diff options
author | Dave Chapman <dave@dchapman.com> | 2006-03-28 15:44:01 +0000 |
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committer | Dave Chapman <dave@dchapman.com> | 2006-03-28 15:44:01 +0000 |
commit | 47f4a458d636a889e955e68f896708f1276febc0 (patch) | |
tree | 99f770c02ef606f0abbdcd332ac39e69830d8007 /apps/plugins/doom/p_map.c | |
parent | fff7d6157d56f233cad5c2003475e47a5ff809a7 (diff) |
Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins/doom/p_map.c')
-rw-r--r-- | apps/plugins/doom/p_map.c | 2207 |
1 files changed, 2207 insertions, 0 deletions
diff --git a/apps/plugins/doom/p_map.c b/apps/plugins/doom/p_map.c new file mode 100644 index 0000000000..35194dec14 --- /dev/null +++ b/apps/plugins/doom/p_map.c @@ -0,0 +1,2207 @@ +/* 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; +} + |