rockbox/apps/plugins/doom/p_map.c

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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Movement, collision handling.
* Shooting and aiming.
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "r_main.h"
#include "p_mobj.h"
#include "p_maputl.h"
#include "p_map.h"
#include "p_setup.h"
#include "p_spec.h"
#include "s_sound.h"
#include "sounds.h"
#include "p_inter.h"
#include "m_random.h"
#include "m_bbox.h"
#include "i_system.h"
#include "rockmacros.h"
static mobj_t *tmthing;
static fixed_t tmx;
static fixed_t tmy;
static int pe_x; // Pain Elemental position for Lost Soul checks // phares
static int pe_y; // Pain Elemental position for Lost Soul checks // phares
static int ls_x; // Lost Soul position for Lost Soul checks // phares
static int ls_y; // Lost Soul position for Lost Soul checks // phares
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
boolean floatok;
/* killough 11/98: if "felldown" true, object was pushed down ledge */
boolean felldown;
// The tm* items are used to hold information globally, usually for
// line or object intersection checking
fixed_t tmbbox[4]; // bounding box for line intersection checks
fixed_t tmfloorz; // floor you'd hit if free to fall
fixed_t tmceilingz; // ceiling of sector you're in
fixed_t tmdropoffz; // dropoff on other side of line you're crossing
// keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls
line_t *ceilingline;
line_t *blockline; /* killough 8/11/98: blocking linedef */
line_t *floorline; /* killough 8/1/98: Highest touched floor */
static int tmunstuck; /* killough 8/1/98: whether to allow unsticking */
// keep track of special lines as they are hit,
// but don't process them until the move is proven valid
// 1/11/98 killough: removed limit on special lines crossed
line_t **spechit; // new code -- killough
static int spechit_max; // killough
int numspechit;
// Temporary holder for thing_sectorlist threads
msecnode_t* sector_list = NULL; // phares 3/16/98
//
// TELEPORT MOVE
//
//
// PIT_StompThing
//
static boolean telefrag; /* killough 8/9/98: whether to telefrag at exit */
boolean PIT_StompThing (mobj_t* thing)
{
fixed_t blockdist;
// phares 9/10/98: moved this self-check to start of routine
// don't clip against self
if (thing == tmthing)
return true;
if (!(thing->flags & MF_SHOOTABLE)) // Can't shoot it? Can't stomp it!
return true;
blockdist = thing->radius + tmthing->radius;
if (D_abs(thing->x - tmx) >= blockdist || D_abs(thing->y - tmy) >= blockdist)
return true; // didn't hit it
// monsters don't stomp things except on boss level
if (!telefrag) // killough 8/9/98: make consistent across all levels
return false;
P_DamageMobj (thing, tmthing, tmthing, 10000); // Stomp!
return true;
}
/*
* killough 8/28/98:
*
* P_GetFriction()
*
* Returns the friction associated with a particular mobj.
*/
int P_GetFriction(const mobj_t *mo, int *frictionfactor)
{
int friction = ORIG_FRICTION;
int movefactor = ORIG_FRICTION_FACTOR;
const msecnode_t *m;
const sector_t *sec;
/* Assign the friction value to objects on the floor, non-floating,
* and clipped. Normally the object's friction value is kept at
* ORIG_FRICTION and this thinker changes it for icy or muddy floors.
*
* When the object is straddling sectors with the same
* floorheight that have different frictions, use the lowest
* friction value (muddy has precedence over icy).
*/
if (!(mo->flags & (MF_NOCLIP|MF_NOGRAVITY))
&& (mbf_features || (mo->player && !compatibility)) &&
variable_friction)
for (m = mo->touching_sectorlist; m; m = m->m_tnext)
if ((sec = m->m_sector)->special & FRICTION_MASK &&
(sec->friction < friction || friction == ORIG_FRICTION) &&
(mo->z <= sec->floorheight ||
(sec->heightsec != -1 &&
mo->z <= sectors[sec->heightsec].floorheight &&
mbf_features)))
friction = sec->friction, movefactor = sec->movefactor;
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 mobj_t *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;
}
//
// P_TeleportMove
//
boolean P_TeleportMove (mobj_t* thing,fixed_t x,fixed_t y, boolean boss)
{
int xl;
int xh;
int yl;
int yh;
int bx;
int by;
subsector_t* newsubsec;
/* killough 8/9/98: make telefragging more consistent, preserve compatibility */
telefrag = thing->player ||
(!comp[comp_telefrag] ? boss : (gamemap==30));
// kill anything occupying the position
tmthing = thing;
tmx = x;
tmy = y;
tmbbox[BOXTOP] = y + tmthing->radius;
tmbbox[BOXBOTTOM] = y - tmthing->radius;
tmbbox[BOXRIGHT] = x + tmthing->radius;
tmbbox[BOXLEFT] = x - tmthing->radius;
newsubsec = R_PointInSubsector (x,y);
ceilingline = NULL;
// The base floor/ceiling is from the subsector
// that contains the point.
// Any contacted lines the step closer together
// will adjust them.
tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
tmceilingz = newsubsec->sector->ceilingheight;
validcount++;
numspechit = 0;
// stomp on any things contacted
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
for (bx=xl ; bx<=xh ; bx++)
for (by=yl ; by<=yh ; by++)
if (!P_BlockThingsIterator(bx,by,PIT_StompThing))
return false;
// the move is ok,
// so unlink from the old position & link into the new position
P_UnsetThingPosition (thing);
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
thing->dropoffz = tmdropoffz; // killough 11/98
thing->x = x;
thing->y = y;
P_SetThingPosition (thing);
return true;
}
//
// MOVEMENT ITERATOR FUNCTIONS
//
// // phares
// PIT_CrossLine // |
// Checks to see if a PE->LS trajectory line crosses a blocking // V
// line. Returns false if it does.
//
// tmbbox holds the bounding box of the trajectory. If that box
// does not touch the bounding box of the line in question,
// then the trajectory is not blocked. If the PE is on one side
// of the line and the LS is on the other side, then the
// trajectory is blocked.
//
// Currently this assumes an infinite line, which is not quite
// correct. A more correct solution would be to check for an
// intersection of the trajectory and the line, but that takes
// longer and probably really isn't worth the effort.
//
static // killough 3/26/98: make static
boolean PIT_CrossLine (line_t* ld)
{
if (!(ld->flags & ML_TWOSIDED) ||
(ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS)))
if (!(tmbbox[BOXLEFT] > ld->bbox[BOXRIGHT] ||
tmbbox[BOXRIGHT] < ld->bbox[BOXLEFT] ||
tmbbox[BOXTOP] < ld->bbox[BOXBOTTOM] ||
tmbbox[BOXBOTTOM] > ld->bbox[BOXTOP]))
if (P_PointOnLineSide(pe_x,pe_y,ld) != P_PointOnLineSide(ls_x,ls_y,ld))
return(false); // line blocks trajectory // ^
return(true); // line doesn't block trajectory // |
} // phares
/* killough 8/1/98: used to test intersection between thing and line
* assuming NO movement occurs -- used to avoid sticky situations.
*/
static int untouched(line_t *ld)
{
fixed_t x, y, tmbbox[4];
return
(tmbbox[BOXRIGHT] = (x=tmthing->x)+tmthing->radius) <= ld->bbox[BOXLEFT] ||
(tmbbox[BOXLEFT] = x-tmthing->radius) >= ld->bbox[BOXRIGHT] ||
(tmbbox[BOXTOP] = (y=tmthing->y)+tmthing->radius) <= ld->bbox[BOXBOTTOM] ||
(tmbbox[BOXBOTTOM] = y-tmthing->radius) >= ld->bbox[BOXTOP] ||
P_BoxOnLineSide(tmbbox, ld) != -1;
}
//
// PIT_CheckLine
// Adjusts tmfloorz and tmceilingz as lines are contacted
//
static // killough 3/26/98: make static
boolean PIT_CheckLine (line_t* ld)
{
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
|| tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
|| tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
return true; // didn't hit it
if (P_BoxOnLineSide(tmbbox, ld) != -1)
return true; // didn't hit it
// 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.
// killough 7/24/98: allow player to move out of 1s wall, to prevent sticking
if (!ld->backsector) // one sided line
{
blockline = ld;
return tmunstuck && !untouched(ld) &&
FixedMul(tmx-tmthing->x,ld->dy) > FixedMul(tmy-tmthing->y,ld->dx);
}
// killough 8/10/98: allow bouncing objects to pass through as missiles
if (!(tmthing->flags & (MF_MISSILE | MF_BOUNCES)))
{
if (ld->flags & ML_BLOCKING) // explicitly blocking everything
return tmunstuck && !untouched(ld); // killough 8/1/98: allow escape
// killough 8/9/98: monster-blockers don't affect friends
if (!(tmthing->flags & MF_FRIEND || tmthing->player)
&& ld->flags & ML_BLOCKMONSTERS)
return false; // block monsters only
}
// set openrange, opentop, openbottom
// these define a 'window' from one sector to another across this line
P_LineOpening (ld);
// adjust floor & ceiling heights
if (opentop < tmceilingz)
{
tmceilingz = opentop;
ceilingline = ld;
blockline = ld;
}
if (openbottom > tmfloorz)
{
tmfloorz = openbottom;
floorline = ld; // killough 8/1/98: remember floor linedef
blockline = ld;
}
if (lowfloor < tmdropoffz)
tmdropoffz = lowfloor;
// if contacted a special line, add it to the list
if (ld->special)
{
// 1/11/98 killough: remove limit on lines hit, by array doubling
if (numspechit >= spechit_max)
{
spechit_max = spechit_max ? spechit_max*2 : 8;
spechit = realloc(spechit,sizeof *spechit*spechit_max); // killough
}
spechit[numspechit++] = ld;
}
return true;
}
//
// PIT_CheckThing
//
static boolean PIT_CheckThing(mobj_t *thing) // killough 3/26/98: make static
{
fixed_t blockdist;
int damage;
// killough 11/98: add touchy things
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE|MF_TOUCHY)))
return true;
blockdist = thing->radius + tmthing->radius;
if (D_abs(thing->x - tmx) >= blockdist || D_abs(thing->y - tmy) >= blockdist)
return true; // didn't hit it
// killough 11/98:
//
// This test has less information content (it's almost always false), so it
// should not be moved up to first, as it adds more overhead than it removes.
// don't clip against self
if (thing == tmthing)
return true;
/* killough 11/98:
*
* TOUCHY flag, for mines or other objects which die on contact with solids.
* If a solid object of a different type comes in contact with a touchy
* thing, and the touchy thing is not the sole one moving relative to fixed
* surroundings such as walls, then the touchy thing dies immediately.
*/
if (thing->flags & MF_TOUCHY && // touchy object
tmthing->flags & MF_SOLID && // solid object touches it
thing->health > 0 && // touchy object is alive
(thing->intflags & MIF_ARMED || // Thing is an armed mine
sentient(thing)) && // ... or a sentient thing
(thing->type != tmthing->type || // only different species
thing->type == MT_PLAYER) && // ... or different players
thing->z + thing->height >= tmthing->z && // touches vertically
tmthing->z + tmthing->height >= thing->z &&
(thing->type ^ MT_PAIN) | // PEs and lost souls
(tmthing->type ^ MT_SKULL) && // are considered same
(thing->type ^ MT_SKULL) | // (but Barons & Knights
(tmthing->type ^ MT_PAIN)) // are intentionally not)
{
P_DamageMobj(thing, NULL, NULL, thing->health); // kill object
return true;
}
// check for skulls slamming into things
if (tmthing->flags & MF_SKULLFLY)
{
// A flying skull is smacking something.
// Determine damage amount, and the skull comes to a dead stop.
int damage = ((P_Random(pr_skullfly)%8)+1)*tmthing->info->damage;
P_DamageMobj (thing, tmthing, tmthing, damage);
tmthing->flags &= ~MF_SKULLFLY;
tmthing->momx = tmthing->momy = tmthing->momz = 0;
P_SetMobjState (tmthing, tmthing->info->spawnstate);
return false; // stop moving
}
// missiles can hit other things
// killough 8/10/98: bouncing non-solid things can hit other things too
if (tmthing->flags & MF_MISSILE || (tmthing->flags & MF_BOUNCES &&
!(tmthing->flags & MF_SOLID)))
{
// see if it went over / under
if (tmthing->z > thing->z + thing->height)
return true; // overhead
if (tmthing->z+tmthing->height < thing->z)
return true; // underneath
if (tmthing->target && (tmthing->target->type == thing->type ||
(tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER)||
(tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT)))
{
if (thing == tmthing->target)
return true; // Don't hit same species as originator.
else
if (thing->type != MT_PLAYER) // Explode, but do no damage.
return false; // Let players missile other players.
}
// killough 8/10/98: if moving thing is not a missile, no damage
// is inflicted, and momentum is reduced if object hit is solid.
if (!(tmthing->flags & MF_MISSILE)) {
if (!(thing->flags & MF_SOLID)) {
return true;
} else {
tmthing->momx = -tmthing->momx;
tmthing->momy = -tmthing->momy;
if (!(tmthing->flags & MF_NOGRAVITY))
{
tmthing->momx >>= 2;
tmthing->momy >>= 2;
}
return false;
}
}
if (!(thing->flags & MF_SHOOTABLE))
return !(thing->flags & MF_SOLID); // didn't do any damage
// damage / explode
damage = ((P_Random(pr_damage)%8)+1)*tmthing->info->damage;
P_DamageMobj (thing, tmthing, tmthing->target, damage);
// don't traverse any more
return false;
}
// check for special pickup
if (thing->flags & MF_SPECIAL)
{
uint_64_t solid = thing->flags & MF_SOLID;
if (tmthing->flags & MF_PICKUP)
P_TouchSpecialThing(thing, tmthing); // can remove thing
return !solid;
}
// 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 !((thing->flags & MF_SOLID && !(thing->flags & MF_NOCLIP))
&& (tmthing->flags & MF_SOLID || demo_compatibility));
// return !(thing->flags & MF_SOLID); // old code -- killough
}
// This routine checks for Lost Souls trying to be spawned // phares
// across 1-sided lines, impassible lines, or "monsters can't // |
// cross" lines. Draw an imaginary line between the PE // V
// and the new Lost Soul spawn spot. If that line crosses
// a 'blocking' line, then disallow the spawn. Only search
// lines in the blocks of the blockmap where the bounding box
// of the trajectory line resides. Then check bounding box
// of the trajectory vs. the bounding box of each blocking
// line to see if the trajectory and the blocking line cross.
// Then check the PE and LS to see if they're on different
// sides of the blocking line. If so, return true, otherwise
// false.
boolean Check_Sides(mobj_t* actor, int x, int y)
{
int bx,by,xl,xh,yl,yh;
pe_x = actor->x;
pe_y = actor->y;
ls_x = x;
ls_y = y;
// Here is the bounding box of the trajectory
tmbbox[BOXLEFT] = pe_x < x ? pe_x : x;
tmbbox[BOXRIGHT] = pe_x > x ? pe_x : x;
tmbbox[BOXTOP] = pe_y > y ? pe_y : y;
tmbbox[BOXBOTTOM] = pe_y < y ? pe_y : y;
// Determine which blocks to look in for blocking lines
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
// xl->xh, yl->yh determine the mapblock set to search
validcount++; // prevents checking same line twice
for (bx = xl ; bx <= xh ; bx++)
for (by = yl ; by <= yh ; by++)
if (!P_BlockLinesIterator(bx,by,PIT_CrossLine))
return true; // ^
return(false); // |
} // phares
//
// MOVEMENT CLIPPING
//
//
// P_CheckPosition
// This is purely informative, nothing is modified
// (except things picked up).
//
// in:
// a mobj_t (can be valid or invalid)
// a position to be checked
// (doesn't need to be related to the mobj_t->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
//
boolean P_CheckPosition (mobj_t* thing,fixed_t x,fixed_t y)
{
int xl;
int xh;
int yl;
int yh;
int bx;
int by;
subsector_t* newsubsec;
tmthing = thing;
tmx = x;
tmy = y;
tmbbox[BOXTOP] = y + tmthing->radius;
tmbbox[BOXBOTTOM] = y - tmthing->radius;
tmbbox[BOXRIGHT] = x + tmthing->radius;
tmbbox[BOXLEFT] = x - tmthing->radius;
newsubsec = R_PointInSubsector (x,y);
floorline = blockline = ceilingline = NULL; // killough 8/1/98
// Whether object can get out of a sticky situation:
tmunstuck = thing->player && /* only players */
thing->player->mo == thing && /* not voodoo dolls */
mbf_features; /* not under old demos */
// The base floor / ceiling is from the subsector
// that contains the point.
// Any contacted lines the step closer together
// will adjust them.
tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
tmceilingz = newsubsec->sector->ceilingheight;
validcount++;
numspechit = 0;
if ( tmthing->flags & MF_NOCLIP )
return true;
// Check things first, possibly picking things up.
// The bounding box is extended by MAXRADIUS
// because mobj_ts are grouped into mapblocks
// based on their origin point, and can overlap
// into adjacent blocks by up to MAXRADIUS units.
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
for (bx=xl ; bx<=xh ; bx++)
for (by=yl ; by<=yh ; by++)
if (!P_BlockThingsIterator(bx,by,PIT_CheckThing))
return false;
// check lines
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
for (bx=xl ; bx<=xh ; bx++)
for (by=yl ; by<=yh ; by++)
if (!P_BlockLinesIterator (bx,by,PIT_CheckLine))
return false; // doesn't fit
return true;
}
//
// P_TryMove
// Attempt to move to a new position,
// crossing special lines unless MF_TELEPORT is set.
//
boolean P_TryMove(mobj_t* thing,fixed_t x,fixed_t y,
boolean dropoff) // killough 3/15/98: allow dropoff as option
{
fixed_t oldx;
fixed_t oldy;
felldown = floatok = false; // killough 11/98
if (!P_CheckPosition (thing, x, y))
return false; // solid wall or thing
if ( !(thing->flags & MF_NOCLIP) )
{
// killough 7/26/98: reformatted slightly
// killough 8/1/98: Possibly allow escape if otherwise stuck
if (tmceilingz - tmfloorz < thing->height || // doesn't fit
// mobj must lower to fit
(floatok = true, !(thing->flags & MF_TELEPORT) &&
tmceilingz - thing->z < thing->height) ||
// too big a step up
(!(thing->flags & MF_TELEPORT) &&
tmfloorz - thing->z > 24*FRACUNIT))
return tmunstuck
&& !(ceilingline && untouched(ceilingline))
&& !( floorline && untouched( floorline));
/* killough 3/15/98: Allow certain objects to drop off
* killough 7/24/98, 8/1/98:
* Prevent monsters from getting stuck hanging off ledges
* killough 10/98: Allow dropoffs in controlled circumstances
* killough 11/98: Improve symmetry of clipping on stairs
*/
if (!(thing->flags & (MF_DROPOFF|MF_FLOAT))) {
if (comp[comp_dropoff])
{
if ((compatibility || !dropoff) && (tmfloorz - tmdropoffz > 24*FRACUNIT))
return false; // don't stand over a dropoff
}
else
if (!dropoff || (dropoff==2 && // large jump down (e.g. dogs)
(tmfloorz-tmdropoffz > 128*FRACUNIT ||
!thing->target || thing->target->z >tmdropoffz)))
{
if (!monkeys || !mbf_features ?
tmfloorz - tmdropoffz > 24*FRACUNIT :
thing->floorz - tmfloorz > 24*FRACUNIT ||
thing->dropoffz - tmdropoffz > 24*FRACUNIT)
return false;
}
else { /* dropoff allowed -- check for whether it fell more than 24 */
felldown = !(thing->flags & MF_NOGRAVITY) &&
thing->z - tmfloorz > 24*FRACUNIT;
}
}
if (thing->flags & MF_BOUNCES && // killough 8/13/98
!(thing->flags & (MF_MISSILE|MF_NOGRAVITY)) &&
!sentient(thing) && tmfloorz - thing->z > 16*FRACUNIT)
return false; // too big a step up for bouncers under gravity
// killough 11/98: prevent falling objects from going up too many steps
if (thing->intflags & MIF_FALLING && tmfloorz - thing->z >
FixedMul(thing->momx,thing->momx)+FixedMul(thing->momy,thing->momy))
return false;
}
// the move is ok,
// so unlink from the old position and link into the new position
P_UnsetThingPosition (thing);
oldx = thing->x;
oldy = thing->y;
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
thing->dropoffz = tmdropoffz; // killough 11/98: keep track of dropoffs
thing->x = x;
thing->y = y;
P_SetThingPosition (thing);
// if any special lines were hit, do the effect
if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) )
while (numspechit--)
if (spechit[numspechit]->special) // see if the line was crossed
{
int oldside;
if ((oldside = P_PointOnLineSide(oldx, oldy, spechit[numspechit])) !=
P_PointOnLineSide(thing->x, thing->y, spechit[numspechit]))
P_CrossSpecialLine(spechit[numspechit], oldside, thing);
}
return true;
}
/*
* killough 9/12/98:
*
* Apply "torque" to objects hanging off of ledges, so that they
* fall off. It's not really torque, since Doom has no concept of
* rotation, but it's a convincing effect which avoids anomalies
* such as lifeless objects hanging more than halfway off of ledges,
* and allows objects to roll off of the edges of moving lifts, or
* to slide up and then back down stairs, or to fall into a ditch.
* If more than one linedef is contacted, the effects are cumulative,
* so balancing is possible.
*/
static boolean PIT_ApplyTorque(line_t *ld)
{
if (ld->backsector && // If thing touches two-sided pivot linedef
tmbbox[BOXRIGHT] > ld->bbox[BOXLEFT] &&
tmbbox[BOXLEFT] < ld->bbox[BOXRIGHT] &&
tmbbox[BOXTOP] > ld->bbox[BOXBOTTOM] &&
tmbbox[BOXBOTTOM] < ld->bbox[BOXTOP] &&
P_BoxOnLineSide(tmbbox, ld) == -1)
{
mobj_t *mo = tmthing;
fixed_t dist = // lever arm
+ (ld->dx >> FRACBITS) * (mo->y >> FRACBITS)
- (ld->dy >> FRACBITS) * (mo->x >> FRACBITS)
- (ld->dx >> FRACBITS) * (ld->v1->y >> FRACBITS)
+ (ld->dy >> FRACBITS) * (ld->v1->x >> FRACBITS);
if (dist < 0 ? // dropoff direction
ld->frontsector->floorheight < mo->z &&
ld->backsector->floorheight >= mo->z :
ld->backsector->floorheight < mo->z &&
ld->frontsector->floorheight >= mo->z)
{
/* At this point, we know that the object straddles a two-sided
* linedef, and that the object's center of mass is above-ground.
*/
fixed_t x = D_abs(ld->dx), y = D_abs(ld->dy);
if (y > x)
{
fixed_t t = x;
x = y;
y = t;
}
y = finesine[(tantoangle[FixedDiv(y,x)>>DBITS] +
ANG90) >> ANGLETOFINESHIFT];
/* Momentum is proportional to distance between the
* object's center of mass and the pivot linedef.
*
* It is scaled by 2^(OVERDRIVE - gear). When gear is
* increased, the momentum gradually decreases to 0 for
* the same amount of pseudotorque, so that oscillations
* are prevented, yet it has a chance to reach equilibrium.
*/
dist = FixedDiv(FixedMul(dist, (mo->gear < OVERDRIVE) ?
y << -(mo->gear - OVERDRIVE) :
y >> +(mo->gear - OVERDRIVE)), x);
/* Apply momentum away from the pivot linedef. */
x = FixedMul(ld->dy, dist);
y = FixedMul(ld->dx, dist);
/* Avoid moving too fast all of a sudden (step into "overdrive") */
dist = FixedMul(x,x) + FixedMul(y,y);
while (dist > FRACUNIT*4 && mo->gear < MAXGEAR)
++mo->gear, x >>= 1, y >>= 1, dist >>= 1;
mo->momx -= x;
mo->momy += y;
}
}
return true;
}
/*
* killough 9/12/98
*
* Applies "torque" to objects, based on all contacted linedefs
*/
void P_ApplyTorque(mobj_t *mo)
{
int xl = ((tmbbox[BOXLEFT] =
mo->x - mo->radius) - bmaporgx) >> MAPBLOCKSHIFT;
int xh = ((tmbbox[BOXRIGHT] =
mo->x + mo->radius) - bmaporgx) >> MAPBLOCKSHIFT;
int yl = ((tmbbox[BOXBOTTOM] =
mo->y - mo->radius) - bmaporgy) >> MAPBLOCKSHIFT;
int yh = ((tmbbox[BOXTOP] =
mo->y + mo->radius) - bmaporgy) >> MAPBLOCKSHIFT;
int bx,by,flags = mo->intflags; //Remember the current state, for gear-change
tmthing = mo;
validcount++; /* prevents checking same line twice */
for (bx = xl ; bx <= xh ; bx++)
for (by = yl ; by <= yh ; by++)
P_BlockLinesIterator(bx, by, PIT_ApplyTorque);
/* If any momentum, mark object as 'falling' using engine-internal flags */
if (mo->momx | mo->momy)
mo->intflags |= MIF_FALLING;
else // Clear the engine-internal flag indicating falling object.
mo->intflags &= ~MIF_FALLING;
/* If the object has been moving, step up the gear.
* This helps reach equilibrium and avoid oscillations.
*
* Doom has no concept of potential energy, much less
* of rotation, so we have to creatively simulate these
* systems somehow :)
*/
if (!((mo->intflags | flags) & MIF_FALLING)) // If not falling for a while,
mo->gear = 0; // Reset it to full strength
else
if (mo->gear < MAXGEAR) // Else if not at max gear,
mo->gear++; // move up a gear
}
//
// P_ThingHeightClip
// Takes a valid thing and adjusts the thing->floorz,
// thing->ceilingz, and possibly thing->z.
// This is called for all nearby monsters
// whenever a sector changes height.
// If the thing doesn't fit,
// the z will be set to the lowest value
// and false will be returned.
//
boolean P_ThingHeightClip (mobj_t* thing)
{
boolean onfloor;
onfloor = (thing->z == thing->floorz);
P_CheckPosition (thing, thing->x, thing->y);
/* what about stranding a monster partially off an edge?
* killough 11/98: Answer: see below (upset balance if hanging off ledge)
*/
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
thing->dropoffz = tmdropoffz; /* killough 11/98: remember dropoffs */
if (onfloor)
{
// walking monsters rise and fall with the floor
thing->z = thing->floorz;
/* killough 11/98: Possibly upset balance of objects hanging off ledges */
if (thing->intflags & MIF_FALLING && thing->gear >= MAXGEAR)
thing->gear = 0;
}
else
{
// don't adjust a floating monster unless forced to
if (thing->z+thing->height > thing->ceilingz)
thing->z = thing->ceilingz - thing->height;
}
return thing->ceilingz - thing->floorz >= thing->height;
}
//
// SLIDE MOVE
// Allows the player to slide along any angled walls.
//
/* killough 8/2/98: make variables static */
static fixed_t bestslidefrac;
static fixed_t secondslidefrac;
static line_t* bestslideline;
static line_t* secondslideline;
static mobj_t* slidemo;
static fixed_t tmxmove;
static fixed_t tmymove;
//
// P_HitSlideLine
// Adjusts the xmove / ymove
// so that the next move will slide along the wall.
// If the floor is icy, then you can bounce off a wall. // phares
//
void P_HitSlideLine (line_t* ld)
{
int side;
angle_t lineangle;
angle_t moveangle;
angle_t deltaangle;
fixed_t movelen;
fixed_t newlen;
boolean 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)
* cph - DEMOSYNC - should only affect players in Boom demos? */
icyfloor =
(mbf_features ?
P_AproxDistance(tmxmove, tmymove) > 4*FRACUNIT : !compatibility) &&
variable_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 && (D_abs(tmymove) > D_abs(tmxmove)))
{
tmxmove /= 2; // absorb half the momentum
tmymove = -tmymove/2;
S_StartSound(slidemo,sfx_oof); // oooff!
}
else
tmymove = 0; // no more movement in the Y direction
return;
}
if (ld->slopetype == ST_VERTICAL)
{
if (icyfloor && (D_abs(tmxmove) > D_abs(tmymove)))
{
tmxmove = -tmxmove/2; // absorb half the momentum
tmymove /= 2;
S_StartSound(slidemo,sfx_oof); // 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);
// killough 3/2/98:
// The moveangle+=10 breaks v1.9 demo compatibility in
// some demos, so it needs demo_compatibility switch.
if (!demo_compatibility)
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
S_StartSound(slidemo,sfx_oof); // oooff!
moveangle >>= ANGLETOFINESHIFT;
tmxmove = FixedMul (movelen, finecosine[moveangle]);
tmymove = FixedMul (movelen, finesine[moveangle]);
} // ^
else // |
{ // phares
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]);
} // phares
}
//
// PTR_SlideTraverse
//
boolean PTR_SlideTraverse (intercept_t* in)
{
line_t* li;
if (!in->isaline)
I_Error ("PTR_SlideTraverse: not a line?");
li = in->d.line;
if ( ! (li->flags & ML_TWOSIDED) )
{
if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
return true; // don't hit the back side
goto isblocking;
}
// set openrange, opentop, openbottom.
// These define a 'window' from one sector to another across a line
P_LineOpening (li);
if (openrange < slidemo->height)
goto isblocking; // doesn't fit
if (opentop - slidemo->z < slidemo->height)
goto isblocking; // mobj is too high
if (openbottom - slidemo->z > 24*FRACUNIT )
goto isblocking; // too big a step up
// this line doesn't block movement
return true;
// the line does block movement,
// see if it is closer than best so far
isblocking:
if (in->frac < bestslidefrac)
{
secondslidefrac = bestslidefrac;
secondslideline = bestslideline;
bestslidefrac = in->frac;
bestslideline = li;
}
return false; // stop
}
//
// P_SlideMove
// The momx / momy move is bad, so try to slide
// along a wall.
// Find the first line hit, move flush to it,
// and slide along it
//
// This is a kludgy mess.
//
// killough 11/98: reformatted
void P_SlideMove(mobj_t *mo)
{
int hitcount = 3;
slidemo = mo; // the object that's sliding
do
{
fixed_t leadx, leady, trailx, traily;
if (!--hitcount)
goto stairstep; // don't loop forever
// trace along the three leading corners
if (mo->momx > 0)
leadx = mo->x + mo->radius, trailx = mo->x - mo->radius;
else
leadx = mo->x - mo->radius, trailx = mo->x + mo->radius;
if (mo->momy > 0)
leady = mo->y + mo->radius, traily = mo->y - mo->radius;
else
leady = mo->y - mo->radius, traily = mo->y + mo->radius;
bestslidefrac = FRACUNIT+1;
P_PathTraverse(leadx, leady, leadx+mo->momx, leady+mo->momy,
PT_ADDLINES, PTR_SlideTraverse);
P_PathTraverse(trailx, leady, trailx+mo->momx, leady+mo->momy,
PT_ADDLINES, PTR_SlideTraverse);
P_PathTraverse(leadx, traily, leadx+mo->momx, traily+mo->momy,
PT_ADDLINES, PTR_SlideTraverse);
// move up to the wall
if (bestslidefrac == FRACUNIT+1)
{
// the move must have hit the middle, so stairstep
stairstep:
/* killough 3/15/98: Allow objects to drop off ledges
*
* phares 5/4/98: kill momentum if you can't move at all
* This eliminates player bobbing if pressed against a wall
* while on ice.
*
* killough 10/98: keep buggy code around for old Boom demos
*
* cph 2000/09//23: buggy code was only in Boom v2.01
*/
if (!P_TryMove(mo, mo->x, mo->y + mo->momy, true))
if (!P_TryMove(mo, mo->x + mo->momx, mo->y, true))
if (compatibility_level == boom_201_compatibility)
mo->momx = mo->momy = 0;
break;
}
// fudge a bit to make sure it doesn't hit
if ((bestslidefrac -= 0x800) > 0)
{
fixed_t newx = FixedMul(mo->momx, bestslidefrac);
fixed_t newy = FixedMul(mo->momy, 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.
// First calculate remainder.
bestslidefrac = FRACUNIT-(bestslidefrac+0x800);
if (bestslidefrac > FRACUNIT)
bestslidefrac = FRACUNIT;
if (bestslidefrac <= 0)
break;
tmxmove = FixedMul(mo->momx, bestslidefrac);
tmymove = FixedMul(mo->momy, bestslidefrac);
P_HitSlideLine(bestslideline); // clip the moves
mo->momx = tmxmove;
mo->momy = tmymove;
/* killough 10/98: affect the bobbing the same way (but not voodoo dolls)
* cph - DEMOSYNC? */
if (mo->player && mo->player->mo == mo)
{
if (D_abs(mo->player->momx) > D_abs(tmxmove))
mo->player->momx = tmxmove;
if (D_abs(mo->player->momy) > D_abs(tmymove))
mo->player->momy = tmymove;
}
} // killough 3/15/98: Allow objects to drop off ledges:
while (!P_TryMove(mo, mo->x+tmxmove, mo->y+tmymove, true));
}
//
// P_LineAttack
//
mobj_t* linetarget; // who got hit (or NULL)
static mobj_t* shootthing;
/* killough 8/2/98: for more intelligent autoaiming */
static uint_64_t aim_flags_mask;
// Height if not aiming up or down
fixed_t shootz;
int la_damage;
fixed_t attackrange;
static fixed_t aimslope;
// slopes to top and bottom of target
// killough 4/20/98: make static instead of using ones in p_sight.c
static fixed_t topslope;
static fixed_t bottomslope;
//
// PTR_AimTraverse
// Sets linetaget and aimslope when a target is aimed at.
//
boolean PTR_AimTraverse (intercept_t* in)
{
line_t* li;
mobj_t* th;
fixed_t slope;
fixed_t thingtopslope;
fixed_t thingbottomslope;
fixed_t dist;
if (in->isaline)
{
li = in->d.line;
if ( !(li->flags & ML_TWOSIDED) )
return false; // stop
// Crosses a two sided line.
// A two sided line will restrict
// the possible target ranges.
P_LineOpening (li);
if (openbottom >= opentop)
return false; // stop
dist = FixedMul (attackrange, in->frac);
if (li->frontsector->floorheight != li->backsector->floorheight)
{
slope = FixedDiv (openbottom - shootz , dist);
if (slope > bottomslope)
bottomslope = slope;
}
if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
{
slope = FixedDiv (opentop - shootz , dist);
if (slope < topslope)
topslope = slope;
}
if (topslope <= bottomslope)
return false; // stop
return true; // shot continues
}
// shoot a thing
th = in->d.thing;
if (th == shootthing)
return true; // can't shoot self
if (!(th->flags&MF_SHOOTABLE))
return true; // corpse or something
/* killough 7/19/98, 8/2/98:
* friends don't aim at friends (except players), at least not first
*/
if (th->flags & shootthing->flags & aim_flags_mask && !th->player)
return true;
// check angles to see if the thing can be aimed at
dist = FixedMul (attackrange, in->frac);
thingtopslope = FixedDiv (th->z+th->height - shootz , dist);
if (thingtopslope < bottomslope)
return true; // shot over the thing
thingbottomslope = FixedDiv (th->z - shootz, dist);
if (thingbottomslope > topslope)
return true; // shot under the thing
// this thing can be hit!
if (thingtopslope > topslope)
thingtopslope = topslope;
if (thingbottomslope < bottomslope)
thingbottomslope = bottomslope;
aimslope = (thingtopslope+thingbottomslope)/2;
linetarget = th;
return false; // don't go any farther
}
//
// PTR_ShootTraverse
//
boolean PTR_ShootTraverse (intercept_t* in)
{
fixed_t x;
fixed_t y;
fixed_t z;
fixed_t frac;
mobj_t* th;
fixed_t slope;
fixed_t dist;
fixed_t thingtopslope;
fixed_t thingbottomslope;
if (in->isaline)
{
line_t *li = in->d.line;
if (li->special)
P_ShootSpecialLine (shootthing, li);
if (li->flags & ML_TWOSIDED)
{ // crosses a two sided (really 2s) line
P_LineOpening (li);
dist = FixedMul(attackrange, in->frac);
// killough 11/98: simplify
if ((li->frontsector->floorheight==li->backsector->floorheight ||
(slope = FixedDiv(openbottom - shootz , dist)) <= aimslope) &&
(li->frontsector->ceilingheight==li->backsector->ceilingheight ||
(slope = FixedDiv (opentop - shootz , dist)) >= aimslope))
return true; // shot continues
}
// hit line
// position a bit closer
frac = in->frac - FixedDiv (4*FRACUNIT,attackrange);
x = trace.x + FixedMul (trace.dx, frac);
y = trace.y + FixedMul (trace.dy, frac);
z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange));
if (li->frontsector->ceilingpic == skyflatnum)
{
// don't shoot the sky!
if (z > li->frontsector->ceilingheight)
return false;
// it's a sky hack wall
if (li->backsector && li->backsector->ceilingpic == skyflatnum)
// fix bullet-eaters -- killough:
// WARNING: Almost all demos will lose sync without this
// demo_compatibility flag check!!! killough 1/18/98
if (demo_compatibility || li->backsector->ceilingheight < z)
return false;
}
// Spawn bullet puffs.
P_SpawnPuff (x,y,z);
// don't go any farther
return false;
}
// shoot a thing
th = in->d.thing;
if (th == shootthing)
return true; // can't shoot self
if (!(th->flags&MF_SHOOTABLE))
return true; // corpse or something
// check angles to see if the thing can be aimed at
dist = FixedMul (attackrange, in->frac);
thingtopslope = FixedDiv (th->z+th->height - shootz , dist);
if (thingtopslope < aimslope)
return true; // shot over the thing
thingbottomslope = FixedDiv (th->z - shootz, dist);
if (thingbottomslope > aimslope)
return true; // shot under the thing
// hit thing
// position a bit closer
frac = in->frac - FixedDiv (10*FRACUNIT,attackrange);
x = trace.x + FixedMul (trace.dx, frac);
y = trace.y + FixedMul (trace.dy, frac);
z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange));
// Spawn bullet puffs or blod spots,
// depending on target type.
if (in->d.thing->flags & MF_NOBLOOD)
P_SpawnPuff (x,y,z);
else
P_SpawnBlood (x,y,z, la_damage);
if (la_damage)
P_DamageMobj (th, shootthing, shootthing, la_damage);
// don't go any farther
return false;
}
//
// P_AimLineAttack
//
fixed_t P_AimLineAttack(mobj_t* t1,angle_t angle,fixed_t distance, uint_64_t mask)
{
fixed_t x2;
fixed_t y2;
angle >>= ANGLETOFINESHIFT;
shootthing = t1;
x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
// can't shoot outside view angles
topslope = 100*FRACUNIT/160;
bottomslope = -100*FRACUNIT/160;
attackrange = distance;
linetarget = NULL;
/* killough 8/2/98: prevent friends from aiming at friends */
aim_flags_mask = mask;
P_PathTraverse(t1->x,t1->y,x2,y2,PT_ADDLINES|PT_ADDTHINGS,PTR_AimTraverse);
if (linetarget)
return aimslope;
return 0;
}
//
// P_LineAttack
// If damage == 0, it is just a test trace
// that will leave linetarget set.
//
void P_LineAttack
(mobj_t* t1,
angle_t angle,
fixed_t distance,
fixed_t slope,
int damage)
{
fixed_t x2;
fixed_t y2;
angle >>= ANGLETOFINESHIFT;
shootthing = t1;
la_damage = damage;
x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
attackrange = distance;
aimslope = slope;
P_PathTraverse(t1->x,t1->y,x2,y2,PT_ADDLINES|PT_ADDTHINGS,PTR_ShootTraverse);
}
//
// USE LINES
//
mobj_t* usething;
boolean PTR_UseTraverse (intercept_t* in)
{
int side;
if (!in->d.line->special)
{
P_LineOpening (in->d.line);
if (openrange <= 0)
{
S_StartSound (usething, sfx_noway);
// can't use through a wall
return false;
}
// not a special line, but keep checking
return true;
}
side = 0;
if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
side = 1;
// return false; // don't use back side
P_UseSpecialLine (usething, in->d.line, side);
//WAS can't use for than one special line in a row
//jff 3/21/98 NOW multiple use allowed with enabling line flag
return (!demo_compatibility && (in->d.line->flags&ML_PASSUSE))?
true : 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
//
boolean PTR_NoWayTraverse(intercept_t* in)
{
line_t *ld = in->d.line;
// This linedef
return ld->special || !( // Ignore specials
ld->flags & ML_BLOCKING || ( // Always blocking
P_LineOpening(ld), // Find openings
openrange <= 0 || // No opening
openbottom > usething->z+24*FRACUNIT || // Too high it blocks
opentop < usething->z+usething->height // Too low it blocks
)
);
}
//
// P_UseLines
// Looks for special lines in front of the player to activate.
//
void P_UseLines (player_t* player)
{
int angle;
fixed_t x1;
fixed_t y1;
fixed_t x2;
fixed_t y2;
usething = player->mo;
angle = player->mo->angle >> ANGLETOFINESHIFT;
x1 = player->mo->x;
y1 = player->mo->y;
x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle];
y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle];
// old code:
//
// P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
//
// This added test makes the "oof" sound work on 2s lines -- killough:
if (P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse ))
if (!comp[comp_sound] && !P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_NoWayTraverse ))
S_StartSound (usething, sfx_noway);
}
//
// RADIUS ATTACK
//
static mobj_t *bombsource, *bombspot;
static int bombdamage;
//
// PIT_RadiusAttack
// "bombsource" is the creature
// that caused the explosion at "bombspot".
//
boolean PIT_RadiusAttack (mobj_t* thing)
{
fixed_t dx;
fixed_t dy;
fixed_t dist;
/* killough 8/20/98: allow bouncers to take damage
* (missile bouncers are already excluded with MF_NOBLOCKMAP)
*/
if (!(thing->flags & (MF_SHOOTABLE | MF_BOUNCES)))
return true;
// Boss spider and cyborg
// take no damage from concussion.
// killough 8/10/98: allow grenades to hurt anyone, unless
// fired by Cyberdemons, in which case it won't hurt Cybers.
if (bombspot->flags & MF_BOUNCES ?
thing->type == MT_CYBORG && bombsource->type == MT_CYBORG :
thing->type == MT_CYBORG || thing->type == MT_SPIDER)
return true;
dx = D_abs(thing->x - bombspot->x);
dy = D_abs(thing->y - bombspot->y);
dist = dx>dy ? dx : dy;
dist = (dist - thing->radius) >> FRACBITS;
if (dist < 0)
dist = 0;
if (dist >= bombdamage)
return true; // out of range
if ( P_CheckSight (thing, bombspot) )
{
// must be in direct path
P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist);
}
return true;
}
//
// P_RadiusAttack
// Source is the creature that caused the explosion at spot.
//
void P_RadiusAttack(mobj_t* spot,mobj_t* source,int damage)
{
int x;
int y;
int xl;
int xh;
int yl;
int yh;
fixed_t dist;
dist = (damage+MAXRADIUS)<<FRACBITS;
yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
bombspot = spot;
bombsource = source;
bombdamage = damage;
for (y=yl ; y<=yh ; y++)
for (x=xl ; x<=xh ; x++)
P_BlockThingsIterator (x, y, PIT_RadiusAttack );
}
//
// SECTOR HEIGHT CHANGING
// After modifying a sectors 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.
// If crunch is true, they will take damage
// as they are being crushed.
// If Crunch is false, you should set the sector height back
// the way it was and call P_ChangeSector again
// to undo the changes.
//
static boolean crushchange, nofit;
//
// PIT_ChangeSector
//
boolean PIT_ChangeSector (mobj_t* thing)
{
mobj_t* mo;
if (P_ThingHeightClip (thing))
return true; // keep checking
// crunch bodies to giblets
if (thing->health <= 0)
{
P_SetMobjState (thing, S_GIBS);
thing->flags &= ~MF_SOLID;
thing->height = 0;
thing->radius = 0;
return true; // keep checking
}
// crunch dropped items
if (thing->flags & MF_DROPPED)
{
P_RemoveMobj (thing);
// keep checking
return true;
}
/* killough 11/98: kill touchy things immediately */
if (thing->flags & MF_TOUCHY &&
(thing->intflags & MIF_ARMED || sentient(thing)))
{
P_DamageMobj(thing, NULL, NULL, thing->health); // kill object
return true; // keep checking
}
if (! (thing->flags & MF_SHOOTABLE) )
{
// assume it is bloody gibs or something
return true;
}
nofit = true;
if (crushchange && !(leveltime&3)) {
int t;
P_DamageMobj(thing,NULL,NULL,10);
// spray blood in a random direction
mo = P_SpawnMobj (thing->x,
thing->y,
thing->z + thing->height/2, MT_BLOOD);
/* killough 8/10/98: remove dependence on order of evaluation */
t = P_Random(pr_crush);
mo->momx = (t - P_Random (pr_crush))<<12;
t = P_Random(pr_crush);
mo->momy = (t - P_Random (pr_crush))<<12;
}
// keep checking (crush other things)
return true;
}
//
// P_ChangeSector
//
boolean P_ChangeSector(sector_t* sector,boolean crunch)
{
int x;
int y;
nofit = false;
crushchange = crunch;
// ARRGGHHH!!!!
// This is horrendously slow!!!
// killough 3/14/98
// re-check heights for all things near the moving sector
for (x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++)
for (y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++)
P_BlockThingsIterator (x, y, PIT_ChangeSector);
return nofit;
}
//
// P_CheckSector
// 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.
//
boolean P_CheckSector(sector_t* sector,boolean crunch)
{
msecnode_t *n;
if (comp[comp_floors]) /* use the old routine for old demos though */
return P_ChangeSector(sector,crunch);
nofit = false;
crushchange = crunch;
// 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
PIT_ChangeSector(n->m_thing); // process it
break; // exit and start over
}
while (n); // repeat from scratch until all things left are marked valid
return nofit;
}
// CPhipps -
// Use block memory allocator here
#include "z_bmalloc.h"
IMPLEMENT_BLOCK_MEMORY_ALLOC_ZONE(secnodezone, sizeof(msecnode_t), PU_LEVEL, 32, "SecNodes");
inline static msecnode_t* P_GetSecnode(void)
{
return (msecnode_t*)Z_BMalloc(&secnodezone);
}
// P_PutSecnode() returns a node to the freelist.
inline static void P_PutSecnode(msecnode_t* node)
{
Z_BFree(&secnodezone, 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, mobj_t* thing, msecnode_t* nextnode)
{
msecnode_t* node;
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 mobj_t->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
// Delete an entire sector list
void P_DelSeclist(msecnode_t* node)
{
while (node)
node = P_DelSecnode(node);
}
// phares 3/14/98
//
// PIT_GetSectors
// Locates all the sectors the object is in by looking at the lines that
// cross through it. You have already decided that the object is allowed
// at this location, so don't bother with checking impassable or
// blocking lines.
boolean PIT_GetSectors(line_t* ld)
{
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] ||
tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] ||
tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] ||
tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
return true;
if (P_BoxOnLineSide(tmbbox, ld) != -1)
return true;
// This line crosses through the object.
// Collect the sector(s) from the line and add to the
// sector_list you're examining. If the Thing ends up being
// allowed to move to this position, then the sector_list
// will be attached to the Thing's mobj_t at touching_sectorlist.
sector_list = P_AddSecnode(ld->frontsector,tmthing,sector_list);
/* Don't assume all lines are 2-sided, since some Things
* like MT_TFOG are allowed regardless of whether their radius takes
* them beyond an impassable linedef.
*
* killough 3/27/98, 4/4/98:
* Use sidedefs instead of 2s flag to determine two-sidedness.
* killough 8/1/98: avoid duplicate if same sector on both sides
* cph - DEMOSYNC? */
if (ld->backsector && ld->backsector != ld->frontsector)
sector_list = P_AddSecnode(ld->backsector, tmthing, sector_list);
return true;
}
// phares 3/14/98
//
// P_CreateSecNodeList alters/creates the sector_list that shows what sectors
// the object resides in.
void P_CreateSecNodeList(mobj_t* thing,fixed_t x,fixed_t y)
{
int xl;
int xh;
int yl;
int yh;
int bx;
int by;
msecnode_t* node;
mobj_t* saved_tmthing = tmthing; /* cph - see comment at func end */
fixed_t saved_tmx = tmx, saved_tmy = tmy; /* ditto */
// First, clear out the existing m_thing fields. As each node is
// added or verified as needed, m_thing will be set properly. When
// finished, delete all nodes where m_thing is still NULL. These
// represent the sectors the Thing has vacated.
node = sector_list;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
tmthing = thing;
tmx = x;
tmy = y;
tmbbox[BOXTOP] = y + tmthing->radius;
tmbbox[BOXBOTTOM] = y - tmthing->radius;
tmbbox[BOXRIGHT] = x + tmthing->radius;
tmbbox[BOXLEFT] = x - tmthing->radius;
validcount++; // used to make sure we only process a line once
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
for (bx=xl ; bx<=xh ; bx++)
for (by=yl ; by<=yh ; by++)
P_BlockLinesIterator(bx,by,PIT_GetSectors);
// Add the sector of the (x,y) point to sector_list.
sector_list = P_AddSecnode(thing->subsector->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;
}
/* cph -
* This is the strife we get into for using global variables. tmthing
* is being used by several different functions calling
* P_BlockThingIterator, including functions that can be called *from*
* P_BlockThingIterator. Using a global tmthing is not reentrant.
* OTOH for Boom/MBF demos we have to preserve the buggy behavior.
* Fun. We restore its previous value unless we're in a Boom/MBF demo.
*/
if ((compatibility_level < boom_compatibility_compatibility) ||
(compatibility_level >= prboom_3_compatibility))
tmthing = saved_tmthing;
/* And, duh, the same for tmx/y - cph 2002/09/22
* And for tmbbox - cph 2003/08/10 */
if ((compatibility_level < boom_compatibility_compatibility) /* ||
(compatibility_level >= prboom_4_compatibility) */) {
tmx = saved_tmx, tmy = saved_tmy;
if (tmthing) {
tmbbox[BOXTOP] = tmy + tmthing->radius;
tmbbox[BOXBOTTOM] = tmy - tmthing->radius;
tmbbox[BOXRIGHT] = tmx + tmthing->radius;
tmbbox[BOXLEFT] = tmx - tmthing->radius;
}
}
}
/* cphipps 2004/08/30 -
* Must clear tmthing at tic end, as it might contain a pointer to a removed thinker, or the level might have ended/been ended and we clear the objects it was pointing too. Hopefully we don't need to carry this between tics for sync. */
void P_MapStart(void) {
if (tmthing) I_Error("P_MapStart: tmthing set!");
}
void P_MapEnd(void) {
tmthing = NULL;
}