t y2;
|
|
aim_t aim;
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
aim.flags = flags;
|
|
aim.shootthing = t1;
|
|
aim.friender = (friender == NULL) ? t1 : friender;
|
|
|
|
x2 = t1->X() + (distance >> FRACBITS)*finecosine[angle];
|
|
y2 = t1->Y() + (distance >> FRACBITS)*finesine[angle];
|
|
aim.shootz = t1->Z() + (t1->height >> 1) - t1->floorclip;
|
|
if (t1->player != NULL)
|
|
{
|
|
aim.shootz += FixedMul(t1->player->mo->AttackZOffset, t1->player->crouchfactor);
|
|
}
|
|
else
|
|
{
|
|
aim.shootz += 8 * FRACUNIT;
|
|
}
|
|
|
|
// can't shoot outside view angles
|
|
if (vrange == 0)
|
|
{
|
|
if (t1->player == NULL || !level.IsFreelookAllowed())
|
|
{
|
|
vrange = ANGLE_1 * 35;
|
|
}
|
|
else
|
|
{
|
|
// [BB] Disable autoaim on weapons with WIF_NOAUTOAIM.
|
|
AWeapon *weapon = t1->player->ReadyWeapon;
|
|
if (weapon && (weapon->WeaponFlags & WIF_NOAUTOAIM))
|
|
{
|
|
vrange = ANGLE_1 / 2;
|
|
}
|
|
else
|
|
{
|
|
// 35 degrees is approximately what Doom used. You cannot have a
|
|
// vrange of 0 degrees, because then toppitch and bottompitch will
|
|
// be equal, and PTR_AimTraverse will never find anything to shoot at
|
|
// if it crosses a line.
|
|
vrange = clamp(t1->player->userinfo.GetAimDist(), ANGLE_1 / 2, ANGLE_1 * 35);
|
|
}
|
|
}
|
|
}
|
|
aim.toppitch = t1->pitch - vrange;
|
|
aim.bottompitch = t1->pitch + vrange;
|
|
|
|
aim.attackrange = distance;
|
|
aim.linetarget = NULL;
|
|
|
|
// for smart aiming
|
|
aim.thing_friend = aim.thing_other = NULL;
|
|
|
|
// Information for tracking crossed 3D floors
|
|
aim.aimpitch = t1->pitch;
|
|
|
|
aim.crossedffloors = t1->Sector->e->XFloor.ffloors.Size() != 0;
|
|
aim.lastsector = t1->Sector;
|
|
aim.lastfloorplane = aim.lastceilingplane = NULL;
|
|
|
|
// set initial 3d-floor info
|
|
for (unsigned i = 0; i<t1->Sector->e->XFloor.ffloors.Size(); i++)
|
|
{
|
|
F3DFloor * rover = t1->Sector->e->XFloor.ffloors[i];
|
|
fixed_t bottomz = rover->bottom.plane->ZatPoint(t1);
|
|
|
|
if (bottomz >= t1->Top()) aim.lastceilingplane = rover->bottom.plane;
|
|
|
|
bottomz = rover->top.plane->ZatPoint(t1);
|
|
if (bottomz <= t1->Z()) aim.lastfloorplane = rover->top.plane;
|
|
}
|
|
|
|
aim.AimTraverse(t1->X(), t1->Y(), x2, y2, target);
|
|
|
|
if (!aim.linetarget)
|
|
{
|
|
if (aim.thing_other)
|
|
{
|
|
aim.linetarget = aim.thing_other;
|
|
aim.aimpitch = aim.pitch_other;
|
|
}
|
|
else if (aim.thing_friend)
|
|
{
|
|
aim.linetarget = aim.thing_friend;
|
|
aim.aimpitch = aim.pitch_friend;
|
|
}
|
|
}
|
|
if (pLineTarget)
|
|
{
|
|
*pLineTarget = aim.linetarget;
|
|
}
|
|
return aim.linetarget ? aim.aimpitch : t1->pitch;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
struct Origin
|
|
{
|
|
AActor *Caller;
|
|
bool hitGhosts;
|
|
bool hitSameSpecies;
|
|
};
|
|
|
|
static ETraceStatus CheckForActor(FTraceResults &res, void *userdata)
|
|
{
|
|
if (res.HitType != TRACE_HitActor)
|
|
{
|
|
return TRACE_Stop;
|
|
}
|
|
|
|
Origin *data = (Origin *)userdata;
|
|
|
|
// check for physical attacks on spectrals
|
|
if (res.Actor->flags4 & MF4_SPECTRAL)
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
|
|
if (data->hitSameSpecies && res.Actor->GetSpecies() == data->Caller->GetSpecies())
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
if (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, angle_t angle, fixed_t distance,
|
|
int pitch, int damage, FName damageType, PClassActor *pufftype, int flags, AActor **victim, int *actualdamage)
|
|
{
|
|
fixed_t vx, vy, vz, shootz;
|
|
FTraceResults trace;
|
|
Origin TData;
|
|
TData.Caller = t1;
|
|
angle_t srcangle = angle;
|
|
int srcpitch = pitch;
|
|
bool killPuff = false;
|
|
AActor *puff = NULL;
|
|
int pflag = 0;
|
|
int puffFlags = (flags & LAF_ISMELEEATTACK) ? PF_MELEERANGE : 0;
|
|
if (flags & LAF_NORANDOMPUFFZ)
|
|
puffFlags |= PF_NORANDOMZ;
|
|
|
|
if (victim != NULL)
|
|
{
|
|
*victim = NULL;
|
|
}
|
|
if (actualdamage != NULL)
|
|
{
|
|
*actualdamage = 0;
|
|
}
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
|
|
|
|
vx = FixedMul(finecosine[pitch], finecosine[angle]);
|
|
vy = FixedMul(finecosine[pitch], finesine[angle]);
|
|
vz = -finesine[pitch];
|
|
|
|
shootz = t1->Z() - t1->floorclip + (t1->height >> 1);
|
|
if (t1->player != NULL)
|
|
{
|
|
shootz += FixedMul(t1->player->mo->AttackZOffset, t1->player->crouchfactor);
|
|
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 * FRACUNIT;
|
|
}
|
|
|
|
// 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));
|
|
|
|
TData.hitSameSpecies = (puffDefaults && (puffDefaults->flags6 & MF6_MTHRUSPECIES));
|
|
|
|
// 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 (puffDefaults != NULL && puffDefaults->flags6 & MF6_NOTRIGGER) tflags = TRACE_NoSky;
|
|
else tflags = TRACE_NoSky | TRACE_Impact;
|
|
|
|
if (!Trace(t1->X(), t1->Y(), shootz, t1->Sector, vx, vy, vz, distance,
|
|
MF_SHOOTABLE, ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace,
|
|
tflags, CheckForActor, &TData))
|
|
{ // hit nothing
|
|
if (puffDefaults == NULL)
|
|
{
|
|
}
|
|
else if (puffDefaults->ActiveSound)
|
|
{ // Play miss sound
|
|
S_Sound(t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
|
|
}
|
|
if (puffDefaults != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
|
|
{ // Spawn the puff anyway
|
|
puff = P_SpawnPuff(t1, pufftype, trace.X, trace.Y, trace.Z, angle - ANG180, 2, puffFlags);
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fixed_t hitx = 0, hity = 0, hitz = 0;
|
|
|
|
if (trace.HitType != TRACE_HitActor)
|
|
{
|
|
// position a bit closer for puffs
|
|
if (trace.HitType != TRACE_HitWall || trace.Line->special != Line_Horizon)
|
|
{
|
|
fixed_t closer = trace.Distance - 4 * FRACUNIT;
|
|
fixedvec2 pos = t1->Vec2Offset(FixedMul(vx, closer), FixedMul(vy, closer));
|
|
puff = P_SpawnPuff(t1, pufftype, pos.x, pos.y,
|
|
shootz + FixedMul(vz, closer), angle - ANG90, 0, puffFlags);
|
|
}
|
|
|
|
// [RH] Spawn a decal
|
|
if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon && !(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)
|
|
{
|
|
// Using the puff's position is not accurate enough.
|
|
// Instead make it splash at the actual hit position
|
|
hitx = t1->X() + FixedMul(vx, trace.Distance);
|
|
hity = t1->Y() + FixedMul(vy, trace.Distance);
|
|
hitz = shootz + FixedMul(vz, trace.Distance);
|
|
P_HitWater(puff, P_PointInSector(hitx, hity), hitx, hity, hitz);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool bloodsplatter = (t1->flags5 & MF5_BLOODSPLATTER) ||
|
|
(t1->player != NULL && t1->player->ReadyWeapon != NULL &&
|
|
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
|
|
|
|
bool axeBlood = (t1->player != NULL &&
|
|
t1->player->ReadyWeapon != NULL &&
|
|
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
|
|
|
|
// Hit a thing, so it could be either a puff or blood
|
|
fixed_t dist = trace.Distance;
|
|
// position a bit closer for puffs/blood if using compatibility mode.
|
|
if (i_compatflags & COMPATF_HITSCAN) dist -= 10 * FRACUNIT;
|
|
hitx = t1->X() + FixedMul(vx, dist);
|
|
hity = t1->Y() + FixedMul(vy, dist);
|
|
hitz = shootz + FixedMul(vz, dist);
|
|
|
|
|
|
|
|
// Spawn bullet puffs or blood spots, depending on target type.
|
|
if ((puffDefaults != NULL && 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, hitx, hity, hitz, angle - ANG180, 2, puffFlags | PF_HITTHING, trace.Actor);
|
|
}
|
|
|
|
// 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, hitx, hity, hitz, angle - ANG180, 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
|
killPuff = true;
|
|
}
|
|
newdam = P_DamageMobj(trace.Actor, puff ? puff : t1, t1, damage, damageType, dmgflags);
|
|
if (actualdamage != NULL)
|
|
{
|
|
*actualdamage = newdam;
|
|
}
|
|
}
|
|
if (!(puffDefaults != NULL && puffDefaults->flags3&MF3_BLOODLESSIMPACT))
|
|
{
|
|
if (!bloodsplatter && !axeBlood &&
|
|
!(trace.Actor->flags & MF_NOBLOOD) &&
|
|
!(trace.Actor->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)))
|
|
{
|
|
P_SpawnBlood(hitx, hity, hitz, angle - ANG180, 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(hitx, hity, hitz, trace.Actor);
|
|
}
|
|
if (pr_lineattack() < 192)
|
|
{
|
|
P_BloodSplatter(hitx, hity, hitz, trace.Actor);
|
|
}
|
|
}
|
|
}
|
|
// [RH] Stick blood to walls
|
|
P_TraceBleed(newdam > 0 ? newdam : damage, trace.X, trace.Y, trace.Z,
|
|
trace.Actor, srcangle, srcpitch);
|
|
}
|
|
}
|
|
if (victim != NULL)
|
|
{
|
|
*victim = trace.Actor;
|
|
}
|
|
}
|
|
if (trace.Crossed3DWater || trace.CrossedWater)
|
|
{
|
|
|
|
if (puff == NULL)
|
|
{ // Spawn puff just to get a mass for the splash
|
|
puff = P_SpawnPuff(t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, puffFlags | PF_HITTHING | PF_TEMPORARY);
|
|
killPuff = true;
|
|
}
|
|
SpawnDeepSplash(t1, trace, puff, vx, vy, vz, shootz, trace.Crossed3DWater != NULL);
|
|
}
|
|
}
|
|
if (killPuff && puff != NULL)
|
|
{
|
|
puff->Destroy();
|
|
puff = NULL;
|
|
}
|
|
return puff;
|
|
}
|
|
|
|
AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
|
|
int pitch, int damage, FName damageType, FName pufftype, int flags, AActor **victim, int *actualdamage)
|
|
{
|
|
PClassActor *type = PClass::FindActor(pufftype);
|
|
if (victim != NULL)
|
|
{
|
|
*victim = NULL;
|
|
}
|
|
if (type == NULL)
|
|
{
|
|
Printf("Attempt to spawn unknown actor type '%s'\n", pufftype.GetChars());
|
|
}
|
|
else
|
|
{
|
|
return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, flags, victim, actualdamage);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_LinePickActor
|
|
//
|
|
//==========================================================================
|
|
|
|
AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
|
|
ActorFlags actorMask, DWORD wallMask)
|
|
{
|
|
fixed_t vx, vy, vz, shootz;
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
|
|
|
|
vx = FixedMul(finecosine[pitch], finecosine[angle]);
|
|
vy = FixedMul(finecosine[pitch], finesine[angle]);
|
|
vz = -finesine[pitch];
|
|
|
|
shootz = t1->Z() - t1->floorclip + (t1->height >> 1);
|
|
if (t1->player != NULL)
|
|
{
|
|
shootz += FixedMul(t1->player->mo->AttackZOffset, t1->player->crouchfactor);
|
|
}
|
|
else
|
|
{
|
|
shootz += 8 * FRACUNIT;
|
|
}
|
|
|
|
FTraceResults trace;
|
|
Origin TData;
|
|
|
|
TData.Caller = t1;
|
|
TData.hitGhosts = true;
|
|
|
|
if (Trace(t1->X(), t1->Y(), shootz, t1->Sector, vx, vy, vz, distance,
|
|
actorMask, wallMask, t1, trace, TRACE_NoSky, CheckForActor, &TData))
|
|
{
|
|
if (trace.HitType == TRACE_HitActor)
|
|
{
|
|
return trace.Actor;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_TraceBleed(int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, angle_t angle, int pitch)
|
|
{
|
|
if (!cl_bloodsplats)
|
|
return;
|
|
|
|
const char *bloodType = "BloodSplat";
|
|
int count;
|
|
int noise;
|
|
|
|
|
|
if ((actor->flags & MF_NOBLOOD) ||
|
|
(actor->flags5 & MF5_NOBLOODDECALS) ||
|
|
(actor->flags2 & (MF2_INVULNERABLE | MF2_DORMANT)) ||
|
|
(actor->player && actor->player->cheats & CF_GODMODE))
|
|
{
|
|
return;
|
|
}
|
|
if (damage < 15)
|
|
{ // For low damages, there is a chance to not spray blood at all
|
|
if (damage <= 10)
|
|
{
|
|
if (pr_tracebleed() < 160)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
count = 1;
|
|
noise = 18;
|
|
}
|
|
else if (damage < 25)
|
|
{
|
|
count = 2;
|
|
noise = 19;
|
|
}
|
|
else
|
|
{ // For high damages, there is a chance to spray just one big glob of blood
|
|
if (pr_tracebleed() < 24)
|
|
{
|
|
bloodType = "BloodSmear";
|
|
count = 1;
|
|
noise = 20;
|
|
}
|
|
else
|
|
{
|
|
count = 3;
|
|
noise = 20;
|
|
}
|
|
}
|
|
|
|
for (; count; --count)
|
|
{
|
|
FTraceResults bleedtrace;
|
|
|
|
angle_t bleedang = (angle + ((pr_tracebleed() - 128) << noise)) >> ANGLETOFINESHIFT;
|
|
angle_t bleedpitch = (angle_t)(pitch + ((pr_tracebleed() - 128) << noise)) >> ANGLETOFINESHIFT;
|
|
fixed_t vx = FixedMul(finecosine[bleedpitch], finecosine[bleedang]);
|
|
fixed_t vy = FixedMul(finecosine[bleedpitch], finesine[bleedang]);
|
|
fixed_t vz = -finesine[bleedpitch];
|
|
|
|
if (Trace(x, y, z, actor->Sector,
|
|
vx, vy, vz, 172 * FRACUNIT, 0, ML_BLOCKEVERYTHING, actor,
|
|
bleedtrace, TRACE_NoSky))
|
|
{
|
|
if (bleedtrace.HitType == TRACE_HitWall)
|
|
{
|
|
PalEntry bloodcolor = actor->GetBloodColor();
|
|
if (bloodcolor != 0)
|
|
{
|
|
bloodcolor.r >>= 1; // the full color is too bright for blood decals
|
|
bloodcolor.g >>= 1;
|
|
bloodcolor.b >>= 1;
|
|
bloodcolor.a = 1;
|
|
}
|
|
|
|
DImpactDecal::StaticCreate(bloodType,
|
|
bleedtrace.X, bleedtrace.Y, bleedtrace.Z,
|
|
bleedtrace.Line->sidedef[bleedtrace.Side],
|
|
bleedtrace.ffloor,
|
|
bloodcolor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void P_TraceBleed(int damage, AActor *target, angle_t angle, int pitch)
|
|
{
|
|
P_TraceBleed(damage, target->X(), target->Y(), target->Z() + target->height / 2,
|
|
target, angle, pitch);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_TraceBleed(int damage, AActor *target, AActor *missile)
|
|
{
|
|
int pitch;
|
|
|
|
if (target == NULL || missile->flags3 & MF3_BLOODLESSIMPACT)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (missile->velz != 0)
|
|
{
|
|
double aim;
|
|
|
|
aim = atan((double)missile->velz / (double)target->AproxDistance(missile));
|
|
pitch = -(int)(aim * ANGLE_180 / PI);
|
|
}
|
|
else
|
|
{
|
|
pitch = 0;
|
|
}
|
|
P_TraceBleed(damage, target->X(), target->Y(), target->Z() + target->height / 2,
|
|
target, missile->AngleTo(target),
|
|
pitch);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_TraceBleed(int damage, AActor *target)
|
|
{
|
|
if (target != NULL)
|
|
{
|
|
fixed_t one = pr_tracebleed() << 24;
|
|
fixed_t two = (pr_tracebleed() - 128) << 16;
|
|
|
|
P_TraceBleed(damage, target->X(), target->Y(), target->Z() + target->height / 2,
|
|
target, one, two);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// [RH] Rail gun stuffage
|
|
//
|
|
//==========================================================================
|
|
|
|
struct SRailHit
|
|
{
|
|
AActor *HitActor;
|
|
fixed_t Distance;
|
|
};
|
|
struct RailData
|
|
{
|
|
AActor *Caller;
|
|
TArray<SRailHit> RailHits;
|
|
bool StopAtOne;
|
|
bool StopAtInvul;
|
|
bool ThruSpecies;
|
|
};
|
|
|
|
static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
|
|
{
|
|
RailData *data = (RailData *)userdata;
|
|
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 with the same species if the puff has MTHRUSPECIES.
|
|
if (data->ThruSpecies && res.Actor->GetSpecies() == data->Caller->GetSpecies())
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
|
|
// Save this thing for damaging later, and continue the trace
|
|
SRailHit newhit;
|
|
newhit.HitActor = res.Actor;
|
|
newhit.Distance = res.Distance - 10 * FRACUNIT; // put blood in front
|
|
data->RailHits.Push(newhit);
|
|
|
|
return data->StopAtOne ? TRACE_Stop : TRACE_Continue;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, double maxdiff, int railflags, PClassActor *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, double sparsity, double drift, PClassActor *spawnclass, int SpiralOffset)
|
|
{
|
|
fixed_t vx, vy, vz;
|
|
angle_t angle, pitch;
|
|
TVector3<double> start, end;
|
|
FTraceResults trace;
|
|
fixed_t shootz;
|
|
|
|
if (puffclass == NULL)
|
|
{
|
|
puffclass = PClass::FindActor(NAME_BulletPuff);
|
|
}
|
|
|
|
pitch = ((angle_t)(-source->pitch) + pitchoffset) >> ANGLETOFINESHIFT;
|
|
angle = (source->angle + angleoffset) >> ANGLETOFINESHIFT;
|
|
|
|
vx = FixedMul(finecosine[pitch], finecosine[angle]);
|
|
vy = FixedMul(finecosine[pitch], finesine[angle]);
|
|
vz = finesine[pitch];
|
|
|
|
shootz = source->Z() - source->floorclip + (source->height >> 1) + offset_z;
|
|
|
|
if (!(railflags & RAF_CENTERZ))
|
|
{
|
|
if (source->player != NULL)
|
|
{
|
|
shootz += FixedMul(source->player->mo->AttackZOffset, source->player->crouchfactor);
|
|
}
|
|
else
|
|
{
|
|
shootz += 8 * FRACUNIT;
|
|
}
|
|
}
|
|
|
|
angle = ((source->angle + angleoffset) - ANG90) >> ANGLETOFINESHIFT;
|
|
|
|
fixedvec2 xy = source->Vec2Offset(offset_xy * finecosine[angle], offset_xy * finesine[angle]);
|
|
|
|
RailData rail_data;
|
|
rail_data.Caller = source;
|
|
|
|
rail_data.StopAtOne = !!(railflags & RAF_NOPIERCE);
|
|
start.X = FIXED2DBL(xy.x);
|
|
start.Y = FIXED2DBL(xy.y);
|
|
start.Z = FIXED2DBL(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.
|
|
|
|
flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? 0 : TRACE_PCross | TRACE_Impact;
|
|
rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true;
|
|
rail_data.ThruSpecies = (puffDefaults->flags6 & MF6_MTHRUSPECIES) ? true : false;
|
|
Trace(xy.x, xy.y, shootz, source->Sector, vx, vy, vz,
|
|
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;
|
|
|
|
// used as damage inflictor
|
|
AActor *thepuff = NULL;
|
|
|
|
if (puffclass != NULL) thepuff = Spawn(puffclass, source->Pos(), ALLOW_REPLACE);
|
|
|
|
for (i = 0; i < rail_data.RailHits.Size(); i++)
|
|
{
|
|
|
|
|
|
fixed_t x, y, z;
|
|
bool spawnpuff;
|
|
bool bleed = false;
|
|
|
|
int puffflags = PF_HITTHING;
|
|
AActor *hitactor = rail_data.RailHits[i].HitActor;
|
|
fixed_t hitdist = rail_data.RailHits[i].Distance;
|
|
|
|
x = xy.x + FixedMul(hitdist, vx);
|
|
y = xy.y + FixedMul(hitdist, vy);
|
|
z = shootz + FixedMul(hitdist, vz);
|
|
|
|
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);
|
|
puffflags |= PF_HITTHINGBLEED; // [XA] Allow for puffs to jump to XDeath state.
|
|
if (!(puffDefaults->flags3 & MF3_BLOODLESSIMPACT))
|
|
{
|
|
bleed = true;
|
|
}
|
|
}
|
|
if (spawnpuff)
|
|
{
|
|
P_SpawnPuff(source, puffclass, x, y, z, (source->angle + angleoffset) - ANG90, 1, puffflags, 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, damage, damagetype, dmgFlagPass);
|
|
|
|
if (bleed)
|
|
{
|
|
P_SpawnBlood(x, y, z, (source->angle + angleoffset) - ANG180, newdam > 0 ? newdam : damage, hitactor);
|
|
P_TraceBleed(newdam > 0 ? newdam : damage, x, y, z, hitactor, source->angle, 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.X, trace.Y, trace.Z, (source->angle + angleoffset) - ANG90, 1, 0);
|
|
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.X, trace.Y, trace.Z, (source->angle + angleoffset) - ANG90, 1, 0);
|
|
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.HitType == TRACE_HitFloor &&
|
|
trace.CrossedWater == NULL &&
|
|
trace.Sector->heightsec == NULL)
|
|
{
|
|
thepuff->SetOrigin(trace.X, trace.Y, trace.Z, false);
|
|
P_HitWater(thepuff, trace.Sector);
|
|
}
|
|
if (trace.Crossed3DWater || trace.CrossedWater)
|
|
{
|
|
SpawnDeepSplash(source, trace, thepuff, vx, vy, vz, shootz, trace.Crossed3DWater != NULL);
|
|
}
|
|
thepuff->Destroy();
|
|
}
|
|
|
|
// Draw the slug's trail.
|
|
end.X = FIXED2DBL(trace.X);
|
|
end.Y = FIXED2DBL(trace.Y);
|
|
end.Z = FIXED2DBL(trace.Z);
|
|
P_DrawRailTrail(source, start, end, color1, color2, maxdiff, railflags, spawnclass, source->angle + angleoffset, duration, sparsity, drift, SpiralOffset);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// [RH] P_AimCamera
|
|
//
|
|
//==========================================================================
|
|
|
|
CVAR(Float, chase_height, -8.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
CVAR(Float, chase_dist, 90.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
void P_AimCamera(AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &CameraZ, sector_t *&CameraSector)
|
|
{
|
|
fixed_t distance = (fixed_t)(clamp<double>(chase_dist, 0, 30000) * FRACUNIT);
|
|
angle_t angle = (t1->angle - ANG180) >> ANGLETOFINESHIFT;
|
|
angle_t pitch = (angle_t)(t1->pitch) >> ANGLETOFINESHIFT;
|
|
FTraceResults trace;
|
|
fixed_t vx, vy, vz, sz;
|
|
|
|
vx = FixedMul(finecosine[pitch], finecosine[angle]);
|
|
vy = FixedMul(finecosine[pitch], finesine[angle]);
|
|
vz = finesine[pitch];
|
|
|
|
sz = t1->Z() - t1->floorclip + t1->height + (fixed_t)(clamp<double>(chase_height, -1000, 1000) * FRACUNIT);
|
|
|
|
if (Trace(t1->X(), t1->Y(), sz, t1->Sector,
|
|
vx, vy, vz, distance, 0, 0, NULL, trace) &&
|
|
trace.Distance > 10 * FRACUNIT)
|
|
{
|
|
// Position camera slightly in front of hit thing
|
|
fixed_t dist = trace.Distance - 5 * FRACUNIT;
|
|
CameraX = t1->X() + FixedMul(vx, dist);
|
|
CameraY = t1->Y() + FixedMul(vy, dist);
|
|
CameraZ = sz + FixedMul(vz, dist);
|
|
}
|
|
else
|
|
{
|
|
CameraX = trace.X;
|
|
CameraY = trace.Y;
|
|
CameraZ = trace.Z;
|
|
}
|
|
CameraSector = trace.Sector;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_TalkFacing
|
|
//
|
|
// Looks for something within 5.625 degrees left or right of the player
|
|
// to talk to.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_TalkFacing(AActor *player)
|
|
{
|
|
AActor *linetarget;
|
|
|
|
P_AimLineAttack(player, player->angle, TALKRANGE, &linetarget, ANGLE_1 * 35, ALF_FORCENOSMART | ALF_CHECKCONVERSATION);
|
|
if (linetarget == NULL)
|
|
{
|
|
P_AimLineAttack(player, player->angle + (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1 * 35, ALF_FORCENOSMART | ALF_CHECKCONVERSATION);
|
|
if (linetarget == NULL)
|
|
{
|
|
P_AimLineAttack(player, player->angle - (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1 * 35, ALF_FORCENOSMART | ALF_CHECKCONVERSATION);
|
|
if (linetarget == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
// Dead things can't talk.
|
|
if (linetarget->health <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
// Fighting things don't talk either.
|
|
if (linetarget->flags4 & MF4_INCOMBAT)
|
|
{
|
|
return false;
|
|
}
|
|
if (linetarget->Conversation != NULL)
|
|
{
|
|
// Give the NPC a chance to play a brief animation
|
|
linetarget->ConversationAnimation(0);
|
|
P_StartConversation(linetarget, player, true, true);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// USE LINES
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline)
|
|
{
|
|
FPathTraverse it(usething->X(), usething->Y(), endx, endy, PT_ADDLINES | PT_ADDTHINGS);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
// [RH] Check for things to talk with or use a puzzle item on
|
|
if (!in->isaline)
|
|
{
|
|
if (usething == in->d.thing)
|
|
continue;
|
|
// Check thing
|
|
|
|
// Check for puzzle item use or USESPECIAL flag
|
|
// Extended to use the same activationtype mechanism as BUMPSPECIAL does
|
|
if (in->d.thing->flags5 & MF5_USESPECIAL || in->d.thing->special == UsePuzzleItem)
|
|
{
|
|
if (P_ActivateThingSpecial(in->d.thing, usething))
|
|
return true;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
FLineOpening open;
|
|
if (in->d.line->special == 0 || !(in->d.line->activation & (SPAC_Use | SPAC_UseThrough | SPAC_UseBack)))
|
|
{
|
|
blocked:
|
|
if (in->d.line->flags & (ML_BLOCKEVERYTHING | ML_BLOCKUSE))
|
|
{
|
|
open.range = 0;
|
|
}
|
|
else
|
|
{
|
|
P_LineOpening(open, NULL, in->d.line, it.Trace().x + FixedMul(it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul(it.Trace().dy, in->frac));
|
|
}
|
|
if (open.range <= 0 ||
|
|
(in->d.line->special != 0 && (i_compatflags & COMPATF_USEBLOCKING)))
|
|
{
|
|
// [RH] Give sector a chance to intercept the use
|
|
|
|
sector_t * sec;
|
|
|
|
sec = usething->Sector;
|
|
|
|
if (sec->SecActTarget && sec->SecActTarget->TriggerAction(usething, SECSPAC_Use))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
sec = P_PointOnLineSide(usething->X(), usething->Y(), in->d.line) == 0 ?
|
|
in->d.line->frontsector : in->d.line->backsector;
|
|
|
|
if (sec != NULL && sec->SecActTarget &&
|
|
sec->SecActTarget->TriggerAction(usething, SECSPAC_UseWall))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (usething->player)
|
|
{
|
|
S_Sound(usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
|
|
}
|
|
return true; // can't use through a wall
|
|
}
|
|
foundline = true;
|
|
continue; // not a special line, but keep checking
|
|
}
|
|
|
|
if (P_PointOnLineSide(usething->X(), usething->Y(), in->d.line) == 1)
|
|
{
|
|
if (!(in->d.line->activation & SPAC_UseBack))
|
|
{
|
|
// [RH] continue traversal for two-sided lines
|
|
//return in->d.line->backsector != NULL; // don't use back side
|
|
goto blocked; // do a proper check for back sides of triggers
|
|
}
|
|
else
|
|
{
|
|
P_ActivateLine(in->d.line, usething, 1, SPAC_UseBack);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((in->d.line->activation & (SPAC_Use | SPAC_UseThrough | SPAC_UseBack)) == SPAC_UseBack)
|
|
{
|
|
goto blocked; // Line cannot be used from front side so treat it as a non-trigger line
|
|
}
|
|
|
|
P_ActivateLine(in->d.line, usething, 0, SPAC_Use);
|
|
|
|
//WAS can't use more than one special line in a row
|
|
//jff 3/21/98 NOW multiple use allowed with enabling line flag
|
|
//[RH] And now I've changed it again. If the line is of type
|
|
// SPAC_USE, then it eats the use. Everything else passes
|
|
// it through, including SPAC_USETHROUGH.
|
|
if (i_compatflags & COMPATF_USEBLOCKING)
|
|
{
|
|
if (in->d.line->activation & SPAC_UseThrough) continue;
|
|
else return true;
|
|
}
|
|
else
|
|
{
|
|
if (!(in->d.line->activation & SPAC_Use)) continue;
|
|
else return true;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Returns false if a "oof" sound should be made because of a blocking
|
|
// linedef. Makes 2s middles which are impassable, as well as 2s uppers
|
|
// and lowers which block the player, cause the sound effect when the
|
|
// player tries to activate them. Specials are excluded, although it is
|
|
// assumed that all special linedefs within reach have been considered
|
|
// and rejected already (see P_UseLines).
|
|
//
|
|
// by Lee Killough
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_NoWayTraverse(AActor *usething, fixed_t endx, fixed_t endy)
|
|
{
|
|
FPathTraverse it(usething->X(), usething->Y(), endx, endy, PT_ADDLINES);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
line_t *ld = in->d.line;
|
|
FLineOpening open;
|
|
|
|
// [GrafZahl] de-obfuscated. Was I the only one who was unable to make sense out of
|
|
// this convoluted mess?
|
|
if (ld->special) continue;
|
|
if (ld->flags&(ML_BLOCKING | ML_BLOCKEVERYTHING | ML_BLOCK_PLAYERS)) return true;
|
|
P_LineOpening(open, NULL, ld, it.Trace().x + FixedMul(it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul(it.Trace().dy, in->frac));
|
|
if (open.range <= 0 ||
|
|
open.bottom > usething->Z() + usething->MaxStepHeight ||
|
|
open.top < usething->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;
|
|
|
|
// [NS] Now queries the Player's UseRange.
|
|
fixedvec2 end = player->mo->Vec2Angle(player->mo->UseRange, player->mo->angle, true);
|
|
|
|
// old code:
|
|
//
|
|
// P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
|
|
//
|
|
// This added test makes the "oof" sound work on 2s lines -- killough:
|
|
|
|
if (!P_UseTraverse(player->mo, end.x, end.y, foundline))
|
|
{ // [RH] Give sector a chance to eat the use
|
|
sector_t *sec = player->mo->Sector;
|
|
int spac = SECSPAC_Use;
|
|
if (foundline) spac |= SECSPAC_UseWall;
|
|
if ((!sec->SecActTarget || !sec->SecActTarget->TriggerAction(player->mo, spac)) &&
|
|
P_NoWayTraverse(player->mo, end.x, end.y))
|
|
{
|
|
S_Sound(player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_UsePuzzleItem
|
|
//
|
|
// Returns true if the puzzle item was used on a line or a thing.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType)
|
|
{
|
|
int angle;
|
|
fixed_t x1, y1, x2, y2, usedist;
|
|
|
|
angle = PuzzleItemUser->angle >> ANGLETOFINESHIFT;
|
|
x1 = PuzzleItemUser->X();
|
|
y1 = PuzzleItemUser->Y();
|
|
|
|
// [NS] If it's a Player, get their UseRange.
|
|
if (PuzzleItemUser->player)
|
|
usedist = PuzzleItemUser->player->mo->UseRange;
|
|
else
|
|
usedist = USERANGE;
|
|
|
|
x2 = x1 + FixedMul(usedist, finecosine[angle]);
|
|
y2 = y1 + FixedMul(usedist, finesine[angle]);
|
|
|
|
FPathTraverse it(x1, y1, x2, y2, PT_ADDLINES | PT_ADDTHINGS);
|
|
intercept_t *in;
|
|
|
|
while ((in = it.Next()))
|
|
{
|
|
AActor *mobj;
|
|
FLineOpening open;
|
|
|
|
if (in->isaline)
|
|
{ // Check line
|
|
if (in->d.line->special != UsePuzzleItem)
|
|
{
|
|
P_LineOpening(open, NULL, in->d.line, it.Trace().x + FixedMul(it.Trace().dx, in->frac),
|
|
it.Trace().y + FixedMul(it.Trace().dy, in->frac));
|
|
if (open.range <= 0)
|
|
{
|
|
return false; // can't use through a wall
|
|
}
|
|
continue;
|
|
}
|
|
if (P_PointOnLineSide(PuzzleItemUser->X(), PuzzleItemUser->Y(), in->d.line) == 1)
|
|
{ // Don't use back sides
|
|
return false;
|
|
}
|
|
if (PuzzleItemType != in->d.line->args[0])
|
|
{ // Item type doesn't match
|
|
return false;
|
|
}
|
|
int args[3] = { in->d.line->args[2], in->d.line->args[3], in->d.line->args[4] };
|
|
P_StartScript(PuzzleItemUser, in->d.line, in->d.line->args[1], NULL, args, 3, ACS_ALWAYS);
|
|
in->d.line->special = 0;
|
|
return true;
|
|
}
|
|
// Check thing
|
|
mobj = in->d.thing;
|
|
if (mobj->special != UsePuzzleItem)
|
|
{ // Wrong special
|
|
continue;
|
|
}
|
|
if (PuzzleItemType != mobj->args[0])
|
|
{ // Item type doesn't match
|
|
continue;
|
|
}
|
|
int args[3] = { mobj->args[2], mobj->args[3], mobj->args[4] };
|
|
P_StartScript(PuzzleItemUser, NULL, mobj->args[1], NULL, args, 3, ACS_ALWAYS);
|
|
mobj->special = 0;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// RADIUS ATTACK
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
// [RH] Damage scale to apply to thing that shot the missile.
|
|
static float selfthrustscale;
|
|
|
|
CUSTOM_CVAR(Float, splashfactor, 1.f, CVAR_SERVERINFO)
|
|
{
|
|
if (self <= 0.f)
|
|
self = 1.f;
|
|
else
|
|
selfthrustscale = 1.f / self;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_RadiusAttack
|
|
// Source is the creature that caused the explosion at spot.
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
|
|
int flags, int fulldamagedistance)
|
|
{
|
|
if (bombdistance <= 0)
|
|
return;
|
|
fulldamagedistance = clamp<int>(fulldamagedistance, 0, bombdistance - 1);
|
|
|
|
double bombdistancefloat = 1.f / (double)(bombdistance - fulldamagedistance);
|
|
double bombdamagefloat = (double)bombdamage;
|
|
|
|
FBlockThingsIterator it(FBoundingBox(bombspot->X(), bombspot->Y(), bombdistance << FRACBITS));
|
|
AActor *thing;
|
|
|
|
if (flags & RADF_SOURCEISSPOT)
|
|
{ // The source is actually the same as the spot, even if that wasn't what we received.
|
|
bombsource = bombspot;
|
|
}
|
|
|
|
while ((thing = it.Next()))
|
|
{
|
|
// Vulnerable actors can be damaged by radius attacks even if not shootable
|
|
// Used to emulate MBF's vulnerability of non-missile bouncers to explosions.
|
|
if (!((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)))
|
|
continue;
|
|
|
|
// Boss spider and cyborg and Heretic's ep >= 2 bosses
|
|
// take no damage from concussion.
|
|
if (thing->flags3 & MF3_NORADIUSDMG && !(bombspot->flags4 & MF4_FORCERADIUSDMG))
|
|
continue;
|
|
|
|
if (!(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;
|
|
fixed_t dx, dy;
|
|
double boxradius;
|
|
|
|
fixedvec2 vec = bombspot->Vec2To(thing);
|
|
dx = abs(vec.x);
|
|
dy = abs(vec.y);
|
|
boxradius = double(thing->radius);
|
|
|
|
// The damage pattern is square, not circular.
|
|
len = double(dx > dy ? dx : dy);
|
|
|
|
if (bombspot->Z() < thing->Z() || bombspot->Z() >= thing->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 = sqrt(len*len + dz*dz);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
len -= boxradius;
|
|
if (len < 0.f)
|
|
len = 0.f;
|
|
}
|
|
len /= FRACUNIT;
|
|
len = clamp<double>(len - (double)fulldamagedistance, 0, len);
|
|
points = bombdamagefloat * (1.f - len * bombdistancefloat);
|
|
if (thing == bombsource)
|
|
{
|
|
points = points * splashfactor;
|
|
}
|
|
points *= thing->GetClass()->RDFactor / (float)FRACUNIT;
|
|
|
|
// points and bombdamage should be the same sign
|
|
if (((points * bombdamage) > 0) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
|
{ // OK to damage; target is in direct path
|
|
double velz;
|
|
double thrust;
|
|
int damage = abs((int)points);
|
|
int newdam = damage;
|
|
|
|
if (!(flags & RADF_NODAMAGE))
|
|
newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
|
|
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 * 0.5f / (double)thing->Mass;
|
|
if (bombsource == thing)
|
|
{
|
|
thrust *= selfthrustscale;
|
|
}
|
|
velz = (double)(thing->Z() + (thing->height >> 1) - bombspot->Z()) * thrust;
|
|
if (bombsource != thing)
|
|
{
|
|
velz *= 0.5f;
|
|
}
|
|
else
|
|
{
|
|
velz *= 0.8f;
|
|
}
|
|
angle_t ang = bombspot->AngleTo(thing) >> ANGLETOFINESHIFT;
|
|
thing->velx += fixed_t(finecosine[ang] * thrust);
|
|
thing->vely += fixed_t(finesine[ang] * thrust);
|
|
if (!(flags & RADF_NODAMAGE))
|
|
thing->velz += (fixed_t)velz; // this really doesn't work well
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// [RH] Old code just for barrels
|
|
fixed_t dx, dy, dist;
|
|
|
|
fixedvec2 vec = bombspot->Vec2To(thing);
|
|
dx = abs(vec.x);
|
|
dy = abs(vec.y);
|
|
|
|
dist = dx>dy ? dx : dy;
|
|
dist = (dist - thing->radius) >> FRACBITS;
|
|
|
|
if (dist < 0)
|
|
dist = 0;
|
|
|
|
if (dist >= bombdistance)
|
|
continue; // out of range
|
|
|
|
if (P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
|
{ // OK to damage; target is in direct path
|
|
dist = clamp<int>(dist - fulldamagedistance, 0, dist);
|
|
int damage = Scale(bombdamage, bombdistance - dist, bombdistance);
|
|
damage = (int)((double)damage * splashfactor);
|
|
|
|
damage = Scale(damage, thing->GetClass()->RDFactor, FRACUNIT);
|
|
if (damage > 0)
|
|
{
|
|
int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
|
|
P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SECTOR HEIGHT CHANGING
|
|
// After modifying a sector's floor or ceiling height,
|
|
// call this routine to adjust the positions
|
|
// of all things that touch the sector.
|
|
//
|
|
// If anything doesn't fit anymore, true will be returned.
|
|
//
|
|
// [RH] If crushchange is non-negative, they will take the
|
|
// specified amount of damage as they are being crushed.
|
|
// If crushchange is negative, you should set the sector
|
|
// height back the way it was and call P_ChangeSector()
|
|
// again to undo the changes.
|
|
// Note that this is very different from the original
|
|
// true/false usage of crushchange! If you want regular
|
|
// DOOM crushing behavior set crushchange to 10 or -1
|
|
// if no crushing is desired.
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
struct FChangePosition
|
|
{
|
|
sector_t *sector;
|
|
int moveamt;
|
|
int crushchange;
|
|
bool nofit;
|
|
bool movemidtex;
|
|
};
|
|
|
|
TArray<AActor *> intersectors;
|
|
|
|
EXTERN_CVAR(Int, cl_bloodtype)
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_AdjustFloorCeil
|
|
//
|
|
//=============================================================================
|
|
|
|
bool P_AdjustFloorCeil(AActor *thing, FChangePosition *cpos)
|
|
{
|
|
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->X(), thing->Y(), tm);
|
|
thing->floorz = tm.floorz;
|
|
thing->ceilingz = tm.ceilingz;
|
|
thing->dropoffz = tm.dropoffz; // killough 11/98: remember dropoffs
|
|
thing->floorpic = tm.floorpic;
|
|
thing->floorterrain = tm.floorterrain;
|
|
thing->floorsector = tm.floorsector;
|
|
thing->ceilingpic = tm.ceilingpic;
|
|
thing->ceilingsector = tm.ceilingsector;
|
|
|
|
// restore the PASSMOBJ flag but leave the other flags alone.
|
|
thing->flags2 = (thing->flags2 & ~MF2_PASSMOBJ) | flags2;
|
|
|
|
return isgood;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_FindAboveIntersectors
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_FindAboveIntersectors(AActor *actor)
|
|
{
|
|
if (actor->flags & MF_NOCLIP)
|
|
return;
|
|
|
|
if (!(actor->flags & MF_SOLID))
|
|
return;
|
|
|
|
AActor *thing;
|
|
FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius));
|
|
while ((thing = it.Next()))
|
|
{
|
|
if (!thing->intersects(actor))
|
|
{
|
|
continue;
|
|
}
|
|
if (!(thing->flags & MF_SOLID))
|
|
{ // Can't hit thing
|
|
continue;
|
|
}
|
|
if (thing->flags & (MF_SPECIAL))
|
|
{ // [RH] Corpses and specials don't block moves
|
|
continue;
|
|
}
|
|
if (thing->flags & (MF_CORPSE))
|
|
{ // Corpses need a few more checks
|
|
if (!(actor->flags & MF_ICECORPSE))
|
|
continue;
|
|
}
|
|
if (thing == actor)
|
|
{ // Don't clip against self
|
|
continue;
|
|
}
|
|
if (!((thing->flags2 | actor->flags2) & MF2_PASSMOBJ) && !((thing->flags3 | actor->flags3) & MF3_ISMONSTER))
|
|
{
|
|
// Don't bother if both things don't have MF2_PASSMOBJ set and aren't monsters.
|
|
// These things would always block each other which in nearly every situation is
|
|
// not what is wanted here.
|
|
continue;
|
|
}
|
|
if (thing->Z() >= actor->Z() &&
|
|
thing->Z() <= actor->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;
|
|
|
|
AActor *thing;
|
|
FBlockThingsIterator it(FBoundingBox(actor->X(), actor->Y(), actor->radius));
|
|
while ((thing = it.Next()))
|
|
{
|
|
if (!thing->intersects(actor))
|
|
{
|
|
continue;
|
|
}
|
|
if (!(thing->flags & MF_SOLID))
|
|
{ // Can't hit thing
|
|
continue;
|
|
}
|
|
if (thing->flags & (MF_SPECIAL))
|
|
{ // [RH] Corpses and specials don't block moves
|
|
continue;
|
|
}
|
|
if (thing->flags & (MF_CORPSE))
|
|
{ // Corpses need a few more checks
|
|
if (!(actor->flags & MF_ICECORPSE))
|
|
continue;
|
|
}
|
|
if (thing == actor)
|
|
{ // Don't clip against self
|
|
continue;
|
|
}
|
|
if (!((thing->flags2 | actor->flags2) & MF2_PASSMOBJ) && !((thing->flags3 | actor->flags3) & MF3_ISMONSTER))
|
|
{
|
|
// Don't bother if both things don't have MF2_PASSMOBJ set and aren't monsters.
|
|
// These things would always block each other which in nearly every situation is
|
|
// not what is wanted here.
|
|
continue;
|
|
}
|
|
if (thing->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->velx = pr_crunch.Random2() << 12;
|
|
mo->vely = pr_crunch.Random2() << 12;
|
|
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
|
|
{
|
|
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
|
}
|
|
|
|
if (!(cl_bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
|
|
}
|
|
|
|
angle_t an;
|
|
an = (M_Random() - 128) << 24;
|
|
if (cl_bloodtype >= 1)
|
|
{
|
|
P_DrawSplash2(32, thing->X(), thing->Y(), thing->Z() + thing->height / 2, an, 2, bloodcolor);
|
|
}
|
|
}
|
|
if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
|
|
{
|
|
S_Sound(thing, CHAN_VOICE, thing->CrushPainSound, 1.f, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
|
|
// keep checking (crush other things)
|
|
return;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_PushUp
|
|
//
|
|
// Returns 0 if thing fits, 1 if ceiling got in the way, or 2 if something
|
|
// above it didn't fit.
|
|
//=============================================================================
|
|
|
|
int P_PushUp(AActor *thing, FChangePosition *cpos)
|
|
{
|
|
unsigned int firstintersect = intersectors.Size();
|
|
unsigned int lastintersect;
|
|
int mymass = thing->Mass;
|
|
|
|
if (thing->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 (!(intersect->flags2 & MF2_PASSMOBJ) ||
|
|
(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
|
|
(intersect->flags4 & MF4_ACTLIKEBRIDGE)
|
|
)
|
|
{
|
|
// Can't push bridges or things more massive than ourself
|
|
return 2;
|
|
}
|
|
fixed_t oldz;
|
|
oldz = intersect->Z();
|
|
P_AdjustFloorCeil(intersect, cpos);
|
|
intersect->SetZ(thing->Top() + 1);
|
|
if (P_PushUp(intersect, cpos))
|
|
{ // Move blocked
|
|
P_DoCrunch(intersect, cpos);
|
|
intersect->SetZ(oldz);
|
|
return 2;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_PushDown
|
|
//
|
|
// Returns 0 if thing fits, 1 if floor got in the way, or 2 if something
|
|
// below it didn't fit.
|
|
//=============================================================================
|
|
|
|
int P_PushDown(AActor *thing, FChangePosition *cpos)
|
|
{
|
|
unsigned int firstintersect = intersectors.Size();
|
|
unsigned int lastintersect;
|
|
int mymass = thing->Mass;
|
|
|
|
if (thing->Z() <= thing->floorz)
|
|
{
|
|
return 1;
|
|
}
|
|
P_FindBelowIntersectors(thing);
|
|
lastintersect = intersectors.Size();
|
|
for (; firstintersect < lastintersect; firstintersect++)
|
|
{
|
|
AActor *intersect = intersectors[firstintersect];
|
|
if (!(intersect->flags2 & MF2_PASSMOBJ) ||
|
|
(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
|
|
(intersect->flags4 & MF4_ACTLIKEBRIDGE)
|
|
)
|
|
{
|
|
// Can't push bridges or things more massive than ourself
|
|
return 2;
|
|
}
|
|
fixed_t oldz = intersect->Z();
|
|
P_AdjustFloorCeil(intersect, cpos);
|
|
if (oldz > thing->Z() - intersect->height)
|
|
{ // Only push things down, not up.
|
|
intersect->SetZ(thing->Z() - intersect->height);
|
|
if (P_PushDown(intersect, cpos))
|
|
{ // Move blocked
|
|
P_DoCrunch(intersect, cpos);
|
|
intersect->SetZ(oldz);
|
|
return 2;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_FloorDrop
|
|
//
|
|
//=============================================================================
|
|
|
|
void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
|
|
{
|
|
fixed_t oldfloorz = thing->floorz;
|
|
fixed_t 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->velz == 0 &&
|
|
(!(thing->flags & MF_NOGRAVITY) ||
|
|
(thing->Z() == oldfloorz && !(thing->flags & MF_NOLIFTDROP))))
|
|
{
|
|
fixed_t oldz = thing->Z();
|
|
|
|
if ((thing->flags & MF_NOGRAVITY) || (thing->flags5 & MF5_MOVEWITHSECTOR) ||
|
|
(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9 * FRACUNIT)
|
|
&& thing->Z() - thing->floorz <= cpos->moveamt))
|
|
{
|
|
thing->SetZ(thing->floorz);
|
|
P_CheckFakeFloorTriggers(thing, oldz);
|
|
}
|
|
}
|
|
else if ((thing->Z() != oldfloorz && !(thing->flags & MF_NOLIFTDROP)))
|
|
{
|
|
fixed_t oldz = thing->Z();
|
|
if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
|
|
{
|
|
thing->AddZ(-oldfloorz + thing->floorz);
|
|
P_CheckFakeFloorTriggers(thing, oldz);
|
|
}
|
|
}
|
|
if (thing->player && thing->player->mo == thing)
|
|
{
|
|
thing->player->viewz += thing->Z() - oldz;
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// PIT_FloorRaise
|
|
//
|
|
//=============================================================================
|
|
|
|
void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
|
|
{
|
|
fixed_t oldfloorz = thing->floorz;
|
|
fixed_t 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();
|
|
thing->SetZ(thing->floorz);
|
|
}
|
|
else
|
|
{
|
|
if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
|
|
{
|
|
intersectors.Clear();
|
|
thing->AddZ(-oldfloorz + thing->floorz);
|
|
}
|
|
else return;
|
|
}
|
|
switch (P_PushUp(thing, cpos))
|
|
{
|
|
default:
|
|
P_CheckFakeFloorTriggers(thing, oldz);
|
|
break;
|
|
case 1:
|
|
P_DoCrunch(thing, cpos);
|
|
P_CheckFakeFloorTriggers(thing, oldz);
|
|
break;
|
|
case 2:
|
|
P_DoCrunch(thing, cpos);
|
|
thing->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;
|
|
fixed_t 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();
|
|
fixed_t oldz = thing->Z();
|
|
if (thing->ceilingz - thing->height >= thing->floorz)
|
|
{
|
|
thing->SetZ(thing->ceilingz - thing->height);
|
|
}
|
|
else
|
|
{
|
|
thing->SetZ(thing->floorz);
|
|
}
|
|
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);
|
|
break;
|
|
default:
|
|
P_CheckFakeFloorTriggers(thing, oldz);
|
|
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);
|
|
fixed_t 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))
|
|
{
|
|
fixed_t oldz = thing->Z();
|
|
thing->SetZ(thing->floorz);
|
|
if (thing->Top() > thing->ceilingz)
|
|
{
|
|
thing->SetZ(thing->ceilingz - thing->height);
|
|
}
|
|
P_CheckFakeFloorTriggers(thing, oldz);
|
|
}
|
|
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()));
|
|
}
|
|
}
|
|
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, int amt, int floorOrCeil, bool isreset)
|
|
{
|
|
FChangePosition cpos;
|
|
void(*iterator)(AActor *, FChangePosition *);
|
|
void(*iterator2)(AActor *, FChangePosition *) = NULL;
|
|
msecnode_t *n;
|
|
|
|
cpos.nofit = false;
|
|
cpos.crushchange = crunch;
|
|
cpos.moveamt = abs(amt);
|
|
cpos.movemidtex = false;
|
|
cpos.sector = sector;
|
|
|
|
// Also process all sectors that have 3D floors transferred from the
|
|
// changed sector.
|
|
if (sector->e->XFloor.attached.Size())
|
|
{
|
|
unsigned i;
|
|
sector_t* sec;
|
|
|
|
|
|
// Use different functions for the four different types of sector movement.
|
|
// for 3D-floors the meaning of floor and ceiling is inverted!!!
|
|
if (floorOrCeil == 1)
|
|
{
|
|
iterator = (amt >= 0) ? PIT_FloorRaise : PIT_FloorDrop;
|
|
}
|
|
else
|
|
{
|
|
iterator = (amt >= 0) ? PIT_CeilingRaise : PIT_CeilingLower;
|
|
}
|
|
|
|
for (i = 0; i < sector->e->XFloor.attached.Size(); i++)
|
|
{
|
|
sec = sector->e->XFloor.attached[i];
|
|
P_Recalculate3DFloors(sec); // Must recalculate the 3d floor and light lists
|
|
|
|
// no thing checks for attached sectors because of heightsec
|
|
if (sec->heightsec == sector) continue;
|
|
|
|
for (n = sec->touching_thinglist; n; n = n->m_snext) n->visited = false;
|
|
do
|
|
{
|
|
for (n = sec->touching_thinglist; n; n = n->m_snext)
|
|
{
|
|
if (!n->visited)
|
|
{
|
|
n->visited = true;
|
|
if (!(n->m_thing->flags & MF_NOBLOCKMAP) || //jff 4/7/98 don't do these
|
|
(n->m_thing->flags5 & MF5_MOVEWITHSECTOR))
|
|
{
|
|
iterator(n->m_thing, &cpos);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
} while (n);
|
|
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
|
|
|
|
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(n->m_thing->Z(), false);
|
|
P_CheckFakeFloorTriggers(n->m_thing, n->m_thing->Z() - amt);
|
|
}
|
|
}
|
|
} while (n); // repeat from scratch until all things left are marked valid
|
|
}
|
|
|
|
}
|
|
|
|
return cpos.nofit;
|
|
}
|
|
|
|
//=============================================================================
|
|
// phares 3/21/98
|
|
//
|
|
// Maintain a freelist of msecnode_t's to reduce memory allocs and frees.
|
|
//=============================================================================
|
|
|
|
msecnode_t *headsecnode = NULL;
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_GetSecnode
|
|
//
|
|
// Retrieve a node from the freelist. The calling routine
|
|
// should make sure it sets all fields properly.
|
|
//
|
|
//=============================================================================
|
|
|
|
msecnode_t *P_GetSecnode()
|
|
{
|
|
msecnode_t *node;
|
|
|
|
if (headsecnode)
|
|
{
|
|
node = headsecnode;
|
|
headsecnode = headsecnode->m_snext;
|
|
}
|
|
else
|
|
{
|
|
node = (msecnode_t *)M_Malloc(sizeof(*node));
|
|
}
|
|
return node;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_PutSecnode
|
|
//
|
|
// Returns a node to the freelist.
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_PutSecnode(msecnode_t *node)
|
|
{
|
|
node->m_snext = headsecnode;
|
|
headsecnode = node;
|
|
}
|
|
|
|
//=============================================================================
|
|
// phares 3/16/98
|
|
//
|
|
// P_AddSecnode
|
|
//
|
|
// Searches the current list to see if this sector is
|
|
// already there. If not, it adds a sector node at the head of the list of
|
|
// sectors this object appears in. This is called when creating a list of
|
|
// nodes that will get linked in later. Returns a pointer to the new node.
|
|
//
|
|
//=============================================================================
|
|
|
|
msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode)
|
|
{
|
|
msecnode_t *node;
|
|
|
|
if (s == 0)
|
|
{
|
|
I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
|
|
}
|
|
|
|
node = nextnode;
|
|
while (node)
|
|
{
|
|
if (node->m_sector == s) // Already have a node for this sector?
|
|
{
|
|
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
|
|
return nextnode;
|
|
}
|
|
node = node->m_tnext;
|
|
}
|
|
|
|
// Couldn't find an existing node for this sector. Add one at the head
|
|
// of the list.
|
|
|
|
node = P_GetSecnode();
|
|
|
|
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
|
|
node->visited = 0;
|
|
|
|
node->m_sector = s; // sector
|
|
node->m_thing = thing; // mobj
|
|
node->m_tprev = NULL; // prev node on Thing thread
|
|
node->m_tnext = nextnode; // next node on Thing thread
|
|
if (nextnode)
|
|
nextnode->m_tprev = node; // set back link on Thing
|
|
|
|
// Add new node at head of sector thread starting at s->touching_thinglist
|
|
|
|
node->m_sprev = NULL; // prev node on sector thread
|
|
node->m_snext = s->touching_thinglist; // next node on sector thread
|
|
if (s->touching_thinglist)
|
|
node->m_snext->m_sprev = node;
|
|
s->touching_thinglist = node;
|
|
return node;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_DelSecnode
|
|
//
|
|
// Deletes a sector node from the list of
|
|
// sectors this object appears in. Returns a pointer to the next node
|
|
// on the linked list, or NULL.
|
|
//
|
|
//=============================================================================
|
|
|
|
msecnode_t *P_DelSecnode(msecnode_t *node)
|
|
{
|
|
msecnode_t* tp; // prev node on thing thread
|
|
msecnode_t* tn; // next node on thing thread
|
|
msecnode_t* sp; // prev node on sector thread
|
|
msecnode_t* sn; // next node on sector thread
|
|
|
|
if (node)
|
|
{
|
|
// Unlink from the Thing thread. The Thing thread begins at
|
|
// sector_list and not from AActor->touching_sectorlist.
|
|
|
|
tp = node->m_tprev;
|
|
tn = node->m_tnext;
|
|
if (tp)
|
|
tp->m_tnext = tn;
|
|
if (tn)
|
|
tn->m_tprev = tp;
|
|
|
|
// Unlink from the sector thread. This thread begins at
|
|
// sector_t->touching_thinglist.
|
|
|
|
sp = node->m_sprev;
|
|
sn = node->m_snext;
|
|
if (sp)
|
|
sp->m_snext = sn;
|
|
else
|
|
node->m_sector->touching_thinglist = sn;
|
|
if (sn)
|
|
sn->m_sprev = sp;
|
|
|
|
// Return this node to the freelist
|
|
|
|
P_PutSecnode(node);
|
|
return tn;
|
|
}
|
|
return NULL;
|
|
} // phares 3/13/98
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_DelSector_List
|
|
//
|
|
// Deletes the sector_list and NULLs it.
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_DelSector_List()
|
|
{
|
|
if (sector_list != NULL)
|
|
{
|
|
P_DelSeclist(sector_list);
|
|
sector_list = NULL;
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_DelSeclist
|
|
//
|
|
// Delete an entire sector list
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_DelSeclist(msecnode_t *node)
|
|
{
|
|
while (node)
|
|
node = P_DelSecnode(node);
|
|
}
|
|
|
|
//=============================================================================
|
|
// phares 3/14/98
|
|
//
|
|
// P_CreateSecNodeList
|
|
//
|
|
// Alters/creates the sector_list that shows what sectors the object resides in
|
|
//
|
|
//=============================================================================
|
|
|
|
void P_CreateSecNodeList(AActor *thing, fixed_t x, fixed_t y)
|
|
{
|
|
msecnode_t *node;
|
|
|
|
// First, clear out the existing m_thing fields. As each node is
|
|
// added or verified as needed, m_thing will be set properly. When
|
|
// finished, delete all nodes where m_thing is still NULL. These
|
|
// represent the sectors the Thing has vacated.
|
|
|
|
node = sector_list;
|
|
while (node)
|
|
{
|
|
node->m_thing = NULL;
|
|
node = node->m_tnext;
|
|
}
|
|
|
|
FBoundingBox box(thing->X(), thing->Y(), thing->radius);
|
|
FBlockLinesIterator it(box);
|
|
line_t *ld;
|
|
|
|
while ((ld = it.Next()))
|
|
{
|
|
if (box.Right() <= ld->bbox[BOXLEFT] ||
|
|
box.Left() >= ld->bbox[BOXRIGHT] ||
|
|
box.Top() <= ld->bbox[BOXBOTTOM] ||
|
|
box.Bottom() >= ld->bbox[BOXTOP])
|
|
continue;
|
|
|
|
if (box.BoxOnLineSide(ld) != -1)
|
|
continue;
|
|
|
|
// This line crosses through the object.
|
|
|
|
// Collect the sector(s) from the line and add to the
|
|
// sector_list you're examining. If the Thing ends up being
|
|
// allowed to move to this position, then the sector_list
|
|
// will be attached to the Thing's AActor at touching_sectorlist.
|
|
|
|
sector_list = P_AddSecnode(ld->frontsector, thing, sector_list);
|
|
|
|
// Don't assume all lines are 2-sided, since some Things
|
|
// like MT_TFOG are allowed regardless of whether their radius takes
|
|
// them beyond an impassable linedef.
|
|
|
|
// killough 3/27/98, 4/4/98:
|
|
// Use sidedefs instead of 2s flag to determine two-sidedness.
|
|
|
|
if (ld->backsector)
|
|
sector_list = P_AddSecnode(ld->backsector, thing, sector_list);
|
|
}
|
|
|
|
// Add the sector of the (x,y) point to sector_list.
|
|
|
|
sector_list = P_AddSecnode(thing->Sector, thing, sector_list);
|
|
|
|
// Now delete any nodes that won't be used. These are the ones where
|
|
// m_thing is still NULL.
|
|
|
|
node = sector_list;
|
|
while (node)
|
|
{
|
|
if (node->m_thing == NULL)
|
|
{
|
|
if (node == sector_list)
|
|
sector_list = node->m_tnext;
|
|
node = P_DelSecnode(node);
|
|
}
|
|
else
|
|
{
|
|
node = node->m_tnext;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void SpawnShootDecal(AActor *t1, const FTraceResults &trace)
|
|
{
|
|
FDecalBase *decalbase = NULL;
|
|
|
|
if (t1->player != NULL && t1->player->ReadyWeapon != NULL)
|
|
{
|
|
decalbase = t1->player->ReadyWeapon->GetDefault()->DecalGenerator;
|
|
}
|
|
else
|
|
{
|
|
decalbase = t1->DecalGenerator;
|
|
}
|
|
if (decalbase != NULL)
|
|
{
|
|
DImpactDecal::StaticCreate(decalbase->GetDecal(),
|
|
trace.X, trace.Y, trace.Z, trace.Line->sidedef[trace.Side], trace.ffloor);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static void SpawnDeepSplash(AActor *t1, const FTraceResults &trace, AActor *puff,
|
|
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz, bool ffloor)
|
|
{
|
|
const secplane_t *plane;
|
|
if (ffloor && trace.Crossed3DWater)
|
|
plane = trace.Crossed3DWater->top.plane;
|
|
else if (trace.CrossedWater && trace.CrossedWater->heightsec)
|
|
plane = &trace.CrossedWater->heightsec->floorplane;
|
|
else return;
|
|
|
|
fixed_t num, den, hitdist;
|
|
den = TMulScale16(plane->a, vx, plane->b, vy, plane->c, vz);
|
|
if (den != 0)
|
|
{
|
|
num = TMulScale16(plane->a, t1->X(), plane->b, t1->Y(), plane->c, shootz) + plane->d;
|
|
hitdist = FixedDiv(-num, den);
|
|
|
|
if (hitdist >= 0 && hitdist <= trace.Distance)
|
|
{
|
|
fixed_t hitx = t1->X() + FixedMul(vx, hitdist);
|
|
fixed_t hity = t1->Y() + FixedMul(vy, hitdist);
|
|
fixed_t hitz = shootz + FixedMul(vz, hitdist);
|
|
|
|
P_HitWater(puff != NULL ? puff : t1, P_PointInSector(hitx, hity), hitx, hity, hitz);
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_ActivateThingSpecial
|
|
//
|
|
// Handles the code for things activated by death, USESPECIAL or BUMPSPECIAL
|
|
//
|
|
//=============================================================================
|
|
|
|
bool P_ActivateThingSpecial(AActor * thing, AActor * trigger, bool death)
|
|
{
|
|
bool res = false;
|
|
|
|
// Target switching mechanism
|
|
if (thing->activationtype & THINGSPEC_ThingTargets) thing->target = trigger;
|
|
if (thing->activationtype & THINGSPEC_TriggerTargets) trigger->target = thing;
|
|
|
|
// State change mechanism. The thing needs to be not dead and to have at least one of the relevant flags
|
|
if (!death && (thing->activationtype & (THINGSPEC_Activate | THINGSPEC_Deactivate | THINGSPEC_Switch)))
|
|
{
|
|
// If a switchable thing does not know whether it should be activated
|
|
// or deactivated, the default is to activate it.
|
|
if ((thing->activationtype & THINGSPEC_Switch)
|
|
&& !(thing->activationtype & (THINGSPEC_Activate | THINGSPEC_Deactivate)))
|
|
{
|
|
thing->activationtype |= THINGSPEC_Activate;
|
|
}
|
|
// Can it be activated?
|
|
if (thing->activationtype & THINGSPEC_Activate)
|
|
{
|
|
thing->activationtype &= ~THINGSPEC_Activate; // Clear flag
|
|
if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching
|
|
thing->activationtype |= THINGSPEC_Deactivate;
|
|
thing->Activate(trigger);
|
|
res = true;
|
|
}
|
|
// If not, can it be deactivated?
|
|
else if (thing->activationtype & THINGSPEC_Deactivate)
|
|
{
|
|
thing->activationtype &= ~THINGSPEC_Deactivate; // Clear flag
|
|
if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching
|
|
thing->activationtype |= THINGSPEC_Activate;
|
|
thing->Deactivate(trigger);
|
|
res = true;
|
|
}
|
|
}
|
|
|
|
// Run the special, if any
|
|
if (thing->special)
|
|
{
|
|
res = !!P_ExecuteSpecial(thing->special, NULL,
|
|
// TriggerActs overrides the level flag, which only concerns thing activated by death
|
|
(((death && level.flags & LEVEL_ACTOWNSPECIAL && !(thing->activationtype & THINGSPEC_TriggerActs))
|
|
|| (thing->activationtype & THINGSPEC_ThingActs)) // Who triggers?
|
|
? thing : trigger),
|
|
false, thing->args[0], thing->args[1], thing->args[2], thing->args[3], thing->args[4]);
|
|
|
|
// Clears the special if it was run on thing's death or if flag is set.
|
|
if (death || (thing->activationtype & THINGSPEC_ClearSpecial && res)) thing->special = 0;
|
|
}
|
|
|
|
// Returns the result
|
|
return res;
|
|
}
|