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Diffstat (limited to 'src/heretic/p_map.c')
-rw-r--r-- | src/heretic/p_map.c | 1697 |
1 files changed, 1697 insertions, 0 deletions
diff --git a/src/heretic/p_map.c b/src/heretic/p_map.c new file mode 100644 index 00000000..68353156 --- /dev/null +++ b/src/heretic/p_map.c @@ -0,0 +1,1697 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 1993-2008 Raven Software +// +// 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. +// +//----------------------------------------------------------------------------- +// P_map.c + +#include <stdlib.h> + +#include "doomdef.h" +#include "i_system.h" +#include "m_bbox.h" +#include "m_random.h" +#include "p_local.h" +#include "s_sound.h" + +/* +=============================================================================== + +NOTES: + + +=============================================================================== +*/ + +/* +=============================================================================== + +mobj_t NOTES + +mobj_ts are used to tell the refresh where to draw an image, tell the world +simulation when objects are contacted, and tell the sound driver how to +position a sound. + +The refresh uses the next and prev links to follow lists of things in sectors +as they are being drawn. The sprite, frame, and angle elements determine which +patch_t is used to draw the sprite if it is visible. The sprite and frame +values are allmost allways set from state_t structures. The statescr.exe +utility generates the states.h and states.c files that contain the sprite/frame +numbers from the statescr.txt source file. The xyz origin point represents a +point at the bottom middle of the sprite (between the feet of a biped). This +is the default origin position for patch_ts grabbed with lumpy.exe. A walking +creature will have its z equal to the floor it is standing on. + +The sound code uses the x,y, and subsector fields to do stereo positioning of +any sound effited by the mobj_t. + +The play simulation uses the blocklinks, x,y,z, radius, height to determine +when mobj_ts are touching each other, touching lines in the map, or hit by +trace lines (gunshots, lines of sight, etc). The mobj_t->flags element has +various bit flags used by the simulation. + + +Every mobj_t is linked into a single sector based on it's origin coordinates. +The subsector_t is found with R_PointInSubsector(x,y), and the sector_t can be +found with subsector->sector. The sector links are only used by the rendering +code, the play simulation does not care about them at all. + +Any mobj_t that needs to be acted upon be something else in the play world +(block movement, be shot, etc) will also need to be linked into the blockmap. +If the thing has the MF_NOBLOCK flag set, it will not use the block links. It +can still interact with other things, but only as the instigator (missiles will +run into other things, but nothing can run into a missile). Each block in +the grid is 128*128 units, and knows about every line_t that it contains a +piece of, and every interactable mobj_t that has it's origin contained. + +A valid mobj_t is a mobj_t that has the proper subsector_t filled in for it's +xy coordinates and is linked into the subsector's sector or has the MF_NOSECTOR +flag set (the subsector_t needs to be valid even if MF_NOSECTOR is set), and is +linked into a blockmap block or has the MF_NOBLOCKMAP flag set. Links should +only be modified by the P_[Un]SetThingPosition () functions. Do not change +the MF_NO? flags while a thing is valid. + + +=============================================================================== +*/ + +fixed_t tmbbox[4]; +mobj_t *tmthing; +int tmflags; +fixed_t tmx, tmy; + +boolean floatok; // if true, move would be ok if + // within tmfloorz - tmceilingz + +fixed_t tmfloorz, tmceilingz, tmdropoffz; + +// keep track of the line that lowers the ceiling, so missiles don't explode +// against sky hack walls +line_t *ceilingline; + +// keep track of special lines as they are hit, but don't process them +// until the move is proven valid +#define MAXSPECIALCROSS 8 +line_t *spechit[MAXSPECIALCROSS]; +int numspechit; + +mobj_t *onmobj; //generic global onmobj...used for landing on pods/players + +/* +=============================================================================== + + TELEPORT MOVE + +=============================================================================== +*/ + +/* +================== += += PIT_StompThing += +================== +*/ + +boolean PIT_StompThing(mobj_t * thing) +{ + fixed_t blockdist; + + if (!(thing->flags & MF_SHOOTABLE)) + return true; + + blockdist = thing->radius + tmthing->radius; + if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist) + return true; // didn't hit it + + if (thing == tmthing) + return true; // don't clip against self + + if (!(tmthing->flags2 & MF2_TELESTOMP)) + { // Not allowed to stomp things + return (false); + } + + P_DamageMobj(thing, tmthing, tmthing, 10000); + + return true; +} + + +/* +=================== += += P_TeleportMove += +=================== +*/ + +boolean P_TeleportMove(mobj_t * thing, fixed_t x, fixed_t y) +{ + int xl, xh, yl, yh, bx, by; + subsector_t *newsubsec; + +// +// kill anything occupying the position +// + + tmthing = thing; + tmflags = thing->flags; + + tmx = x; + tmy = y; + + tmbbox[BOXTOP] = y + tmthing->radius; + tmbbox[BOXBOTTOM] = y - tmthing->radius; + tmbbox[BOXRIGHT] = x + tmthing->radius; + tmbbox[BOXLEFT] = x - tmthing->radius; + + 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 link the thing into its new position +// + P_UnsetThingPosition(thing); + + thing->floorz = tmfloorz; + thing->ceilingz = tmceilingz; + thing->x = x; + thing->y = y; + + P_SetThingPosition(thing); + + return true; +} + +/* +=============================================================================== + + MOVEMENT ITERATOR FUNCTIONS + +=============================================================================== +*/ + +/* +================== += += PIT_CheckLine += += Adjusts tmfloorz and tmceilingz as lines are contacted +================== +*/ + +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); + } + if (P_BoxOnLineSide(tmbbox, ld) != -1) + { + return (true); + } + +// a line has been hit +/* += += The moving thing's destination position will cross the given line. += If this should not be allowed, return false. += If the line is special, keep track of it to process later if the move += is proven ok. NOTE: specials are NOT sorted by order, so two special lines += that are only 8 pixels apart could be crossed in either order. +*/ + + if (!ld->backsector) + { // One sided line + if (tmthing->flags & MF_MISSILE) + { // Missiles can trigger impact specials + if (ld->special) + { + spechit[numspechit] = ld; + numspechit++; + } + } + return false; + } + if (!(tmthing->flags & MF_MISSILE)) + { + if (ld->flags & ML_BLOCKING) + { // Explicitly blocking everything + return (false); + } + if (!tmthing->player && ld->flags & ML_BLOCKMONSTERS + && tmthing->type != MT_POD) + { // Block monsters only + return (false); + } + } + P_LineOpening(ld); // set openrange, opentop, openbottom + // adjust floor / ceiling heights + if (opentop < tmceilingz) + { + tmceilingz = opentop; + ceilingline = ld; + } + if (openbottom > tmfloorz) + { + tmfloorz = openbottom; + } + if (lowfloor < tmdropoffz) + { + tmdropoffz = lowfloor; + } + if (ld->special) + { // Contacted a special line, add it to the list + spechit[numspechit] = ld; + numspechit++; + } + return (true); +} + +//--------------------------------------------------------------------------- +// +// FUNC PIT_CheckThing +// +//--------------------------------------------------------------------------- + +boolean PIT_CheckThing(mobj_t * thing) +{ + fixed_t blockdist; + boolean solid; + int damage; + + if (!(thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE))) + { // Can't hit thing + return (true); + } + blockdist = thing->radius + tmthing->radius; + if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist) + { // Didn't hit thing + return (true); + } + if (thing == tmthing) + { // Don't clip against self + return (true); + } + if (tmthing->flags2 & MF2_PASSMOBJ) + { // check if a mobj passed over/under another object + if ((tmthing->type == MT_IMP || tmthing->type == MT_WIZARD) + && (thing->type == MT_IMP || thing->type == MT_WIZARD)) + { // don't let imps/wizards fly over other imps/wizards + return false; + } + if (tmthing->z > thing->z + thing->height + && !(thing->flags & MF_SPECIAL)) + { + return (true); + } + else if (tmthing->z + tmthing->height < thing->z + && !(thing->flags & MF_SPECIAL)) + { // under thing + return (true); + } + } + // Check for skulls slamming into things + if (tmthing->flags & MF_SKULLFLY) + { + damage = ((P_Random() % 8) + 1) * tmthing->damage; + P_DamageMobj(thing, tmthing, tmthing, damage); + tmthing->flags &= ~MF_SKULLFLY; + tmthing->momx = tmthing->momy = tmthing->momz = 0; + P_SetMobjState(tmthing, tmthing->info->seestate); + return (false); + } + // Check for missile + if (tmthing->flags & MF_MISSILE) + { + // Check for passing through a ghost + if ((thing->flags & MF_SHADOW) && (tmthing->flags2 & MF2_THRUGHOST)) + { + return (true); + } + // Check if it went over / under + if (tmthing->z > thing->z + thing->height) + { // Over thing + return (true); + } + if (tmthing->z + tmthing->height < thing->z) + { // Under thing + return (true); + } + if (tmthing->target && tmthing->target->type == thing->type) + { // Don't hit same species as originator + if (thing == tmthing->target) + { // Don't missile self + return (true); + } + if (thing->type != MT_PLAYER) + { // Hit same species as originator, explode, no damage + return (false); + } + } + if (!(thing->flags & MF_SHOOTABLE)) + { // Didn't do any damage + return !(thing->flags & MF_SOLID); + } + if (tmthing->flags2 & MF2_RIP) + { + if (!(thing->flags & MF_NOBLOOD)) + { // Ok to spawn some blood + P_RipperBlood(tmthing); + } + S_StartSound(tmthing, sfx_ripslop); + damage = ((P_Random() & 3) + 2) * tmthing->damage; + P_DamageMobj(thing, tmthing, tmthing->target, damage); + if (thing->flags2 & MF2_PUSHABLE + && !(tmthing->flags2 & MF2_CANNOTPUSH)) + { // Push thing + thing->momx += tmthing->momx >> 2; + thing->momy += tmthing->momy >> 2; + } + numspechit = 0; + return (true); + } + // Do damage + damage = ((P_Random() % 8) + 1) * tmthing->damage; + if (damage) + { + if (!(thing->flags & MF_NOBLOOD) && P_Random() < 192) + { + P_BloodSplatter(tmthing->x, tmthing->y, tmthing->z, thing); + } + P_DamageMobj(thing, tmthing, tmthing->target, damage); + } + return (false); + } + if (thing->flags2 & MF2_PUSHABLE && !(tmthing->flags2 & MF2_CANNOTPUSH)) + { // Push thing + thing->momx += tmthing->momx >> 2; + thing->momy += tmthing->momy >> 2; + } + // Check for special thing + if (thing->flags & MF_SPECIAL) + { + solid = thing->flags & MF_SOLID; + if (tmflags & MF_PICKUP) + { // Can be picked up by tmthing + P_TouchSpecialThing(thing, tmthing); // Can remove thing + } + return (!solid); + } + return (!(thing->flags & MF_SOLID)); +} + +//--------------------------------------------------------------------------- +// +// PIT_CheckOnmobjZ +// +//--------------------------------------------------------------------------- + +boolean PIT_CheckOnmobjZ(mobj_t * thing) +{ + fixed_t blockdist; + + if (!(thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE))) + { // Can't hit thing + return (true); + } + blockdist = thing->radius + tmthing->radius; + if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist) + { // Didn't hit thing + return (true); + } + if (thing == tmthing) + { // Don't clip against self + return (true); + } + if (tmthing->z > thing->z + thing->height) + { + return (true); + } + else if (tmthing->z + tmthing->height < thing->z) + { // under thing + return (true); + } + if (thing->flags & MF_SOLID) + { + onmobj = thing; + } + return (!(thing->flags & MF_SOLID)); +} + +/* +=============================================================================== + + MOVEMENT CLIPPING + +=============================================================================== +*/ + +//---------------------------------------------------------------------------- +// +// FUNC P_TestMobjLocation +// +// Returns true if the mobj is not blocked by anything at its current +// location, otherwise returns false. +// +//---------------------------------------------------------------------------- + +boolean P_TestMobjLocation(mobj_t * mobj) +{ + int flags; + + flags = mobj->flags; + mobj->flags &= ~MF_PICKUP; + if (P_CheckPosition(mobj, mobj->x, mobj->y)) + { // XY is ok, now check Z + mobj->flags = flags; + if ((mobj->z < mobj->floorz) + || (mobj->z + mobj->height > mobj->ceilingz)) + { // Bad Z + return (false); + } + return (true); + } + mobj->flags = flags; + return (false); +} + +/* +================== += += P_CheckPosition += += This is purely informative, nothing is modified (except things picked up) + +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, xh, yl, yh, bx, by; + subsector_t *newsubsec; + + tmthing = thing; + tmflags = thing->flags; + + tmx = x; + tmy = y; + + tmbbox[BOXTOP] = y + tmthing->radius; + tmbbox[BOXBOTTOM] = y - tmthing->radius; + tmbbox[BOXRIGHT] = x + tmthing->radius; + tmbbox[BOXLEFT] = x - tmthing->radius; + + 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; + + if (tmflags & 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; + + return true; +} + +//============================================================================= +// +// P_CheckOnmobj(mobj_t *thing) +// +// Checks if the new Z position is legal +//============================================================================= + +mobj_t *P_CheckOnmobj(mobj_t * thing) +{ + int xl, xh, yl, yh, bx, by; + subsector_t *newsubsec; + fixed_t x; + fixed_t y; + mobj_t oldmo; + + x = thing->x; + y = thing->y; + tmthing = thing; + tmflags = thing->flags; + oldmo = *thing; // save the old mobj before the fake zmovement + P_FakeZMovement(tmthing); + + 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; + + if (tmflags & MF_NOCLIP) + return NULL; + +// +// 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_CheckOnmobjZ)) + { + *tmthing = oldmo; + return onmobj; + } + *tmthing = oldmo; + return NULL; +} + +//============================================================================= +// +// P_FakeZMovement +// +// Fake the zmovement so that we can check if a move is legal +//============================================================================= + +void P_FakeZMovement(mobj_t * mo) +{ + int dist; + int delta; +// +// adjust height +// + mo->z += mo->momz; + if (mo->flags & MF_FLOAT && mo->target) + { // float down towards target if too close + if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT)) + { + dist = + P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y); + delta = (mo->target->z + (mo->height >> 1)) - mo->z; + if (delta < 0 && dist < -(delta * 3)) + mo->z -= FLOATSPEED; + else if (delta > 0 && dist < (delta * 3)) + mo->z += FLOATSPEED; + } + } + if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz) + && leveltime & 2) + { + mo->z += finesine[(FINEANGLES / 20 * leveltime >> 2) & FINEMASK]; + } + +// +// clip movement +// + if (mo->z <= mo->floorz) + { // Hit the floor + mo->z = mo->floorz; + if (mo->momz < 0) + { + mo->momz = 0; + } + if (mo->flags & MF_SKULLFLY) + { // The skull slammed into something + mo->momz = -mo->momz; + } + if (mo->info->crashstate && (mo->flags & MF_CORPSE)) + { + return; + } + } + else if (mo->flags2 & MF2_LOGRAV) + { + if (mo->momz == 0) + mo->momz = -(GRAVITY >> 3) * 2; + else + mo->momz -= GRAVITY >> 3; + } + else if (!(mo->flags & MF_NOGRAVITY)) + { + if (mo->momz == 0) + mo->momz = -GRAVITY * 2; + else + mo->momz -= GRAVITY; + } + + if (mo->z + mo->height > mo->ceilingz) + { // hit the ceiling + if (mo->momz > 0) + mo->momz = 0; + mo->z = mo->ceilingz - mo->height; + if (mo->flags & MF_SKULLFLY) + { // the skull slammed into something + mo->momz = -mo->momz; + } + } +} + +//========================================================================== +// +// CheckMissileImpact +// +//========================================================================== + +void CheckMissileImpact(mobj_t * mobj) +{ + int i; + + if (!numspechit || !(mobj->flags & MF_MISSILE) || !mobj->target) + { + return; + } + if (!mobj->target->player) + { + return; + } + for (i = numspechit - 1; i >= 0; i--) + { + P_ShootSpecialLine(mobj->target, spechit[i]); + } +} + +/* +=================== += += 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) +{ + fixed_t oldx, oldy; + int side, oldside; + line_t *ld; + + floatok = false; + if (!P_CheckPosition(thing, x, y)) + { // Solid wall or thing + CheckMissileImpact(thing); + return false; + } + if (!(thing->flags & MF_NOCLIP)) + { + if (tmceilingz - tmfloorz < thing->height) + { // Doesn't fit + CheckMissileImpact(thing); + return false; + } + floatok = true; + if (!(thing->flags & MF_TELEPORT) + && tmceilingz - thing->z < thing->height + && !(thing->flags2 & MF2_FLY)) + { // mobj must lower itself to fit + CheckMissileImpact(thing); + return false; + } + if (thing->flags2 & MF2_FLY) + { + if (thing->z + thing->height > tmceilingz) + { + thing->momz = -8 * FRACUNIT; + return false; + } + else if (thing->z < tmfloorz + && tmfloorz - tmdropoffz > 24 * FRACUNIT) + { + thing->momz = 8 * FRACUNIT; + return false; + } + } + if (!(thing->flags & MF_TELEPORT) + // The Minotaur floor fire (MT_MNTRFX2) can step up any amount + && thing->type != MT_MNTRFX2 + && tmfloorz - thing->z > 24 * FRACUNIT) + { // Too big a step up + CheckMissileImpact(thing); + return false; + } + if ((thing->flags & MF_MISSILE) && tmfloorz > thing->z) + { + CheckMissileImpact(thing); + } + if (!(thing->flags & (MF_DROPOFF | MF_FLOAT)) + && tmfloorz - tmdropoffz > 24 * FRACUNIT) + { // Can't move over a dropoff + return false; + } + } + +// +// the move is ok, so link the thing into its new position +// + P_UnsetThingPosition(thing); + + oldx = thing->x; + oldy = thing->y; + thing->floorz = tmfloorz; + thing->ceilingz = tmceilingz; + thing->x = x; + thing->y = y; + + P_SetThingPosition(thing); + + if (thing->flags2 & MF2_FOOTCLIP + && P_GetThingFloorType(thing) != FLOOR_SOLID) + { + thing->flags2 |= MF2_FEETARECLIPPED; + } + else if (thing->flags2 & MF2_FEETARECLIPPED) + { + thing->flags2 &= ~MF2_FEETARECLIPPED; + } + +// +// if any special lines were hit, do the effect +// + if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP))) + while (numspechit--) + { + // see if the line was crossed + ld = spechit[numspechit]; + side = P_PointOnLineSide(thing->x, thing->y, ld); + oldside = P_PointOnLineSide(oldx, oldy, ld); + if (side != oldside) + { + if (ld->special) + P_CrossSpecialLine(ld - lines, oldside, thing); + } + } + + return true; +} + +/* +================== += += P_ThingHeightClip += += Takes a valid thing and adjusts the thing->floorz, thing->ceilingz, += anf 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? + + thing->floorz = tmfloorz; + thing->ceilingz = tmceilingz; + + if (onfloor) + // walking monsters rise and fall with the floor + thing->z = thing->floorz; + else + { // don't adjust a floating monster unless forced to + if (thing->z + thing->height > thing->ceilingz) + thing->z = thing->ceilingz - thing->height; + } + + if (thing->ceilingz - thing->floorz < thing->height) + return false; + + return true; +} + + +/* +============================================================================== + + SLIDE MOVE + +Allows the player to slide along any angled walls + +============================================================================== +*/ + +fixed_t bestslidefrac, secondslidefrac; +line_t *bestslideline, *secondslideline; +mobj_t *slidemo; + +fixed_t tmxmove, tmymove; + +/* +================== += += P_HitSlideLine += += Adjusts the xmove / ymove so that the next move will slide along the wall +================== +*/ + +void P_HitSlideLine(line_t * ld) +{ + int side; + angle_t lineangle, moveangle, deltaangle; + fixed_t movelen, newlen; + + + if (ld->slopetype == ST_HORIZONTAL) + { + tmymove = 0; + return; + } + if (ld->slopetype == ST_VERTICAL) + { + tmxmove = 0; + return; + } + + 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); + deltaangle = moveangle - lineangle; + if (deltaangle > ANG180) + deltaangle += ANG180; +// I_Error ("SlideLine: ang>ANG180"); + + lineangle >>= ANGLETOFINESHIFT; + deltaangle >>= ANGLETOFINESHIFT; + + movelen = P_AproxDistance(tmxmove, tmymove); + newlen = FixedMul(movelen, finecosine[deltaangle]); + tmxmove = FixedMul(newlen, finecosine[lineangle]); + tmymove = FixedMul(newlen, finesine[lineangle]); +} + +/* +============== += += 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; + } + + P_LineOpening(li); // set openrange, opentop, openbottom + 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 + + return true; // this line doesn't block movement + +// the line does block movement, see if it is closer than best so far + isblocking: + if (in->frac < bestslidefrac) + { + secondslidefrac = bestslidefrac; + secondslideline = bestslideline; + bestslidefrac = in->frac; + bestslideline = li; + } + + return false; // stop +} + + +/* +================== += += P_SlideMove += += The momx / momy move is bad, so try to slide along a wall += += Find the first line hit, move flush to it, and slide along it += += This is a kludgy mess. +================== +*/ + +void P_SlideMove(mobj_t * mo) +{ + fixed_t leadx, leady; + fixed_t trailx, traily; + fixed_t newx, newy; + int hitcount; + + slidemo = mo; + hitcount = 0; + retry: + if (++hitcount == 3) + 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 most have hit the middle, so stairstep + stairstep: + if (!P_TryMove(mo, mo->x, mo->y + mo->momy)) + P_TryMove(mo, mo->x + mo->momx, mo->y); + return; + } + + bestslidefrac -= 0x800; // fudge a bit to make sure it doesn't hit + if (bestslidefrac > 0) + { + newx = FixedMul(mo->momx, bestslidefrac); + newy = FixedMul(mo->momy, bestslidefrac); + if (!P_TryMove(mo, mo->x + newx, mo->y + newy)) + goto stairstep; + } + +// +// now continue along the wall +// + bestslidefrac = FRACUNIT - (bestslidefrac + 0x800); // remainder + if (bestslidefrac > FRACUNIT) + bestslidefrac = FRACUNIT; + if (bestslidefrac <= 0) + return; + + tmxmove = FixedMul(mo->momx, bestslidefrac); + tmymove = FixedMul(mo->momy, bestslidefrac); + + P_HitSlideLine(bestslideline); // clip the moves + + mo->momx = tmxmove; + mo->momy = tmymove; + + if (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove)) + { + goto retry; + } +} + + + +/* +============================================================================== + + P_LineAttack + +============================================================================== +*/ + + +mobj_t *linetarget; // who got hit (or NULL) +mobj_t *shootthing; +fixed_t shootz; // height if not aiming up or down + // ???: use slope for monsters? +int la_damage; +fixed_t attackrange; + +fixed_t aimslope; + +extern fixed_t topslope, bottomslope; // slopes to top and bottom of target + +/* +=============================================================================== += += 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, thingtopslope, 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 + if (th->type == MT_POD) + { // Can't auto-aim at pods + 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, y, z; + fixed_t frac; + line_t *li; + mobj_t *th; + fixed_t slope; + fixed_t dist; + fixed_t thingtopslope, thingbottomslope; + mobj_t *mo; + + if (in->isaline) + { + li = in->d.line; + if (li->special) + P_ShootSpecialLine(shootthing, li); + if (!(li->flags & ML_TWOSIDED)) + goto hitline; + +// +// crosses a two sided line +// + P_LineOpening(li); + + dist = FixedMul(attackrange, in->frac); + + if (li->frontsector->floorheight != li->backsector->floorheight) + { + slope = FixedDiv(openbottom - shootz, dist); + if (slope > aimslope) + goto hitline; + } + + if (li->frontsector->ceilingheight != li->backsector->ceilingheight) + { + slope = FixedDiv(opentop - shootz, dist); + if (slope < aimslope) + goto hitline; + } + + return true; // shot continues +// +// hit line +// + hitline: + // 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) + { + if (z > li->frontsector->ceilingheight) + return false; // don't shoot the sky! + if (li->backsector && li->backsector->ceilingpic == skyflatnum) + return false; // it's a sky hack wall + } + + P_SpawnPuff(x, y, z); + return false; // don't go any farther + } + +// +// shoot a thing +// + th = in->d.thing; + if (th == shootthing) + return true; // can't shoot self + if (!(th->flags & MF_SHOOTABLE)) + return true; // corpse or something + +// +// check for physical attacks on a ghost +// + if (th->flags & MF_SHADOW && shootthing->player->readyweapon == wp_staff) + { + 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 < 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)); + if (PuffType == MT_BLASTERPUFF1) + { // Make blaster big puff + mo = P_SpawnMobj(x, y, z, MT_BLASTERPUFF2); + S_StartSound(mo, sfx_blshit); + } + else + { + P_SpawnPuff(x, y, z); + } + if (la_damage) + { + if (!(in->d.thing->flags & MF_NOBLOOD) && P_Random() < 192) + { + P_BloodSplatter(x, y, z, in->d.thing); + } + P_DamageMobj(th, shootthing, shootthing, la_damage); + } + return (false); // don't go any farther +} + +/* +================= += += P_AimLineAttack += +================= +*/ + +fixed_t P_AimLineAttack(mobj_t * t1, angle_t angle, fixed_t distance) +{ + fixed_t x2, 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; + topslope = 100 * FRACUNIT / 160; // can't shoot outside view angles + bottomslope = -100 * FRACUNIT / 160; + attackrange = distance; + linetarget = NULL; + + 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, 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; + if (t1->flags2 & MF2_FEETARECLIPPED) + { + shootz -= FOOTCLIPSIZE; + } + 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) +{ + if (!in->d.line->special) + { + P_LineOpening(in->d.line); + if (openrange <= 0) + { + //S_StartSound (usething, sfx_noway); + return false; // can't use through a wall + } + return true; // not a special line, but keep checking + } + + if (P_PointOnLineSide(usething->x, usething->y, in->d.line) == 1) + return false; // don't use back sides + + P_UseSpecialLine(usething, in->d.line); + + return false; // can't use for than one special line in a row +} + + +/* +================ += += P_UseLines += += Looks for special lines in front of the player to activate +================ +*/ + +void P_UseLines(player_t * player) +{ + int angle; + fixed_t x1, y1, x2, 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]; + + P_PathTraverse(x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse); +} + + + +/* +============================================================================== + + RADIUS ATTACK + +============================================================================== +*/ + +mobj_t *bombsource; +mobj_t *bombspot; +int bombdamage; + +/* +================= += += PIT_RadiusAttack += += Source is the creature that casued the explosion at spot +================= +*/ + +boolean PIT_RadiusAttack(mobj_t * thing) +{ + fixed_t dx, dy, dist; + + if (!(thing->flags & MF_SHOOTABLE)) + { + return true; + } + if (thing->type == MT_MINOTAUR || thing->type == MT_SORCERER1 + || thing->type == MT_SORCERER2) + { // Episode 2 and 3 bosses take no damage from PIT_RadiusAttack + return (true); + } + dx = abs(thing->x - bombspot->x); + dy = abs(thing->y - bombspot->y); + dist = dx > dy ? dx : dy; + dist = (dist - thing->radius) >> FRACBITS; + if (dist < 0) + { + dist = 0; + } + if (dist >= bombdamage) + { // Out of range + return true; + } + if (P_CheckSight(thing, bombspot)) + { // OK to damage, target is in direct path + P_DamageMobj(thing, bombspot, bombsource, bombdamage - dist); + } + return (true); +} + +/* +================= += += P_RadiusAttack += += Source is the creature that casued the explosion at spot +================= +*/ + +void P_RadiusAttack(mobj_t * spot, mobj_t * source, int damage) +{ + int x, y, xl, xh, yl, 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; + if (spot->type == MT_POD && spot->target) + { + bombsource = spot->target; + } + else + { + 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 +============================================================================== +*/ + +boolean crushchange; +boolean 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->height = 0; + thing->radius = 0; + return true; // keep checking + } + + // crunch dropped items + if (thing->flags & MF_DROPPED) + { + P_RemoveMobj(thing); + return true; // keep checking + } + + if (!(thing->flags & MF_SHOOTABLE)) + return true; // assume it is bloody gibs or something + + nofit = true; + if (crushchange && !(leveltime & 3)) + { + 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); + mo->momx = (P_Random() - P_Random()) << 12; + mo->momy = (P_Random() - P_Random()) << 12; + } + + return true; // keep checking (crush other things) +} + +/* +=============== += += P_ChangeSector += +=============== +*/ + +boolean P_ChangeSector(sector_t * sector, boolean crunch) +{ + int x, y; + + nofit = false; + crushchange = crunch; + +// recheck 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; +} |