47f4a458d6
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
2207 lines
63 KiB
C
2207 lines
63 KiB
C
/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Movement, collision handling.
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* Shooting and aiming.
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*
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*-----------------------------------------------------------------------------*/
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#include "doomstat.h"
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#include "r_main.h"
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#include "p_mobj.h"
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#include "p_maputl.h"
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#include "p_map.h"
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#include "p_setup.h"
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#include "p_spec.h"
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#include "s_sound.h"
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#include "sounds.h"
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#include "p_inter.h"
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#include "m_random.h"
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#include "m_bbox.h"
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#include "i_system.h"
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#include "rockmacros.h"
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static mobj_t *tmthing;
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static fixed_t tmx;
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static fixed_t tmy;
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static int pe_x; // Pain Elemental position for Lost Soul checks // phares
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static int pe_y; // Pain Elemental position for Lost Soul checks // phares
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static int ls_x; // Lost Soul position for Lost Soul checks // phares
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static int ls_y; // Lost Soul position for Lost Soul checks // phares
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// If "floatok" true, move would be ok
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// if within "tmfloorz - tmceilingz".
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boolean floatok;
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/* killough 11/98: if "felldown" true, object was pushed down ledge */
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boolean felldown;
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// The tm* items are used to hold information globally, usually for
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// line or object intersection checking
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fixed_t tmbbox[4]; // bounding box for line intersection checks
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fixed_t tmfloorz; // floor you'd hit if free to fall
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fixed_t tmceilingz; // ceiling of sector you're in
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fixed_t tmdropoffz; // dropoff on other side of line you're crossing
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// keep track of the line that lowers the ceiling,
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// so missiles don't explode against sky hack walls
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line_t *ceilingline;
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line_t *blockline; /* killough 8/11/98: blocking linedef */
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line_t *floorline; /* killough 8/1/98: Highest touched floor */
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static int tmunstuck; /* killough 8/1/98: whether to allow unsticking */
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// keep track of special lines as they are hit,
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// but don't process them until the move is proven valid
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// 1/11/98 killough: removed limit on special lines crossed
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line_t **spechit; // new code -- killough
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static int spechit_max; // killough
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int numspechit;
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// Temporary holder for thing_sectorlist threads
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msecnode_t* sector_list = NULL; // phares 3/16/98
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//
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// TELEPORT MOVE
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//
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//
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// PIT_StompThing
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//
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static boolean telefrag; /* killough 8/9/98: whether to telefrag at exit */
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boolean PIT_StompThing (mobj_t* thing)
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{
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fixed_t blockdist;
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// phares 9/10/98: moved this self-check to start of routine
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// don't clip against self
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if (thing == tmthing)
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return true;
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if (!(thing->flags & MF_SHOOTABLE)) // Can't shoot it? Can't stomp it!
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return true;
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blockdist = thing->radius + tmthing->radius;
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if (D_abs(thing->x - tmx) >= blockdist || D_abs(thing->y - tmy) >= blockdist)
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return true; // didn't hit it
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// monsters don't stomp things except on boss level
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if (!telefrag) // killough 8/9/98: make consistent across all levels
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return false;
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P_DamageMobj (thing, tmthing, tmthing, 10000); // Stomp!
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return true;
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}
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/*
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* killough 8/28/98:
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*
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* P_GetFriction()
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*
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* Returns the friction associated with a particular mobj.
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*/
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int P_GetFriction(const mobj_t *mo, int *frictionfactor)
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{
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int friction = ORIG_FRICTION;
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int movefactor = ORIG_FRICTION_FACTOR;
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const msecnode_t *m;
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const sector_t *sec;
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/* Assign the friction value to objects on the floor, non-floating,
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* and clipped. Normally the object's friction value is kept at
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* ORIG_FRICTION and this thinker changes it for icy or muddy floors.
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*
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* When the object is straddling sectors with the same
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* floorheight that have different frictions, use the lowest
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* friction value (muddy has precedence over icy).
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*/
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if (!(mo->flags & (MF_NOCLIP|MF_NOGRAVITY))
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&& (mbf_features || (mo->player && !compatibility)) &&
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variable_friction)
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for (m = mo->touching_sectorlist; m; m = m->m_tnext)
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if ((sec = m->m_sector)->special & FRICTION_MASK &&
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(sec->friction < friction || friction == ORIG_FRICTION) &&
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(mo->z <= sec->floorheight ||
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(sec->heightsec != -1 &&
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mo->z <= sectors[sec->heightsec].floorheight &&
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mbf_features)))
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friction = sec->friction, movefactor = sec->movefactor;
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if (frictionfactor)
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*frictionfactor = movefactor;
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return friction;
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}
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/* phares 3/19/98
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* P_GetMoveFactor() returns the value by which the x,y
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* movements are multiplied to add to player movement.
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*
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* killough 8/28/98: rewritten
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*/
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int P_GetMoveFactor(const mobj_t *mo, int *frictionp)
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{
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int movefactor, friction;
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// If the floor is icy or muddy, it's harder to get moving. This is where
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// the different friction factors are applied to 'trying to move'. In
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// p_mobj.c, the friction factors are applied as you coast and slow down.
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if ((friction = P_GetFriction(mo, &movefactor)) < ORIG_FRICTION)
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{
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// phares 3/11/98: you start off slowly, then increase as
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// you get better footing
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int momentum = P_AproxDistance(mo->momx,mo->momy);
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if (momentum > MORE_FRICTION_MOMENTUM<<2)
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movefactor <<= 3;
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else if (momentum > MORE_FRICTION_MOMENTUM<<1)
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movefactor <<= 2;
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else if (momentum > MORE_FRICTION_MOMENTUM)
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movefactor <<= 1;
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}
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if (frictionp)
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*frictionp = friction;
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return movefactor;
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}
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//
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// P_TeleportMove
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//
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boolean P_TeleportMove (mobj_t* thing,fixed_t x,fixed_t y, boolean boss)
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{
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int xl;
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int xh;
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int yl;
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int yh;
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int bx;
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int by;
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subsector_t* newsubsec;
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/* killough 8/9/98: make telefragging more consistent, preserve compatibility */
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telefrag = thing->player ||
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(!comp[comp_telefrag] ? boss : (gamemap==30));
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// kill anything occupying the position
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tmthing = thing;
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tmx = x;
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tmy = y;
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tmbbox[BOXTOP] = y + tmthing->radius;
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tmbbox[BOXBOTTOM] = y - tmthing->radius;
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tmbbox[BOXRIGHT] = x + tmthing->radius;
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tmbbox[BOXLEFT] = x - tmthing->radius;
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newsubsec = R_PointInSubsector (x,y);
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ceilingline = NULL;
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// The base floor/ceiling is from the subsector
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// that contains the point.
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// Any contacted lines the step closer together
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// will adjust them.
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tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
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tmceilingz = newsubsec->sector->ceilingheight;
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validcount++;
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numspechit = 0;
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// stomp on any things contacted
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xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
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xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
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yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
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yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
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for (bx=xl ; bx<=xh ; bx++)
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for (by=yl ; by<=yh ; by++)
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if (!P_BlockThingsIterator(bx,by,PIT_StompThing))
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return false;
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// the move is ok,
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// so unlink from the old position & link into the new position
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P_UnsetThingPosition (thing);
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thing->floorz = tmfloorz;
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thing->ceilingz = tmceilingz;
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thing->dropoffz = tmdropoffz; // killough 11/98
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thing->x = x;
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thing->y = y;
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P_SetThingPosition (thing);
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return true;
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}
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//
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// MOVEMENT ITERATOR FUNCTIONS
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//
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// // phares
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// PIT_CrossLine // |
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// Checks to see if a PE->LS trajectory line crosses a blocking // V
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// line. Returns false if it does.
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//
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// tmbbox holds the bounding box of the trajectory. If that box
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// does not touch the bounding box of the line in question,
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// then the trajectory is not blocked. If the PE is on one side
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// of the line and the LS is on the other side, then the
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// trajectory is blocked.
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//
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// Currently this assumes an infinite line, which is not quite
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// correct. A more correct solution would be to check for an
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// intersection of the trajectory and the line, but that takes
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// longer and probably really isn't worth the effort.
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//
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static // killough 3/26/98: make static
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boolean PIT_CrossLine (line_t* ld)
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{
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if (!(ld->flags & ML_TWOSIDED) ||
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(ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS)))
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if (!(tmbbox[BOXLEFT] > ld->bbox[BOXRIGHT] ||
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tmbbox[BOXRIGHT] < ld->bbox[BOXLEFT] ||
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tmbbox[BOXTOP] < ld->bbox[BOXBOTTOM] ||
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tmbbox[BOXBOTTOM] > ld->bbox[BOXTOP]))
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if (P_PointOnLineSide(pe_x,pe_y,ld) != P_PointOnLineSide(ls_x,ls_y,ld))
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return(false); // line blocks trajectory // ^
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return(true); // line doesn't block trajectory // |
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} // phares
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/* killough 8/1/98: used to test intersection between thing and line
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* assuming NO movement occurs -- used to avoid sticky situations.
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*/
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static int untouched(line_t *ld)
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{
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fixed_t x, y, tmbbox[4];
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return
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(tmbbox[BOXRIGHT] = (x=tmthing->x)+tmthing->radius) <= ld->bbox[BOXLEFT] ||
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(tmbbox[BOXLEFT] = x-tmthing->radius) >= ld->bbox[BOXRIGHT] ||
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(tmbbox[BOXTOP] = (y=tmthing->y)+tmthing->radius) <= ld->bbox[BOXBOTTOM] ||
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(tmbbox[BOXBOTTOM] = y-tmthing->radius) >= ld->bbox[BOXTOP] ||
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P_BoxOnLineSide(tmbbox, ld) != -1;
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}
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//
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// PIT_CheckLine
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// Adjusts tmfloorz and tmceilingz as lines are contacted
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//
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static // killough 3/26/98: make static
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boolean PIT_CheckLine (line_t* ld)
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{
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if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
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|| tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
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|| tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
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|| tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
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return true; // didn't hit it
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if (P_BoxOnLineSide(tmbbox, ld) != -1)
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return true; // didn't hit it
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// A line has been hit
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// The moving thing's destination position will cross the given line.
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// If this should not be allowed, return false.
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// If the line is special, keep track of it
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// to process later if the move is proven ok.
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// NOTE: specials are NOT sorted by order,
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// so two special lines that are only 8 pixels apart
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// could be crossed in either order.
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// killough 7/24/98: allow player to move out of 1s wall, to prevent sticking
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if (!ld->backsector) // one sided line
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{
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blockline = ld;
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return tmunstuck && !untouched(ld) &&
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FixedMul(tmx-tmthing->x,ld->dy) > FixedMul(tmy-tmthing->y,ld->dx);
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}
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// killough 8/10/98: allow bouncing objects to pass through as missiles
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if (!(tmthing->flags & (MF_MISSILE | MF_BOUNCES)))
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{
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if (ld->flags & ML_BLOCKING) // explicitly blocking everything
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return tmunstuck && !untouched(ld); // killough 8/1/98: allow escape
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// killough 8/9/98: monster-blockers don't affect friends
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if (!(tmthing->flags & MF_FRIEND || tmthing->player)
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&& ld->flags & ML_BLOCKMONSTERS)
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return false; // block monsters only
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}
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// set openrange, opentop, openbottom
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// these define a 'window' from one sector to another across this line
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P_LineOpening (ld);
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// adjust floor & ceiling heights
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if (opentop < tmceilingz)
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{
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tmceilingz = opentop;
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ceilingline = ld;
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blockline = ld;
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}
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if (openbottom > tmfloorz)
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{
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tmfloorz = openbottom;
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floorline = ld; // killough 8/1/98: remember floor linedef
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blockline = ld;
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}
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if (lowfloor < tmdropoffz)
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tmdropoffz = lowfloor;
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// if contacted a special line, add it to the list
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if (ld->special)
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{
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// 1/11/98 killough: remove limit on lines hit, by array doubling
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if (numspechit >= spechit_max)
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{
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spechit_max = spechit_max ? spechit_max*2 : 8;
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spechit = realloc(spechit,sizeof *spechit*spechit_max); // killough
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}
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spechit[numspechit++] = ld;
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}
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return true;
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}
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//
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// PIT_CheckThing
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//
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static boolean PIT_CheckThing(mobj_t *thing) // killough 3/26/98: make static
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{
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fixed_t blockdist;
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int damage;
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// killough 11/98: add touchy things
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if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE|MF_TOUCHY)))
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return true;
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blockdist = thing->radius + tmthing->radius;
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if (D_abs(thing->x - tmx) >= blockdist || D_abs(thing->y - tmy) >= blockdist)
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return true; // didn't hit it
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// killough 11/98:
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//
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// This test has less information content (it's almost always false), so it
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// should not be moved up to first, as it adds more overhead than it removes.
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// don't clip against self
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if (thing == tmthing)
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return true;
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/* killough 11/98:
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*
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* TOUCHY flag, for mines or other objects which die on contact with solids.
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* If a solid object of a different type comes in contact with a touchy
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* thing, and the touchy thing is not the sole one moving relative to fixed
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* surroundings such as walls, then the touchy thing dies immediately.
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*/
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if (thing->flags & MF_TOUCHY && // touchy object
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tmthing->flags & MF_SOLID && // solid object touches it
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thing->health > 0 && // touchy object is alive
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(thing->intflags & MIF_ARMED || // Thing is an armed mine
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sentient(thing)) && // ... or a sentient thing
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(thing->type != tmthing->type || // only different species
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thing->type == MT_PLAYER) && // ... or different players
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thing->z + thing->height >= tmthing->z && // touches vertically
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tmthing->z + tmthing->height >= thing->z &&
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(thing->type ^ MT_PAIN) | // PEs and lost souls
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(tmthing->type ^ MT_SKULL) && // are considered same
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(thing->type ^ MT_SKULL) | // (but Barons & Knights
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(tmthing->type ^ MT_PAIN)) // are intentionally not)
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{
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P_DamageMobj(thing, NULL, NULL, thing->health); // kill object
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return true;
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}
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// check for skulls slamming into things
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if (tmthing->flags & MF_SKULLFLY)
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{
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// A flying skull is smacking something.
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// Determine damage amount, and the skull comes to a dead stop.
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int damage = ((P_Random(pr_skullfly)%8)+1)*tmthing->info->damage;
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P_DamageMobj (thing, tmthing, tmthing, damage);
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tmthing->flags &= ~MF_SKULLFLY;
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tmthing->momx = tmthing->momy = tmthing->momz = 0;
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P_SetMobjState (tmthing, tmthing->info->spawnstate);
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return false; // stop moving
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}
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// missiles can hit other things
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// killough 8/10/98: bouncing non-solid things can hit other things too
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if (tmthing->flags & MF_MISSILE || (tmthing->flags & MF_BOUNCES &&
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!(tmthing->flags & MF_SOLID)))
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{
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// see if it went over / under
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|
|
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;
|
|
}
|
|
|