qzdoom/src/p_map.cpp
Christoph Oelckers bc5d0c882b - Put more floor/ceiling properties in sector_t into a substructure and
added wrapper functions.


SVN r1174 (trunk)
2008-08-16 20:19:35 +00:00

4519 lines
122 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 "m_alloc.h"
#include "m_bbox.h"
#include "m_random.h"
#include "i_system.h"
#include "c_dispatch.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"
#include "r_translate.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)
CVAR (Bool, cl_bloodsplats, true, CVAR_ARCHIVE)
CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
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 shootz);
static FRandom pr_tracebleed ("TraceBleed");
static FRandom pr_checkthing ("CheckThing");
static FRandom pr_lineattack ("LineAttack");
static FRandom pr_crunch ("DoCrunch");
// keep track of special lines as they are hit,
// but don't process them until the move is proven valid
TArray<line_t *> spechit;
// Temporary holder for thing_sectorlist threads
msecnode_t* sector_list = NULL; // phares 3/16/98
//==========================================================================
//
// PIT_FindFloorCeiling
//
//==========================================================================
static bool PIT_FindFloorCeiling (line_t *ld, const FBoundingBox &box, FCheckPosition &tmf)
{
if (box.Right() <= ld->bbox[BOXLEFT]
|| box.Left() >= ld->bbox[BOXRIGHT]
|| box.Top() <= ld->bbox[BOXBOTTOM]
|| box.Bottom() >= ld->bbox[BOXTOP] )
return true;
if (box.BoxOnLineSide (ld) != -1)
return true;
// A line has been hit
if (!ld->backsector)
{ // One sided line
return true;
}
fixed_t sx, sy;
FLineOpening open;
// set openrange, opentop, openbottom
if (((ld->frontsector->floorplane.a | ld->frontsector->floorplane.b) |
(ld->backsector->floorplane.a | ld->backsector->floorplane.b) |
(ld->frontsector->ceilingplane.a | ld->frontsector->ceilingplane.b) |
(ld->backsector->ceilingplane.a | ld->backsector->ceilingplane.b)) == 0)
{
P_LineOpening (open, tmf.thing, ld, sx=tmf.x, sy=tmf.y, tmf.x, tmf.y);
}
else
{ // Find the point on the line closest to the actor's center, and use
// that to calculate openings
float dx = (float)ld->dx;
float dy = (float)ld->dy;
fixed_t r = (fixed_t)(((float)(tmf.x - ld->v1->x) * dx +
(float)(tmf.y - ld->v1->y) * dy) /
(dx*dx + dy*dy) * 16777216.f);
if (r <= 0)
{
P_LineOpening (open, tmf.thing, ld, sx=ld->v1->x, sy=ld->v1->y, tmf.x, tmf.y);
}
else if (r >= (1<<24))
{
P_LineOpening (open, tmf.thing, ld, sx=ld->v2->x, sy=ld->v2->y, tmf.thing->x, tmf.thing->y);
}
else
{
P_LineOpening (open, tmf.thing, ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
sy=ld->v1->y + MulScale24 (r, ld->dy), tmf.x, tmf.y);
}
}
// adjust floor / ceiling heights
if (open.top < tmf.ceilingz)
{
tmf.ceilingz = open.top;
}
if (open.bottom > tmf.floorz)
{
tmf.floorz = open.bottom;
tmf.floorsector = open.bottomsec;
tmf.touchmidtex = open.touchmidtex;
}
else if (open.bottom == tmf.floorz)
{
tmf.touchmidtex |= open.touchmidtex;
}
if (open.lowfloor < tmf.dropoffz)
tmf.dropoffz = open.lowfloor;
return true;
}
//==========================================================================
//
// P_FindFloorCeiling
//
//==========================================================================
void P_FindFloorCeiling (AActor *actor, bool onlymidtex)
{
sector_t *sec;
FCheckPosition tmf;
tmf.x = actor->x;
tmf.y = actor->y;
FBoundingBox box(tmf.x, tmf.y, actor->radius);
sec = P_PointInSector (tmf.x, tmf.y);
tmf.thing = actor;
tmf.floorz = tmf.dropoffz = sec->floorplane.ZatPoint (tmf.x, tmf.y);
tmf.ceilingz = sec->ceilingplane.ZatPoint (tmf.x, tmf.y);
tmf.floorpic = sec->GetTexture(sector_t::floor);
tmf.floorsector = sec;
tmf.ceilingpic = sec->GetTexture(sector_t::ceiling);
tmf.ceilingsector = sec;
tmf.touchmidtex = false;
validcount++;
FBlockLinesIterator it(box);
line_t *ld;
while ((ld = it.Next()))
{
PIT_FindFloorCeiling(ld, box, tmf);
}
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
if (!onlymidtex || (tmf.touchmidtex && (tmf.floorz <= actor->z)))
{
actor->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz;
actor->ceilingz = tmf.ceilingz;
actor->floorpic = tmf.floorpic;
actor->floorsector = tmf.floorsector;
actor->ceilingpic = tmf.ceilingpic;
actor->ceilingsector = tmf.ceilingsector;
}
}
//
// TELEPORT MOVE
//
//
// P_TeleportMove
//
// [RH] Added telefrag parameter: When true, anything in the spawn spot
// will always be telefragged, and the move will be successful.
// Added z parameter. Originally, the thing's z was set *after* the
// move was made, so the height checking I added for 1.13 could
// potentially erroneously indicate the move was okay if the thing
// was being teleported between two non-overlapping height ranges.
bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag)
{
FCheckPosition tmf;
sector_t* newsec;
// kill anything occupying the position
newsec = P_PointInSector (x,y);
// The base floor/ceiling is from the subsector that contains the point.
// Any contacted lines the step closer together will adjust them.
tmf.thing = thing;
tmf.x = x;
tmf.y = y;
tmf.z = z;
tmf.floorz = tmf.dropoffz = newsec->floorplane.ZatPoint (x, y);
tmf.ceilingz = newsec->ceilingplane.ZatPoint (x, y);
tmf.floorpic = newsec->GetTexture(sector_t::floor);
tmf.floorsector = newsec;
tmf.ceilingpic = newsec->GetTexture(sector_t::ceiling);
tmf.ceilingsector = newsec;
spechit.Clear ();
bool StompAlwaysFrags = thing->player || (thing->flags2 & MF2_TELESTOMP) ||
(level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
FBoundingBox box(x, y, thing->radius);
FBlockLinesIterator it(box);
line_t *ld;
while ((ld = it.Next()))
{
PIT_FindFloorCeiling(ld, box, tmf);
}
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
FBlockThingsIterator it2(FBoundingBox(x, y, thing->radius));
AActor *th;
while ((th = it2.Next()))
{
if (!(th->flags & MF_SHOOTABLE))
continue;
// don't clip against self
if (th == thing)
continue;
fixed_t blockdist = th->radius + tmf.thing->radius;
if ( abs(th->x - tmf.x) >= blockdist || abs(th->y - tmf.y) >= blockdist)
continue;
// [RH] Z-Check
// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
// Otherwise those things would get stuck inside each other.
if ((thing->flags2 & MF2_PASSMOBJ || th->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{
if (!(th->flags3 & thing->flags3 & MF3_DONTOVERLAP))
{
if (z > th->z + th->height || // overhead
z+thing->height < th->z) // underneath
continue;
}
}
// monsters don't stomp things except on boss level
// [RH] Some Heretic/Hexen monsters can telestomp
if (StompAlwaysFrags)
{
P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag, DMG_THRUSTLESS);
continue;
}
return false;
}
// the move is ok, so link the thing into its new position
thing->SetOrigin (x, y, z);
thing->floorz = tmf.floorz;
thing->ceilingz = tmf.ceilingz;
thing->floorsector = tmf.floorsector;
thing->floorpic = tmf.floorpic;
thing->ceilingsector = tmf.ceilingsector;
thing->ceilingpic = tmf.ceilingpic;
thing->dropoffz = tmf.dropoffz; // killough 11/98
thing->BlockingLine = NULL;
if (thing->flags2 & MF2_FLOORCLIP)
{
thing->AdjustFloorClip ();
}
if (thing == players[consoleplayer].camera)
{
R_ResetViewInterpolation ();
}
thing->PrevX = x;
thing->PrevY = y;
thing->PrevZ = z;
return true;
}
//
// [RH] P_PlayerStartStomp
//
// Like P_TeleportMove, but it doesn't move anything, and only monsters and other
// players get telefragged.
//
void P_PlayerStartStomp (AActor *actor)
{
AActor *th;
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
while ((th = it.Next()))
{
if (!(th->flags & MF_SHOOTABLE))
continue;
// don't clip against self, and don't kill your own voodoo dolls
if (th == actor || (th->player == actor->player && th->player != NULL))
continue;
if (!th->intersects(actor))
continue;
// only kill monsters and other players
if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER))
continue;
if (actor->z > th->z + th->height)
continue; // overhead
if (actor->z + actor->height < th->z)
continue; // underneath
P_DamageMobj (th, actor, actor, 1000000, NAME_Telefrag);
}
}
inline fixed_t secfriction (const sector_t *sec)
{
fixed_t friction = Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction;
return friction != 0 ? friction : sec->friction;
}
inline fixed_t secmovefac (const sector_t *sec)
{
fixed_t movefactor = Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].MoveFactor;
return movefactor != 0 ? movefactor : sec->movefactor;
}
//
// killough 8/28/98:
//
// P_GetFriction()
//
// Returns the friction associated with a particular mobj.
int P_GetFriction (const AActor *mo, int *frictionfactor)
{
int friction = ORIG_FRICTION;
int movefactor = ORIG_FRICTION_FACTOR;
const msecnode_t *m;
const sector_t *sec;
if (mo->flags2 & MF2_FLY && mo->flags & MF_NOGRAVITY)
{
friction = FRICTION_FLY;
}
else if ((!(mo->flags & MF_NOGRAVITY) && mo->waterlevel > 1) ||
(mo->waterlevel == 1 && mo->z > mo->floorz + 6*FRACUNIT))
{
friction = secfriction (mo->Sector);
movefactor = secmovefac (mo->Sector) >> 1;
}
else if (var_friction && !(mo->flags & (MF_NOCLIP|MF_NOGRAVITY)))
{ // When the object is straddling sectors with the same
// floor height that have different frictions, use the lowest
// friction value (muddy has precedence over icy).
for (m = mo->touching_sectorlist; m; m = m->m_tnext)
{
sec = m->m_sector;
if (!(sec->special & FRICTION_MASK) &&
Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction == 0)
{
continue;
}
if ((secfriction(sec) < friction || friction == ORIG_FRICTION) &&
(mo->z <= sec->floorplane.ZatPoint (mo->x, mo->y) ||
(sec->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
//
//
// PIT_CheckLine
// Adjusts tmfloorz and tmceilingz as lines are contacted
//
static // killough 3/26/98: make static
bool PIT_CheckLine (line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
{
bool rail = false;
if (box.Right() <= ld->bbox[BOXLEFT]
|| box.Left() >= ld->bbox[BOXRIGHT]
|| box.Top() <= ld->bbox[BOXBOTTOM]
|| box.Bottom() >= ld->bbox[BOXTOP] )
return true;
if (box.BoxOnLineSide (ld) != -1)
return true;
// A line has been hit
/*
=
= The moving thing's destination position will cross the given line.
= If this should not be allowed, return false.
= If the line is special, keep track of it to process later if the move
= is proven ok. NOTE: specials are NOT sorted by order, so two special lines
= that are only 8 pixels apart could be crossed in either order.
*/
if (!ld->backsector)
{ // One sided line
if (tm.thing->flags2 & MF2_BLASTED)
{
P_DamageMobj (tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
}
tm.thing->BlockingLine = ld;
CheckForPushSpecial (ld, 0, tm.thing);
return false;
}
if (!(tm.thing->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
(!(tm.thing->flags3 & MF3_NOBLOCKMONST) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
(tm.thing->player != NULL && (ld->flags & ML_BLOCK_PLAYERS)) || // block players
((ld->flags & ML_BLOCK_FLOATERS) && (tm.thing->flags & MF_FLOAT))) // block floaters
{
if (tm.thing->flags2 & MF2_BLASTED)
{
P_DamageMobj (tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
}
tm.thing->BlockingLine = ld;
CheckForPushSpecial (ld, 0, tm.thing);
return false;
}
}
// [RH] Steep sectors count as dropoffs (unless already in one)
if (!(tm.thing->flags & MF_DROPOFF) &&
!(tm.thing->flags & (MF_NOGRAVITY|MF_NOCLIP)))
{
if (ld->frontsector->floorplane.c < STEEPSLOPE ||
ld->backsector->floorplane.c < STEEPSLOPE)
{
const msecnode_t *node = tm.thing->touching_sectorlist;
bool allow = false;
int count = 0;
while (node != NULL)
{
count++;
if (node->m_sector->floorplane.c < STEEPSLOPE)
{
allow = true;
break;
}
node = node->m_tnext;
}
if (!allow)
{
return false;
}
}
}
fixed_t sx=0, sy=0;
FLineOpening open;
// set openrange, opentop, openbottom
if (((ld->frontsector->floorplane.a | ld->frontsector->floorplane.b) |
(ld->backsector->floorplane.a | ld->backsector->floorplane.b) |
(ld->frontsector->ceilingplane.a | ld->frontsector->ceilingplane.b) |
(ld->backsector->ceilingplane.a | ld->backsector->ceilingplane.b)) == 0)
{
P_LineOpening (open, tm.thing, ld, sx=tm.x, sy=tm.y, tm.x, tm.y);
}
else
{ // Find the point on the line closest to the actor's center, and use
// that to calculate openings
float dx = (float)ld->dx;
float dy = (float)ld->dy;
fixed_t r = (fixed_t)(((float)(tm.x - ld->v1->x) * dx +
(float)(tm.y - ld->v1->y) * dy) /
(dx*dx + dy*dy) * 16777216.f);
/* Printf ("%d:%d: %d (%d %d %d %d) (%d %d %d %d)\n", level.time, ld-lines, r,
ld->frontsector->floorplane.a,
ld->frontsector->floorplane.b,
ld->frontsector->floorplane.c,
ld->frontsector->floorplane.ic,
ld->backsector->floorplane.a,
ld->backsector->floorplane.b,
ld->backsector->floorplane.c,
ld->backsector->floorplane.ic);*/
if (r <= 0)
{
P_LineOpening (open, tm.thing, ld, sx=ld->v1->x, sy=ld->v1->y, tm.x, tm.y);
}
else if (r >= (1<<24))
{
P_LineOpening (open, tm.thing, ld, sx=ld->v2->x, sy=ld->v2->y, tm.thing->x, tm.thing->y);
}
else
{
P_LineOpening (open, tm.thing, ld, sx=ld->v1->x + MulScale24 (r, ld->dx),
sy=ld->v1->y + MulScale24 (r, ld->dy), tm.x, tm.y);
}
/* Printf (" %d %d %d\n", sx, sy, openbottom);*/
}
if (rail &&
// Eww! Gross! This check means the rail only exists if you stand on the
// high side of the rail. So if you're walking on the low side of the rail,
// it's possible to get stuck in the rail until you jump out. Unfortunately,
// there is an area on Strife MAP04 that requires this behavior. Still, it's
// better than Strife's handling of rails, which lets you jump into rails
// from either side. How long until somebody reports this as a bug and I'm
// forced to say, "It's not a bug. It's a feature?" Ugh.
(!(level.flags & LEVEL_RAILINGHACK) ||
open.bottom == tm.thing->Sector->floorplane.ZatPoint (sx, sy)))
{
open.bottom += 32*FRACUNIT;
}
// adjust floor / ceiling heights
if (open.top < tm.ceilingz)
{
tm.ceilingz = open.top;
tm.ceilingsector = open.topsec;
tm.ceilingpic = open.ceilingpic;
tm.ceilingline = ld;
tm.thing->BlockingLine = ld;
}
if (open.bottom > tm.floorz)
{
tm.floorz = open.bottom;
tm.floorsector = open.bottomsec;
tm.floorpic = open.floorpic;
tm.touchmidtex = open.touchmidtex;
tm.thing->BlockingLine = ld;
}
else if (open.bottom == tm.floorz)
{
tm.touchmidtex |= open.touchmidtex;
}
if (open.lowfloor < tm.dropoffz)
tm.dropoffz = open.lowfloor;
// if contacted a special line, add it to the list
if (ld->special)
{
spechit.Push (ld);
}
return true;
}
//==========================================================================
//
// PIT_CheckThing
//
//==========================================================================
bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
{
fixed_t topz;
bool solid;
int damage;
// don't clip against self
if (thing == tm.thing)
return true;
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE)) )
return true; // can't hit thing
fixed_t blockdist = thing->radius + tm.thing->radius;
if ( abs(thing->x - tm.x) >= blockdist || abs(thing->y - tm.y) >= blockdist)
return true;
tm.thing->BlockingMobj = thing;
topz = thing->z + thing->height;
if (!(i_compatflags & COMPATF_NO_PASSMOBJ) && !(tm.thing->flags & (MF_FLOAT|MF_MISSILE|MF_SKULLFLY|MF_NOGRAVITY)) &&
(thing->flags & MF_SOLID) && (thing->flags4 & MF4_ACTLIKEBRIDGE))
{
// [RH] Let monsters walk on actors as well as floors
if ((tm.thing->flags3 & MF3_ISMONSTER) &&
topz >= tm.floorz && topz <= tm.thing->z + tm.thing->MaxStepHeight)
{
// The commented-out if is an attempt to prevent monsters from walking off a
// thing further than they would walk off a ledge. I can't think of an easy
// way to do this, so I restrict them to only walking on bridges instead.
// Uncommenting the if here makes it almost impossible for them to walk on
// anything, bridge or otherwise.
// if (abs(thing->x - tmx) <= thing->radius &&
// abs(thing->y - tmy) <= thing->radius)
{
tm.stepthing = thing;
tm.floorz = topz;
}
}
}
// [RH] If the other thing is a bridge, then treat the moving thing as if it had MF2_PASSMOBJ, so
// you can use a scrolling floor to move scenery items underneath a bridge.
if ((tm.thing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{ // check if a mobj passed over/under another object
if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
{ // Some things prefer not to overlap each other, if possible
return false;
}
if ((tm.thing->z >= topz) || (tm.thing->z + tm.thing->height <= thing->z))
{
return true;
}
}
// Check for skulls slamming into things
if (tm.thing->flags & MF_SKULLFLY)
{
bool res = tm.thing->Slam (tm.thing->BlockingMobj);
tm.thing->BlockingMobj = NULL;
return res;
}
// Check for blasted thing running into another
if ((tm.thing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE))
{
if (!(thing->flags2 & MF2_BOSS) && (thing->flags3 & MF3_ISMONSTER))
{
thing->momx += tm.thing->momx;
thing->momy += tm.thing->momy;
if ((thing->momx + thing->momy) > 3*FRACUNIT)
{
damage = (tm.thing->Mass / 100) + 1;
P_DamageMobj (thing, tm.thing, tm.thing, damage, tm.thing->DamageType);
P_TraceBleed (damage, thing, tm.thing);
damage = (thing->Mass / 100) + 1;
P_DamageMobj (tm.thing, thing, thing, damage >> 2, tm.thing->DamageType);
P_TraceBleed (damage, tm.thing, thing);
}
return false;
}
}
// Check for missile
if (tm.thing->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) && (tm.thing->flags2 & MF2_THRUGHOST))
{
return true;
}
// Check if it went over / under
if (tm.thing->z > thing->z + thing->height)
{ // Over thing
return true;
}
if (tm.thing->z+tm.thing->height < thing->z)
{ // Under thing
return true;
}
if (tm.thing->flags2 & MF2_BOUNCE2)
{
if (tm.thing->Damage == 0)
{
return (tm.thing->target == thing || !(thing->flags & MF_SOLID));
}
}
switch (tm.thing->SpecialMissileHit (thing))
{
case 0: return false;
case 1: return true;
default: break;
}
// [RH] Extend DeHacked infighting to allow for monsters
// to never fight each other
// [Graf Zahl] Why do I have the feeling that this didn't really work anymore now
// that ZDoom supports friendly monsters?
if (tm.thing->target != NULL)
{
if (thing == tm.thing->target)
{ // Don't missile self
return true;
}
// players are never subject to infighting settings and are always allowed
// to harm / be harmed by anything.
if (!thing->player && !tm.thing->target->player)
{
int infight;
if (level.flags & LEVEL_TOTALINFIGHTING) infight=1;
else if (level.flags & LEVEL_NOINFIGHTING) infight=-1;
else infight = infighting;
if (infight < 0)
{
// -1: Monsters cannot hurt each other, but make exceptions for
// friendliness and hate status.
if (tm.thing->target->flags & MF_SHOOTABLE)
{
if (!(thing->flags3 & MF3_ISMONSTER))
{
return false; // Question: Should monsters be allowed to shoot barrels in this mode?
// The old code does not.
}
// Monsters that are clearly hostile can always hurt each other
if (!thing->IsHostile (tm.thing->target))
{
// The same if the shooter hates the target
if (thing->tid == 0 || tm.thing->target->TIDtoHate != thing->tid)
{
return false;
}
}
}
}
else if (infight == 0)
{
// 0: Monsters cannot hurt same species except
// cases where they are clearly supposed to do that
if (thing->IsFriend (tm.thing->target))
{
// Friends never harm each other
return false;
}
if (thing->TIDtoHate != 0 && thing->TIDtoHate == tm.thing->target->TIDtoHate)
{
// [RH] Don't hurt monsters that hate the same thing as you do
return false;
}
if (thing->GetSpecies() == tm.thing->target->GetSpecies())
{
// Don't hurt same species or any relative -
// but only if the target isn't one's hostile.
if (!thing->IsHostile (tm.thing->target))
{
// Allow hurting monsters the shooter hates.
if (thing->tid == 0 || tm.thing->target->TIDtoHate != thing->tid)
{
return false;
}
}
}
}
// else if (infight==1) any shot hurts anything - no further tests
}
}
if (!(thing->flags & MF_SHOOTABLE))
{ // Didn't do any damage
return !(thing->flags & MF_SOLID);
}
if ((thing->flags4 & MF4_SPECTRAL) && !(tm.thing->flags4 & MF4_SPECTRAL))
{
return true;
}
if (tm.DoRipping && !(thing->flags5 & MF5_DONTRIP))
{
if (tm.LastRipped != thing)
{
tm.LastRipped = thing;
if (!(thing->flags & MF_NOBLOOD) &&
!(thing->flags2 & MF2_REFLECTIVE) &&
!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
{ // Ok to spawn blood
P_RipperBlood (tm.thing, thing);
}
S_Sound (tm.thing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
damage = tm.thing->GetMissileDamage (3, 2);
P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
{
P_TraceBleed (damage, thing, tm.thing);
}
if (thing->flags2 & MF2_PUSHABLE
&& !(tm.thing->flags2 & MF2_CANNOTPUSH))
{ // Push thing
thing->momx += tm.thing->momx>>2;
thing->momy += tm.thing->momy>>2;
}
}
spechit.Clear ();
return true;
}
// Do damage
damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
if (damage > 0)
{
P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
if ((tm.thing->flags5 & MF5_BLOODSPLATTER) &&
!(thing->flags & MF_NOBLOOD) &&
!(thing->flags2 & MF2_REFLECTIVE) &&
!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) &&
!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
(pr_checkthing() < 192))
{
P_BloodSplatter (tm.thing->x, tm.thing->y, tm.thing->z, thing);
}
if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
{
P_TraceBleed (damage, thing, tm.thing);
}
}
else if (damage < 0)
{
P_GiveBody (thing, -damage);
}
return false; // don't traverse any more
}
if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH) &&
(tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)))
{ // Push thing
thing->momx += tm.thing->momx >> 2;
thing->momy += tm.thing->momy >> 2;
}
solid = (thing->flags & MF_SOLID) &&
!(thing->flags & MF_NOCLIP) &&
(tm.thing->flags & MF_SOLID);
// Check for special pickup
if ((thing->flags & MF_SPECIAL) && (tm.thing->flags & MF_PICKUP)
// [RH] The next condition is to compensate for the extra height
// that gets added by P_CheckPosition() so that you cannot pick
// up things that are above your true height.
&& thing->z < tm.thing->z + tm.thing->height - tm.thing->MaxStepHeight)
{ // Can be picked up by tmthing
P_TouchSpecialThing (thing, tm.thing); // can remove thing
}
// killough 3/16/98: Allow non-solid moving objects to move through solid
// ones, by allowing the moving thing (tmthing) to move if it's non-solid,
// despite another solid thing being in the way.
// killough 4/11/98: Treat no-clipping things as not blocking
return !solid;
// return !(thing->flags & MF_SOLID); // old code -- killough
}
/*
===============================================================================
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, FCheckPosition &tm)
{
sector_t *newsec;
AActor *thingblocker;
AActor *fakedblocker;
fixed_t realheight = thing->height;
tm.thing = thing;
tm.x = x;
tm.y = y;
newsec = P_PointInSector (x,y);
tm.ceilingline = thing->BlockingLine = NULL;
// The base floor / ceiling is from the subsector that contains the point.
// Any contacted lines the step closer together will adjust them.
tm.floorz = tm.dropoffz = newsec->floorplane.ZatPoint (x, y);
tm.ceilingz = newsec->ceilingplane.ZatPoint (x, y);
tm.floorpic = newsec->GetTexture(sector_t::floor);
tm.floorsector = newsec;
tm.ceilingpic = newsec->GetTexture(sector_t::ceiling);
tm.ceilingsector = newsec;
tm.touchmidtex = false;
//Added by MC: Fill the tmsector.
tm.sector = newsec;
validcount++;
spechit.Clear ();
if ((thing->flags & MF_NOCLIP) && !(thing->flags & 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.
thing->BlockingMobj = NULL;
thingblocker = NULL;
fakedblocker = NULL;
if (thing->player)
{ // [RH] Fake taller height to catch stepping up into things.
thing->height = realheight + thing->MaxStepHeight;
}
tm.stepthing = NULL;
FBoundingBox box(x, y, thing->radius);
{
FBlockThingsIterator it2(box);
AActor *th;
while ((th = it2.Next()))
{
if (!PIT_CheckThing(th, tm))
{ // [RH] If a thing can be stepped up on, we need to continue checking
// other things in the blocks and see if we hit something that is
// definitely blocking. Otherwise, we need to check the lines, or we
// could end up stuck inside a wall.
AActor *BlockingMobj = thing->BlockingMobj;
if (BlockingMobj == NULL || (i_compatflags & COMPATF_NO_PASSMOBJ))
{ // Thing slammed into something; don't let it move now.
thing->height = realheight;
return false;
}
else if (!BlockingMobj->player && !(thing->flags & (MF_FLOAT|MF_MISSILE|MF_SKULLFLY)) &&
BlockingMobj->z+BlockingMobj->height-thing->z <= thing->MaxStepHeight)
{
if (thingblocker == NULL ||
BlockingMobj->z > thingblocker->z)
{
thingblocker = BlockingMobj;
}
thing->BlockingMobj = NULL;
}
else if (thing->player &&
thing->z + thing->height - BlockingMobj->z <= thing->MaxStepHeight)
{
if (thingblocker)
{ // There is something to step up on. Return this thing as
// the blocker so that we don't step up.
thing->height = realheight;
return false;
}
// Nothing is blocking us, but this actor potentially could
// if there is something else to step on.
fakedblocker = BlockingMobj;
thing->BlockingMobj = NULL;
}
else
{ // Definitely blocking
thing->height = realheight;
return false;
}
}
}
}
// check lines
// [RH] We need to increment validcount again, because a function above may
// have already set some lines to equal the current validcount.
//
// Specifically, when DehackedPickup spawns a new item in its TryPickup()
// function, that new actor will set the lines around it to match validcount
// when it links itself into the world. If we just leave validcount alone,
// that will give the player the freedom to walk through walls at will near
// a pickup they cannot get, because their validcount will prevent them from
// being considered for collision with the player.
validcount++;
thing->BlockingMobj = NULL;
thing->height = realheight;
if (thing->flags & MF_NOCLIP)
return (thing->BlockingMobj = thingblocker) == NULL;
FBlockLinesIterator it(box);
line_t *ld;
fixed_t thingdropoffz = tm.floorz;
//bool onthing = (thingdropoffz != tmdropoffz);
tm.floorz = tm.dropoffz;
while ((ld = it.Next()))
{
if (!PIT_CheckLine(ld, box, tm)) return false;
}
if (tm.ceilingz - tm.floorz < thing->height)
return false;
if (tm.touchmidtex)
{
tm.dropoffz = tm.floorz;
}
else if (tm.stepthing != NULL)
{
tm.dropoffz = thingdropoffz;
}
return (thing->BlockingMobj = thingblocker) == NULL;
}
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
{
FCheckPosition tm;
return P_CheckPosition(thing, x, y, tm);
}
//=============================================================================
//
// P_CheckOnmobj(AActor *thing)
//
// Checks if the new Z position is legal
//=============================================================================
AActor *P_CheckOnmobj (AActor *thing)
{
fixed_t oldz;
bool good;
AActor *onmobj;
oldz = thing->z;
P_FakeZMovement (thing);
good = P_TestMobjZ (thing, false, &onmobj);
thing->z = oldz;
return good ? NULL : onmobj;
}
//=============================================================================
//
// P_TestMobjZ
//
//=============================================================================
bool P_TestMobjZ (AActor *actor, bool quick, AActor **pOnmobj)
{
AActor *onmobj = NULL;
if (actor->flags & MF_NOCLIP)
{
if (pOnmobj) *pOnmobj = NULL;
return true;
}
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
AActor *thing;
while ((thing = it.Next()))
{
if (!thing->intersects(actor))
{
continue;
}
if (!(thing->flags & MF_SOLID))
{ // Can't hit thing
continue;
}
if (thing->flags & (MF_SPECIAL|MF_NOCLIP|MF_CORPSE))
{ // [RH] Corpses and specials and noclippers don't block moves
continue;
}
if (!(thing->flags4 & MF4_ACTLIKEBRIDGE) && (actor->flags & MF_SPECIAL))
{ // [RH] Only bridges block pickup items
continue;
}
if (thing == actor)
{ // Don't clip against self
continue;
}
if (actor->z > thing->z+thing->height)
{ // over thing
continue;
}
else if (actor->z+actor->height <= thing->z)
{ // under thing
continue;
}
else if (!quick && onmobj != NULL && thing->z + thing->height < onmobj->z + onmobj->height)
{ // something higher is in the way
continue;
}
onmobj = thing;
if (quick) break;
}
if (pOnmobj) *pOnmobj = onmobj;
return onmobj == NULL;
}
//=============================================================================
//
// P_FakeZMovement
//
// Fake the zmovement so that we can check if a move is legal
//=============================================================================
void P_FakeZMovement (AActor *mo)
{
//
// adjust height
//
mo->z += mo->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)
{
if ((level.flags & LEVEL_MISSILESACTIVATEIMPACT) ||
!(mobj->flags & MF_MISSILE) ||
(mobj->target == NULL))
{
P_ActivateLine (line, mobj, side, SPAC_Impact);
}
else
{
P_ActivateLine (line, mobj->target, side, SPAC_Impact);
}
}
}
}
//
// P_TryMove
// Attempt to move to a new position,
// crossing special lines unless MF_TELEPORT is set.
//
bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
bool dropoff, // killough 3/15/98: allow dropoff as option
bool onfloor, // [RH] Let P_TryMove keep the thing on the floor
FCheckPosition &tm)
{
fixed_t oldx;
fixed_t oldy;
fixed_t oldz;
int side;
int oldside;
line_t* ld;
sector_t* oldsec = thing->Sector; // [RH] for sector actions
sector_t* newsec;
tm.floatok = false;
oldz = thing->z;
if (onfloor)
{
thing->z = thing->floorsector->floorplane.ZatPoint (x, y);
}
if (!P_CheckPosition (thing, x, y, tm))
{
AActor *BlockingMobj = thing->BlockingMobj;
// Solid wall or thing
if (!BlockingMobj || BlockingMobj->player || !thing->player)
{
goto pushline;
}
else
{
if (BlockingMobj->player || !thing->player)
{
goto pushline;
}
else if (BlockingMobj->z+BlockingMobj->height-thing->z
> thing->MaxStepHeight
|| (BlockingMobj->Sector->ceilingplane.ZatPoint (x, y)
- (BlockingMobj->z+BlockingMobj->height) < thing->height)
|| (tm.ceilingz-(BlockingMobj->z+BlockingMobj->height)
< thing->height))
{
goto pushline;
}
}
if (!(tm.thing->flags2 & MF2_PASSMOBJ) || (i_compatflags & COMPATF_NO_PASSMOBJ))
{
thing->z = oldz;
return false;
}
}
if (thing->flags3 & MF3_FLOORHUGGER)
{
thing->z = tm.floorz;
}
else if (thing->flags3 & MF3_CEILINGHUGGER)
{
thing->z = tm.ceilingz - thing->height;
}
if (onfloor && tm.floorsector == thing->floorsector)
{
thing->z = tm.floorz;
}
if (!(thing->flags & MF_NOCLIP))
{
if (tm.ceilingz - tm.floorz < thing->height)
{
goto pushline; // doesn't fit
}
tm.floatok = true;
if (!(thing->flags & MF_TELEPORT)
&& tm.ceilingz - thing->z < thing->height
&& !(thing->flags3 & MF3_CEILINGHUGGER)
&& (!(thing->flags2 & MF2_FLY) || !(thing->flags & MF_NOGRAVITY)))
{
goto pushline; // mobj must lower itself to fit
}
if (thing->flags2 & MF2_FLY && thing->flags & MF_NOGRAVITY)
{
#if 1
if (thing->z+thing->height > tm.ceilingz)
goto pushline;
#else
// When flying, slide up or down blocking lines until the actor
// is not blocked.
if (thing->z+thing->height > 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 (tm.floorz-thing->z > thing->MaxStepHeight)
{ // too big a step up
goto pushline;
}
else if ((thing->flags & MF_MISSILE) && tm.floorz > thing->z)
{ // [RH] Don't let normal missiles climb steps
goto pushline;
}
else if (thing->z < tm.floorz)
{ // [RH] Check to make sure there's nothing in the way for the step up
fixed_t savedz = thing->z;
bool good;
thing->z = tm.floorz;
good = P_TestMobjZ (thing);
thing->z = savedz;
if (!good)
{
goto pushline;
}
}
}
// killough 3/15/98: Allow certain objects to drop off
if ((!dropoff && !(thing->flags & (MF_DROPOFF|MF_FLOAT|MF_MISSILE))) || (thing->flags5&MF5_NODROPOFF))
{
if (!(thing->flags5&MF5_AVOIDINGDROPOFF))
{
fixed_t floorz = tm.floorz;
// [RH] If the thing is standing on something, use its current z as the floorz.
// This is so that it does not walk off of things onto a drop off.
if (thing->flags2 & MF2_ONMOBJ)
{
floorz = MAX(thing->z, tm.floorz);
}
if (floorz - tm.dropoffz > thing->MaxDropOffHeight &&
!(thing->flags2 & MF2_BLASTED))
{ // 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
// this intentionally does not check for standing on things.
if (thing->floorz - tm.floorz > thing->MaxDropOffHeight ||
thing->dropoffz - tm.dropoffz > thing->MaxDropOffHeight) return false;
}
}
if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
&& (tm.floorpic != thing->floorpic
|| tm.floorz - thing->z != 0))
{ // must stay within a sector of a certain floor type
thing->z = oldz;
return false;
}
//Added by MC: To prevent bot from getting into dangerous sectors.
if (thing->player && thing->player->isbot && thing->flags & MF_SHOOTABLE)
{
if (tm.sector != thing->Sector
&& bglobal.IsDangerous (tm.sector))
{
thing->player->prev = thing->player->dest;
thing->player->dest = NULL;
thing->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 = tm.floorz;
thing->ceilingz = tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
thing->floorpic = tm.floorpic;
thing->floorsector = tm.floorsector;
thing->ceilingpic = tm.ceilingpic;
thing->ceilingsector = tm.ceilingsector;
thing->x = x;
thing->y = y;
thing->LinkToWorld ();
if (thing->flags2 & MF2_FLOORCLIP)
{
thing->AdjustFloorClip ();
}
// [RH] Don't activate anything if just predicting
if (thing->player && (thing->player->cheats & CF_PREDICTING))
{
return true;
}
// if any special lines were hit, do the effect
if (!(thing->flags & (MF_TELEPORT|MF_NOCLIP)))
{
while (spechit.Pop (ld))
{
// see if the line was crossed
side = P_PointOnLineSide (thing->x, thing->y, ld);
oldside = P_PointOnLineSide (oldx, oldy, ld);
if (side != oldside && ld->special)
{
if (thing->player)
{
P_ActivateLine (ld, thing, oldside, SPAC_Cross);
}
else if (thing->flags2 & MF2_MCROSS)
{
P_ActivateLine (ld, thing, oldside, SPAC_MCross);
}
else if (thing->flags2 & MF2_PCROSS)
{
P_ActivateLine (ld, thing, oldside, SPAC_PCross);
}
else if ((ld->special == Teleport ||
ld->special == Teleport_NoFog ||
ld->special == Teleport_Line))
{ // [RH] Just a little hack for BOOM compatibility
P_ActivateLine (ld, thing, oldside, SPAC_MCross);
}
else
{
P_ActivateLine (ld, thing, oldside, SPAC_AnyCross);
}
}
}
}
// [RH] Check for crossing fake floor/ceiling
newsec = thing->Sector;
if (newsec->heightsec && oldsec->heightsec && newsec->SecActTarget)
{
const sector_t *hs = newsec->heightsec;
fixed_t eyez = thing->z + viewheight;
fixed_t fakez = hs->floorplane.ZatPoint (x, y);
if (!oldAboveFakeFloor && eyez > fakez)
{ // View went above fake floor
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesSurface);
}
else if (oldAboveFakeFloor && eyez <= fakez)
{ // View went below fake floor
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesDive);
}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
{
fakez = hs->ceilingplane.ZatPoint (x, y);
if (!oldAboveFakeCeiling && eyez > fakez)
{ // View went above fake ceiling
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesAboveC);
}
else if (oldAboveFakeCeiling && eyez <= fakez)
{ // View went below fake ceiling
newsec->SecActTarget->TriggerAction (thing, SECSPAC_EyesBelowC);
}
}
}
// [RH] If changing sectors, trigger transitions
if (oldsec != newsec)
{
if (oldsec->SecActTarget)
{
oldsec->SecActTarget->TriggerAction (thing, SECSPAC_Exit);
}
if (newsec->SecActTarget)
{
int act = SECSPAC_Enter;
if (thing->z <= newsec->floorplane.ZatPoint (thing->x, thing->y))
{
act |= SECSPAC_HitFloor;
}
if (thing->z + thing->height >= newsec->ceilingplane.ZatPoint (thing->x, thing->y))
{
act |= SECSPAC_HitCeiling;
}
if (newsec->heightsec &&
thing->z == newsec->heightsec->floorplane.ZatPoint (thing->x, thing->y))
{
act |= SECSPAC_HitFakeFloor;
}
newsec->SecActTarget->TriggerAction (thing, act);
}
}
return true;
pushline:
// [RH] Don't activate anything if just predicting
if (thing->player && (thing->player->cheats & CF_PREDICTING))
{
return false;
}
thing->z = oldz;
if (!(thing->flags&(MF_TELEPORT|MF_NOCLIP)))
{
int numSpecHitTemp;
if (tm.thing->flags2 & MF2_BLASTED)
{
P_DamageMobj (tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
}
numSpecHitTemp = (int)spechit.Size ();
while (numSpecHitTemp > 0)
{
// see which lines were pushed
ld = spechit[--numSpecHitTemp];
side = P_PointOnLineSide (thing->x, thing->y, ld);
CheckForPushSpecial (ld, side, thing);
}
}
return false;
}
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
{
FCheckPosition tm;
return P_TryMove(thing, x, y, dropoff, onfloor, tm);
}
//
// SLIDE MOVE
// Allows the player to slide along any angled walls.
//
struct FSlide
{
fixed_t bestslidefrac;
fixed_t secondslidefrac;
line_t* bestslideline;
line_t* secondslideline;
AActor* slidemo;
fixed_t tmxmove;
fixed_t tmymove;
void HitSlideLine(line_t *ld);
void SlideTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
void SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps);
// The bouncing code uses the same data structure
bool BounceTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
bool BounceWall (AActor *mo);
};
//
// P_HitSlideLine
// Adjusts the xmove / ymove
// so that the next move will slide along the wall.
// If the floor is icy, then you can bounce off a wall. // phares
//
void FSlide::HitSlideLine (line_t* ld)
{
int side;
angle_t lineangle;
angle_t moveangle;
angle_t deltaangle;
fixed_t movelen;
bool icyfloor; // is floor icy? // phares
// |
// Under icy conditions, if the angle of approach to the wall // V
// is more than 45 degrees, then you'll bounce and lose half
// your 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
//
void FSlide::SlideTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
{
FLineOpening open;
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES);
intercept_t *in;
while ((in = it.Next()))
{
line_t* li;
if (!in->isaline)
{
// should never happen
Printf ("PTR_SlideTraverse: not a line?");
continue;
}
li = in->d.line;
if ( !(li->flags & ML_TWOSIDED) || !li->backsector )
{
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
{
// don't hit the back side
continue;
}
goto isblocking;
}
if (li->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING))
{
goto isblocking;
}
if (li->flags & ML_BLOCK_PLAYERS && slidemo->player != NULL)
{
goto isblocking;
}
if (li->flags & ML_BLOCKMONSTERS && !(slidemo->flags3 & MF3_NOBLOCKMONST))
{
goto isblocking;
}
// set openrange, opentop, openbottom
P_LineOpening (open, slidemo, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
if (open.range < slidemo->height)
goto isblocking; // doesn't fit
if (open.top - slidemo->z < slidemo->height)
goto isblocking; // mobj is too high
if (open.bottom - slidemo->z > slidemo->MaxStepHeight)
{
goto isblocking; // too big a step up
}
else if (slidemo->z < open.bottom)
{ // [RH] Check to make sure there's nothing in the way for the step up
fixed_t savedz = slidemo->z;
slidemo->z = open.bottom;
bool good = P_TestMobjZ (slidemo);
slidemo->z = savedz;
if (!good)
{
goto isblocking;
}
}
// this line doesn't block movement
continue;
// the line does block movement,
// see if it is closer than best so far
isblocking:
if (in->frac < bestslidefrac)
{
secondslidefrac = bestslidefrac;
secondslideline = bestslideline;
bestslidefrac = in->frac;
bestslideline = li;
}
return; // stop
}
}
//
// P_SlideMove
//
// The 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 FSlide::SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
{
fixed_t leadx, leady;
fixed_t trailx, traily;
fixed_t newx, newy;
fixed_t xmove, ymove;
bool walkplane;
int hitcount;
hitcount = 3;
slidemo = mo;
if (mo->player && mo->reactiontime > 0)
return; // player coming right out of a teleporter.
retry:
if (!--hitcount)
goto stairstep; // don't loop forever
// trace along the three leading corners
if (tryx > 0)
{
leadx = mo->x + mo->radius;
trailx = mo->x - mo->radius;
}
else
{
leadx = mo->x - mo->radius;
trailx = mo->x + mo->radius;
}
if (tryy > 0)
{
leady = mo->y + mo->radius;
traily = mo->y - mo->radius;
}
else
{
leady = mo->y - mo->radius;
traily = mo->y + mo->radius;
}
bestslidefrac = FRACUNIT+1;
SlideTraverse (leadx, leady, leadx+tryx, leady+tryy);
SlideTraverse (trailx, leady, trailx+tryx, leady+tryy);
SlideTraverse (leadx, traily, leadx+tryx, traily+tryy);
// move up to the wall
if (bestslidefrac == FRACUNIT+1)
{
// the move must have hit the middle, so stairstep
stairstep:
// killough 3/15/98: Allow objects to drop off ledges
xmove = 0, ymove = tryy;
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
if (!P_TryMove (mo, mo->x + xmove, mo->y + ymove, true, walkplane))
{
xmove = tryx, ymove = 0;
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
P_TryMove (mo, mo->x + xmove, mo->y + ymove, true, walkplane);
}
return;
}
// fudge a bit to make sure it doesn't hit
bestslidefrac -= FRACUNIT/32;
if (bestslidefrac > 0)
{
newx = FixedMul (tryx, bestslidefrac);
newy = FixedMul (tryy, bestslidefrac);
// killough 3/15/98: Allow objects to drop off ledges
if (!P_TryMove (mo, mo->x+newx, mo->y+newy, true))
goto stairstep;
}
// Now continue along the wall.
bestslidefrac = FRACUNIT - (bestslidefrac + FRACUNIT/32); // remainder
if (bestslidefrac > FRACUNIT)
bestslidefrac = FRACUNIT;
else if (bestslidefrac <= 0)
return;
tryx = tmxmove = FixedMul (tryx, bestslidefrac);
tryy = tmymove = FixedMul (tryy, bestslidefrac);
HitSlideLine (bestslideline); // clip the moves
mo->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;
}
}
void P_SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
{
FSlide slide;
slide.SlideMove(mo, tryx, tryy, numsteps);
}
//============================================================================
//
// 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 (actor->floorsector == actor->Sector);
}
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 (actor->floorsector == actor->Sector);
}
else if (t > 0)
{ // Desired location is in front of (above) the plane
if (planezhere == actor->z)
{ // Actor's current spot is on/in the plane, so walk down it
// Same principle as walking up, except reversed
destx += FixedMul (plane->a, t);
desty += FixedMul (plane->b, t);
xmove = destx - actor->x;
ymove = desty - actor->y;
return (actor->floorsector == actor->Sector);//(plane->c >= STEEPSLOPE);
}
}
}
return false;
}
//============================================================================
//
// PTR_BounceTraverse
//
//============================================================================
bool FSlide::BounceTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
{
FLineOpening open;
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES);
intercept_t *in;
while ((in = it.Next()))
{
line_t *li;
if (!in->isaline)
{
Printf ("PTR_BounceTraverse: not a line?");
continue;
}
li = in->d.line;
assert(((size_t)li - (size_t)lines) % sizeof(line_t) == 0);
if (li->flags & ML_BLOCKEVERYTHING)
{
goto bounceblocking;
}
if (!(li->flags&ML_TWOSIDED) || !li->backsector)
{
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
continue; // don't hit the back side
goto bounceblocking;
}
P_LineOpening (open, slidemo, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
it.Trace().y + FixedMul (it.Trace().dy, in->frac)); // set openrange, opentop, openbottom
if (open.range < slidemo->height)
goto bounceblocking; // doesn't fit
if (open.top - slidemo->z < slidemo->height)
goto bounceblocking; // mobj is too high
if (open.bottom > slidemo->z)
goto bounceblocking; // mobj is too low
continue; // this line doesn't block movement
// the line does block movement, see if it is closer than best so far
bounceblocking:
if (in->frac < bestslidefrac)
{
secondslidefrac = bestslidefrac;
secondslideline = bestslideline;
bestslidefrac = in->frac;
bestslideline = li;
}
return false; // stop
}
return true;
}
//============================================================================
//
// P_BounceWall
//
//============================================================================
bool FSlide::BounceWall (AActor *mo)
{
fixed_t leadx, leady;
int side;
angle_t lineangle, moveangle, deltaangle;
fixed_t movelen;
line_t *line;
if (!(mo->flags2 & MF2_BOUNCE2))
{
return false;
}
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;
bestslideline = mo->BlockingLine;
if (BounceTraverse(leadx, leady, leadx+mo->momx, leady+mo->momy) && mo->BlockingLine == NULL)
{ // Could not find a wall, so bounce off the floor/ceiling instead.
fixed_t floordist = mo->z - mo->floorz;
fixed_t ceildist = mo->ceilingz - mo->z;
if (floordist <= ceildist)
{
mo->FloorBounceMissile (mo->Sector->floorplane);
return true;
}
else
{
mo->FloorBounceMissile (mo->Sector->ceilingplane);
return true;
}
}
line = bestslideline;
if (line->special == Line_Horizon)
{
mo->SeeSound = 0; // it might make a sound otherwise
mo->Destroy();
return true;
}
// The amount of bounces is limited
if (mo->bouncecount>0 && --mo->bouncecount==0)
{
P_ExplodeMissile(mo, NULL, NULL);
return true;
}
side = P_PointOnLineSide (mo->x, mo->y, line);
lineangle = R_PointToAngle2 (0, 0, line->dx, line->dy);
if (side == 1)
{
lineangle += ANG180;
}
moveangle = R_PointToAngle2 (0, 0, mo->momx, mo->momy);
deltaangle = (2*lineangle)-moveangle;
mo->angle = deltaangle;
lineangle >>= ANGLETOFINESHIFT;
deltaangle >>= ANGLETOFINESHIFT;
movelen = P_AproxDistance (mo->momx, mo->momy);
movelen = FixedMul(movelen, mo->wallbouncefactor);
FBoundingBox box(mo->x, mo->y, mo->radius);
if (box.BoxOnLineSide (line) == -1)
{
mo->SetOrigin (mo->x + FixedMul(mo->radius,
finecosine[deltaangle]), mo->y + FixedMul(mo->radius, finesine[deltaangle]), mo->z);
}
if (movelen < FRACUNIT)
{
movelen = 2*FRACUNIT;
}
mo->momx = FixedMul(movelen, finecosine[deltaangle]);
mo->momy = FixedMul(movelen, finesine[deltaangle]);
return true;
}
bool P_BounceWall (AActor *mo)
{
FSlide slide;
return slide.BounceWall(mo);
}
//============================================================================
//
// Aiming
//
//============================================================================
struct aim_t
{
fixed_t aimpitch;
fixed_t attackrange;
fixed_t shootz; // Height if not aiming up or down
AActor* shootthing;
fixed_t toppitch, bottompitch;
AActor * linetarget;
AActor * thing_friend, * thing_other;
angle_t pitch_friend, pitch_other;
bool notsmart;
void AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy);
};
//============================================================================
//
// PTR_AimTraverse
// Sets linetaget and aimpitch when a target is aimed at.
//
//============================================================================
void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
{
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES|PT_ADDTHINGS);
intercept_t *in;
while ((in = it.Next()))
{
line_t* li;
AActor* th;
fixed_t pitch;
fixed_t thingtoppitch;
fixed_t thingbottompitch;
fixed_t dist;
int thingpitch;
if (in->isaline)
{
li = in->d.line;
if ( !(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING) )
return; // stop
// Crosses a two sided line.
// A two sided line will restrict the possible target ranges.
FLineOpening open;
P_LineOpening (open, NULL, li, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
if (open.bottom >= open.top)
return; // stop
dist = FixedMul (attackrange, in->frac);
pitch = -(int)R_PointToAngle2 (0, shootz, dist, open.bottom);
if (pitch < bottompitch)
bottompitch = pitch;
pitch = -(int)R_PointToAngle2 (0, shootz, dist, open.top);
if (pitch > toppitch)
toppitch = pitch;
if (toppitch >= bottompitch)
return; // stop
continue; // shot continues
}
// shoot a thing
th = in->d.thing;
if (th == shootthing)
continue; // can't shoot self
if (!(th->flags&MF_SHOOTABLE))
continue; // corpse or something
// check for physical attacks on a ghost
if ((th->flags3 & MF3_GHOST) &&
shootthing->player && // [RH] Be sure shootthing is a player
shootthing->player->ReadyWeapon &&
(shootthing->player->ReadyWeapon->flags2 & MF2_THRUGHOST))
{
continue;
}
dist = FixedMul (attackrange, in->frac);
// check angles to see if the thing can be aimed at
thingtoppitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z + th->height);
if (thingtoppitch > bottompitch)
continue; // shot over the thing
thingbottompitch = -(int)R_PointToAngle2 (0, shootz, dist, th->z);
if (thingbottompitch < toppitch)
continue; // shot under the thing
// this thing can be hit!
if (thingtoppitch < toppitch)
thingtoppitch = toppitch;
if (thingbottompitch > bottompitch)
thingbottompitch = bottompitch;
thingpitch = thingtoppitch/2 + thingbottompitch/2;
if (sv_smartaim && !notsmart)
{
// try to be a little smarter about what to aim at!
// In particular avoid autoaiming at friends amd barrels.
if (th->IsFriend(shootthing))
{
if (sv_smartaim < 2)
{
// friends don't aim at friends (except players), at least not first
thing_friend=th;
pitch_friend=thingpitch;
}
}
else if (!(th->flags3&MF3_ISMONSTER) )
{
if (sv_smartaim < 3)
{
// don't autoaim at barrels and other shootable stuff unless no monsters have been found
thing_other=th;
pitch_other=thingpitch;
}
}
else
{
linetarget=th;
aimpitch=thingpitch;
return;
}
}
else
{
linetarget=th;
aimpitch=thingpitch;
return;
}
}
}
//============================================================================
//
// P_AimLineAttack
//
//============================================================================
fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, bool forcenosmart)
{
fixed_t x2;
fixed_t y2;
aim_t aim;
angle >>= ANGLETOFINESHIFT;
aim.shootthing = t1;
x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
aim.shootz = t1->z + (t1->height>>1) - t1->floorclip;
if (t1->player != NULL)
{
aim.shootz += FixedMul (t1->player->mo->AttackZOffset, t1->player->crouchfactor);
}
else
{
aim.shootz += 8*FRACUNIT;
}
// can't shoot outside view angles
if (vrange == 0)
{
if (t1->player == NULL || !level.IsFreelookAllowed())
{
vrange = ANGLE_1*35;
}
else
{
// 35 degrees is approximately what Doom used. You cannot have a
// vrange of 0 degrees, because then toppitch and bottompitch will
// be equal, and PTR_AimTraverse will never find anything to shoot at
// if it crosses a line.
vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
}
}
aim.toppitch = t1->pitch - vrange;
aim.bottompitch = t1->pitch + vrange;
aim.notsmart = forcenosmart;
aim.attackrange = distance;
aim.linetarget = NULL;
// for smart aiming
aim.thing_friend=aim.thing_other=NULL;
// Information for tracking crossed 3D floors
aim.aimpitch=t1->pitch;
aim.AimTraverse (t1->x, t1->y, x2, y2);
if (!aim.linetarget)
{
if (aim.thing_other)
{
aim.linetarget=aim.thing_other;
aim.aimpitch=aim.pitch_other;
}
else if (aim.thing_friend)
{
aim.linetarget=aim.thing_friend;
aim.aimpitch=aim.pitch_friend;
}
}
if (pLineTarget) *pLineTarget = aim.linetarget;
return aim.linetarget ? aim.aimpitch : t1->pitch;
}
/*
=================
=
= 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;
}
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
int pitch, int damage, FName damageType, const PClass *pufftype, bool ismeleeattack)
{
fixed_t vx, vy, vz, shootz;
FTraceResults trace;
angle_t srcangle = angle;
int srcpitch = pitch;
bool hitGhosts;
bool killPuff = false;
AActor *puff = NULL;
int flags = ismeleeattack? PF_MELEERANGE : 0;
angle >>= ANGLETOFINESHIFT;
pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
vx = FixedMul (finecosine[pitch], finecosine[angle]);
vy = FixedMul (finecosine[pitch], finesine[angle]);
vz = -finesine[pitch];
shootz = t1->z - t1->floorclip + (t1->height>>1);
if (t1->player != NULL)
{
shootz += FixedMul (t1->player->mo->AttackZOffset, t1->player->crouchfactor);
}
else
{
shootz += 8*FRACUNIT;
}
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_Sound (t1, CHAN_WEAPON, puffDefaults->ActiveSound, 1, ATTN_NORM);
}
if (puffDefaults->flags3 & MF3_ALWAYSPUFF)
{ // Spawn the puff anyway
puff = P_SpawnPuff (t1, pufftype, trace.X, trace.Y, trace.Z, angle - ANG180, 2, flags);
}
else
{
return NULL;
}
}
else
{
fixed_t hitx = 0, hity = 0, hitz = 0;
if (trace.HitType != TRACE_HitActor)
{
// position a bit closer for puffs
if (trace.HitType != TRACE_HitWall || trace.Line->special != Line_Horizon)
{
fixed_t closer = trace.Distance - 4*FRACUNIT;
puff = P_SpawnPuff (t1, pufftype, t1->x + FixedMul (vx, closer),
t1->y + FixedMul (vy, closer),
shootz + FixedMul (vz, closer), angle - ANG90, 0, flags);
}
// [RH] Spawn a decal
if (trace.HitType == TRACE_HitWall && trace.Line->special != Line_Horizon)
{
// [TN] If the actor or weapon has a decal defined, use that one.
if(t1->DecalGenerator != NULL ||
(t1->player != NULL && t1->player->ReadyWeapon != NULL && t1->player->ReadyWeapon->DecalGenerator != NULL))
{
SpawnShootDecal (t1, trace);
}
// Else, look if the bulletpuff has a decal defined.
else if(puff != NULL && puff->DecalGenerator)
{
SpawnShootDecal (puff, trace);
}
else
{
SpawnShootDecal (t1, trace);
}
}
else if (puff != NULL &&
trace.CrossedWater == NULL &&
trace.Sector->heightsec == NULL &&
trace.HitType == TRACE_HitFloor)
{
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 (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING);
}
if (!(GetDefaultByType(pufftype)->flags3&MF3_BLOODLESSIMPACT))
{
if (!bloodsplatter && !axeBlood &&
!(trace.Actor->flags & MF_NOBLOOD) &&
!(trace.Actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
{
P_SpawnBlood (hitx, hity, hitz, angle - ANG180, damage, trace.Actor);
}
if (damage)
{
if (bloodsplatter || axeBlood)
{
if (!(trace.Actor->flags&MF_NOBLOOD) &&
!(trace.Actor->flags2&(MF2_INVULNERABLE|MF2_DORMANT)))
{
if (axeBlood)
{
P_BloodSplatter2 (hitx, hity, hitz, trace.Actor);
}
if (pr_lineattack() < 192)
{
P_BloodSplatter (hitx, hity, hitz, trace.Actor);
}
}
}
// [RH] Stick blood to walls
P_TraceBleed (damage, trace.X, trace.Y, trace.Z,
trace.Actor, srcangle, srcpitch);
}
}
if (damage)
{
int flags = DMG_INFLICTOR_IS_PUFF;
// Allow MF5_PIERCEARMOR on a weapon as well.
if (t1->player != NULL && t1->player->ReadyWeapon != NULL &&
t1->player->ReadyWeapon->flags5 & MF5_PIERCEARMOR)
{
flags |= DMG_NO_ARMOR;
}
if (puff == NULL)
{
// Since the puff is the damage inflictor we need it here
// regardless of whether it is displayed or not.
puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING|PF_TEMPORARY);
killPuff = true;
}
P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, flags);
}
}
if (trace.CrossedWater)
{
if (puff == NULL)
{ // Spawn puff just to get a mass for the splash
puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING|PF_TEMPORARY);
killPuff = true;
}
SpawnDeepSplash (t1, trace, puff, vx, vy, vz, shootz);
}
}
if (killPuff && puff != NULL)
{
puff->Destroy();
puff = NULL;
}
return puff;
}
AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
int pitch, int damage, FName damageType, FName pufftype, bool ismeleeattack)
{
const PClass * type = PClass::FindClass(pufftype);
if (type == NULL)
{
Printf("Attempt to spawn unknown actor type '%s'\n", pufftype.GetChars());
}
else
{
return P_LineAttack(t1, angle, distance, pitch, damage, damageType, type, ismeleeattack);
}
return NULL;
}
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, angle_t angle, int pitch)
{
if (!cl_bloodsplats)
return;
const char *bloodType = "BloodSplat";
int count;
int noise;
if ((actor->flags & MF_NOBLOOD) ||
(actor->flags5 & MF5_NOBLOODDECALS) ||
(actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)) ||
(actor->player && actor->player->cheats & CF_GODMODE))
{
return;
}
if (damage < 15)
{ // For low damages, there is a chance to not spray blood at all
if (damage <= 10)
{
if (pr_tracebleed() < 160)
{
return;
}
}
count = 1;
noise = 18;
}
else if (damage < 25)
{
count = 2;
noise = 19;
}
else
{ // For high damages, there is a chance to spray just one big glob of blood
if (pr_tracebleed() < 24)
{
bloodType = "BloodSmear";
count = 1;
noise = 20;
}
else
{
count = 3;
noise = 20;
}
}
for (; count; --count)
{
FTraceResults bleedtrace;
angle_t bleedang = (angle + ((pr_tracebleed()-128) << noise)) >> ANGLETOFINESHIFT;
angle_t bleedpitch = (angle_t)(pitch + ((pr_tracebleed()-128) << noise)) >> ANGLETOFINESHIFT;
fixed_t vx = FixedMul (finecosine[bleedpitch], finecosine[bleedang]);
fixed_t vy = FixedMul (finecosine[bleedpitch], finesine[bleedang]);
fixed_t vz = -finesine[bleedpitch];
if (Trace (x, y, z, actor->Sector,
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, actor,
bleedtrace, TRACE_NoSky))
{
if (bleedtrace.HitType == TRACE_HitWall)
{
PalEntry bloodcolor = (PalEntry)actor->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
if (bloodcolor != 0)
{
bloodcolor.r>>=1; // the full color is too bright for blood decals
bloodcolor.g>>=1;
bloodcolor.b>>=1;
bloodcolor.a=1;
}
DImpactDecal::StaticCreate (bloodType,
bleedtrace.X, bleedtrace.Y, bleedtrace.Z,
sides + bleedtrace.Line->sidenum[bleedtrace.Side],
bloodcolor);
}
}
}
}
void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch)
{
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
target, angle, pitch);
}
void P_TraceBleed (int damage, AActor *target, AActor *missile)
{
int pitch;
if (target == NULL || missile->flags3 & MF3_BLOODLESSIMPACT)
{
return;
}
if (missile->momz != 0)
{
double aim;
aim = atan ((double)missile->momz / (double)P_AproxDistance (missile->x - target->x, missile->y - target->y));
pitch = -(int)(aim * ANGLE_180/PI);
}
else
{
pitch = 0;
}
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
target, R_PointToAngle2 (missile->x, missile->y, target->x, target->y),
pitch);
}
void P_TraceBleed (int damage, AActor *target)
{
fixed_t one = pr_tracebleed() << 24;
fixed_t two = (pr_tracebleed()-128) << 16;
P_TraceBleed (damage, target->x, target->y, target->z + target->height/2,
target, one, two);
}
//
// [RH] Rail gun stuffage
//
struct SRailHit
{
AActor *HitActor;
fixed_t Distance;
};
static TArray<SRailHit> RailHits (16);
static bool ProcessRailHit (FTraceResults &res)
{
if (res.HitType != TRACE_HitActor)
{
return false;
}
// Invulnerable things completely block the shot
if (res.Actor->flags2 & MF2_INVULNERABLE)
{
return false;
}
// Save this thing for damaging later, and continue the trace
SRailHit newhit;
newhit.HitActor = res.Actor;
newhit.Distance = res.Distance - 10*FRACUNIT; // put blood in front
RailHits.Push (newhit);
return true;
}
void P_RailAttack (AActor *source, int damage, int offset, int color1, int color2, float maxdiff, bool silent, FName puff)
{
fixed_t vx, vy, vz;
angle_t angle, pitch;
fixed_t x1, y1;
FVector3 start, end;
FTraceResults trace;
fixed_t shootz;
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);
if (source->player != NULL)
{
shootz += FixedMul (source->player->mo->AttackZOffset, source->player->crouchfactor);
}
else
{
shootz += 8*FRACUNIT;
}
angle = (source->angle - ANG90) >> ANGLETOFINESHIFT;
x1 += offset*finecosine[angle];
y1 += offset*finesine[angle];
RailHits.Clear ();
start.X = FIXED2FLOAT(x1);
start.Y = FIXED2FLOAT(y1);
start.Z = FIXED2FLOAT(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;
FTextureID savefloorpic;
sector_t *savefloorsec;
FTextureID saveceilingpic;
sector_t *saveceilingsec;
savex = source->x;
savey = source->y;
savez = source->z;
savefloor = source->floorz;
saveceil = source->ceilingz;
savedropoff = source->dropoffz;
savefloorpic = source->floorpic;
savefloorsec = source->floorsector;
saveceilingpic = source->ceilingpic;
saveceilingsec = source->ceilingsector;
source->SetOrigin (trace.X, trace.Y, trace.Z);
P_HitWater (source, trace.Sector);
source->SetOrigin (savex, savey, savez);
source->floorz = savefloor;
source->ceilingz = saveceil;
source->dropoffz = savedropoff;
source->floorpic = savefloorpic;
source->floorsector = savefloorsec;
source->ceilingpic = saveceilingpic;
source->ceilingsector = saveceilingsec;
}
if (trace.CrossedWater)
{
AActor *thepuff = Spawn ("BulletPuff", 0, 0, 0, ALLOW_REPLACE);
if (thepuff != NULL)
{
SpawnDeepSplash (source, trace, thepuff, vx, vy, vz, shootz);
thepuff->Destroy ();
}
}
// Now hurt anything the trace hit
unsigned int i;
const PClass *puffclass = PClass::FindClass(puff);
AActor *puffDefaults = puffclass == NULL? NULL : GetDefaultByType (puffclass);
FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
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)))
{
if (puffclass != NULL) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG180, 1, PF_HITTHING);
}
else
{
P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
}
P_DamageMobj (RailHits[i].HitActor, source, source, damage, damagetype);
P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, angle, pitch);
}
end.X = FIXED2FLOAT(trace.X);
end.Y = FIXED2FLOAT(trace.Y);
end.Z = FIXED2FLOAT(trace.Z);
P_DrawRailTrail (source, start, end, color1, color2, maxdiff, silent);
}
//
// [RH] P_AimCamera
//
CVAR (Float, chase_height, -8.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Float, chase_dist, 90.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
void P_AimCamera (AActor *t1, fixed_t &CameraX, fixed_t &CameraY, fixed_t &CameraZ, sector_t *&CameraSector)
{
fixed_t distance = (fixed_t)(chase_dist * FRACUNIT);
angle_t angle = (t1->angle - ANG180) >> ANGLETOFINESHIFT;
angle_t pitch = (angle_t)(t1->pitch) >> ANGLETOFINESHIFT;
FTraceResults trace;
fixed_t vx, vy, vz, sz;
vx = FixedMul (finecosine[pitch], finecosine[angle]);
vy = FixedMul (finecosine[pitch], finesine[angle]);
vz = finesine[pitch];
sz = t1->z - t1->floorclip + t1->height + (fixed_t)(chase_height * FRACUNIT);
if (Trace (t1->x, t1->y, sz, t1->Sector,
vx, vy, vz, distance, 0, 0, NULL, trace) &&
trace.Distance > 10*FRACUNIT)
{
// Position camera slightly in front of hit thing
fixed_t dist = trace.Distance - 5*FRACUNIT;
CameraX = t1->x + FixedMul (vx, dist);
CameraY = t1->y + FixedMul (vy, dist);
CameraZ = sz + FixedMul (vz, dist);
}
else
{
CameraX = trace.X;
CameraY = trace.Y;
CameraZ = trace.Z;
}
CameraSector = trace.Sector;
}
//
// USE LINES
//
bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline)
{
FPathTraverse it(usething->x, usething->y, endx, endy, PT_ADDLINES|PT_ADDTHINGS);
intercept_t *in;
while ((in = it.Next()))
{
// [RH] Check for things to talk with or use a puzzle item on
if (!in->isaline)
{
if (usething==in->d.thing) continue;
// Check thing
// Check for puzzle item use or USESPECIAL flag
if (in->d.thing->flags5 & MF5_USESPECIAL || in->d.thing->special == UsePuzzleItem)
{
if (LineSpecials[in->d.thing->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 true;
}
// Dead things can't talk.
if (in->d.thing->health <= 0)
{
continue;
}
// Fighting things don't talk either.
if (in->d.thing->flags4 & MF4_INCOMBAT)
{
continue;
}
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 true;
}
continue;
}
FLineOpening open;
// [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)
{
// don't pass usething here. It will not do what might be expected!
P_LineOpening (open, NULL, in->d.line, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
if (open.range <= 0) return false;
else continue;
}
if (in->d.line->special == 0 || !(in->d.line->activation & (SPAC_Use|SPAC_UseThrough)))
{
blocked:
if (in->d.line->flags & ML_BLOCKEVERYTHING)
{
open.range = 0;
}
else
{
P_LineOpening (open, NULL, in->d.line, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
}
if (open.range <= 0 ||
(in->d.line->special != 0 && (i_compatflags & COMPATF_USEBLOCKING)))
{
// [RH] Give sector a chance to intercept the use
sector_t * sec;
sec = usething->Sector;
if (sec->SecActTarget && sec->SecActTarget->TriggerAction (usething, SECSPAC_Use))
{
return true;
}
sec = P_PointOnLineSide(usething->x, usething->y, in->d.line) == 0?
in->d.line->frontsector : in->d.line->backsector;
if (sec != NULL && sec->SecActTarget &&
sec->SecActTarget->TriggerAction (usething, SECSPAC_UseWall))
{
return true;
}
if (usething->player)
{
S_Sound (usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
}
return true; // can't use through a wall
}
foundline = true;
continue; // not a special line, but keep checking
}
if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
// [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)
{
if (in->d.line->activation & SPAC_UseThrough) continue;
else return true;
}
else
{
if (!(in->d.line->activation & SPAC_Use)) continue;
else return true;
}
}
return false;
}
// Returns false if a "oof" sound should be made because of a blocking
// linedef. Makes 2s middles which are impassable, as well as 2s uppers
// and lowers which block the player, cause the sound effect when the
// player tries to activate them. Specials are excluded, although it is
// assumed that all special linedefs within reach have been considered
// and rejected already (see P_UseLines).
//
// by Lee Killough
//
bool P_NoWayTraverse (AActor *usething, fixed_t endx, fixed_t endy)
{
FPathTraverse it(usething->x, usething->y, endx, endy, PT_ADDLINES);
intercept_t *in;
while ((in = it.Next()))
{
line_t *ld = in->d.line;
FLineOpening open;
// [GrafZahl] de-obfuscated. Was I the only one who was unable to makes sense out of
// this convoluted mess?
if (ld->special) continue;
if (ld->flags&(ML_BLOCKING|ML_BLOCKEVERYTHING|ML_BLOCK_PLAYERS)) return true;
P_LineOpening(open, NULL, ld, it.Trace().x+FixedMul(it.Trace().dx, in->frac),
it.Trace().y+FixedMul(it.Trace().dy, in->frac));
if (open.range <= 0 ||
open.bottom > usething->z + usething->MaxStepHeight ||
open.top < usething->z + usething->height) return true;
}
return false;
}
/*
================
=
= P_UseLines
=
= Looks for special lines in front of the player to activate
================
*/
void P_UseLines (player_t *player)
{
angle_t angle;
fixed_t x2, y2;
bool foundline;
foundline = false;
angle = player->mo->angle >> ANGLETOFINESHIFT;
x2 = player->mo->x + (USERANGE>>FRACBITS)*finecosine[angle]*2;
y2 = player->mo->y + (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_UseTraverse (player->mo, x2, y2, foundline))
{ // [RH] Give sector a chance to eat the use
sector_t *sec = player->mo->Sector;
int spac = SECSPAC_Use;
if (foundline) spac |= SECSPAC_UseWall;
if ((!sec->SecActTarget || !sec->SecActTarget->TriggerAction (player->mo, spac)) &&
P_NoWayTraverse (player->mo, x2, y2))
{
S_Sound (player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
}
}
}
//==========================================================================
//
// P_UsePuzzleItem
//
// Returns true if the puzzle item was used on a line or a thing.
//
//==========================================================================
bool P_UsePuzzleItem (AActor *PuzzleItemUser, int PuzzleItemType)
{
int angle;
fixed_t x1, y1, x2, y2;
angle = PuzzleItemUser->angle>>ANGLETOFINESHIFT;
x1 = PuzzleItemUser->x;
y1 = PuzzleItemUser->y;
x2 = x1+(USERANGE>>FRACBITS)*finecosine[angle];
y2 = y1+(USERANGE>>FRACBITS)*finesine[angle];
FPathTraverse it(x1, y1, x2, y2, PT_ADDLINES|PT_ADDTHINGS);
intercept_t *in;
while ((in = it.Next()))
{
AActor *mobj;
FLineOpening open;
if (in->isaline)
{ // Check line
if (in->d.line->special != UsePuzzleItem)
{
P_LineOpening (open, NULL, in->d.line, it.Trace().x + FixedMul (it.Trace().dx, in->frac),
it.Trace().y + FixedMul (it.Trace().dy, in->frac));
if (open.range <= 0)
{
return false; // can't use through a wall
}
continue;
}
if (P_PointOnLineSide (PuzzleItemUser->x, PuzzleItemUser->y, in->d.line) == 1)
{ // Don't use back sides
return false;
}
if (PuzzleItemType != in->d.line->args[0])
{ // Item type doesn't match
return false;
}
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;
return true;
}
// Check thing
mobj = in->d.thing;
if (mobj->special != UsePuzzleItem)
{ // Wrong special
continue;
}
if (PuzzleItemType != mobj->args[0])
{ // Item type doesn't match
continue;
}
P_StartScript (PuzzleItemUser, NULL, mobj->args[1], NULL, 0,
mobj->args[2], mobj->args[3], mobj->args[4], true, false);
mobj->special = 0;
return true;
}
return false;
}
//
// RADIUS ATTACK
//
// [RH] Damage scale to apply to thing that shot the missile.
static float selfthrustscale;
CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
{
if (self <= 0.f)
self = 1.f;
else
selfthrustscale = 1.f / self;
}
//
// P_RadiusAttack
// Source is the creature that caused the explosion at spot.
//
void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
bool DamageSource, bool bombdodamage)
{
if (bombdistance <= 0)
return;
float bombdistancefloat = 1.f / (float)bombdistance;
float bombdamagefloat = (float)bombdamage;
FVector3 bombvec(FIXED2FLOAT(bombspot->x), FIXED2FLOAT(bombspot->y), FIXED2FLOAT(bombspot->z));
FBlockThingsIterator it(FBoundingBox(bombspot->x, bombspot->y, bombdistance<<FRACBITS));
AActor *thing;
while ((thing = it.Next()))
{
if (!(thing->flags & MF_SHOOTABLE) )
continue;
// Boss spider and cyborg and Heretic's ep >= 2 bosses
// take no damage from concussion.
if (thing->flags3 & MF3_NORADIUSDMG && !(bombspot->flags4 & MF4_FORCERADIUSDMG))
continue;
if (!DamageSource && thing == bombsource)
{ // don't damage the source of the explosion
continue;
}
// a much needed option: monsters that fire explosive projectiles cannot
// be hurt by projectiles fired by a monster of the same type.
// Controlled by the DONTHURTSPECIES flag.
if (bombsource &&
thing->GetClass() == bombsource->GetClass() &&
!thing->player &&
bombsource->flags4 & MF4_DONTHURTSPECIES
) continue;
// Barrels always use the original code, since this makes
// them far too "active." BossBrains also use the old code
// because some user levels require they have a height of 16,
// which can make them near impossible to hit with the new code.
if (!bombdodamage || !((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG))
{
// [RH] New code. The bounding box only covers the
// height of the thing and not the height of the map.
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 if (thing->player == NULL) thing->flags2 |= MF2_BLASTED;
if (!(thing->flags & MF_ICECORPSE))
{
if (bombdodamage && !(bombspot->flags3 & MF3_BLOODLESSIMPACT)) P_TraceBleed (damage, thing, bombspot);
if (!bombdodamage || !(bombspot->flags2 & MF2_NODMGTHRUST))
{
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);
if (bombdodamage) thing->momz += (fixed_t)momz; // this really doesn't work well
}
}
}
}
else
{
// [RH] Old code just for barrels
fixed_t dx, dy, dist;
dx = abs (thing->x - bombspot->x);
dy = abs (thing->y - bombspot->y);
dist = dx>dy ? dx : dy;
dist = (dist - thing->radius) >> FRACBITS;
if (dist < 0)
dist = 0;
if (dist >= bombdistance)
continue; // out of range
if (P_CheckSight (thing, bombspot, 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);
}
}
}
}
}
//
// SECTOR HEIGHT CHANGING
// After modifying a sector's floor or ceiling height,
// call this routine to adjust the positions
// of all things that touch the sector.
//
// If anything doesn't fit anymore, true will be returned.
//
// [RH] If crushchange is non-negative, they will take the
// specified amount of damage as they are being crushed.
// If crushchange is negative, you should set the sector
// height back the way it was and call P_ChangeSector()
// again to undo the changes.
// Note that this is very different from the original
// true/false usage of crushchange! If you want regular
// DOOM crushing behavior set crushchange to 10 or -1
// if no crushing is desired.
//
struct FChangePosition
{
sector_t *sector;
int moveamt;
int crushchange;
bool nofit;
bool movemidtex;
};
TArray<AActor *> intersectors;
EXTERN_CVAR (Int, cl_bloodtype)
//=============================================================================
//
// P_AdjustFloorCeil
//
//=============================================================================
bool P_AdjustFloorCeil (AActor *thing, FChangePosition *cpos)
{
int flags2 = thing->flags2 & MF2_PASSMOBJ;
FCheckPosition tm;
if (cpos->movemidtex)
{
// From Eternity:
// ALL things must be treated as PASSMOBJ when moving
// 3DMidTex lines, otherwise you get stuck in them.
thing->flags2 |= MF2_PASSMOBJ;
}
bool isgood = P_CheckPosition (thing, thing->x, thing->y, tm);
thing->floorz = tm.floorz;
thing->ceilingz = tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: remember dropoffs
thing->floorpic = tm.floorpic;
thing->floorsector = tm.floorsector;
thing->ceilingpic = tm.ceilingpic;
thing->ceilingsector = tm.ceilingsector;
// restore the PASSMOBJ flag but leave the other flags alone.
thing->flags2 = (thing->flags2 & ~MF2_PASSMOBJ) | flags2;
return isgood;
}
//=============================================================================
//
// P_FindAboveIntersectors
//
//=============================================================================
void P_FindAboveIntersectors (AActor *actor)
{
if (actor->flags & MF_NOCLIP)
return;
if (!(actor->flags & MF_SOLID))
return;
AActor *thing;
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
while ((thing = it.Next()))
{
if (!thing->intersects(actor))
{
continue;
}
if (!(thing->flags & MF_SOLID))
{ // Can't hit thing
continue;
}
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
{ // [RH] Corpses and specials don't block moves
continue;
}
if (thing == actor)
{ // Don't clip against self
continue;
}
if (thing->z >= actor->z &&
thing->z <= actor->z + actor->height)
{ // Thing intersects above the base
intersectors.Push (thing);
}
}
}
//=============================================================================
//
// P_FindBelowIntersectors
//
//=============================================================================
void P_FindBelowIntersectors (AActor *actor)
{
if (actor->flags & MF_NOCLIP)
return;
if (!(actor->flags & MF_SOLID))
return;
AActor *thing;
FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius));
while ((thing = it.Next()))
{
if (!thing->intersects(actor))
{
continue;
}
if (!(thing->flags & MF_SOLID))
{ // Can't hit thing
continue;
}
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
{ // [RH] Corpses and specials don't block moves
continue;
}
if (thing == actor)
{ // Don't clip against self
continue;
}
if (thing->z + thing->height <= actor->z + actor->height &&
thing->z + thing->height > actor->z)
{ // Thing intersects below the base
intersectors.Push (thing);
}
}
}
//=============================================================================
//
// P_DoCrunch
//
//=============================================================================
void P_DoCrunch (AActor *thing, FChangePosition *cpos)
{
// crunch bodies to giblets
if ((thing->flags & MF_CORPSE) &&
!(thing->flags3 & MF3_DONTGIB) &&
(thing->health <= 0))
{
FState * state = thing->FindState(NAME_Crush);
if (state != NULL && !(thing->flags & MF_ICECORPSE))
{
// Clear MF_CORPSE so that this isn't done more than once
thing->flags &= ~(MF_CORPSE|MF_SOLID);
thing->height = thing->radius = 0;
thing->SetState (state);
return;
}
if (!(thing->flags & MF_NOBLOOD))
{
AActor *gib = Spawn ("RealGibs", thing->x, thing->y, thing->z, ALLOW_REPLACE);
gib->RenderStyle = thing->RenderStyle;
gib->alpha = thing->alpha;
gib->height = 0;
gib->radius = 0;
S_Sound (thing, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
PalEntry bloodcolor = (PalEntry)thing->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
if (bloodcolor!=0) gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
if (thing->flags & MF_ICECORPSE)
{
thing->tics = 1;
thing->momx = thing->momy = thing->momz = 0;
}
else if (thing->player)
{
thing->flags |= MF_NOCLIP;
thing->flags3 |= MF3_DONTGIB;
thing->renderflags |= RF_INVISIBLE;
}
else
{
thing->Destroy ();
}
return; // keep checking
}
// crunch dropped items
if (thing->flags & MF_DROPPED)
{
thing->Destroy ();
return; // keep checking
}
if (!(thing->flags & MF_SOLID) || (thing->flags & MF_NOCLIP))
{
return;
}
if (!(thing->flags & MF_SHOOTABLE))
{
return; // assume it is bloody gibs or something
}
cpos->nofit = true;
if ((cpos->crushchange > 0) && !(level.maptime & 3))
{
P_DamageMobj (thing, NULL, NULL, cpos->crushchange, NAME_Crush);
// spray blood in a random direction
if ((!(thing->flags&MF_NOBLOOD)) &&
(!(thing->flags2&(MF2_INVULNERABLE|MF2_DORMANT))))
{
PalEntry bloodcolor = (PalEntry)thing->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
const PClass *bloodcls = PClass::FindClass((ENamedName)thing->GetClass()->Meta.GetMetaInt(AMETA_BloodType, NAME_Blood));
P_TraceBleed (cpos->crushchange, thing);
if (cl_bloodtype <= 1 && bloodcls != NULL)
{
AActor *mo;
mo = Spawn (bloodcls, thing->x, thing->y,
thing->z + thing->height/2, ALLOW_REPLACE);
mo->momx = pr_crunch.Random2 () << 12;
mo->momy = pr_crunch.Random2 () << 12;
if (bloodcolor != 0 && !(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
}
if (cl_bloodtype >= 1)
{
angle_t an;
an = (M_Random () - 128) << 24;
P_DrawSplash2 (32, thing->x, thing->y,
thing->z + thing->height/2, an, 2, bloodcolor);
}
}
}
// keep checking (crush other things)
return;
}
//=============================================================================
//
// P_PushUp
//
// Returns 0 if thing fits, 1 if ceiling got in the way, or 2 if something
// above it didn't fit.
//=============================================================================
int P_PushUp (AActor *thing, FChangePosition *cpos)
{
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, cpos);
intersect->z = thing->z + thing->height + 1;
if (P_PushUp (intersect, cpos))
{ // Move blocked
P_DoCrunch (intersect, cpos);
intersect->z = oldz;
return 2;
}
}
return 0;
}
//=============================================================================
//
// P_PushDown
//
// Returns 0 if thing fits, 1 if floor got in the way, or 2 if something
// below it didn't fit.
//=============================================================================
int P_PushDown (AActor *thing, FChangePosition *cpos)
{
unsigned int firstintersect = intersectors.Size ();
unsigned int lastintersect;
int mymass = thing->Mass;
if (thing->z <= thing->floorz)
{
return 1;
}
P_FindBelowIntersectors (thing);
lastintersect = intersectors.Size ();
for (; firstintersect < lastintersect; firstintersect++)
{
AActor *intersect = intersectors[firstintersect];
if (!(intersect->flags2 & MF2_PASSMOBJ) ||
(!(intersect->flags3 & MF3_ISMONSTER) &&
intersect->Mass > mymass))
{ // Can't push things more massive than ourself
return 2;
}
fixed_t oldz = intersect->z;
P_AdjustFloorCeil (intersect, cpos);
if (oldz > thing->z - intersect->height)
{ // Only push things down, not up.
intersect->z = thing->z - intersect->height;
if (P_PushDown (intersect, cpos))
{ // Move blocked
P_DoCrunch (intersect, cpos);
intersect->z = oldz;
return 2;
}
}
}
return 0;
}
//=============================================================================
//
// PIT_FloorDrop
//
//=============================================================================
void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
{
fixed_t oldfloorz = thing->floorz;
P_AdjustFloorCeil (thing, cpos);
if (oldfloorz == thing->floorz) return;
if (thing->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) ||
(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9*FRACUNIT)
&& thing->z - thing->floorz <= cpos->moveamt))
{
thing->z = thing->floorz;
P_CheckFakeFloorTriggers (thing, oldz);
}
}
}
//=============================================================================
//
// PIT_FloorRaise
//
//=============================================================================
void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
{
fixed_t oldfloorz = thing->floorz;
P_AdjustFloorCeil (thing, cpos);
if (oldfloorz == thing->floorz) return;
// Move things intersecting the floor up
if (thing->z <= thing->floorz ||
(!(thing->flags & MF_NOGRAVITY) && (thing->flags2 & MF2_FLOATBOB)))
{
intersectors.Clear ();
fixed_t oldz = thing->z;
if (!(thing->flags2 & MF2_FLOATBOB))
{
thing->z = thing->floorz;
}
else
{
thing->z = thing->z - oldfloorz + thing->floorz;
}
switch (P_PushUp (thing, cpos))
{
default:
P_CheckFakeFloorTriggers (thing, oldz);
break;
case 1:
P_DoCrunch (thing, cpos);
P_CheckFakeFloorTriggers (thing, oldz);
break;
case 2:
P_DoCrunch (thing, cpos);
thing->z = oldz;
break;
}
}
}
//=============================================================================
//
// PIT_CeilingLower
//
//=============================================================================
void PIT_CeilingLower (AActor *thing, FChangePosition *cpos)
{
bool onfloor;
onfloor = thing->z <= thing->floorz;
P_AdjustFloorCeil (thing, cpos);
if (thing->z + thing->height > thing->ceilingz)
{
intersectors.Clear ();
fixed_t oldz = thing->z;
if (thing->ceilingz - thing->height >= thing->floorz)
{
thing->z = thing->ceilingz - thing->height;
}
else
{
thing->z = thing->floorz;
}
switch (P_PushDown (thing, cpos))
{
case 2:
// intentional fall-through
case 1:
if (onfloor)
thing->z = thing->floorz;
P_DoCrunch (thing, cpos);
P_CheckFakeFloorTriggers (thing, oldz);
break;
default:
P_CheckFakeFloorTriggers (thing, oldz);
break;
}
}
}
//=============================================================================
//
// PIT_CeilingRaise
//
//=============================================================================
void PIT_CeilingRaise (AActor *thing, FChangePosition *cpos)
{
bool isgood = P_AdjustFloorCeil (thing, cpos);
// For DOOM compatibility, only move things that are inside the floor.
// (or something else?) Things marked as hanging from the ceiling will
// stay where they are.
if (thing->z < thing->floorz &&
thing->z + thing->height >= thing->ceilingz - cpos->moveamt &&
!(thing->flags & MF_NOLIFTDROP))
{
fixed_t oldz = thing->z;
thing->z = thing->floorz;
if (thing->z + thing->height > thing->ceilingz)
{
thing->z = thing->ceilingz - thing->height;
}
P_CheckFakeFloorTriggers (thing, oldz);
}
else if ((thing->flags2 & MF2_PASSMOBJ) && !isgood && thing->z + thing->height < thing->ceilingz)
{
AActor *onmobj;
if (!P_TestMobjZ (thing, true, &onmobj) && onmobj->z <= thing->z)
{
thing->z = MIN (thing->ceilingz - thing->height,
onmobj->z + onmobj->height);
}
}
}
//=============================================================================
//
// P_ChangeSector [RH] Was P_CheckSector in BOOM
//
// jff 3/19/98 added to just check monsters on the periphery
// of a moving sector instead of all in bounding box of the
// sector. Both more accurate and faster.
//
//=============================================================================
bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, bool isreset)
{
FChangePosition cpos;
void (*iterator)(AActor *, FChangePosition *);
void (*iterator2)(AActor *, FChangePosition *) = NULL;
msecnode_t *n;
cpos.nofit = false;
cpos.crushchange = crunch;
cpos.moveamt = abs (amt);
cpos.movemidtex = false;
cpos.sector = sector;
// [RH] Use different functions for the four different types of sector movement.
switch (floorOrCeil)
{
case 0:
// floor
iterator = (amt < 0) ? PIT_FloorDrop : PIT_FloorRaise;
break;
case 1:
// ceiling
iterator = (amt < 0) ? PIT_CeilingLower : PIT_CeilingRaise;
break;
case 2:
// 3dmidtex
// This must check both floor and ceiling
iterator = (amt < 0) ? PIT_FloorDrop : PIT_FloorRaise;
iterator2 = (amt < 0) ? PIT_CeilingLower : PIT_CeilingRaise;
cpos.movemidtex = true;
break;
default:
// invalid
assert(floorOrCeil > 0 && floorOrCeil < 2);
return false;
}
// killough 4/4/98: scan list front-to-back until empty or exhausted,
// restarting from beginning after each thing is processed. Avoids
// crashes, and is sure to examine all things in the sector, and only
// the things which are in the sector, until a steady-state is reached.
// Things can arbitrarily be inserted and removed and it won't mess up.
//
// killough 4/7/98: simplified to avoid using complicated counter
// Mark all things invalid
for (n = sector->touching_thinglist; n; n = n->m_snext)
n->visited = false;
do
{
for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list
{
if (!n->visited) // unprocessed thing found
{
n->visited = true; // mark thing as processed
if (!(n->m_thing->flags & MF_NOBLOCKMAP)) //jff 4/7/98 don't do these
{
iterator (n->m_thing, &cpos); // process it
if (iterator2 != NULL) iterator2 (n->m_thing, &cpos);
}
break; // exit and start over
}
}
} while (n); // repeat from scratch until all things left are marked valid
if (!cpos.nofit && !isreset /* && sector->MoreFlags & (SECF_UNDERWATERMASK)*/)
{
// If this is a control sector for a deep water transfer, all actors in affected
// sectors need to have their waterlevel information updated and if applicable,
// execute appropriate sector actions.
// Only check if the sector move was successful.
TArray<sector_t *> & secs = sector->e->FakeFloor.Sectors;
for(unsigned i = 0; i < secs.Size(); i++)
{
sector_t * s = secs[i];
for (n = s->touching_thinglist; n; n = n->m_snext)
n->visited = false;
do
{
for (n = s->touching_thinglist; n; n = n->m_snext) // go through list
{
if (!n->visited && n->m_thing->Sector == s) // unprocessed thing found
{
n->visited = true; // mark thing as processed
n->m_thing->UpdateWaterLevel(n->m_thing->z, false);
P_CheckFakeFloorTriggers(n->m_thing, n->m_thing->z - amt);
}
}
} while (n); // repeat from scratch until all things left are marked valid
}
}
return cpos.nofit;
}
//=============================================================================
// phares 3/21/98
//
// Maintain a freelist of msecnode_t's to reduce memory allocs and frees.
//=============================================================================
msecnode_t *headsecnode = NULL;
//=============================================================================
//
// P_GetSecnode
//
// Retrieve a node from the freelist. The calling routine
// should make sure it sets all fields properly.
//
//=============================================================================
msecnode_t *P_GetSecnode()
{
msecnode_t *node;
if (headsecnode)
{
node = headsecnode;
headsecnode = headsecnode->m_snext;
}
else
{
node = (msecnode_t *)M_Malloc (sizeof(*node));
}
return node;
}
//=============================================================================
//
// P_PutSecnode
//
// Returns a node to the freelist.
//
//=============================================================================
void P_PutSecnode (msecnode_t *node)
{
node->m_snext = headsecnode;
headsecnode = node;
}
//=============================================================================
// phares 3/16/98
//
// P_AddSecnode
//
// Searches the current list to see if this sector is
// already there. If not, it adds a sector node at the head of the list of
// sectors this object appears in. This is called when creating a list of
// nodes that will get linked in later. Returns a pointer to the new node.
//
//=============================================================================
msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode)
{
msecnode_t *node;
if (s == 0)
{
I_FatalError ("AddSecnode of 0 for %s\n", thing->_StaticType.TypeName.GetChars());
}
node = nextnode;
while (node)
{
if (node->m_sector == s) // Already have a node for this sector?
{
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
return nextnode;
}
node = node->m_tnext;
}
// Couldn't find an existing node for this sector. Add one at the head
// of the list.
node = P_GetSecnode();
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
node->visited = 0;
node->m_sector = s; // sector
node->m_thing = thing; // mobj
node->m_tprev = NULL; // prev node on Thing thread
node->m_tnext = nextnode; // next node on Thing thread
if (nextnode)
nextnode->m_tprev = node; // set back link on Thing
// Add new node at head of sector thread starting at s->touching_thinglist
node->m_sprev = NULL; // prev node on sector thread
node->m_snext = s->touching_thinglist; // next node on sector thread
if (s->touching_thinglist)
node->m_snext->m_sprev = node;
s->touching_thinglist = node;
return node;
}
//=============================================================================
//
// P_DelSecnode
//
// Deletes a sector node from the list of
// sectors this object appears in. Returns a pointer to the next node
// on the linked list, or NULL.
//
//=============================================================================
msecnode_t *P_DelSecnode (msecnode_t *node)
{
msecnode_t* tp; // prev node on thing thread
msecnode_t* tn; // next node on thing thread
msecnode_t* sp; // prev node on sector thread
msecnode_t* sn; // next node on sector thread
if (node)
{
// Unlink from the Thing thread. The Thing thread begins at
// sector_list and not from AActor->touching_sectorlist.
tp = node->m_tprev;
tn = node->m_tnext;
if (tp)
tp->m_tnext = tn;
if (tn)
tn->m_tprev = tp;
// Unlink from the sector thread. This thread begins at
// sector_t->touching_thinglist.
sp = node->m_sprev;
sn = node->m_snext;
if (sp)
sp->m_snext = sn;
else
node->m_sector->touching_thinglist = sn;
if (sn)
sn->m_sprev = sp;
// Return this node to the freelist
P_PutSecnode(node);
return tn;
}
return NULL;
} // phares 3/13/98
//=============================================================================
//
// P_DelSector_List
//
// Deletes the sector_list and NULLs it.
//
//=============================================================================
void P_DelSector_List ()
{
if (sector_list != NULL)
{
P_DelSeclist (sector_list);
sector_list = NULL;
}
}
//=============================================================================
//
// P_DelSeclist
//
// Delete an entire sector list
//
//=============================================================================
void P_DelSeclist (msecnode_t *node)
{
while (node)
node = P_DelSecnode (node);
}
//=============================================================================
// phares 3/14/98
//
// P_CreateSecNodeList
//
// Alters/creates the sector_list that shows what sectors the object resides in
//
//=============================================================================
void P_CreateSecNodeList (AActor *thing, fixed_t x, fixed_t y)
{
msecnode_t *node;
// First, clear out the existing m_thing fields. As each node is
// added or verified as needed, m_thing will be set properly. When
// finished, delete all nodes where m_thing is still NULL. These
// represent the sectors the Thing has vacated.
node = sector_list;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
FBoundingBox box(thing->x, thing->y, thing->radius);
FBlockLinesIterator it(box);
line_t *ld;
while ((ld = it.Next()))
{
if (box.Right() <= ld->bbox[BOXLEFT] ||
box.Left() >= ld->bbox[BOXRIGHT] ||
box.Top() <= ld->bbox[BOXBOTTOM] ||
box.Bottom() >= ld->bbox[BOXTOP])
continue;
if (box.BoxOnLineSide (ld) != -1)
continue;
// This line crosses through the object.
// Collect the sector(s) from the line and add to the
// sector_list you're examining. If the Thing ends up being
// allowed to move to this position, then the sector_list
// will be attached to the Thing's AActor at touching_sectorlist.
sector_list = P_AddSecnode (ld->frontsector,thing,sector_list);
// Don't assume all lines are 2-sided, since some Things
// like MT_TFOG are allowed regardless of whether their radius takes
// them beyond an impassable linedef.
// killough 3/27/98, 4/4/98:
// Use sidedefs instead of 2s flag to determine two-sidedness.
if (ld->backsector)
sector_list = P_AddSecnode(ld->backsector, thing, sector_list);
}
// Add the sector of the (x,y) point to sector_list.
sector_list = P_AddSecnode (thing->Sector, thing, sector_list);
// Now delete any nodes that won't be used. These are the ones where
// m_thing is still NULL.
node = sector_list;
while (node)
{
if (node->m_thing == NULL)
{
if (node == sector_list)
sector_list = node->m_tnext;
node = P_DelSecnode (node);
}
else
{
node = node->m_tnext;
}
}
}
void SpawnShootDecal (AActor *t1, const FTraceResults &trace)
{
FDecalBase *decalbase = NULL;
if (t1->player != NULL && t1->player->ReadyWeapon != NULL)
{
decalbase = t1->player->ReadyWeapon->GetDefault()->DecalGenerator;
}
else
{
decalbase = t1->DecalGenerator;
}
if (decalbase != NULL)
{
DImpactDecal::StaticCreate (decalbase->GetDecal (),
trace.X, trace.Y, trace.Z, 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 shootz)
{
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);
}
}
}