qzdoom/src/p_map.cpp
Randy Heit 06681ec72d - Version bump to 2.1.4.
- Fixed: Friendlies would not turn to face you when you engaged them in
  conversation, nor would they reliably return to their original facing when
  you stopped talking to them.
- Added deprecation warnings for the DontHurtShooter, ExplosionRadius, and
  ExplosionDamage actor "properties." They were considered deprecated before;
  now this is explicitly stated when they are used. The problem with them is
  that they are not really properties and do not behave like other properties
  and cannot be inherited, because they are really just an alternate way of
  specifying parameters for A_Explode. (Anything that currently prints a
  deprecation warning will be removed completely in 2.2.0, which will be the
  version where custom state labels make their debut.)


SVN r272 (trunk)
2006-07-29 01:26:24 +00:00

4617 lines
124 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Movement, collision handling.
// Shooting and aiming.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <math.h>
#include "templates.h"
#include "vectors.h"
#include "m_alloc.h"
#include "m_bbox.h"
#include "m_random.h"
#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_terrain.h"
#include "p_trace.h"
#include "s_sound.h"
#include "decallib.h"
// State.
#include "doomstat.h"
#include "r_state.h"
#include "gi.h"
#include "a_sharedglobal.h"
#include "a_doomglobal.h"
#include "p_conversation.h"
#define WATER_SINK_FACTOR 3
#define WATER_SINK_SMALL_FACTOR 4
#define WATER_SINK_SPEED (FRACUNIT/2)
#define WATER_JUMP_SPEED (FRACUNIT*7/2)
#define USE_PUZZLE_ITEM_SPECIAL 129
CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
static void CheckForPushSpecial (line_t *line, int side, AActor *mobj);
static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puff,
fixed_t vx, fixed_t vy, fixed_t vz);
fixed_t tmbbox[4];
AActor *tmthing;
static int tmflags;
static fixed_t tmx;
static fixed_t tmy;
static fixed_t tmz; // [RH] Needed for third dimension of teleporters
static fixed_t pe_x; // Pain Elemental position for Lost Soul checks // phares
static fixed_t pe_y; // Pain Elemental position for Lost Soul checks // phares
static fixed_t ls_x; // Lost Soul position for Lost Soul checks // phares
static fixed_t ls_y; // Lost Soul position for Lost Soul checks // phares
static FRandom pr_tracebleed ("TraceBleed");
static FRandom pr_checkthing ("CheckThing");
static FRandom pr_lineattack ("LineAttack");
static FRandom pr_crunch ("DoCrunch");
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
BOOL floatok;
fixed_t tmfloorz;
fixed_t tmceilingz;
fixed_t tmdropoffz;
int tmfloorpic;
sector_t *tmfloorsector;
int tmceilingpic;
sector_t *tmceilingsector;
static fixed_t tmfbbox[4];
static AActor *tmfthing;
fixed_t tmffloorz;
fixed_t tmfceilingz;
fixed_t tmfdropoffz;
fixed_t tmffloorpic;
sector_t *tmffloorsector;
fixed_t tmfceilingpic;
sector_t *tmfceilingsector;
//Added by MC: So bot will know what kind of sector it's entering.
sector_t* tmsector;
// keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls
line_t* ceilingline;
line_t *BlockingLine;
// keep track of special lines as they are hit,
// but don't process them until the move is proven valid
TArray<line_t *> spechit;
AActor *onmobj; // generic global onmobj...used for landing on pods/players
AActor *BlockingMobj;
// Temporary holder for thing_sectorlist threads
msecnode_t* sector_list = NULL; // phares 3/16/98
extern sector_t *openbottomsec;
extern sector_t *opentopsec;
bool DoRipping;
AActor *LastRipped;
//==========================================================================
//
// PIT_FindFloorCeiling
//
//==========================================================================
static BOOL PIT_FindFloorCeiling (line_t *ld)
{
if (tmfbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
|| tmfbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| tmfbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
|| tmfbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
return true;
if (P_BoxOnLineSide (tmfbbox, ld) != -1)
return true;
// A line has been hit
if (!ld->backsector)
{ // One sided line
return true;
}
fixed_t sx, sy;
// set openrange, opentop, openbottom
if (((ld->frontsector->floorplane.a | ld->frontsector->floorplane.b) |
(ld->backsector->floorplane.a | ld->backsector->floorplane.b) |
(ld->frontsector->ceilingplane.a | ld->frontsector->ceilingplane.b) |
(ld->backsector->ceilingplane.a | ld->backsector->ceilingplane.b)) == 0)
{
P_LineOpening (ld, sx=tmx, sy=tmy, tmx, tmy);
}
else
{ // Find the point on the line closest to the actor's center, and use
// that to calculate openings
float dx = (float)ld->dx;
float dy = (float)ld->dy;
fixed_t r = (fixed_t)(((float)(tmx - ld->v1->x) * dx +
(float)(tmy - ld->v1->y) * dy) /
(dx*dx + dy*dy) * 16777216.f);
if (r <= 0)
{
P_LineOpening (ld, sx=ld->v1->x, sy=ld->v1->y, tmx, tmy);
}
else if (r >= (1<<24))
{
P_LineOpening (ld, sx=ld->v2->x, sy=ld->v2->y, tmfthing->x, tmfthing->y);
}
else
{
P_LineOpening (ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
sy=ld->v1->y + MulScale24 (r, ld->dy), tmx, tmy);
}
}
// adjust floor / ceiling heights
if (opentop < tmfceilingz)
{
tmfceilingz = opentop;
BlockingLine = ld;
}
if (openbottom > tmffloorz)
{
tmffloorz = openbottom;
tmffloorsector = openbottomsec;
BlockingLine = ld;
}
if (lowfloor < tmfdropoffz)
tmfdropoffz = lowfloor;
return true;
}
//==========================================================================
//
// P_FindFloorCeiling
//
//==========================================================================
void P_FindFloorCeiling (AActor *actor)
{
int xl,xh,yl,yh,bx,by;
fixed_t x, y;
sector_t *sec;
x = actor->x;
y = actor->y;
tmfbbox[BOXTOP] = y + actor->radius;
tmfbbox[BOXBOTTOM] = y - actor->radius;
tmfbbox[BOXRIGHT] = x + actor->radius;
tmfbbox[BOXLEFT] = x - actor->radius;
sec = R_PointInSubsector (x, y)->sector;
tmffloorz = tmfdropoffz = sec->floorplane.ZatPoint (x, y);
tmfceilingz = sec->ceilingplane.ZatPoint (x, y);
tmffloorpic = sec->floorpic;
tmffloorsector = sec;
tmfceilingpic = sec->ceilingpic;
tmfceilingsector = sec;
tmfthing = actor;
validcount++;
xl = (tmfbbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT;
xh = (tmfbbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT;
yl = (tmfbbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT;
yh = (tmfbbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT;
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
if (!P_BlockLinesIterator (bx, by, PIT_FindFloorCeiling))
return;
}
//
// TELEPORT MOVE
//
//
// PIT_StompThing
//
static BOOL StompAlwaysFrags;
BOOL PIT_StompThing (AActor *thing)
{
fixed_t blockdist;
if (!(thing->flags & MF_SHOOTABLE))
return true;
// don't clip against self
if (thing == tmthing)
return true;
blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
{
// didn't hit it
return true;
}
// [RH] Z-Check
// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
// Otherwise those things would get stuck inside each other.
if ((tmthing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{
if (!(thing->flags3 & tmthing->flags3 & MF3_DONTOVERLAP))
{
if (tmz > thing->z + thing->height)
return true; // overhead
if (tmz+tmthing->height < thing->z)
return true; // underneath
}
}
// monsters don't stomp things except on boss level
// [RH] Some Heretic/Hexen monsters can telestomp
if (StompAlwaysFrags || (tmthing->flags2 & MF2_TELESTOMP))
{
P_DamageMobj (thing, tmthing, tmthing, 1000000, MOD_TELEFRAG);
return true;
}
return false;
}
//
// P_TeleportMove
//
// [RH] Added telefrag parameter: When true, anything in the spawn spot
// will always be telefragged, and the move will be successful.
// Added z parameter. Originally, the thing's z was set *after* the
// move was made, so the height checking I added for 1.13 could
// potentially erroneously indicate the move was okay if the thing
// was being teleported between two non-overlapping height ranges.
BOOL P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, BOOL telefrag)
{
static TArray<AActor *> telebt;
int xl;
int xh;
int yl;
int yh;
int bx;
int by;
subsector_t* newsubsec;
// kill anything occupying the position
tmthing = thing;
tmflags = thing->flags;
tmx = x;
tmy = y;
tmz = z;
tmfbbox[BOXTOP] = tmbbox[BOXTOP] = y + tmthing->radius;
tmfbbox[BOXBOTTOM] = tmbbox[BOXBOTTOM] = y - tmthing->radius;
tmfbbox[BOXRIGHT] = tmbbox[BOXRIGHT] = x + tmthing->radius;
tmfbbox[BOXLEFT] = tmbbox[BOXLEFT] = x - tmthing->radius;
newsubsec = R_PointInSubsector (x,y);
ceilingline = NULL;
// The base floor/ceiling is from the subsector that contains the point.
// Any contacted lines the step closer together will adjust them.
tmffloorz = tmfdropoffz = newsubsec->sector->floorplane.ZatPoint (x, y);
tmfceilingz = newsubsec->sector->ceilingplane.ZatPoint (x, y);
tmffloorpic = newsubsec->sector->floorpic;
tmffloorsector = newsubsec->sector;
tmfceilingpic = newsubsec->sector->ceilingpic;
tmfceilingsector = newsubsec->sector;
tmfthing = tmthing;
validcount++;
spechit.Clear ();
telebt.Clear();
StompAlwaysFrags = tmthing->player || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
// stomp on any things contacted
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
for (bx=xl ; bx<=xh ; bx++)
{
for (by=yl ; by<=yh ; by++)
{
if (!P_BlockLinesIterator(bx,by,PIT_FindFloorCeiling))
{
return false;
}
}
}
fixed_t savefloorz = tmffloorz;
fixed_t saveceilingz = tmfceilingz;
sector_t *savesector = tmffloorsector;
int savepic = tmffloorpic;
sector_t *savecsector = tmffloorsector;
int savecpic = tmffloorpic;
fixed_t savedropoff = tmfdropoffz;
for (bx=xl ; bx<=xh ; bx++)
{
for (by=yl ; by<=yh ; by++)
{
if (!P_BlockThingsIterator(bx,by,PIT_StompThing,telebt))
{
return false;
}
}
}
// the move is ok, so link the thing into its new position
thing->SetOrigin (x, y, z);
thing->floorz = savefloorz;
thing->ceilingz = saveceilingz;
thing->floorsector = savesector;
thing->floorpic = savepic;
thing->ceilingsector = savecsector;
thing->ceilingpic = savecpic;
thing->dropoffz = savedropoff; // killough 11/98
if (thing->flags2 & MF2_FLOORCLIP)
{
thing->AdjustFloorClip ();
}
if (thing == players[consoleplayer].camera)
{
R_ResetViewInterpolation ();
}
thing->PrevX = x;
thing->PrevY = y;
thing->PrevZ = z;
return true;
}
//
// [RH] P_PlayerStartStomp
//
// Like P_TeleportMove, but it doesn't move anything, and only monsters and other
// players get telefragged.
//
BOOL PIT_StompThing2 (AActor *thing)
{
fixed_t blockdist;
if (!(thing->flags & MF_SHOOTABLE))
return true;
// don't clip against self, and don't kill your own voodoo dolls
if (thing == tmthing ||
(thing->player == tmthing->player && thing->player != NULL))
return true;
// only kill monsters and other players
if (thing->player == NULL && !(thing->flags3 & MF3_ISMONSTER))
return true;
blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmthing->x) >= blockdist || abs(thing->y - tmthing->y) >= blockdist)
{
// didn't hit it
return true;
}
if (tmthing->z > thing->z + thing->height)
return true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // underneath
P_DamageMobj (thing, tmthing, tmthing, 1000000, MOD_TELEFRAG);
return true;
}
void P_PlayerStartStomp (AActor *actor)
{
static TArray<AActor *> telebt;
int xl;
int xh;
int yl;
int yh;
int bx;
int by;
tmthing = actor;
tmflags = actor->flags;
tmbbox[BOXTOP] = actor->y + actor->radius;
tmbbox[BOXBOTTOM] = actor->y - actor->radius;
tmbbox[BOXRIGHT] = actor->x + actor->radius;
tmbbox[BOXLEFT] = actor->x - actor->radius;
telebt.Clear();
// stomp on any things contacted
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
for (bx = xl; bx <= xh; bx++)
{
for (by = yl; by <= yh; by++)
{
P_BlockThingsIterator (bx, by, PIT_StompThing2, telebt);
}
}
}
inline fixed_t secfriction (const sector_t *sec)
{
fixed_t friction = Terrains[TerrainTypes[sec->floorpic]].Friction;
return friction != 0 ? friction : sec->friction;
}
inline fixed_t secmovefac (const sector_t *sec)
{
fixed_t movefactor = Terrains[TerrainTypes[sec->floorpic]].MoveFactor;
return movefactor != 0 ? movefactor : sec->movefactor;
}
//
// killough 8/28/98:
//
// P_GetFriction()
//
// Returns the friction associated with a particular mobj.
int P_GetFriction (const AActor *mo, int *frictionfactor)
{
int friction = ORIG_FRICTION;
int movefactor = ORIG_FRICTION_FACTOR;
const msecnode_t *m;
const sector_t *sec;
if (mo->flags2 & MF2_FLY && mo->flags & MF_NOGRAVITY)
{
friction = FRICTION_FLY;
}
else if (!(mo->flags & MF_NOGRAVITY) && mo->waterlevel > 1 ||
(mo->waterlevel == 1 && mo->z > mo->floorz + 6*FRACUNIT))
{
friction = secfriction (mo->Sector);
movefactor = secmovefac (mo->Sector) >> 1;
}
else if (var_friction && !(mo->flags & (MF_NOCLIP|MF_NOGRAVITY)))
{ // When the object is straddling sectors with the same
// floor height that have different frictions, use the lowest
// friction value (muddy has precedence over icy).
for (m = mo->touching_sectorlist; m; m = m->m_tnext)
{
sec = m->m_sector;
if (!(sec->special & FRICTION_MASK) &&
Terrains[TerrainTypes[sec->floorpic]].Friction == 0)
{
continue;
}
if ((secfriction(sec) < friction || friction == ORIG_FRICTION) &&
(mo->z <= sec->floorplane.ZatPoint (mo->x, mo->y) ||
(sec->heightsec && !(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
mo->z <= sec->heightsec->floorplane.ZatPoint (mo->x, mo->y))))
{
friction = secfriction (sec);
movefactor = secmovefac (sec);
}
}
}
if (frictionfactor)
*frictionfactor = movefactor;
return friction;
}
// phares 3/19/98
// P_GetMoveFactor() returns the value by which the x,y
// movements are multiplied to add to player movement.
//
// killough 8/28/98: rewritten
int P_GetMoveFactor (const AActor *mo, int *frictionp)
{
int movefactor, friction;
// If the floor is icy or muddy, it's harder to get moving. This is where
// the different friction factors are applied to 'trying to move'. In
// p_mobj.c, the friction factors are applied as you coast and slow down.
if ((friction = P_GetFriction(mo, &movefactor)) < ORIG_FRICTION)
{
// phares 3/11/98: you start off slowly, then increase as
// you get better footing
int momentum = P_AproxDistance(mo->momx,mo->momy);
if (momentum > MORE_FRICTION_MOMENTUM<<2)
movefactor <<= 3;
else if (momentum > MORE_FRICTION_MOMENTUM<<1)
movefactor <<= 2;
else if (momentum > MORE_FRICTION_MOMENTUM)
movefactor <<= 1;
}
if (frictionp)
*frictionp = friction;
return movefactor;
}
//
// MOVEMENT ITERATOR FUNCTIONS
//
// // phares
// PIT_CrossLine // |
// Checks to see if a PE->LS trajectory line crosses a blocking // V
// line. Returns false if it does.
//
// tmbbox holds the bounding box of the trajectory. If that box
// does not touch the bounding box of the line in question,
// then the trajectory is not blocked. If the PE is on one side
// of the line and the LS is on the other side, then the
// trajectory is blocked.
//
// Currently this assumes an infinite line, which is not quite
// correct. A more correct solution would be to check for an
// intersection of the trajectory and the line, but that takes
// longer and probably really isn't worth the effort.
//
static // killough 3/26/98: make static
BOOL PIT_CrossLine (line_t* ld)
{
if (!(ld->flags & ML_TWOSIDED) ||
(ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_BLOCKEVERYTHING)))
if (!(tmbbox[BOXLEFT] > ld->bbox[BOXRIGHT] ||
tmbbox[BOXRIGHT] < ld->bbox[BOXLEFT] ||
tmbbox[BOXTOP] < ld->bbox[BOXBOTTOM] ||
tmbbox[BOXBOTTOM] > ld->bbox[BOXTOP]))
if (P_PointOnLineSide(pe_x,pe_y,ld) != P_PointOnLineSide(ls_x,ls_y,ld))
return(false); // line blocks trajectory // ^
return(true); // line doesn't block trajectory // |
} // phares
//
// PIT_CheckLine
// Adjusts tmfloorz and tmceilingz as lines are contacted
//
static // killough 3/26/98: make static
BOOL PIT_CheckLine (line_t *ld)
{
bool rail = false;
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
|| tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
|| tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
return true;
if (P_BoxOnLineSide (tmbbox, ld) != -1)
return true;
// A line has been hit
/*
=
= The moving thing's destination position will cross the given line.
= If this should not be allowed, return false.
= If the line is special, keep track of it to process later if the move
= is proven ok. NOTE: specials are NOT sorted by order, so two special lines
= that are only 8 pixels apart could be crossed in either order.
*/
if (!ld->backsector)
{ // One sided line
if (tmthing->flags2 & MF2_BLASTED)
{
P_DamageMobj (tmthing, NULL, NULL, tmthing->Mass >> 5, MOD_HIT);
}
BlockingLine = ld;
CheckForPushSpecial (ld, 0, tmthing);
return false;
}
if (!(tmthing->flags & MF_MISSILE) || (ld->flags & ML_BLOCKEVERYTHING))
{
if (ld->flags & ML_RAILING)
{
rail = true;
}
else if ((ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING)) || // explicitly blocking everything
(!(tmthing->flags3 & MF3_NOBLOCKMONST) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
((ld->flags & ML_BLOCK_FLOATERS) && (tmthing->flags & MF_FLOAT))) // block floaters
{
if (tmthing->flags2 & MF2_BLASTED)
{
P_DamageMobj (tmthing, NULL, NULL, tmthing->Mass >> 5, MOD_HIT);
}
BlockingLine = ld;
CheckForPushSpecial (ld, 0, tmthing);
return false;
}
}
// [RH] Steep sectors count as dropoffs (unless already in one)
if (!(tmthing->flags & MF_DROPOFF) &&
!(tmthing->flags & (MF_NOGRAVITY|MF_NOCLIP)))
{
if (ld->frontsector->floorplane.c < STEEPSLOPE ||
ld->backsector->floorplane.c < STEEPSLOPE)
{
const msecnode_t *node = tmthing->touching_sectorlist;
bool allow = false;
int count = 0;
while (node != NULL)
{
count++;
if (node->m_sector->floorplane.c < STEEPSLOPE)
{
allow = true;
break;
}
node = node->m_tnext;
}
if (!allow)
{
return false;
}
}
}
fixed_t sx, sy;
// set openrange, opentop, openbottom
if (((ld->frontsector->floorplane.a | ld->frontsector->floorplane.b) |
(ld->backsector->floorplane.a | ld->backsector->floorplane.b) |
(ld->frontsector->ceilingplane.a | ld->frontsector->ceilingplane.b) |
(ld->backsector->ceilingplane.a | ld->backsector->ceilingplane.b)) == 0)
{
P_LineOpening (ld, sx=tmx, sy=tmy, tmx, tmy);
}
else
{ // Find the point on the line closest to the actor's center, and use
// that to calculate openings
float dx = (float)ld->dx;
float dy = (float)ld->dy;
fixed_t r = (fixed_t)(((float)(tmx - ld->v1->x) * dx +
(float)(tmy - ld->v1->y) * dy) /
(dx*dx + dy*dy) * 16777216.f);
/* Printf ("%d:%d: %d (%d %d %d %d) (%d %d %d %d)\n", level.time, ld-lines, r,
ld->frontsector->floorplane.a,
ld->frontsector->floorplane.b,
ld->frontsector->floorplane.c,
ld->frontsector->floorplane.ic,
ld->backsector->floorplane.a,
ld->backsector->floorplane.b,
ld->backsector->floorplane.c,
ld->backsector->floorplane.ic);*/
if (r <= 0)
{
P_LineOpening (ld, sx=ld->v1->x, sy=ld->v1->y, tmx, tmy);
}
else if (r >= (1<<24))
{
P_LineOpening (ld, sx=ld->v2->x, sy=ld->v2->y, tmthing->x, tmthing->y);
}
else
{
P_LineOpening (ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
sy=ld->v1->y + MulScale24 (r, ld->dy), tmx, tmy);
}
/* Printf (" %d %d %d\n", sx, sy, openbottom);*/
}
if (rail &&
// Eww! Gross! This check means the rail only exists if you stand on the
// high side of the rail. So if you're walking on the low side of the rail,
// it's possible to get stuck in the rail until you jump out. Unfortunately,
// there is an area on Strife MAP04 that requires this behavior. Still, it's
// better than Strife's handling of rails, which lets you jump into rails
// from either side. How long until somebody reports this as a bug and I'm
// forced to say, "It's not a bug. It's a feature?" Ugh.
(gameinfo.gametype != GAME_Strife ||
level.flags & LEVEL_HEXENFORMAT ||
openbottom == tmthing->Sector->floorplane.ZatPoint (sx, sy)))
{
openbottom += 32*FRACUNIT;
}
// adjust floor / ceiling heights
if (opentop < tmceilingz)
{
tmceilingz = opentop;
tmceilingsector = opentopsec;
tmceilingpic = opentopsec->ceilingpic;
ceilingline = ld;
BlockingLine = ld;
}
if (openbottom > tmfloorz)
{
tmfloorz = openbottom;
tmfloorsector = openbottomsec;
tmfloorpic = openbottomsec->floorpic;
BlockingLine = ld;
}
if (lowfloor < tmdropoffz)
tmdropoffz = lowfloor;
// if contacted a special line, add it to the list
if (ld->special)
{
spechit.Push (ld);
}
return true;
}
//==========================================================================
//
// PIT_CheckThing
//
//==========================================================================
static AActor *stepthing;
BOOL PIT_CheckThing (AActor *thing)
{
fixed_t topz;
fixed_t blockdist;
BOOL solid;
int damage;
// don't clip against self
if (thing == tmthing)
return true;
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE)) )
return true; // can't hit thing
blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
{
// didn't hit thing
return true;
}
BlockingMobj = thing;
topz = thing->z + thing->height;
if (!(i_compatflags & COMPATF_NO_PASSMOBJ) && !(tmthing->flags & (MF_FLOAT|MF_MISSILE|MF_SKULLFLY|MF_NOGRAVITY)) &&
(thing->flags & MF_SOLID) && (thing->flags4 & MF4_ACTLIKEBRIDGE))
{
// [RH] Let monsters walk on actors as well as floors
if ((tmthing->flags3 & MF3_ISMONSTER) &&
topz >= tmfloorz && topz <= tmthing->z + tmthing->MaxStepHeight)
{
// The commented-out if is an attempt to prevent monsters from walking off a
// thing further than they would walk off a ledge. I can't think of an easy
// way to do this, so I restrict them to only walking on bridges instead.
// Uncommenting the if here makes it almost impossible for them to walk on
// anything, bridge or otherwise.
// if (abs(thing->x - tmx) <= thing->radius &&
// abs(thing->y - tmy) <= thing->radius)
{
stepthing = thing;
tmfloorz = topz;
}
}
}
// [RH] If the other thing is a bridge, then treat the moving thing as if it had MF2_PASSMOBJ, so
// you can use a scrolling floor to move scenery items underneath a bridge.
if ((tmthing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{ // check if a mobj passed over/under another object
if (tmthing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
{ // Some things prefer not to overlap each other, if possible
return false;
}
if ((tmthing->z >= topz) || (tmthing->z + tmthing->height <= thing->z))
{
return true;
}
}
// Check for skulls slamming into things
if (tmthing->flags & MF_SKULLFLY)
{
bool res = tmthing->Slam (BlockingMobj);
BlockingMobj = NULL;
return res;
}
// Check for blasted thing running into another
if ((tmthing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE))
{
if (!(thing->flags2 & MF2_BOSS) && (thing->flags3 & MF3_ISMONSTER))
{
thing->momx += tmthing->momx;
thing->momy += tmthing->momy;
if ((thing->momx + thing->momy) > 3*FRACUNIT)
{
damage = (tmthing->Mass / 100) + 1;
P_DamageMobj (thing, tmthing, tmthing, damage, tmthing->DamageType);
P_TraceBleed (damage, thing, tmthing);
damage = (thing->Mass / 100) + 1;
P_DamageMobj (tmthing, thing, thing, damage >> 2, tmthing->DamageType);
P_TraceBleed (damage, tmthing, thing);
}
return false;
}
}
// Check for missile
if (tmthing->flags & MF_MISSILE)
{
// Check for a non-shootable mobj
if (thing->flags2 & MF2_NONSHOOTABLE)
{
return true;
}
// Check for passing through a ghost
if ((thing->flags3 & MF3_GHOST) && (tmthing->flags2 & MF2_THRUGHOST))
{
return true;
}
// Check if it went over / under
if (tmthing->z > thing->z + thing->height)
{ // Over thing
return true;
}
if (tmthing->z+tmthing->height < thing->z)
{ // Under thing
return true;
}
if (tmthing->flags2 & MF2_BOUNCE2)
{
if (tmthing->damage == 0)
{
return (tmthing->target == thing || !(thing->flags & MF_SOLID));
}
}
switch (tmthing->SpecialMissileHit (thing))
{
case 0: return false;
case 1: return true;
default: break;
}
// [RH] Extend DeHacked infighting to allow for monsters
// to never fight each other
// [Graf Zahl] Why do I have the feeling that this didn't really work anymore now
// that ZDoom supports friendly monsters?
if (tmthing->target != NULL)
{
if (thing == tmthing->target)
{ // Don't missile self
return true;
}
// players are never subject to infighting settings and are always allowed
// to harm / be harmed by anything.
if (!thing->player && !tmthing->target->player)
{
if (infighting < 0)
{
// -1: Monsters cannot hurt each other, but make exceptions for
// friendliness and hate status.
if (tmthing->target->flags & MF_SHOOTABLE)
{
if (!(thing->flags3 & MF3_ISMONSTER))
{
return false; // Question: Should monsters be allowed to shoot barrels in this mode?
// The old code does not.
}
// Monsters that are clearly hostile can always hurt each other
if (!thing->IsHostile (tmthing->target))
{
// The same if the shooter hates the target
if (thing->tid == 0 || tmthing->target->TIDtoHate != thing->tid)
{
return false;
}
}
}
}
else if (infighting == 0)
{
// 0: Monsters cannot hurt same species except
// cases where they are clearly supposed to do that
if (thing->IsFriend (tmthing->target))
{
// Friends never harm each other
return false;
}
if (thing->TIDtoHate != 0 && thing->TIDtoHate == tmthing->target->TIDtoHate)
{
// [RH] Don't hurt monsters that hate the same thing as you do
return false;
}
if (thing->GetSpecies() == tmthing->target->GetSpecies())
{
// Don't hurt same species or any relative -
// but only if the target isn't one's hostile.
if (!thing->IsHostile (tmthing->target))
{
// Allow hurting monsters the shooter hates.
if (thing->tid == 0 || tmthing->target->TIDtoHate != thing->tid)
{
return false;
}
}
}
}
// else if (infighting==1) any shot hurts anything - no further tests
}
}
if (!(thing->flags & MF_SHOOTABLE))
{ // Didn't do any damage
return !(thing->flags & MF_SOLID);
}
if ((thing->flags4 & MF4_SPECTRAL) && !(tmthing->flags4 & MF4_SPECTRAL))
{
return true;
}
if (DoRipping)
{
if (LastRipped != thing)
{
LastRipped = thing;
if (!(thing->flags & MF_NOBLOOD) &&
!(thing->flags2 & MF2_REFLECTIVE) &&
!(tmthing->flags3 & MF3_BLOODLESSIMPACT) &&
!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
{ // Ok to spawn blood
P_RipperBlood (tmthing, thing);
}
S_Sound (tmthing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
damage = ((pr_checkthing()&3)+2)*tmthing->damage;
P_DamageMobj (thing, tmthing, tmthing->target, damage, tmthing->DamageType);
if (!(tmthing->flags3 & MF3_BLOODLESSIMPACT))
{
P_TraceBleed (damage, thing, tmthing);
}
if (thing->flags2 & MF2_PUSHABLE
&& !(tmthing->flags2 & MF2_CANNOTPUSH))
{ // Push thing
thing->momx += tmthing->momx>>2;
thing->momy += tmthing->momy>>2;
}
}
spechit.Clear ();
return true;
}
// Do damage
damage = pr_checkthing();
if (tmthing->flags4 & MF4_STRIFEDAMAGE)
{
damage &= 3;
}
else
{
damage &= 7;
}
damage = (damage + 1) * tmthing->damage;
if (damage > 0)
{
P_DamageMobj (thing, tmthing, tmthing->target, damage, tmthing->DamageType);
if ((tmthing->flags5 & MF5_BLOODSPLATTER) &&
!(thing->flags & MF_NOBLOOD) &&
!(thing->flags2 & MF2_REFLECTIVE) &&
!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) &&
!(tmthing->flags3 & MF3_BLOODLESSIMPACT) &&
(pr_checkthing() < 192))
{
P_BloodSplatter (tmthing->x, tmthing->y, tmthing->z, thing);
}
if (!(tmthing->flags3 & MF3_BLOODLESSIMPACT))
{
P_TraceBleed (damage, thing, tmthing);
}
}
else if (damage < 0)
{
P_GiveBody (thing, -damage);
}
return false; // don't traverse any more
}
if (thing->flags2 & MF2_PUSHABLE && !(tmthing->flags2 & MF2_CANNOTPUSH) &&
(tmthing->player == NULL || !(tmthing->player->cheats & CF_PREDICTING)))
{ // Push thing
thing->momx += tmthing->momx >> 2;
thing->momy += tmthing->momy >> 2;
}
solid = (thing->flags & MF_SOLID) &&
!(thing->flags & MF_NOCLIP) &&
(tmthing->flags & MF_SOLID);
// Check for special pickup
if ((thing->flags & MF_SPECIAL) && (tmflags & MF_PICKUP)
// [RH] The next condition is to compensate for the extra height
// that gets added by P_CheckPosition() so that you cannot pick
// up things that are above your true height.
&& thing->z < tmthing->z + tmthing->height - tmthing->MaxStepHeight)
{ // Can be picked up by tmthing
P_TouchSpecialThing (thing, tmthing); // can remove thing
}
// killough 3/16/98: Allow non-solid moving objects to move through solid
// ones, by allowing the moving thing (tmthing) to move if it's non-solid,
// despite another solid thing being in the way.
// killough 4/11/98: Treat no-clipping things as not blocking
return !solid;
// return !(thing->flags & MF_SOLID); // old code -- killough
}
// This routine checks for Lost Souls trying to be spawned // phares
// across 1-sided lines, impassible lines, or "monsters can't // |
// cross" lines. Draw an imaginary line between the PE // V
// and the new Lost Soul spawn spot. If that line crosses
// a 'blocking' line, then disallow the spawn. Only search
// lines in the blocks of the blockmap where the bounding box
// of the trajectory line resides. Then check bounding box
// of the trajectory vs. the bounding box of each blocking
// line to see if the trajectory and the blocking line cross.
// Then check the PE and LS to see if they're on different
// sides of the blocking line. If so, return true, otherwise
// false.
BOOL Check_Sides(AActor* actor, int x, int y)
{
int bx,by,xl,xh,yl,yh;
pe_x = actor->x;
pe_y = actor->y;
ls_x = x;
ls_y = y;
// Here is the bounding box of the trajectory
tmbbox[BOXLEFT] = pe_x < x ? pe_x : x;
tmbbox[BOXRIGHT] = pe_x > x ? pe_x : x;
tmbbox[BOXTOP] = pe_y > y ? pe_y : y;
tmbbox[BOXBOTTOM] = pe_y < y ? pe_y : y;
// Determine which blocks to look in for blocking lines
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
// xl->xh, yl->yh determine the mapblock set to search
validcount++; // prevents checking same line twice
for (bx = xl ; bx <= xh ; bx++)
for (by = yl ; by <= yh ; by++)
if (!P_BlockLinesIterator(bx,by,PIT_CrossLine))
return true; // ^
return(false); // |
} // phares
//---------------------------------------------------------------------------
//
// PIT_CheckOnmobjZ
//
//---------------------------------------------------------------------------
BOOL PIT_CheckOnmobjZ (AActor *thing)
{
if (!(thing->flags & MF_SOLID))
{ // Can't hit thing
return true;
}
if (thing->flags & (MF_SPECIAL|MF_NOCLIP|MF_CORPSE))
{ // [RH] Corpses and specials and noclippers don't block moves
return true;
}
if (!(thing->flags4 & MF4_ACTLIKEBRIDGE) && (tmthing->flags & MF_SPECIAL))
{ // [RH] Only bridges block pickup items
return true;
}
if (thing == tmthing)
{ // Don't clip against self
return true;
}
if (tmthing->z > thing->z+thing->height)
{ // over thing
return true;
}
else if (tmthing->z+tmthing->height <= thing->z)
{ // under thing
return true;
}
fixed_t blockdist = thing->radius+tmthing->radius;
if (abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist)
{ // Didn't hit thing
return true;
}
onmobj = thing;
return false;
}
/*
===============================================================================
MOVEMENT CLIPPING
===============================================================================
*/
//----------------------------------------------------------------------------
//
// FUNC P_TestMobjLocation
//
// Returns true if the mobj is not blocked by anything at its current
// location, otherwise returns false.
//
//----------------------------------------------------------------------------
BOOL P_TestMobjLocation (AActor *mobj)
{
int flags;
flags = mobj->flags;
mobj->flags &= ~MF_PICKUP;
if (P_CheckPosition(mobj, mobj->x, mobj->y))
{ // XY is ok, now check Z
mobj->flags = flags;
fixed_t z = mobj->z;
if (mobj->flags2 & MF2_FLOATBOB)
{
z -= FloatBobOffsets[(mobj->FloatBobPhase + level.maptime - 1) & 63];
}
if ((z < mobj->floorz) || (z + mobj->height > mobj->ceilingz))
{ // Bad Z
return false;
}
return true;
}
mobj->flags = flags;
return false;
}
//
// P_CheckPosition
// This is purely informative, nothing is modified
// (except things picked up and missile damage applied).
//
// in:
// a AActor (can be valid or invalid)
// a position to be checked
// (doesn't need to be related to the AActor->x,y)
//
// during:
// special things are touched if MF_PICKUP
// early out on solid lines?
//
// out:
// newsubsec
// floorz
// ceilingz
// tmdropoffz = the lowest point contacted (monsters won't move to a dropoff)
// speciallines[]
// numspeciallines
// AActor *BlockingMobj = pointer to thing that blocked position (NULL if not
// blocked, or blocked by a line).
BOOL P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
{
static TArray<AActor *> checkpbt;
int xl, xh;
int yl, yh;
int bx, by;
subsector_t *newsubsec;
AActor *thingblocker;
AActor *fakedblocker;
fixed_t realheight = thing->height;
tmthing = thing;
tmflags = thing->flags;
tmx = x;
tmy = y;
tmbbox[BOXTOP] = y + thing->radius;
tmbbox[BOXBOTTOM] = y - thing->radius;
tmbbox[BOXRIGHT] = x + thing->radius;
tmbbox[BOXLEFT] = x - thing->radius;
newsubsec = R_PointInSubsector (x,y);
ceilingline = BlockingLine = NULL;
// The base floor / ceiling is from the subsector that contains the point.
// Any contacted lines the step closer together will adjust them.
tmfloorz = tmdropoffz = newsubsec->sector->floorplane.ZatPoint (x, y);
tmceilingz = newsubsec->sector->ceilingplane.ZatPoint (x, y);
tmfloorpic = newsubsec->sector->floorpic;
tmfloorsector = newsubsec->sector;
tmceilingpic = newsubsec->sector->ceilingpic;
tmceilingsector = newsubsec->sector;
//Added by MC: Fill the tmsector.
tmsector = newsubsec->sector;
validcount++;
spechit.Clear ();
checkpbt.Clear ();
if ((tmflags & MF_NOCLIP) && !(tmflags & MF_SKULLFLY))
return true;
// Check things first, possibly picking things up.
// The bounding box is extended by MAXRADIUS
// because DActors are grouped into mapblocks
// based on their origin point, and can overlap
// into adjacent blocks by up to MAXRADIUS units.
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
BlockingMobj = NULL;
thingblocker = NULL;
fakedblocker = NULL;
if (thing->player)
{ // [RH] Fake taller height to catch stepping up into things.
thing->height = realheight + thing->MaxStepHeight;
}
stepthing = NULL;
for (bx = xl; bx <= xh; bx++)
{
for (by = yl; by <= yh; by++)
{
AActor *robin = NULL;
do
{
if (!P_BlockThingsIterator (bx, by, PIT_CheckThing, checkpbt, robin))
{ // [RH] If a thing can be stepped up on, we need to continue checking
// other things in the blocks and see if we hit something that is
// definitely blocking. Otherwise, we need to check the lines, or we
// could end up stuck inside a wall.
if (BlockingMobj == NULL || (i_compatflags & COMPATF_NO_PASSMOBJ))
{ // Thing slammed into something; don't let it move now.
thing->height = realheight;
return false;
}
else if (!BlockingMobj->player && !(thing->flags & (MF_FLOAT|MF_MISSILE|MF_SKULLFLY)) &&
BlockingMobj->z+BlockingMobj->height-thing->z <= thing->MaxStepHeight)
{
if (thingblocker == NULL ||
BlockingMobj->z > thingblocker->z)
{
thingblocker = BlockingMobj;
}
robin = BlockingMobj;
BlockingMobj = NULL;
}
else if (thing->player &&
thing->z + thing->height - BlockingMobj->z <= thing->MaxStepHeight)
{
if (thingblocker)
{ // There is something to step up on. Return this thing as
// the blocker so that we don't step up.
thing->height = realheight;
return false;
}
// Nothing is blocking us, but this actor potentially could
// if there is something else to step on.
fakedblocker = BlockingMobj;
robin = BlockingMobj;
BlockingMobj = NULL;
}
else
{ // Definitely blocking
thing->height = realheight;
return false;
}
}
else
{
robin = NULL;
}
} while (robin);
}
}
// check lines
// [RH] We need to increment validcount again, because a function above may
// have already set some lines to equal the current validcount.
//
// Specifically, when DehackedPickup spawns a new item in its TryPickup()
// function, that new actor will set the lines around it to match validcount
// when it links itself into the world. If we just leave validcount alone,
// that will give the player the freedom to walk through walls at will near
// a pickup they cannot get, because their validcount will prevent them from
// being considered for collision with the player.
validcount++;
BlockingMobj = NULL;
thing->height = realheight;
if (tmflags & MF_NOCLIP)
return (BlockingMobj = thingblocker) == NULL;
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
fixed_t thingdropoffz = tmfloorz;
//bool onthing = (thingdropoffz != tmdropoffz);
tmfloorz = tmdropoffz;
for (bx=xl ; bx<=xh ; bx++)
for (by=yl ; by<=yh ; by++)
if (!P_BlockLinesIterator (bx,by,PIT_CheckLine))
return false;
if (tmceilingz - tmfloorz < thing->height)
return false;
if (stepthing != NULL)
{
tmdropoffz = thingdropoffz;
}
return (BlockingMobj = thingblocker) == NULL;
}
//=============================================================================
//
// P_CheckOnmobj(AActor *thing)
//
// Checks if the new Z position is legal
//=============================================================================
AActor *P_CheckOnmobj (AActor *thing)
{
fixed_t oldz;
bool good;
oldz = thing->z;
P_FakeZMovement (thing);
good = P_TestMobjZ (thing);
thing->z = oldz;
return good ? NULL : onmobj;
}
//=============================================================================
//
// P_TestMobjZ
//
//=============================================================================
bool P_TestMobjZ (AActor *actor)
{
static TArray<AActor *> mobjzbt;
int xl,xh,yl,yh,bx,by;
fixed_t x, y;
if (actor->flags & MF_NOCLIP)
return true;
tmx = x = actor->x;
tmy = y = actor->y;
tmthing = actor;
tmbbox[BOXTOP] = y + actor->radius;
tmbbox[BOXBOTTOM] = y - actor->radius;
tmbbox[BOXRIGHT] = x + actor->radius;
tmbbox[BOXLEFT] = x - actor->radius;
//
// the bounding box is extended by MAXRADIUS because actors are grouped
// into mapblocks based on their origin point, and can overlap into adjacent
// blocks by up to MAXRADIUS units
//
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
mobjzbt.Clear();
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
if (!P_BlockThingsIterator (bx, by, PIT_CheckOnmobjZ, mobjzbt))
return false;
return true;
}
//=============================================================================
//
// P_FakeZMovement
//
// Fake the zmovement so that we can check if a move is legal
//=============================================================================
void P_FakeZMovement (AActor *mo)
{
//
// adjust height
//
mo->z += mo->momz;
if ((mo->flags&MF_FLOAT) && mo->target)
{ // float down towards target if too close
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
{
fixed_t dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
fixed_t delta = (mo->target->z + (mo->height>>1)) - mo->z;
if (delta < 0 && dist < -(delta*3))
mo->z -= mo->FloatSpeed;
else if (delta > 0 && dist < (delta*3))
mo->z += mo->FloatSpeed;
}
}
if (mo->player && mo->flags&MF_NOGRAVITY && (mo->z > mo->floorz))
{
mo->z += finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8;
}
//
// clip movement
//
if (mo->z <= mo->floorz)
{ // hit the floor
mo->z = mo->floorz;
}
if (mo->z + mo->height > mo->ceilingz)
{ // hit the ceiling
mo->z = mo->ceilingz - mo->height;
}
}
//===========================================================================
//
// CheckForPushSpecial
//
//===========================================================================
static void CheckForPushSpecial (line_t *line, int side, AActor *mobj)
{
if (line->special)
{
if (mobj->flags2 & MF2_PUSHWALL)
{
P_ActivateLine (line, mobj, side, SPAC_PUSH);
}
else if (mobj->flags2 & MF2_IMPACT)
{
P_ActivateLine (line, ((mobj->flags & MF_MISSILE) && (mobj->target != NULL))
? mobj->target : mobj, side, SPAC_IMPACT);
}
}
}
//
// P_TryMove
// Attempt to move to a new position,
// crossing special lines unless MF_TELEPORT is set.
//
BOOL P_TryMove (AActor *thing, fixed_t x, fixed_t y,
BOOL dropoff, // killough 3/15/98: allow dropoff as option
bool onfloor) // [RH] Let P_TryMove keep the thing on the floor
{
fixed_t oldx;
fixed_t oldy;
fixed_t oldz;
int side;
int oldside;
line_t* ld;
sector_t* oldsec = thing->Sector; // [RH] for sector actions
sector_t* newsec;
floatok = false;
oldz = thing->z;
if (onfloor)
{
thing->z = thing->floorsector->floorplane.ZatPoint (x, y);
}
if (!P_CheckPosition (thing, x, y))
{
// Solid wall or thing
if (!BlockingMobj || BlockingMobj->player || !thing->player)
{
goto pushline;
}
else
{
if (BlockingMobj->player || !thing->player)
{
goto pushline;
}
else if (BlockingMobj->z+BlockingMobj->height-thing->z
> thing->MaxStepHeight
|| (BlockingMobj->Sector->ceilingplane.ZatPoint (x, y)
- (BlockingMobj->z+BlockingMobj->height) < thing->height)
|| (tmceilingz-(BlockingMobj->z+BlockingMobj->height)
< thing->height))
{
goto pushline;
}
}
if (!(tmthing->flags2 & MF2_PASSMOBJ) || (i_compatflags & COMPATF_NO_PASSMOBJ))
{
thing->z = oldz;
return false;
}
}
if (onfloor && tmfloorsector == thing->floorsector)
{
thing->z = tmfloorz;
}
if (!(thing->flags & MF_NOCLIP))
{
if (tmceilingz - tmfloorz < thing->height)
{
goto pushline; // doesn't fit
}
floatok = true;
if (!(thing->flags & MF_TELEPORT)
&& tmceilingz - thing->z < thing->height
&& !(thing->flags3 & MF3_CEILINGHUGGER)
&& (!(thing->flags2 & MF2_FLY) || !(thing->flags & MF_NOGRAVITY)))
{
goto pushline; // mobj must lower itself to fit
}
if (thing->flags2 & MF2_FLY && thing->flags & MF_NOGRAVITY)
{
#if 1
if (thing->z+thing->height > tmceilingz)
goto pushline;
#else
// When flying, slide up or down blocking lines until the actor
// is not blocked.
if (thing->z+thing->height > tmceilingz)
{
thing->momz = -8*FRACUNIT;
goto pushline;
}
else if (thing->z < tmfloorz && tmfloorz-tmdropoffz > thing->MaxDropOffHeight)
{
thing->momz = 8*FRACUNIT;
goto pushline;
}
#endif
}
if (!(thing->flags & MF_TELEPORT) && !(thing->flags3 & MF3_FLOORHUGGER))
{
if (tmfloorz-thing->z > thing->MaxStepHeight)
{ // too big a step up
goto pushline;
}
else if ((thing->flags & MF_MISSILE) && tmfloorz > thing->z)
{ // [RH] Don't let normal missiles climb steps
goto pushline;
}
else if (thing->z < tmfloorz)
{ // [RH] Check to make sure there's nothing in the way for the step up
fixed_t savedz = thing->z;
bool good;
thing->z = tmfloorz;
good = P_TestMobjZ (thing);
thing->z = savedz;
if (!good)
{
goto pushline;
}
}
}
// killough 3/15/98: Allow certain objects to drop off
if ((!dropoff && !(thing->flags & (MF_DROPOFF|MF_FLOAT|MF_MISSILE))) || (thing->flags5&MF5_NODROPOFF))
{
fixed_t floorz = tmfloorz;
// [RH] If the thing is standing on something, use its current z as the floorz.
// This is so that it does not walk off of things onto a drop off.
if (thing->flags2 & MF2_ONMOBJ)
{
floorz = MAX(thing->z, tmfloorz);
}
if (!(thing->flags5&MF5_AVOIDINGDROPOFF))
{
if (floorz - tmdropoffz > thing->MaxDropOffHeight &&
!(thing->flags2 & MF2_BLASTED))
{ // Can't move over a dropoff unless it's been blasted
thing->z = oldz;
return false;
}
}
else
{
// special logic to move a monster off a dropoff
if (thing->floorz - floorz > thing->MaxDropOffHeight ||
thing->dropoffz - tmdropoffz > thing->MaxDropOffHeight) return false;
}
}
if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
&& (tmfloorpic != thing->Sector->floorpic
|| tmfloorz - thing->z != 0))
{ // must stay within a sector of a certain floor type
thing->z = oldz;
return false;
}
//Added by MC: To prevent bot from getting into dangerous sectors.
if (thing->player && thing->player->isbot && thing->flags & MF_SHOOTABLE)
{
if (tmsector != thing->Sector
&& bglobal.IsDangerous (tmsector))
{
thing->player->prev = thing->player->dest;
thing->player->dest = NULL;
thing->momx = 0;
thing->momy = 0;
thing->z = oldz;
return false;
}
}
}
// [RH] Check status of eyes against fake floor/ceiling in case
// it slopes or the player's eyes are bobbing in and out.
bool oldAboveFakeFloor, oldAboveFakeCeiling;
fixed_t viewheight;
viewheight = thing->player ? thing->player->viewheight : thing->height / 2;
oldAboveFakeFloor = oldAboveFakeCeiling = false; // pacify GCC
if (oldsec->heightsec)
{
fixed_t eyez = oldz + viewheight;
oldAboveFakeFloor = eyez > oldsec->heightsec->floorplane.ZatPoint (thing->x, thing->y);
oldAboveFakeCeiling = eyez > oldsec->heightsec->ceilingplane.ZatPoint (thing->x, thing->y);
}
// the move is ok, so link the thing into its new position
thing->UnlinkFromWorld ();
oldx = thing->x;
oldy = thing->y;
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
thing->dropoffz = tmdropoffz; // killough 11/98: keep track of dropoffs
thing->floorpic = tmfloorpic;
thing->floorsector = tmfloorsector;
thing->ceilingpic = tmceilingpic;
thing->ceilingsector = tmceilingsector;
thing->x = x;
thing->y = y;
thing->LinkToWorld ();
if (thing->flags2 & MF2_FLOORCLIP)
{
thing->AdjustFloorClip ();
}
// [RH] Don't activate anything if just predicting
if (thing->player && (thing->player->cheats & CF_PREDICTING))
{
return true;
}
// if any special lines were hit, do the effect
if (!(thing->flags & (MF_TELEPORT|MF_NOCLIP)))
{
while (spechit.Pop (ld))
{
// see if the line was crossed
side = P_PointOnLineSide (thing->x, thing->y, ld);
oldside = P_PointOnLineSide (oldx, oldy, ld);
if (side != oldside && ld->special)
{
if (thing->player)
{
P_ActivateLine (ld, thing, oldside, SPAC_CROSS);
}
else if (thing->flags2 & MF2_MCROSS)
{
P_ActivateLine (ld, thing, oldside, SPAC_MCROSS);
}
else if (thing->flags2 & MF2_PCROSS)
{
P_ActivateLine (ld, thing, oldside, SPAC_PCROSS);
}
else if ((ld->special == Teleport ||
ld->special == Teleport_NoFog ||
ld->special == Teleport_Line))
{ // [RH] Just a little hack for BOOM compatibility
P_ActivateLine (ld, thing, oldside, SPAC_MCROSS);
}
else
{
// I don't think allowing non-monsters to activate
// monster-allowed lines will hurt Hexen compatibility.
P_ActivateLine (ld, thing, oldside, SPAC_OTHERCROSS);
}
}
}
}
// [RH] Check for crossing fake floor/ceiling
newsec = thing->Sector;
if (newsec->heightsec && oldsec->heightsec && newsec->SecActTarget)
{
const sector_t *hs = newsec->heightsec;
fixed_t eyez = thing->z + viewheight;
fixed_t fakez = hs->floorplane.ZatPoint (x, y);
if (!oldAboveFakeFloor && eyez > fakez)
{ // View went above fake floor
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesSurface);
}
else if (oldAboveFakeFloor && eyez <= fakez)
{ // View went below fake floor
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesDive);
}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
{
fakez = hs->ceilingplane.ZatPoint (x, y);
if (!oldAboveFakeCeiling && eyez > fakez)
{ // View went above fake ceiling
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesAboveC);
}
else if (oldAboveFakeCeiling && eyez <= fakez)
{ // View went below fake ceiling
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesBelowC);
}
}
}
// [RH] If changing sectors, trigger transitions
if (oldsec != newsec)
{
if (oldsec->SecActTarget)
{
oldsec->SecActTarget->TriggerAction (thing, SECSPAC_Exit);
}
if (newsec->SecActTarget)
{
int act = SECSPAC_Enter;
if (thing->z <= newsec->floorplane.ZatPoint (thing->x, thing->y))
{
act |= SECSPAC_HitFloor;
}
if (thing->z + thing->height >= newsec->ceilingplane.ZatPoint (thing->x, thing->y))
{
act |= SECSPAC_HitCeiling;
}
if (newsec->heightsec &&
thing->z == newsec->heightsec->floorplane.ZatPoint (thing->x, thing->y))
{
act |= SECSPAC_HitFakeFloor;
}
newsec->SecActTarget->TriggerAction (thing, act);
}
}
return true;
pushline:
// [RH] Don't activate anything if just predicting
if (thing->player && (thing->player->cheats & CF_PREDICTING))
{
return false;
}
thing->z = oldz;
if (!(thing->flags&(MF_TELEPORT|MF_NOCLIP)))
{
int numSpecHitTemp;
if (tmthing->flags2 & MF2_BLASTED)
{
P_DamageMobj (tmthing, NULL, NULL, tmthing->Mass >> 5, MOD_HIT);
}
numSpecHitTemp = (int)spechit.Size ();
while (numSpecHitTemp > 0)
{
// see which lines were pushed
ld = spechit[--numSpecHitTemp];
side = P_PointOnLineSide (thing->x, thing->y, ld);
CheckForPushSpecial (ld, side, thing);
}
}
return false;
}
//
// SLIDE MOVE
// Allows the player to slide along any angled walls.
//
fixed_t bestslidefrac;
fixed_t secondslidefrac;
line_t* bestslideline;
line_t* secondslideline;
AActor* slidemo;
fixed_t tmxmove;
fixed_t tmymove;
extern BOOL onground;
//
// P_HitSlideLine
// Adjusts the xmove / ymove
// so that the next move will slide along the wall.
// If the floor is icy, then you can bounce off a wall. // phares
//
void P_HitSlideLine (line_t* ld)
{
int side;
angle_t lineangle;
angle_t moveangle;
angle_t deltaangle;
fixed_t movelen;
BOOL icyfloor; // is floor icy? // phares
// |
// Under icy conditions, if the angle of approach to the wall // V
// is more than 45 degrees, then you'll bounce and lose half
// your momentum. If less than 45 degrees, you'll slide along
// the wall. 45 is arbitrary and is believable.
// Check for the special cases of horz or vert walls.
// killough 10/98: only bounce if hit hard (prevents wobbling)
icyfloor =
(P_AproxDistance(tmxmove, tmymove) > 4*FRACUNIT) &&
var_friction && // killough 8/28/98: calc friction on demand
slidemo->z <= slidemo->floorz &&
P_GetFriction (slidemo, NULL) > ORIG_FRICTION;
if (ld->slopetype == ST_HORIZONTAL)
{
if (icyfloor && (abs(tmymove) > abs(tmxmove)))
{
tmxmove /= 2; // absorb half the momentum
tmymove = -tmymove/2;
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
{
S_Sound (slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!
}
}
else
tmymove = 0; // no more movement in the Y direction
return;
}
if (ld->slopetype == ST_VERTICAL)
{
if (icyfloor && (abs(tmxmove) > abs(tmymove)))
{
tmxmove = -tmxmove/2; // absorb half the momentum
tmymove /= 2;
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
{
S_Sound (slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!// ^
}
} // |
else // phares
tmxmove = 0; // no more movement in the X direction
return;
}
// The wall is angled. Bounce if the angle of approach is // phares
// less than 45 degrees. // phares
side = P_PointOnLineSide (slidemo->x, slidemo->y, ld);
lineangle = R_PointToAngle2 (0,0, ld->dx, ld->dy);
if (side == 1)
lineangle += ANG180;
moveangle = R_PointToAngle2 (0,0, tmxmove, tmymove);
moveangle += 10; // prevents sudden path reversal due to // phares
// rounding error // |
deltaangle = moveangle-lineangle; // V
movelen = P_AproxDistance (tmxmove, tmymove);
if (icyfloor && (deltaangle > ANG45) && (deltaangle < ANG90+ANG45))
{
moveangle = lineangle - deltaangle;
movelen /= 2; // absorb
if (slidemo->player && slidemo->health > 0 && !(slidemo->player->cheats & CF_PREDICTING))
{
S_Sound (slidemo, CHAN_VOICE, "*grunt", 1, ATTN_IDLE); // oooff!
}
moveangle >>= ANGLETOFINESHIFT;
tmxmove = FixedMul (movelen, finecosine[moveangle]);
tmymove = FixedMul (movelen, finesine[moveangle]);
} // ^
else // |
{ // phares
#if 0
fixed_t newlen;
if (deltaangle > ANG180)
deltaangle += ANG180;
// I_Error ("SlideLine: ang>ANG180");
lineangle >>= ANGLETOFINESHIFT;
deltaangle >>= ANGLETOFINESHIFT;
newlen = FixedMul (movelen, finecosine[deltaangle]);
tmxmove = FixedMul (newlen, finecosine[lineangle]);
tmymove = FixedMul (newlen, finesine[lineangle]);
#else
divline_t dll, dlv;
fixed_t inter1, inter2, inter3;
P_MakeDivline (ld, &dll);
dlv.x = slidemo->x;
dlv.y = slidemo->y;
dlv.dx = dll.dy;
dlv.dy = -dll.dx;
inter1 = P_InterceptVector(&dll, &dlv);
dlv.dx = tmxmove;
dlv.dy = tmymove;
inter2 = P_InterceptVector (&dll, &dlv);
inter3 = P_InterceptVector (&dlv, &dll);
if (inter3 != 0)
{
tmxmove = Scale (inter2-inter1, dll.dx, inter3);
tmymove = Scale (inter2-inter1, dll.dy, inter3);
}
else
{
tmxmove = tmymove = 0;
}
#endif
} // phares
}
//
// PTR_SlideTraverse
//
BOOL PTR_SlideTraverse (intercept_t* in)
{
line_t* li;
if (!in->isaline)
I_Error ("PTR_SlideTraverse: not a line?");
li = in->d.line;
if ( !(li->flags & ML_TWOSIDED) )
{
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
{
// don't hit the back side
return true;
}
goto isblocking;
}
if (li->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
{
goto isblocking;
}
// set openrange, opentop, openbottom
P_LineOpening (li, trace.x + FixedMul (trace.dx, in->frac),
trace.y + FixedMul (trace.dy, in->frac));
if (openrange < slidemo->height)
goto isblocking; // doesn't fit
if (opentop - slidemo->z < slidemo->height)
goto isblocking; // mobj is too high
if (openbottom - slidemo->z > slidemo->MaxStepHeight)
{
goto isblocking; // too big a step up
}
else if (slidemo->z < openbottom)
{ // [RH] Check to make sure there's nothing in the way for the step up
fixed_t savedz = slidemo->z;
slidemo->z = openbottom;
bool good = P_TestMobjZ (slidemo);
slidemo->z = savedz;
if (!good)
{
goto isblocking;
}
}
// this line doesn't block movement
return true;
// the line does block movement,
// see if it is closer than best so far
isblocking:
if (in->frac < bestslidefrac)
{
secondslidefrac = bestslidefrac;
secondslideline = bestslideline;
bestslidefrac = in->frac;
bestslideline = li;
}
return false; // stop
}
//
// P_SlideMove
//
// The momx / momy move is bad, so try to slide along a wall.
//
// Find the first line hit, move flush to it, and slide along it
//
// This is a kludgy mess.
//
void P_SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
{
fixed_t leadx, leady;
fixed_t trailx, traily;
fixed_t newx, newy;
fixed_t xmove, ymove;
bool walkplane;
int hitcount;
slidemo = mo;
hitcount = 3;
retry:
if (!--hitcount)
goto stairstep; // don't loop forever
// trace along the three leading corners
if (tryx > 0)
{
leadx = mo->x + mo->radius;
trailx = mo->x - mo->radius;
}
else
{
leadx = mo->x - mo->radius;
trailx = mo->x + mo->radius;
}
if (tryy > 0)
{
leady = mo->y + mo->radius;
traily = mo->y - mo->radius;
}
else
{
leady = mo->y - mo->radius;
traily = mo->y + mo->radius;
}
bestslidefrac = FRACUNIT+1;
P_PathTraverse (leadx, leady, leadx+tryx, leady+tryy, PT_ADDLINES, PTR_SlideTraverse);
P_PathTraverse (trailx, leady, trailx+tryx, leady+tryy, PT_ADDLINES, PTR_SlideTraverse);
P_PathTraverse (leadx, traily, leadx+tryx, traily+tryy, PT_ADDLINES, PTR_SlideTraverse);
// move up to the wall
if (bestslidefrac == FRACUNIT+1)
{
// the move must have hit the middle, so stairstep
stairstep:
// killough 3/15/98: Allow objects to drop off ledges
xmove = 0, ymove = tryy;
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
if (!P_TryMove (mo, mo->x + xmove, mo->y + ymove, true, walkplane))
{
xmove = tryx, ymove = 0;
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
P_TryMove (mo, mo->x + xmove, mo->y + ymove, true, walkplane);
}
return;
}
// fudge a bit to make sure it doesn't hit
bestslidefrac -= FRACUNIT/32;
if (bestslidefrac > 0)
{
newx = FixedMul (tryx, bestslidefrac);
newy = FixedMul (tryy, bestslidefrac);
// killough 3/15/98: Allow objects to drop off ledges
if (!P_TryMove (mo, mo->x+newx, mo->y+newy, true))
goto stairstep;
}
// Now continue along the wall.
bestslidefrac = FRACUNIT - (bestslidefrac + FRACUNIT/32); // remainder
if (bestslidefrac > FRACUNIT)
bestslidefrac = FRACUNIT;
else if (bestslidefrac <= 0)
return;
tryx = tmxmove = FixedMul (tryx, bestslidefrac);
tryy = tmymove = FixedMul (tryy, bestslidefrac);
P_HitSlideLine (bestslideline); // clip the moves
mo->momx = tmxmove * numsteps;
mo->momy = tmymove * numsteps;
// killough 10/98: affect the bobbing the same way (but not voodoo dolls)
if (mo->player && mo->player->mo == mo)
{
if (abs(mo->player->momx) > abs(mo->momx))
mo->player->momx = mo->momx;
if (abs(mo->player->momy) > abs(mo->momy))
mo->player->momy = mo->momy;
}
walkplane = P_CheckSlopeWalk (mo, tmxmove, tmymove);
// killough 3/15/98: Allow objects to drop off ledges
if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove, true, walkplane))
{
goto retry;
}
}
//============================================================================
//
// P_CheckSlopeWalk
//
//============================================================================
bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
{
if (actor->flags & MF_NOGRAVITY)
{
return false;
}
const secplane_t *plane = &actor->floorsector->floorplane;
fixed_t planezhere = plane->ZatPoint (actor->x, actor->y);
if (actor->floorsector != actor->Sector)
{
// this additional check prevents sliding on sloped dropoffs
if (planezhere>actor->floorz+4*FRACUNIT)
return false;
}
if (actor->z - planezhere > FRACUNIT)
{ // not on floor
return false;
}
if ((plane->a | plane->b) != 0)
{
fixed_t destx, desty;
fixed_t t;
destx = actor->x + xmove;
desty = actor->y + ymove;
t = TMulScale16 (plane->a, destx, plane->b, desty, plane->c, actor->z) + plane->d;
if (t < 0)
{ // Desired location is behind (below) the plane
// (i.e. Walking up the plane)
if (plane->c < STEEPSLOPE)
{ // Can't climb up slopes of ~45 degrees or more
if (actor->flags & MF_NOCLIP)
{
return true;
}
else
{
const msecnode_t *node;
bool dopush = true;
if (plane->c > STEEPSLOPE*2/3)
{
for (node = actor->touching_sectorlist; node; node = node->m_tnext)
{
const sector_t *sec = node->m_sector;
if (sec->floorplane.c >= STEEPSLOPE)
{
if (sec->floorplane.ZatPoint (destx, desty) >= actor->z - actor->MaxStepHeight)
{
dopush = false;
break;
}
}
}
}
if (dopush)
{
xmove = actor->momx = plane->a * 2;
ymove = actor->momy = plane->b * 2;
}
return false;
}
}
// Slide the desired location along the plane's normal
// so that it lies on the plane's surface
destx -= FixedMul (plane->a, t);
desty -= FixedMul (plane->b, t);
xmove = destx - actor->x;
ymove = desty - actor->y;
return true;
}
else if (t > 0)
{ // Desired location is in front of (above) the plane
if (planezhere == actor->z)
{ // Actor's current spot is on/in the plane, so walk down it
// Same principle as walking up, except reversed
destx += FixedMul (plane->a, t);
desty += FixedMul (plane->b, t);
xmove = destx - actor->x;
ymove = desty - actor->y;
return true;//(plane->c >= STEEPSLOPE);
}
}
}
return false;
}
//============================================================================
//
// PTR_BounceTraverse
//
//============================================================================
BOOL PTR_BounceTraverse (intercept_t *in)
{
line_t *li;
if (!in->isaline)
I_Error ("PTR_BounceTraverse: not a line?");
li = in->d.line;
if (li->flags & ML_BLOCKEVERYTHING)
{
goto bounceblocking;
}
if (!(li->flags&ML_TWOSIDED))
{
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
return true; // don't hit the back side
goto bounceblocking;
}
P_LineOpening (li, trace.x + FixedMul (trace.dx, in->frac),
trace.y + FixedMul (trace.dy, in->frac)); // set openrange, opentop, openbottom
if (openrange < slidemo->height)
goto bounceblocking; // doesn't fit
if (opentop - slidemo->z < slidemo->height)
goto bounceblocking; // mobj is too high
return true; // this line doesn't block movement
// the line does block movement, see if it is closer than best so far
bounceblocking:
if (in->frac < bestslidefrac)
{
secondslidefrac = bestslidefrac;
secondslideline = bestslideline;
bestslidefrac = in->frac;
bestslideline = li;
}
return false; // stop
}
//============================================================================
//
// P_BounceWall
//
//============================================================================
bool P_BounceWall (AActor *mo)
{
fixed_t leadx, leady;
int side;
angle_t lineangle, moveangle, deltaangle;
fixed_t movelen;
line_t *line;
if (!(mo->flags2 & MF2_BOUNCE2))
{
return false;
}
if (BlockingLine != NULL)
{
line = BlockingLine;
}
else
{
slidemo = mo;
//
// trace along the three leading corners
//
if (mo->momx > 0)
{
leadx = mo->x+mo->radius;
}
else
{
leadx = mo->x-mo->radius;
}
if (mo->momy > 0)
{
leady = mo->y+mo->radius;
}
else
{
leady = mo->y-mo->radius;
}
bestslidefrac = FRACUNIT+1;
if (P_PathTraverse(leadx, leady, leadx+mo->momx, leady+mo->momy,
PT_ADDLINES, PTR_BounceTraverse))
{ // Could not find a wall, so bounce off the floor/ceiling instead.
fixed_t floordist = mo->z - mo->floorz;
fixed_t ceildist = mo->ceilingz - mo->z;
if (floordist <= ceildist)
{
mo->FloorBounceMissile (mo->Sector->floorplane);
return true;
}
else
{
mo->FloorBounceMissile (mo->Sector->ceilingplane);
return true;
}
/*
else
{
return (mo->flags2 & MF2_BOUNCE2) != 0;
}
*/
}
line = bestslideline;
}
if (line->special == Line_Horizon)
{
mo->SeeSound = 0; // it might make a sound otherwise
mo->Destroy();
return true;
}
side = P_PointOnLineSide (mo->x, mo->y, line);
lineangle = R_PointToAngle2 (0, 0, line->dx, line->dy);
if (side == 1)
{
lineangle += ANG180;
}
moveangle = R_PointToAngle2 (0, 0, mo->momx, mo->momy);
deltaangle = (2*lineangle)-moveangle;
mo->angle = deltaangle;
lineangle >>= ANGLETOFINESHIFT;
deltaangle >>= ANGLETOFINESHIFT;
movelen = P_AproxDistance (mo->momx, mo->momy);
movelen = (movelen * 192) >> 8; // friction
fixed_t box[4];
box[BOXTOP] = mo->y + mo->radius;
box[BOXBOTTOM] = mo->y - mo->radius;
box[BOXLEFT] = mo->x - mo->radius;
box[BOXRIGHT] = mo->x + mo->radius;
if (P_BoxOnLineSide (box, line) == -1)
{
mo->SetOrigin (mo->x + FixedMul(mo->radius,
finecosine[deltaangle]), mo->y + FixedMul(mo->radius, finesine[deltaangle]), mo->z);;
}
if (movelen < FRACUNIT)
{
movelen = 2*FRACUNIT;
}
mo->momx = FixedMul(movelen, finecosine[deltaangle]);
mo->momy = FixedMul(movelen, finesine[deltaangle]);
return true;
}
//
// P_LineAttack
//
AActor* linetarget; // who got hit (or NULL)
AActor* shootthing;
// Height if not aiming up or down
// ???: use slope for monsters?
fixed_t shootz;
fixed_t attackrange;
fixed_t aimpitch;
// slopes to top and bottom of target
// killough 4/20/98: make static instead of using ones in p_sight.c
// [RH] made these angles instead of slopes
static fixed_t toppitch;
static fixed_t bottompitch;
//
// PTR_AimTraverse
// Sets linetaget and aimpitch when a target is aimed at.
//
BOOL PTR_AimTraverse (intercept_t* in)
{
line_t* li;
AActor* th;
fixed_t pitch;
fixed_t thingtoppitch;
fixed_t thingbottompitch;
fixed_t dist;
if (in->isaline)
{
li = in->d.line;
if ( !(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING) )
return false; // stop
// Crosses a two sided line.
// A two sided line will restrict the possible target ranges.
P_LineOpening (li, trace.x + FixedMul (trace.dx, in->frac),
trace.y + FixedMul (trace.dy, in->frac));
if (openbottom >= opentop)
return false; // stop
dist = FixedMul (attackrange, in->frac);
pitch = -(int)R_PointToAngle2 (0, shootz, dist, openbottom);
if (pitch < bottompitch)
bottompitch = pitch;
pitch = -(int)R_PointToAngle2 (0, shootz, dist, opentop);
if (pitch > toppitch)
toppitch = pitch;
if (toppitch >= bottompitch)
return false; // stop
return true; // shot continues
}
// shoot a thing
th = in->d.thing;
if (th == shootthing)
return true; // can't shoot self
if (!(th->flags&MF_SHOOTABLE))
return true; // corpse or something
// check for physical attacks on a ghost
if ((th->flags3 & MF3_GHOST) &&
shootthing->player && // [RH] Be sure shootthing is a player
shootthing->player->ReadyWeapon &&
(shootthing->player->ReadyWeapon->flags2 & MF2_THRUGHOST))
{
return true;
}
// check angles to see if the thing can be aimed at
dist = FixedMul (attackrange, in->frac);
thingtoppitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z + th->height);
if (thingtoppitch > bottompitch)
return true; // shot over the thing
thingbottompitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z);
if (thingbottompitch < toppitch)
return true; // shot under the thing
// this thing can be hit!
if (thingtoppitch < toppitch)
thingtoppitch = toppitch;
if (thingbottompitch > bottompitch)
thingbottompitch = bottompitch;
aimpitch = thingtoppitch/2 + thingbottompitch/2;
linetarget = th;
return false; // don't go any farther
}
//
// P_AimLineAttack
//
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, fixed_t vrange)
{
fixed_t x2;
fixed_t y2;
angle >>= ANGLETOFINESHIFT;
shootthing = t1;
x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
// can't shoot outside view angles
if (vrange == 0)
{
if (t1->player == NULL || dmflags & DF_NO_FREELOOK)
{
vrange = ANGLE_1*35;
}
else
{
// 35 degrees is approximately what Doom used. You cannot have a
// vrange of 0 degrees, because then toppitch and bottompitch will
// be equal, and PTR_AimTraverse will never find anything to shoot at
// if it crosses a line.
vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
}
}
toppitch = t1->pitch - vrange;
bottompitch = t1->pitch + vrange;
attackrange = distance;
linetarget = NULL;
P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse);
if (linetarget)
return aimpitch;
return t1->pitch;
}
/*
=================
=
= P_LineAttack
=
= if damage == 0, it is just a test trace that will leave linetarget set
=
=================
*/
static bool CheckForGhost (FTraceResults &res)
{
if (res.HitType != TRACE_HitActor)
{
return false;
}
// check for physical attacks on a ghost
if (res.Actor->flags3 & MF3_GHOST || res.Actor->flags4 & MF4_SPECTRAL)
{
res.HitType = TRACE_HitNone;
return true;
}
return false;
}
static bool CheckForSpectral (FTraceResults &res)
{
if (res.HitType != TRACE_HitActor)
{
return false;
}
// check for physical attacks on spectrals
if (res.Actor->flags4 & MF4_SPECTRAL)
{
res.HitType = TRACE_HitNone;
return true;
}
return false;
}
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
int pitch, int damage, int damageType, const PClass *pufftype)
{
fixed_t vx, vy, vz, shootz;
FTraceResults trace;
angle_t srcangle = angle;
int srcpitch = pitch;
bool hitGhosts;
angle >>= ANGLETOFINESHIFT;
pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
vx = FixedMul (finecosine[pitch], finecosine[angle]);
vy = FixedMul (finecosine[pitch], finesine[angle]);
vz = -finesine[pitch];
shootz = t1->z - t1->floorclip + (t1->height>>1) + 8*FRACUNIT;
attackrange = distance;
aimpitch = pitch;
hitGhosts = (t1->player != NULL &&
t1->player->ReadyWeapon != NULL &&
(t1->player->ReadyWeapon->flags2 & MF2_THRUGHOST));
if (!Trace (t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
MF_SHOOTABLE, ML_BLOCKEVERYTHING, t1, trace,
TRACE_NoSky|TRACE_Impact, hitGhosts ? CheckForGhost : CheckForSpectral))
{ // hit nothing
AActor *puffDefaults = GetDefaultByType (pufftype);
if (puffDefaults->ActiveSound)
{ // Play miss sound
S_SoundID (t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
}
if (puffDefaults->flags3 & MF3_ALWAYSPUFF)
{ // Spawn the puff anyway
P_SpawnPuff (pufftype, trace.X, trace.Y, trace.Z, angle - ANG180, 2);
}
else
{
return;
}
}
else
{
fixed_t hitx = 0, hity = 0, hitz = 0;
AActor *puff = NULL;
if (trace.HitType != TRACE_HitActor)
{
// position a bit closer for puffs
if (trace.HitType != TRACE_HitWall || trace.Line->special != Line_Horizon)
{
fixed_t closer = trace.Distance - 4*FRACUNIT;
puff = P_SpawnPuff (pufftype, t1->x + FixedMul (vx, closer),
t1->y + FixedMul (vy, closer),
shootz + FixedMul (vz, closer), angle - ANG90, 0);
}
// [RH] Spawn a decal
if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon)
{
SpawnShootDecal (t1, trace);
}
else if (puff != NULL &&
trace.CrossedWater == NULL &&
trace.Sector->heightsec == NULL &&
trace.HitType == TRACE_HitFloor)
{
P_HitWater (puff, trace.Sector);
}
}
else
{
bool bloodsplatter = (t1->flags5 & MF5_BLOODSPLATTER) ||
(t1->player != NULL && t1->player->ReadyWeapon != NULL &&
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
bool axeBlood = (t1->player != NULL &&
t1->player->ReadyWeapon != NULL &&
(t1->player->ReadyWeapon->WeaponFlags & WIF_AXEBLOOD));
// Hit a thing, so it could be either a puff or blood
hitx = t1->x + FixedMul (vx, trace.Distance);
hity = t1->y + FixedMul (vy, trace.Distance);
hitz = shootz + FixedMul (vz, trace.Distance);
// Spawn bullet puffs or blood spots, depending on target type.
AActor *puffDefaults = GetDefaultByType (pufftype);
if ((puffDefaults->flags3 & MF3_PUFFONACTORS) ||
(trace.Actor->flags & MF_NOBLOOD) ||
(trace.Actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
{
puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, true);
}
if (!(GetDefaultByType(pufftype)->flags3&MF3_BLOODLESSIMPACT))
{
if (!bloodsplatter && !axeBlood &&
!(trace.Actor->flags & MF_NOBLOOD) &&
!(trace.Actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
{
P_SpawnBlood (hitx, hity, hitz, angle - ANG180, damage, trace.Actor);
}
if (damage)
{
if (bloodsplatter || axeBlood)
{
if (!(trace.Actor->flags&MF_NOBLOOD) &&
!(trace.Actor->flags2&(MF2_INVULNERABLE|MF2_DORMANT)))
{
if (axeBlood)
{
P_BloodSplatter2 (hitx, hity, hitz, trace.Actor);
}
if (pr_lineattack() < 192)
{
P_BloodSplatter (hitx, hity, hitz, trace.Actor);
}
}
}
// [RH] Stick blood to walls
P_TraceBleed (damage, trace.X, trace.Y, trace.Z,
trace.Actor, srcangle, srcpitch);
}
}
if (damage) P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType);
}
if (trace.CrossedWater)
{
bool killPuff = false;
if (puff == NULL)
{ // Spawn puff just to get a mass for the splash
puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, true);
killPuff = true;
}
SpawnDeepSplash (t1, trace, puff, vx, vy, vz);
if (killPuff)
{
puff->Destroy();
}
}
}
}
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, angle_t angle, int pitch)
{
if (!cl_bloodsplats)
return;
const char *bloodType = "BloodSplat";
int count;
int noise;
if ((actor->flags & MF_NOBLOOD) ||
(actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) ||
(actor->player && actor->player->cheats & CF_GODMODE))
{
return;
}
if (damage < 15)
{ // For low damages, there is a chance to not spray blood at all
if (damage <= 10)
{
if (pr_tracebleed() < 160)
{
return;
}
}
count = 1;
noise = 18;
}
else if (damage < 25)
{
count = 2;
noise = 19;
}
else
{ // For high damages, there is a chance to spray just one big glob of blood
if (pr_tracebleed() < 24)
{
bloodType = "BloodSmear";
count = 1;
noise = 20;
}
else
{
count = 3;
noise = 20;
}
}
for (; count; --count)
{
FTraceResults bleedtrace;
angle_t bleedang = (angle + ((pr_tracebleed()-128) << noise)) >> ANGLETOFINESHIFT;
angle_t bleedpitch = (angle_t)(pitch + ((pr_tracebleed()-128) << noise)) >> ANGLETOFINESHIFT;
fixed_t vx = FixedMul (finecosine[bleedpitch], finecosine[bleedang]);
fixed_t vy = FixedMul (finecosine[bleedpitch], finesine[bleedang]);
fixed_t vz = -finesine[bleedpitch];
if (Trace (x, y, z, actor->Sector,
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, actor,
bleedtrace, TRACE_NoSky))
{
if (bleedtrace.HitType == TRACE_HitWall)
{
PalEntry bloodcolor = (PalEntry)actor->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
if (bloodcolor != 0)
{
bloodcolor.r>>=1; // the full color is too bright for blood decals
bloodcolor.g>>=1;
bloodcolor.b>>=1;
bloodcolor.a=1;
}
DImpactDecal::StaticCreate (bloodType,
bleedtrace.X, bleedtrace.Y, bleedtrace.Z,
sides + bleedtrace.Line->sidenum[bleedtrace.Side],
bloodcolor);
}
}
}
}
void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch)
{
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
target, angle, pitch);
}
void P_TraceBleed (int damage, AActor *target, AActor *missile)
{
int pitch;
if (target == NULL || missile->flags3 & MF3_BLOODLESSIMPACT)
{
return;
}
if (missile->momz != 0)
{
double aim;
aim = atan ((double)missile->momz / (double)P_AproxDistance (missile->x - target->x, missile->y - target->y));
pitch = -(int)(aim * ANGLE_180/PI);
}
else
{
pitch = 0;
}
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
target, R_PointToAngle2 (missile->x, missile->y, target->x, target->y),
pitch);
}
void P_TraceBleed (int damage, AActor *target)
{
fixed_t one = pr_tracebleed() << 24;
fixed_t two = (pr_tracebleed()-128) << 16;
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
target, one, two);
}
//
// [RH] Rail gun stuffage
//
struct SRailHit
{
AActor *HitActor;
fixed_t Distance;
};
static TArray<SRailHit> RailHits (16);
static bool ProcessRailHit (FTraceResults &res)
{
if (res.HitType != TRACE_HitActor)
{
return false;
}
// Invulnerable things completely block the shot
if (res.Actor->flags2 & MF2_INVULNERABLE)
{
return false;
}
// Save this thing for damaging later, and continue the trace
SRailHit newhit;
newhit.HitActor = res.Actor;
newhit.Distance = res.Distance - 10*FRACUNIT; // put blood in front
RailHits.Push (newhit);
return true;
}
void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, bool silent)
{
fixed_t vx, vy, vz;
angle_t angle, pitch;
fixed_t x1, y1;
vec3_t start, end;
FTraceResults trace;
pitch = (angle_t)(-source->pitch) >> ANGLETOFINESHIFT;
angle = source->angle >> ANGLETOFINESHIFT;
vx = FixedMul (finecosine[pitch], finecosine[angle]);
vy = FixedMul (finecosine[pitch], finesine[angle]);
vz = finesine[pitch];
x1 = source->x;
y1 = source->y;
shootz = source->z - source->floorclip + (source->height >> 1) + 8*FRACUNIT;
angle = (source->angle - ANG90) >> ANGLETOFINESHIFT;
x1 += offset*finecosine[angle];
y1 += offset*finesine[angle];
RailHits.Clear ();
VectorFixedSet (start, x1, y1, shootz);
Trace (x1, y1, shootz, source->Sector, vx, vy, vz,
8192*FRACUNIT, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
TRACE_PCross|TRACE_Impact, ProcessRailHit);
if (trace.HitType == TRACE_HitWall)
{
SpawnShootDecal (source, trace);
}
if (trace.HitType == TRACE_HitFloor &&
trace.CrossedWater == NULL &&
trace.Sector->heightsec == NULL)
{
fixed_t savex, savey, savez;
fixed_t savefloor, saveceil, savedropoff;
int savefloorpic;
sector_t *savefloorsec;
int saveceilingpic;
sector_t *saveceilingsec;
savex = source->x;
savey = source->y;
savez = source->z;
savefloor = source->floorz;
saveceil = source->ceilingz;
savedropoff = source->dropoffz;
savefloorpic = source->floorpic;
savefloorsec = source->floorsector;
saveceilingpic = source->ceilingpic;
saveceilingsec = source->ceilingsector;
source->SetOrigin (trace.X, trace.Y, trace.Z);
P_HitWater (source, trace.Sector);
source->SetOrigin (savex, savey, savez);
source->floorz = savefloor;
source->ceilingz = saveceil;
source->dropoffz = savedropoff;
source->floorpic = savefloorpic;
source->floorsector = savefloorsec;
source->ceilingpic = saveceilingpic;
source->ceilingsector = saveceilingsec;
}
if (trace.CrossedWater)
{
AActor *puff = Spawn<ABulletPuff> (0, 0, 0, ALLOW_REPLACE);
if (puff != NULL)
{
SpawnDeepSplash (source, trace, puff, vx, vy, vz);
puff->Destroy ();
}
}
// Now hurt anything the trace hit
unsigned int i;
for (i = 0; i < RailHits.Size (); i++)
{
fixed_t x, y, z;
x = x1 + FixedMul (RailHits[i].Distance, vx);
y = y1 + FixedMul (RailHits[i].Distance, vy);
z = shootz + FixedMul (RailHits[i].Distance, vz);
if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
{
P_SpawnPuff (RUNTIME_CLASS(ABulletPuff), x, y, z, source->angle - ANG180, 1, true);
}
else
{
P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
}
P_DamageMobj (RailHits[i].HitActor, source, source, damage, MOD_RAILGUN);
P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, angle, pitch);
}
VectorFixedSet (end, trace.X, trace.Y, trace.Z);
P_DrawRailTrail (source, start, end, color1, color2, maxdiff, silent);
}
//
// [RH] P_AimCamera
//
CVAR (Float, chase_height, -8.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Float, chase_dist, 90.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
fixed_t CameraX, CameraY, CameraZ;
sector_t *CameraSector;
void P_AimCamera (AActor *t1)
{
fixed_t distance = (fixed_t)(chase_dist * FRACUNIT);
angle_t angle = (t1->angle - ANG180) >> ANGLETOFINESHIFT;
angle_t pitch = (angle_t)(t1->pitch) >> ANGLETOFINESHIFT;
FTraceResults trace;
fixed_t vx, vy, vz, sz;
vx = FixedMul (finecosine[pitch], finecosine[angle]);
vy = FixedMul (finecosine[pitch], finesine[angle]);
vz = finesine[pitch];
sz = t1->z - t1->floorclip + t1->height + (fixed_t)(chase_height * FRACUNIT);
if (Trace (t1->x, t1->y, sz, t1->Sector,
vx, vy, vz, distance, 0, 0, NULL, trace) &&
trace.Distance > 10*FRACUNIT)
{
// Position camera slightly in front of hit thing
fixed_t dist = trace.Distance - 5*FRACUNIT;
CameraX = t1->x + FixedMul (vx, dist);
CameraY = t1->y + FixedMul (vy, dist);
CameraZ = sz + FixedMul (vz, dist);
}
else
{
CameraX = trace.X;
CameraY = trace.Y;
CameraZ = trace.Z;
}
CameraSector = trace.Sector;
}
//
// USE LINES
//
AActor *usething;
bool foundline;
BOOL PTR_UseTraverse (intercept_t *in)
{
// [RH] Check for things to talk with or use a puzzle item on
if (!in->isaline)
{
if (usething==in->d.thing) return true;
// Check thing
// Check for puzzle item use
if (in->d.thing->special == USE_PUZZLE_ITEM_SPECIAL)
{
if (LineSpecials[USE_PUZZLE_ITEM_SPECIAL] (NULL, usething, false,
in->d.thing->args[0], in->d.thing->args[1], in->d.thing->args[2],
in->d.thing->args[3], in->d.thing->args[4]))
return false;
}
// Dead things can't talk.
if (in->d.thing->health <= 0)
{
return true;
}
// Fighting things don't talk either.
if (in->d.thing->flags4 & MF4_INCOMBAT)
{
return true;
}
if (in->d.thing->Conversation != NULL)
{
// Give the NPC a chance to play a brief animation
in->d.thing->ConversationAnimation (0);
P_StartConversation (in->d.thing, usething, true, true);
return false;
}
return true;
}
// [RH] The range passed to P_PathTraverse was doubled so that it could
// find things up to 128 units away (for Strife), but it should still reject
// lines further than 64 units away.
if (in->frac > FRACUNIT/2)
{
P_LineOpening (in->d.line, trace.x + FixedMul (trace.dx, in->frac),
trace.y + FixedMul (trace.dy, in->frac));
return openrange>0;
}
if (in->d.line->special == 0 || (GET_SPAC(in->d.line->flags) != SPAC_USETHROUGH &&
GET_SPAC(in->d.line->flags) != SPAC_USE))
{
blocked:
if (in->d.line->flags & ML_BLOCKEVERYTHING)
{
openrange = 0;
}
else
{
P_LineOpening (in->d.line, trace.x + FixedMul (trace.dx, in->frac),
trace.y + FixedMul (trace.dy, in->frac));
}
if (openrange <= 0 ||
(in->d.line->special != 0 && (i_compatflags & COMPATF_USEBLOCKING)))
{
// [RH] Give sector a chance to intercept the use
sector_t * sec;
sec = usething->Sector;
if (sec->SecActTarget && sec->SecActTarget->TriggerAction (usething, SECSPAC_Use))
{
return false;
}
sec = P_PointOnLineSide(usething->x, usething->y, in->d.line) == 0?
in->d.line->frontsector : in->d.line->backsector;
if (sec != NULL && sec->SecActTarget &&
sec->SecActTarget->TriggerAction (usething, SECSPAC_UseWall))
{
return false;
}
if (usething->player)
{
S_Sound (usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
}
return false; // can't use through a wall
}
foundline = true;
return true; // not a special line, but keep checking
}
if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
// [RH] continue traversal for two-sided lines
//return in->d.line->backsector != NULL; // don't use back side
goto blocked; // do a proper check for back sides of triggers
P_ActivateLine (in->d.line, usething, 0, SPAC_USE);
//WAS can't use more than one special line in a row
//jff 3/21/98 NOW multiple use allowed with enabling line flag
//[RH] And now I've changed it again. If the line is of type
// SPAC_USE, then it eats the use. Everything else passes
// it through, including SPAC_USETHROUGH.
if (i_compatflags & COMPATF_USEBLOCKING)
{
return GET_SPAC(in->d.line->flags) == SPAC_USETHROUGH;
}
else
{
return GET_SPAC(in->d.line->flags) != SPAC_USE;
}
}
// Returns false if a "oof" sound should be made because of a blocking
// linedef. Makes 2s middles which are impassable, as well as 2s uppers
// and lowers which block the player, cause the sound effect when the
// player tries to activate them. Specials are excluded, although it is
// assumed that all special linedefs within reach have been considered
// and rejected already (see P_UseLines).
//
// by Lee Killough
//
BOOL PTR_NoWayTraverse (intercept_t *in)
{
line_t *ld = in->d.line;
// [GrafZahl] de-obfuscated. Was I the only one who was unable to makes sense out of
// this convoluted mess?
if (ld->special) return true;
if (ld->flags&(ML_BLOCKING|ML_BLOCKEVERYTHING)) return false;
P_LineOpening(ld, trace.x+FixedMul(trace.dx, in->frac),trace.y+FixedMul(trace.dy, in->frac));
return openrange >0 &&
openbottom <= usething->z + usething->MaxStepHeight &&
opentop >= usething->z + usething->height;
}
/*
================
=
= P_UseLines
=
= Looks for special lines in front of the player to activate
================
*/
void P_UseLines (player_t *player)
{
angle_t angle;
fixed_t x1, y1, x2, y2;
usething = player->mo;
foundline = false;
angle = player->mo->angle >> ANGLETOFINESHIFT;
x1 = player->mo->x;
y1 = player->mo->y;
x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle]*2;
y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle]*2;
// old code:
//
// P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
//
// This added test makes the "oof" sound work on 2s lines -- killough:
if (P_PathTraverse (x1, y1, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_UseTraverse))
{ // [RH] Give sector a chance to eat the use
sector_t *sec = usething->Sector;
int spac = SECSPAC_Use;
if (foundline)
spac |= SECSPAC_UseWall;
if ((!sec->SecActTarget ||
!sec->SecActTarget->TriggerAction (usething, spac)) &&
!P_PathTraverse (x1, y1, x2, y2, PT_ADDLINES, PTR_NoWayTraverse))
{
S_Sound (usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
}
}
}
//==========================================================================
//
// PTR_PuzzleItemTraverse
//
//==========================================================================
static AActor *PuzzleItemUser;
static int PuzzleItemType;
static bool PuzzleActivated;
BOOL PTR_PuzzleItemTraverse (intercept_t *in)
{
AActor *mobj;
if (in->isaline)
{ // Check line
if (in->d.line->special != USE_PUZZLE_ITEM_SPECIAL)
{
P_LineOpening (in->d.line, trace.x + FixedMul (trace.dx, in->frac),
trace.y + FixedMul (trace.dy, in->frac));
if (openrange <= 0)
{
return false; // can't use through a wall
}
return true; // Continue searching
}
if (P_PointOnLineSide (PuzzleItemUser->x, PuzzleItemUser->y,
in->d.line) == 1)
{ // Don't use back sides
return false;
}
if (PuzzleItemType != in->d.line->args[0])
{ // Item type doesn't match
return false;
}
P_StartScript (PuzzleItemUser, in->d.line, in->d.line->args[1], NULL, 0,
in->d.line->args[2], in->d.line->args[3], in->d.line->args[4], true, false);
in->d.line->special = 0;
PuzzleActivated = true;
return false; // Stop searching
}
// Check thing
mobj = in->d.thing;
if (mobj->special != USE_PUZZLE_ITEM_SPECIAL)
{ // Wrong special
return true;
}
if (PuzzleItemType != mobj->args[0])
{ // Item type doesn't match
return true;
}
P_StartScript (PuzzleItemUser, NULL, mobj->args[1], NULL, 0,
mobj->args[2], mobj->args[3], mobj->args[4], true, false);
mobj->special = 0;
PuzzleActivated = true;
return false; // Stop searching
}
//==========================================================================
//
// P_UsePuzzleItem
//
// Returns true if the puzzle item was used on a line or a thing.
//
//==========================================================================
bool P_UsePuzzleItem (AActor *actor, int itemType)
{
int angle;
fixed_t x1, y1, x2, y2;
PuzzleItemType = itemType;
PuzzleItemUser = actor;
PuzzleActivated = false;
angle = actor->angle>>ANGLETOFINESHIFT;
x1 = actor->x;
y1 = actor->y;
x2 = x1+(USERANGE>>FRACBITS)*finecosine[angle];
y2 = y1+(USERANGE>>FRACBITS)*finesine[angle];
P_PathTraverse (x1, y1, x2, y2, PT_ADDLINES|PT_ADDTHINGS,
PTR_PuzzleItemTraverse);
return PuzzleActivated;
}
//
// RADIUS ATTACK
//
AActor* bombsource;
AActor* bombspot;
int bombdamage;
float bombdamagefloat;
int bombdistance;
float bombdistancefloat;
bool DamageSource;
int bombmod;
vec3_t bombvec;
bool bombthrustless;
bool bombdodamage;
//=============================================================================
//
// PIT_RadiusAttack
//
// "bombsource" is the creature that caused the explosion at "bombspot".
// [RH] Now it knows about vertical distances and can thrust things vertically.
//=============================================================================
// [RH] Damage scale to apply to thing that shot the missile.
static float selfthrustscale;
CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
{
if (self <= 0.f)
self = 1.f;
else
selfthrustscale = 1.f / self;
}
BOOL PIT_RadiusAttack (AActor *thing)
{
if (!(thing->flags & MF_SHOOTABLE) )
return true;
// Boss spider and cyborg and Heretic's ep >= 2 bosses
// take no damage from concussion.
if (thing->flags3 & MF3_NORADIUSDMG)
return true;
if (!DamageSource && thing == bombsource)
{ // don't damage the source of the explosion
return true;
}
// a much needed option: monsters that fire explosive projectiles cannot
// be hurt by projectiles fired by a monster of the same type.
// Controlled by the DONTHURTSPECIES flag.
if (bombsource &&
thing->GetClass() == bombsource->GetClass() &&
!thing->player &&
bombsource->flags4 & MF4_DONTHURTSPECIES
) return true;
// Barrels always use the original code, since this makes
// them far too "active." BossBrains also use the old code
// because some user levels require they have a height of 16,
// which can make them near impossible to hit with the new code.
if (!bombdodamage || !((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG))
{
// [RH] New code. The bounding box only covers the
// height of the thing and not the height of the map.
float points;
float len;
fixed_t dx, dy;
float boxradius;
dx = abs (thing->x - bombspot->x);
dy = abs (thing->y - bombspot->y);
boxradius = float (thing->radius);
// The damage pattern is square, not circular.
len = float (dx > dy ? dx : dy);
if (bombspot->z < thing->z || bombspot->z >= thing->z + thing->height)
{
float dz;
if (bombspot->z > thing->z)
{
dz = float (bombspot->z - thing->z - thing->height);
}
else
{
dz = float (thing->z - bombspot->z);
}
if (len <= boxradius)
{
len = dz;
}
else
{
len -= boxradius;
len = sqrtf (len*len + dz*dz);
}
}
else
{
len -= boxradius;
if (len < 0.f)
len = 0.f;
}
len /= FRACUNIT;
points = bombdamagefloat * (1.f - len * bombdistancefloat);
if (thing == bombsource)
{
points = points * splashfactor;
}
points *= thing->GetClass()->Meta.GetMetaFixed(AMETA_RDFactor, FRACUNIT)/(float)FRACUNIT;
if (points > 0.f && P_CheckSight (thing, bombspot, 1))
{ // OK to damage; target is in direct path
float momz;
float thrust;
int damage = (int)points;
if (bombdodamage) P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
else thing->flags2 |= MF2_BLASTED;
if (!(bombspot->flags2 & MF2_NODMGTHRUST) &&
!(thing->flags & MF_ICECORPSE))
{
if (bombdodamage) P_TraceBleed (damage, thing, bombspot);
if (!bombthrustless)
{
thrust = points * 0.5f / (float)thing->Mass;
if (bombsource == thing)
{
thrust *= selfthrustscale;
}
momz = (float)(thing->z + (thing->height>>1) - bombspot->z) * thrust;
if (bombsource != thing)
{
momz *= 0.5f;
}
else
{
momz *= 0.8f;
}
angle_t ang = R_PointToAngle2 (bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT;
thing->momx += fixed_t (finecosine[ang] * thrust);
thing->momy += fixed_t (finesine[ang] * thrust);
thing->momz += (fixed_t)momz;
}
}
}
}
else
{
// [RH] Old code just for barrels
fixed_t dx, dy, dist;
dx = abs (thing->x - bombspot->x);
dy = abs (thing->y - bombspot->y);
dist = dx>dy ? dx : dy;
dist = (dist - thing->radius) >> FRACBITS;
if (dist < 0)
dist = 0;
if (dist >= bombdistance)
return true; // out of range
if (P_CheckSight (thing, bombspot, 1))
{ // OK to damage; target is in direct path
int damage = Scale (bombdamage, bombdistance-dist, bombdistance);
damage = (int)((float)damage * splashfactor);
damage = Scale(damage, thing->GetClass()->Meta.GetMetaFixed(AMETA_RDFactor, FRACUNIT), FRACUNIT);
if (damage > 0)
{
P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
P_TraceBleed (damage, thing, bombspot);
}
}
}
return true;
}
//
// P_RadiusAttack
// Source is the creature that caused the explosion at spot.
//
void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, int damageType,
bool hurtSource, bool thrustless, bool dodamage)
{
static TArray<AActor *> radbt;
int x, y;
int xl, xh, yl, yh;
fixed_t dist;
if (distance <= 0)
return;
dist = (distance + MAXRADIUS)<<FRACBITS;
yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
bombspot = spot;
bombsource = source;
bombdamage = damage;
bombdistance = distance;
bombdistancefloat = 1.f / (float)distance;
bombthrustless = thrustless;
DamageSource = hurtSource;
bombdamagefloat = (float)damage;
bombmod = damageType;
bombdodamage = dodamage;
VectorPosition (spot, bombvec);
radbt.Clear();
for (y = yl; y <= yh; y++)
for (x = xl; x <= xh; x++)
P_BlockThingsIterator (x, y, PIT_RadiusAttack, radbt);
}
//
// SECTOR HEIGHT CHANGING
// After modifying a sector's floor or ceiling height,
// call this routine to adjust the positions
// of all things that touch the sector.
//
// If anything doesn't fit anymore, true will be returned.
//
// [RH] If crushchange is non-negative, they will take the
// specified amount of damage as they are being crushed.
// If crushchange is negative, you should set the sector
// height back the way it was and call P_ChangeSector()
// again to undo the changes.
// Note that this is very different from the original
// true/false usage of crushchange! If you want regular
// DOOM crushing behavior set crushchange to 10 or -1
// if no crushing is desired.
//
static int moveamt;
int crushchange;
static sector_t *movesec;
bool nofit;
TArray<AActor *> intersectors;
EXTERN_CVAR (Int, cl_bloodtype)
//=============================================================================
//
// P_AdjustFloorCeil
//
//=============================================================================
BOOL P_AdjustFloorCeil (AActor *thing)
{
BOOL isgood = P_CheckPosition (thing, thing->x, thing->y);
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
thing->dropoffz = tmdropoffz; // killough 11/98: remember dropoffs
thing->floorpic = tmfloorpic;
thing->floorsector = tmfloorsector;
thing->ceilingpic = tmceilingpic;
thing->ceilingsector = tmceilingsector;
return isgood;
}
//=============================================================================
//
// PIT_FindAboveIntersectors
//
//=============================================================================
BOOL PIT_FindAboveIntersectors (AActor *thing)
{
if (!(thing->flags & MF_SOLID))
{ // Can't hit thing
return true;
}
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
{ // [RH] Corpses and specials don't block moves
return true;
}
if (thing == tmthing)
{ // Don't clip against self
return true;
}
fixed_t blockdist = thing->radius+tmthing->radius;
if (abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist)
{ // Didn't hit thing
return true;
}
if (thing->z >= tmthing->z &&
thing->z <= tmthing->z + tmthing->height)
{ // Thing intersects above the base
intersectors.Push (thing);
}
return true;
}
//=============================================================================
//
// PIT_FindBelowIntersectors
//
//=============================================================================
BOOL PIT_FindBelowIntersectors (AActor *thing)
{
if (!(thing->flags & MF_SOLID))
{ // Can't hit thing
return true;
}
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
{ // [RH] Corpses and specials don't block moves
return true;
}
if (thing == tmthing)
{ // Don't clip against self
return true;
}
fixed_t blockdist = thing->radius+tmthing->radius;
if (abs(thing->x-tmx) >= blockdist || abs(thing->y-tmy) >= blockdist)
{ // Didn't hit thing
return true;
}
if (thing->z + thing->height <= tmthing->z + tmthing->height &&
thing->z + thing->height > tmthing->z)
{ // Thing intersects below the base
intersectors.Push (thing);
}
return true;
}
//=============================================================================
//
// P_FindAboveIntersectors
//
//=============================================================================
void P_FindAboveIntersectors (AActor *actor)
{
static TArray<AActor *> abovebt;
int xl,xh,yl,yh,bx,by;
fixed_t x, y;
if (actor->flags & MF_NOCLIP)
return;
if (!(actor->flags & MF_SOLID))
return;
tmx = x = actor->x;
tmy = y = actor->y;
tmthing = actor;
tmbbox[BOXTOP] = y + actor->radius;
tmbbox[BOXBOTTOM] = y - actor->radius;
tmbbox[BOXRIGHT] = x + actor->radius;
tmbbox[BOXLEFT] = x - actor->radius;
//
// the bounding box is extended by MAXRADIUS because actors are grouped
// into mapblocks based on their origin point, and can overlap into adjacent
// blocks by up to MAXRADIUS units
//
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
abovebt.Clear();
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
if (!P_BlockThingsIterator (bx, by, PIT_FindAboveIntersectors, abovebt))
return;
return;
}
//=============================================================================
//
// P_FindBelowIntersectors
//
//=============================================================================
void P_FindBelowIntersectors (AActor *actor)
{
static TArray<AActor *> belowbt;
int xl,xh,yl,yh,bx,by;
fixed_t x, y;
if (actor->flags & MF_NOCLIP)
return;
if (!(actor->flags & MF_SOLID))
return;
tmx = x = actor->x;
tmy = y = actor->y;
tmthing = actor;
tmbbox[BOXTOP] = y + actor->radius;
tmbbox[BOXBOTTOM] = y - actor->radius;
tmbbox[BOXRIGHT] = x + actor->radius;
tmbbox[BOXLEFT] = x - actor->radius;
//
// the bounding box is extended by MAXRADIUS because actors are grouped
// into mapblocks based on their origin point, and can overlap into adjacent
// blocks by up to MAXRADIUS units
//
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
belowbt.Clear();
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
if (!P_BlockThingsIterator (bx, by, PIT_FindBelowIntersectors, belowbt))
return;
return;
}
//=============================================================================
//
// P_DoCrunch
//
//=============================================================================
void P_DoCrunch (AActor *thing)
{
// crunch bodies to giblets
if ((thing->flags & MF_CORPSE) &&
!(thing->flags3 & MF3_DONTGIB) &&
(thing->health <= 0))
{
if (thing->CrushState && !(thing->flags & MF_ICECORPSE))
{
// Clear MF_CORPSE so that this isn't done more than once
thing->flags &= ~(MF_CORPSE|MF_SOLID);
thing->height = thing->radius = 0;
thing->SetState (thing->CrushState);
return;
}
if (!(thing->flags & MF_NOBLOOD))
{
AActor *gib = Spawn<ARealGibs> (thing->x, thing->y, thing->z, ALLOW_REPLACE);
gib->RenderStyle = thing->RenderStyle;
gib->alpha = thing->alpha;
gib->height = 0;
gib->radius = 0;
S_Sound (thing, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
PalEntry bloodcolor = (PalEntry)thing->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
if (bloodcolor!=0) gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (thing->flags & MF_ICECORPSE)
{
thing->tics = 1;
thing->momx = thing->momy = thing->momz = 0;
}
else if (thing->player)
{
thing->flags |= MF_NOCLIP;
thing->flags3 |= MF3_DONTGIB;
thing->renderflags |= RF_INVISIBLE;
}
else
{
thing->Destroy ();
}
return; // keep checking
}
// crunch dropped items
if (thing->flags & MF_DROPPED)
{
thing->Destroy ();
return; // keep checking
}
if (!(thing->flags & MF_SOLID) || (thing->flags & MF_NOCLIP))
{
return;
}
if (!(thing->flags & MF_SHOOTABLE))
{
return; // assume it is bloody gibs or something
}
nofit = true;
if ((crushchange > 0) && !(level.maptime & 3))
{
P_DamageMobj (thing, NULL, NULL, crushchange, MOD_CRUSH);
// spray blood in a random direction
if ((!(thing->flags&MF_NOBLOOD)) &&
(!(thing->flags2&(MF2_INVULNERABLE|MF2_DORMANT))))
{
PalEntry bloodcolor = (PalEntry)thing->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
P_TraceBleed (crushchange, thing);
if (cl_bloodtype <= 1)
{
AActor *mo;
mo = Spawn<ABlood> (thing->x, thing->y,
thing->z + thing->height/2, ALLOW_REPLACE);
mo->momx = pr_crunch.Random2 () << 12;
mo->momy = pr_crunch.Random2 () << 12;
if (bloodcolor!=0) mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (cl_bloodtype >= 1)
{
angle_t an;
an = (M_Random () - 128) << 24;
P_DrawSplash2 (32, thing->x, thing->y,
thing->z + thing->height/2, an, 2, bloodcolor);
}
}
}
// keep checking (crush other things)
return;
}
//=============================================================================
//
// P_PushUp
//
// Returns 0 if thing fits, 1 if ceiling got in the way, or 2 if something
// above it didn't fit.
//=============================================================================
int P_PushUp (AActor *thing)
{
unsigned int firstintersect = intersectors.Size ();
unsigned int lastintersect;
int mymass = thing->Mass;
if (thing->z + thing->height > thing->ceilingz)
{
return 1;
}
P_FindAboveIntersectors (thing);
lastintersect = intersectors.Size ();
for (; firstintersect < lastintersect; firstintersect++)
{
AActor *intersect = intersectors[firstintersect];
if (!(intersect->flags2 & MF2_PASSMOBJ) ||
(!(intersect->flags3 & MF3_ISMONSTER) &&
intersect->Mass > mymass))
{ // Can't push things more massive than ourself
return 2;
}
fixed_t oldz = intersect->z;
P_AdjustFloorCeil (intersect);
intersect->z = thing->z + thing->height + 1;
if (P_PushUp (intersect))
{ // Move blocked
P_DoCrunch (intersect);
intersect->z = oldz;
return 2;
}
}
return 0;
}
//=============================================================================
//
// P_PushDown
//
// Returns 0 if thing fits, 1 if floor got in the way, or 2 if something
// below it didn't fit.
//=============================================================================
int P_PushDown (AActor *thing)
{
unsigned int firstintersect = intersectors.Size ();
unsigned int lastintersect;
int mymass = thing->Mass;
if (thing->z <= thing->floorz)
{
return 1;
}
P_FindBelowIntersectors (thing);
lastintersect = intersectors.Size ();
for (; firstintersect < lastintersect; firstintersect++)
{
AActor *intersect = intersectors[firstintersect];
if (!(intersect->flags2 & MF2_PASSMOBJ) ||
(!(intersect->flags3 & MF3_ISMONSTER) &&
intersect->Mass > mymass))
{ // Can't push things more massive than ourself
return 2;
}
fixed_t oldz = intersect->z;
P_AdjustFloorCeil (intersect);
if (oldz > thing->z - intersect->height)
{ // Only push things down, not up.
intersect->z = thing->z - intersect->height;
if (P_PushDown (intersect))
{ // Move blocked
P_DoCrunch (intersect);
intersect->z = oldz;
return 2;
}
}
}
return 0;
}
//=============================================================================
//
// PIT_FloorDrop
//
//=============================================================================
void PIT_FloorDrop (AActor *thing)
{
fixed_t oldfloorz = thing->floorz;
P_AdjustFloorCeil (thing);
if (thing->momz == 0 &&
(!(thing->flags & MF_NOGRAVITY) ||
(thing->z == oldfloorz && !(thing->flags & MF_NOLIFTDROP))))
{
fixed_t oldz = thing->z;
// If float bob, always stay the same approximate distance above
// the floor; otherwise only move things standing on the floor,
// and only do it if the drop is slow enough.
if (thing->flags2 & MF2_FLOATBOB)
{
thing->z = thing->z - oldfloorz + thing->floorz;
P_CheckFakeFloorTriggers (thing, oldz);
}
else if ((thing->flags & MF_NOGRAVITY) ||
((!(level.flags & LEVEL_HEXENFORMAT) || moveamt < 9*FRACUNIT)
&& thing->z - thing->floorz <= moveamt))
{
thing->z = thing->floorz;
P_CheckFakeFloorTriggers (thing, oldz);
}
}
}
//=============================================================================
//
// PIT_FloorRaise
//
//=============================================================================
void PIT_FloorRaise (AActor *thing)
{
fixed_t oldfloorz = thing->floorz;
P_AdjustFloorCeil (thing);
// Move things intersecting the floor up
if (thing->z <= thing->floorz ||
(!(thing->flags & MF_NOGRAVITY) && (thing->flags2 & MF2_FLOATBOB)))
{
intersectors.Clear ();
fixed_t oldz = thing->z;
if (!(thing->flags2 & MF2_FLOATBOB))
{
thing->z = thing->floorz;
}
else
{
thing->z = thing->z - oldfloorz + thing->floorz;
}
switch (P_PushUp (thing))
{
default:
P_CheckFakeFloorTriggers (thing, oldz);
break;
case 1:
P_DoCrunch (thing);
P_CheckFakeFloorTriggers (thing, oldz);
break;
case 2:
P_DoCrunch (thing);
thing->z = oldz;
break;
}
}
}
//=============================================================================
//
// PIT_CeilingLower
//
//=============================================================================
void PIT_CeilingLower (AActor *thing)
{
bool onfloor;
onfloor = thing->z <= thing->floorz;
P_AdjustFloorCeil (thing);
if (thing->z + thing->height > thing->ceilingz)
{
intersectors.Clear ();
fixed_t oldz = thing->z;
if (thing->ceilingz - thing->height >= thing->floorz)
{
thing->z = thing->ceilingz - thing->height;
}
else
{
thing->z = thing->floorz;
}
switch (P_PushDown (thing))
{
case 2:
// intentional fall-through
case 1:
if (onfloor)
thing->z = thing->floorz;
P_DoCrunch (thing);
P_CheckFakeFloorTriggers (thing, oldz);
break;
default:
P_CheckFakeFloorTriggers (thing, oldz);
break;
}
}
}
//=============================================================================
//
// PIT_CeilingRaise
//
//=============================================================================
void PIT_CeilingRaise (AActor *thing)
{
BOOL isgood = P_AdjustFloorCeil (thing);
// For DOOM compatibility, only move things that are inside the floor.
// (or something else?) Things marked as hanging from the ceiling will
// stay where they are.
if (thing->z < thing->floorz &&
thing->z + thing->height >= thing->ceilingz - moveamt &&
!(thing->flags & MF_NOLIFTDROP))
{
fixed_t oldz = thing->z;
thing->z = thing->floorz;
if (thing->z + thing->height > thing->ceilingz)
{
thing->z = thing->ceilingz - thing->height;
}
P_CheckFakeFloorTriggers (thing, oldz);
}
else if ((thing->flags & MF2_PASSMOBJ) && !isgood && thing->z + thing->height < thing->ceilingz)
{
if (!P_TestMobjZ (thing) && onmobj->z <= thing->z)
{
thing->z = MIN (thing->ceilingz - thing->height,
onmobj->z + onmobj->height);
}
}
}
//=============================================================================
//
// P_ChangeSector [RH] Was P_CheckSector in BOOM
//
// jff 3/19/98 added to just check monsters on the periphery
// of a moving sector instead of all in bounding box of the
// sector. Both more accurate and faster.
//
//=============================================================================
bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil)
{
void (*iterator)(AActor *);
msecnode_t *n;
nofit = false;
crushchange = crunch;
moveamt = abs (amt);
movesec = sector;
// [RH] Use different functions for the four different types of sector
// movement. Also update the soundorg's z-coordinate for 3D sound.
if (floorOrCeil == 0)
{ // floor
iterator = (amt < 0) ? PIT_FloorDrop : PIT_FloorRaise;
sector->soundorg[2] = sector->floorplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
}
else
{ // ceiling
iterator = (amt < 0) ? PIT_CeilingLower : PIT_CeilingRaise;
sector->soundorg[2] = sector->ceilingplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
}
// killough 4/4/98: scan list front-to-back until empty or exhausted,
// restarting from beginning after each thing is processed. Avoids
// crashes, and is sure to examine all things in the sector, and only
// the things which are in the sector, until a steady-state is reached.
// Things can arbitrarily be inserted and removed and it won't mess up.
//
// killough 4/7/98: simplified to avoid using complicated counter
// Mark all things invalid
for (n = sector->touching_thinglist; n; n = n->m_snext)
n->visited = false;
do
{
for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list
{
if (!n->visited) // unprocessed thing found
{
n->visited = true; // mark thing as processed
if (!(n->m_thing->flags & MF_NOBLOCKMAP)) //jff 4/7/98 don't do these
iterator (n->m_thing); // process it
break; // exit and start over
}
}
} while (n); // repeat from scratch until all things left are marked valid
return nofit;
}
//=============================================================================
// phares 3/21/98
//
// Maintain a freelist of msecnode_t's to reduce memory allocs and frees.
//=============================================================================
msecnode_t *headsecnode = NULL;
//=============================================================================
//
// P_GetSecnode
//
// Retrieve a node from the freelist. The calling routine
// should make sure it sets all fields properly.
//
//=============================================================================
msecnode_t *P_GetSecnode()
{
msecnode_t *node;
if (headsecnode)
{
node = headsecnode;
headsecnode = headsecnode->m_snext;
}
else
{
node = (msecnode_t *)M_Malloc (sizeof(*node));
}
return node;
}
//=============================================================================
//
// P_PutSecnode
//
// Returns a node to the freelist.
//
//=============================================================================
void P_PutSecnode (msecnode_t *node)
{
node->m_snext = headsecnode;
headsecnode = node;
}
//=============================================================================
// phares 3/16/98
//
// P_AddSecnode
//
// Searches the current list to see if this sector is
// already there. If not, it adds a sector node at the head of the list of
// sectors this object appears in. This is called when creating a list of
// nodes that will get linked in later. Returns a pointer to the new node.
//
//=============================================================================
msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode)
{
msecnode_t *node;
if (s == 0)
{
I_FatalError ("AddSecnode of 0 for %s\n", thing->_StaticType.TypeName.GetChars());
}
node = nextnode;
while (node)
{
if (node->m_sector == s) // Already have a node for this sector?
{
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
return nextnode;
}
node = node->m_tnext;
}
// Couldn't find an existing node for this sector. Add one at the head
// of the list.
node = P_GetSecnode();
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
node->visited = 0;
node->m_sector = s; // sector
node->m_thing = thing; // mobj
node->m_tprev = NULL; // prev node on Thing thread
node->m_tnext = nextnode; // next node on Thing thread
if (nextnode)
nextnode->m_tprev = node; // set back link on Thing
// Add new node at head of sector thread starting at s->touching_thinglist
node->m_sprev = NULL; // prev node on sector thread
node->m_snext = s->touching_thinglist; // next node on sector thread
if (s->touching_thinglist)
node->m_snext->m_sprev = node;
s->touching_thinglist = node;
return node;
}
//=============================================================================
//
// P_DelSecnode
//
// Deletes a sector node from the list of
// sectors this object appears in. Returns a pointer to the next node
// on the linked list, or NULL.
//
//=============================================================================
msecnode_t *P_DelSecnode (msecnode_t *node)
{
msecnode_t* tp; // prev node on thing thread
msecnode_t* tn; // next node on thing thread
msecnode_t* sp; // prev node on sector thread
msecnode_t* sn; // next node on sector thread
if (node)
{
// Unlink from the Thing thread. The Thing thread begins at
// sector_list and not from AActor->touching_sectorlist.
tp = node->m_tprev;
tn = node->m_tnext;
if (tp)
tp->m_tnext = tn;
if (tn)
tn->m_tprev = tp;
// Unlink from the sector thread. This thread begins at
// sector_t->touching_thinglist.
sp = node->m_sprev;
sn = node->m_snext;
if (sp)
sp->m_snext = sn;
else
node->m_sector->touching_thinglist = sn;
if (sn)
sn->m_sprev = sp;
// Return this node to the freelist
P_PutSecnode(node);
return tn;
}
return NULL;
} // phares 3/13/98
//=============================================================================
//
// P_DelSector_List
//
// Deletes the sector_list and NULLs it.
//
//=============================================================================
void P_DelSector_List ()
{
if (sector_list != NULL)
{
P_DelSeclist (sector_list);
sector_list = NULL;
}
}
//=============================================================================
//
// P_DelSeclist
//
// Delete an entire sector list
//
//=============================================================================
void P_DelSeclist (msecnode_t *node)
{
while (node)
node = P_DelSecnode (node);
}
//=============================================================================
// phares 3/14/98
//
// PIT_GetSectors
//
// Locates all the sectors the object is in by looking at the lines that
// cross through it. You have already decided that the object is allowed
// at this location, so don't bother with checking impassable or
// blocking lines.
//=============================================================================
BOOL PIT_GetSectors (line_t *ld)
{
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] ||
tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] ||
tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] ||
tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
return true;
if (P_BoxOnLineSide (tmbbox, ld) != -1)
return true;
// This line crosses through the object.
// Collect the sector(s) from the line and add to the
// sector_list you're examining. If the Thing ends up being
// allowed to move to this position, then the sector_list
// will be attached to the Thing's AActor at touching_sectorlist.
sector_list = P_AddSecnode (ld->frontsector,tmthing,sector_list);
// Don't assume all lines are 2-sided, since some Things
// like MT_TFOG are allowed regardless of whether their radius takes
// them beyond an impassable linedef.
// killough 3/27/98, 4/4/98:
// Use sidedefs instead of 2s flag to determine two-sidedness.
if (ld->backsector)
sector_list = P_AddSecnode(ld->backsector, tmthing, sector_list);
return true;
}
//=============================================================================
// phares 3/14/98
//
// P_CreateSecNodeList
//
// Alters/creates the sector_list that shows what sectors the object resides in
//
//=============================================================================
void P_CreateSecNodeList (AActor *thing, fixed_t x, fixed_t y)
{
int xl, xh, yl, yh, bx, by;
msecnode_t *node;
// [RH] Save old tm* values.
AActor *thingsave = tmthing;
int flagssave = tmflags;
fixed_t xsave = tmx;
fixed_t ysave = tmy;
fixed_t bboxsave[4];
memcpy (bboxsave, tmbbox, sizeof(bboxsave));
// First, clear out the existing m_thing fields. As each node is
// added or verified as needed, m_thing will be set properly. When
// finished, delete all nodes where m_thing is still NULL. These
// represent the sectors the Thing has vacated.
node = sector_list;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
tmthing = thing;
tmflags = thing->flags;
tmx = x;
tmy = y;
tmbbox[BOXTOP] = y + tmthing->radius;
tmbbox[BOXBOTTOM] = y - tmthing->radius;
tmbbox[BOXRIGHT] = x + tmthing->radius;
tmbbox[BOXLEFT] = x - tmthing->radius;
validcount++; // used to make sure we only process a line once
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
P_BlockLinesIterator (bx,by,PIT_GetSectors);
// Add the sector of the (x,y) point to sector_list.
sector_list = P_AddSecnode (thing->Sector, thing, sector_list);
// Now delete any nodes that won't be used. These are the ones where
// m_thing is still NULL.
node = sector_list;
while (node)
{
if (node->m_thing == NULL)
{
if (node == sector_list)
sector_list = node->m_tnext;
node = P_DelSecnode (node);
}
else
{
node = node->m_tnext;
}
}
// [RH] Restore old tm* values.
tmthing = thingsave;
tmflags = flagssave;
tmx = xsave;
tmy = ysave;
memcpy (tmbbox, bboxsave, sizeof(bboxsave));
}
void SpawnShootDecal (AActor *t1, const FTraceResults &trace)
{
FDecalBase *decalbase = NULL;
if (t1->player != NULL && t1->player->ReadyWeapon != NULL)
{
decalbase = t1->player->ReadyWeapon->GetDefault()->DecalGenerator;
}
else
{
decalbase = t1->DecalGenerator;
}
if (decalbase != NULL)
{
DImpactDecal::StaticCreate (decalbase->GetDecal (),
trace.X, trace.Y, trace.Z, sides + trace.Line->sidenum[trace.Side]);
}
}
static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puff,
fixed_t vx, fixed_t vy, fixed_t vz)
{
fixed_t num, den, hitdist;
const secplane_t *plane = &trace.CrossedWater->heightsec->floorplane;
den = TMulScale16 (plane->a, vx, plane->b, vy, plane->c, vz);
if (den != 0)
{
num = TMulScale16 (plane->a, t1->x, plane->b, t1->y, plane->c, shootz) + plane->d;
hitdist = FixedDiv (-num, den);
if (hitdist >= 0 && hitdist <= trace.Distance)
{
fixed_t savex, savey, savez;
// Move the puff onto the water surface, splash, then move it back.
if (puff == NULL)
{
puff = t1;
}
savex = puff->x;
savey = puff->y;
savez = puff->z;
puff->SetOrigin (t1->x+FixedMul (vx, hitdist),
t1->y+FixedMul (vy, hitdist),
shootz+FixedMul (vz, hitdist));
P_HitWater (puff, puff->Sector);
puff->SetOrigin (savex, savey, savez);
}
}
}