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298 | serge | 1 | // Emacs style mode select -*- C++ -*- |
2 | //----------------------------------------------------------------------------- |
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3 | // |
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4 | // $Id:$ |
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5 | // |
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6 | // Copyright (C) 1993-1996 by id Software, Inc. |
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7 | // |
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8 | // This source is available for distribution and/or modification |
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9 | // only under the terms of the DOOM Source Code License as |
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10 | // published by id Software. All rights reserved. |
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11 | // |
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12 | // The source is distributed in the hope that it will be useful, |
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13 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License |
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15 | // for more details. |
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16 | // |
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17 | // $Log:$ |
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18 | // |
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19 | // DESCRIPTION: |
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342 | serge | 20 | // Movement, collision handling. |
21 | // Shooting and aiming. |
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298 | serge | 22 | // |
23 | //----------------------------------------------------------------------------- |
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24 | |||
25 | static const char |
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26 | rcsid[] = "$Id: p_map.c,v 1.5 1997/02/03 22:45:11 b1 Exp $"; |
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27 | |||
28 | #include |
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29 | |||
342 | serge | 30 | #include "doomtype.h" |
298 | serge | 31 | #include "m_bbox.h" |
32 | #include "m_random.h" |
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33 | #include "i_system.h" |
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34 | |||
35 | #include "doomdef.h" |
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36 | #include "p_local.h" |
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37 | |||
38 | #include "s_sound.h" |
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39 | |||
40 | // State. |
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41 | #include "doomstat.h" |
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42 | #include "r_state.h" |
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43 | // Data. |
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44 | #include "sounds.h" |
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45 | |||
46 | |||
342 | serge | 47 | fixed_t tmbbox[4]; |
48 | mobj_t* tmthing; |
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49 | int tmflags; |
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50 | fixed_t tmx; |
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51 | fixed_t tmy; |
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298 | serge | 52 | |
53 | |||
54 | // If "floatok" true, move would be ok |
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55 | // if within "tmfloorz - tmceilingz". |
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342 | serge | 56 | boolean floatok; |
298 | serge | 57 | |
342 | serge | 58 | fixed_t tmfloorz; |
59 | fixed_t tmceilingz; |
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60 | fixed_t tmdropoffz; |
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298 | serge | 61 | |
62 | // keep track of the line that lowers the ceiling, |
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63 | // so missiles don't explode against sky hack walls |
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342 | serge | 64 | line_t* ceilingline; |
298 | serge | 65 | |
66 | // keep track of special lines as they are hit, |
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67 | // but don't process them until the move is proven valid |
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342 | serge | 68 | #define MAXSPECIALCROSS 8 |
298 | serge | 69 | |
342 | serge | 70 | line_t* spechit[MAXSPECIALCROSS]; |
71 | int numspechit; |
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298 | serge | 72 | |
73 | |||
74 | |||
75 | // |
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76 | // TELEPORT MOVE |
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77 | // |
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78 | |||
79 | // |
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80 | // PIT_StompThing |
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81 | // |
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82 | boolean PIT_StompThing (mobj_t* thing) |
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83 | { |
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342 | serge | 84 | fixed_t blockdist; |
85 | |||
298 | serge | 86 | if (!(thing->flags & MF_SHOOTABLE) ) |
342 | serge | 87 | return true; |
88 | |||
298 | serge | 89 | blockdist = thing->radius + tmthing->radius; |
90 | |||
91 | if ( abs(thing->x - tmx) >= blockdist |
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342 | serge | 92 | || abs(thing->y - tmy) >= blockdist ) |
298 | serge | 93 | { |
342 | serge | 94 | // didn't hit it |
95 | return true; |
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298 | serge | 96 | } |
97 | |||
98 | // don't clip against self |
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99 | if (thing == tmthing) |
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342 | serge | 100 | return true; |
298 | serge | 101 | |
102 | // monsters don't stomp things except on boss level |
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103 | if ( !tmthing->player && gamemap != 30) |
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342 | serge | 104 | return false; |
105 | |||
298 | serge | 106 | P_DamageMobj (thing, tmthing, tmthing, 10000); |
342 | serge | 107 | |
298 | serge | 108 | return true; |
109 | } |
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110 | |||
111 | |||
112 | // |
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113 | // P_TeleportMove |
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114 | // |
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115 | boolean |
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116 | P_TeleportMove |
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342 | serge | 117 | ( mobj_t* thing, |
118 | fixed_t x, |
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119 | fixed_t y ) |
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298 | serge | 120 | { |
342 | serge | 121 | int xl; |
122 | int xh; |
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123 | int yl; |
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124 | int yh; |
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125 | int bx; |
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126 | int by; |
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298 | serge | 127 | |
342 | serge | 128 | subsector_t* newsubsec; |
298 | serge | 129 | |
130 | // kill anything occupying the position |
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131 | tmthing = thing; |
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132 | tmflags = thing->flags; |
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342 | serge | 133 | |
298 | serge | 134 | tmx = x; |
135 | tmy = y; |
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342 | serge | 136 | |
298 | serge | 137 | tmbbox[BOXTOP] = y + tmthing->radius; |
138 | tmbbox[BOXBOTTOM] = y - tmthing->radius; |
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139 | tmbbox[BOXRIGHT] = x + tmthing->radius; |
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140 | tmbbox[BOXLEFT] = x - tmthing->radius; |
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141 | |||
142 | newsubsec = R_PointInSubsector (x,y); |
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143 | ceilingline = NULL; |
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144 | |||
145 | // The base floor/ceiling is from the subsector |
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146 | // that contains the point. |
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147 | // Any contacted lines the step closer together |
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148 | // will adjust them. |
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149 | tmfloorz = tmdropoffz = newsubsec->sector->floorheight; |
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150 | tmceilingz = newsubsec->sector->ceilingheight; |
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342 | serge | 151 | |
298 | serge | 152 | validcount++; |
153 | numspechit = 0; |
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154 | |||
155 | // stomp on any things contacted |
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156 | xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; |
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157 | xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; |
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158 | yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; |
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159 | yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; |
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160 | |||
161 | for (bx=xl ; bx<=xh ; bx++) |
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342 | serge | 162 | for (by=yl ; by<=yh ; by++) |
163 | if (!P_BlockThingsIterator(bx,by,PIT_StompThing)) |
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164 | return false; |
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298 | serge | 165 | |
166 | // the move is ok, |
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167 | // so link the thing into its new position |
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168 | P_UnsetThingPosition (thing); |
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169 | |||
170 | thing->floorz = tmfloorz; |
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342 | serge | 171 | thing->ceilingz = tmceilingz; |
298 | serge | 172 | thing->x = x; |
173 | thing->y = y; |
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174 | |||
175 | P_SetThingPosition (thing); |
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342 | serge | 176 | |
298 | serge | 177 | return true; |
178 | } |
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179 | |||
180 | |||
181 | // |
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182 | // MOVEMENT ITERATOR FUNCTIONS |
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183 | // |
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184 | |||
185 | |||
186 | // |
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187 | // PIT_CheckLine |
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188 | // Adjusts tmfloorz and tmceilingz as lines are contacted |
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189 | // |
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190 | boolean PIT_CheckLine (line_t* ld) |
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191 | { |
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192 | if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] |
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342 | serge | 193 | || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] |
194 | || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] |
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195 | || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] ) |
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196 | return true; |
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298 | serge | 197 | |
198 | if (P_BoxOnLineSide (tmbbox, ld) != -1) |
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342 | serge | 199 | return true; |
200 | |||
298 | serge | 201 | // A line has been hit |
202 | |||
203 | // The moving thing's destination position will cross |
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204 | // the given line. |
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205 | // If this should not be allowed, return false. |
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206 | // If the line is special, keep track of it |
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207 | // to process later if the move is proven ok. |
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208 | // NOTE: specials are NOT sorted by order, |
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209 | // so two special lines that are only 8 pixels apart |
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210 | // could be crossed in either order. |
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211 | |||
212 | if (!ld->backsector) |
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342 | serge | 213 | return false; // one sided line |
214 | |||
298 | serge | 215 | if (!(tmthing->flags & MF_MISSILE) ) |
216 | { |
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342 | serge | 217 | if ( ld->flags & ML_BLOCKING ) |
218 | return false; // explicitly blocking everything |
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298 | serge | 219 | |
342 | serge | 220 | if ( !tmthing->player && ld->flags & ML_BLOCKMONSTERS ) |
221 | return false; // block monsters only |
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298 | serge | 222 | } |
223 | |||
224 | // set openrange, opentop, openbottom |
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342 | serge | 225 | P_LineOpening (ld); |
226 | |||
298 | serge | 227 | // adjust floor / ceiling heights |
228 | if (opentop < tmceilingz) |
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229 | { |
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342 | serge | 230 | tmceilingz = opentop; |
231 | ceilingline = ld; |
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298 | serge | 232 | } |
233 | |||
234 | if (openbottom > tmfloorz) |
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342 | serge | 235 | tmfloorz = openbottom; |
298 | serge | 236 | |
237 | if (lowfloor < tmdropoffz) |
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342 | serge | 238 | tmdropoffz = lowfloor; |
239 | |||
298 | serge | 240 | // if contacted a special line, add it to the list |
241 | if (ld->special) |
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242 | { |
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342 | serge | 243 | spechit[numspechit] = ld; |
244 | numspechit++; |
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298 | serge | 245 | } |
246 | |||
247 | return true; |
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248 | } |
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249 | |||
250 | // |
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251 | // PIT_CheckThing |
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252 | // |
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253 | boolean PIT_CheckThing (mobj_t* thing) |
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254 | { |
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342 | serge | 255 | fixed_t blockdist; |
256 | boolean solid; |
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257 | int damage; |
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258 | |||
298 | serge | 259 | if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE) )) |
342 | serge | 260 | return true; |
298 | serge | 261 | |
262 | blockdist = thing->radius + tmthing->radius; |
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263 | |||
264 | if ( abs(thing->x - tmx) >= blockdist |
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342 | serge | 265 | || abs(thing->y - tmy) >= blockdist ) |
298 | serge | 266 | { |
342 | serge | 267 | // didn't hit it |
268 | return true; |
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298 | serge | 269 | } |
270 | |||
271 | // don't clip against self |
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272 | if (thing == tmthing) |
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342 | serge | 273 | return true; |
298 | serge | 274 | |
275 | // check for skulls slamming into things |
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276 | if (tmthing->flags & MF_SKULLFLY) |
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277 | { |
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342 | serge | 278 | damage = ((P_Random()%8)+1)*tmthing->info->damage; |
279 | |||
280 | P_DamageMobj (thing, tmthing, tmthing, damage); |
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281 | |||
282 | tmthing->flags &= ~MF_SKULLFLY; |
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283 | tmthing->momx = tmthing->momy = tmthing->momz = 0; |
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284 | |||
285 | P_SetMobjState (tmthing, tmthing->info->spawnstate); |
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286 | |||
287 | return false; // stop moving |
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298 | serge | 288 | } |
289 | |||
290 | |||
291 | // missiles can hit other things |
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292 | if (tmthing->flags & MF_MISSILE) |
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293 | { |
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342 | serge | 294 | // see if it went over / under |
295 | if (tmthing->z > thing->z + thing->height) |
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296 | return true; // overhead |
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297 | if (tmthing->z+tmthing->height < thing->z) |
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298 | return true; // underneath |
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299 | |||
300 | if (tmthing->target && ( |
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301 | tmthing->target->type == thing->type || |
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302 | (tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER)|| |
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303 | (tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT) ) ) |
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304 | { |
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305 | // Don't hit same species as originator. |
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306 | if (thing == tmthing->target) |
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307 | return true; |
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298 | serge | 308 | |
342 | serge | 309 | if (thing->type != MT_PLAYER) |
310 | { |
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311 | // Explode, but do no damage. |
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312 | // Let players missile other players. |
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313 | return false; |
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314 | } |
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315 | } |
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316 | |||
317 | if (! (thing->flags & MF_SHOOTABLE) ) |
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318 | { |
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319 | // didn't do any damage |
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320 | return !(thing->flags & MF_SOLID); |
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321 | } |
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322 | |||
323 | // damage / explode |
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324 | damage = ((P_Random()%8)+1)*tmthing->info->damage; |
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325 | P_DamageMobj (thing, tmthing, tmthing->target, damage); |
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298 | serge | 326 | |
342 | serge | 327 | // don't traverse any more |
328 | return false; |
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298 | serge | 329 | } |
330 | |||
331 | // check for special pickup |
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332 | if (thing->flags & MF_SPECIAL) |
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333 | { |
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342 | serge | 334 | solid = thing->flags&MF_SOLID; |
335 | if (tmflags&MF_PICKUP) |
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336 | { |
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337 | // can remove thing |
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338 | P_TouchSpecialThing (thing, tmthing); |
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339 | } |
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340 | return !solid; |
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298 | serge | 341 | } |
342 | serge | 342 | |
298 | serge | 343 | return !(thing->flags & MF_SOLID); |
344 | } |
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345 | |||
346 | |||
347 | // |
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348 | // MOVEMENT CLIPPING |
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349 | // |
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350 | |||
351 | // |
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352 | // P_CheckPosition |
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353 | // This is purely informative, nothing is modified |
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354 | // (except things picked up). |
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355 | // |
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356 | // in: |
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357 | // a mobj_t (can be valid or invalid) |
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358 | // a position to be checked |
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359 | // (doesn't need to be related to the mobj_t->x,y) |
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360 | // |
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361 | // during: |
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362 | // special things are touched if MF_PICKUP |
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363 | // early out on solid lines? |
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364 | // |
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365 | // out: |
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366 | // newsubsec |
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367 | // floorz |
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368 | // ceilingz |
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369 | // tmdropoffz |
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370 | // the lowest point contacted |
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371 | // (monsters won't move to a dropoff) |
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372 | // speciallines[] |
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373 | // numspeciallines |
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374 | // |
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375 | boolean |
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376 | P_CheckPosition |
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342 | serge | 377 | ( mobj_t* thing, |
378 | fixed_t x, |
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379 | fixed_t y ) |
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298 | serge | 380 | { |
342 | serge | 381 | int xl; |
382 | int xh; |
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383 | int yl; |
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384 | int yh; |
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385 | int bx; |
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386 | int by; |
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387 | subsector_t* newsubsec; |
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298 | serge | 388 | |
389 | tmthing = thing; |
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390 | tmflags = thing->flags; |
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342 | serge | 391 | |
298 | serge | 392 | tmx = x; |
393 | tmy = y; |
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342 | serge | 394 | |
298 | serge | 395 | tmbbox[BOXTOP] = y + tmthing->radius; |
396 | tmbbox[BOXBOTTOM] = y - tmthing->radius; |
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397 | tmbbox[BOXRIGHT] = x + tmthing->radius; |
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398 | tmbbox[BOXLEFT] = x - tmthing->radius; |
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399 | |||
400 | newsubsec = R_PointInSubsector (x,y); |
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401 | ceilingline = NULL; |
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402 | |||
403 | // The base floor / ceiling is from the subsector |
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404 | // that contains the point. |
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405 | // Any contacted lines the step closer together |
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406 | // will adjust them. |
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407 | tmfloorz = tmdropoffz = newsubsec->sector->floorheight; |
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408 | tmceilingz = newsubsec->sector->ceilingheight; |
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342 | serge | 409 | |
298 | serge | 410 | validcount++; |
411 | numspechit = 0; |
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412 | |||
413 | if ( tmflags & MF_NOCLIP ) |
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342 | serge | 414 | return true; |
298 | serge | 415 | |
416 | // Check things first, possibly picking things up. |
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417 | // The bounding box is extended by MAXRADIUS |
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418 | // because mobj_ts are grouped into mapblocks |
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419 | // based on their origin point, and can overlap |
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420 | // into adjacent blocks by up to MAXRADIUS units. |
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421 | xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; |
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422 | xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; |
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423 | yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; |
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424 | yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; |
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425 | |||
426 | for (bx=xl ; bx<=xh ; bx++) |
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342 | serge | 427 | for (by=yl ; by<=yh ; by++) |
428 | if (!P_BlockThingsIterator(bx,by,PIT_CheckThing)) |
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429 | return false; |
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298 | serge | 430 | |
431 | // check lines |
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432 | xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; |
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433 | xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; |
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434 | yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; |
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435 | yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; |
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436 | |||
437 | for (bx=xl ; bx<=xh ; bx++) |
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342 | serge | 438 | for (by=yl ; by<=yh ; by++) |
439 | if (!P_BlockLinesIterator (bx,by,PIT_CheckLine)) |
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440 | return false; |
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298 | serge | 441 | |
442 | return true; |
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443 | } |
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444 | |||
445 | |||
446 | // |
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447 | // P_TryMove |
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448 | // Attempt to move to a new position, |
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449 | // crossing special lines unless MF_TELEPORT is set. |
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450 | // |
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451 | boolean |
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452 | P_TryMove |
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342 | serge | 453 | ( mobj_t* thing, |
454 | fixed_t x, |
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455 | fixed_t y ) |
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298 | serge | 456 | { |
342 | serge | 457 | fixed_t oldx; |
458 | fixed_t oldy; |
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459 | int side; |
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460 | int oldside; |
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461 | line_t* ld; |
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298 | serge | 462 | |
463 | floatok = false; |
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464 | if (!P_CheckPosition (thing, x, y)) |
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342 | serge | 465 | return false; // solid wall or thing |
298 | serge | 466 | |
467 | if ( !(thing->flags & MF_NOCLIP) ) |
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468 | { |
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342 | serge | 469 | if (tmceilingz - tmfloorz < thing->height) |
470 | return false; // doesn't fit |
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298 | serge | 471 | |
342 | serge | 472 | floatok = true; |
473 | |||
474 | if ( !(thing->flags&MF_TELEPORT) |
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475 | &&tmceilingz - thing->z < thing->height) |
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476 | return false; // mobj must lower itself to fit |
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298 | serge | 477 | |
342 | serge | 478 | if ( !(thing->flags&MF_TELEPORT) |
479 | && tmfloorz - thing->z > 24*FRACUNIT ) |
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480 | return false; // too big a step up |
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298 | serge | 481 | |
342 | serge | 482 | if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT)) |
483 | && tmfloorz - tmdropoffz > 24*FRACUNIT ) |
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484 | return false; // don't stand over a dropoff |
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298 | serge | 485 | } |
486 | |||
487 | // the move is ok, |
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488 | // so link the thing into its new position |
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489 | P_UnsetThingPosition (thing); |
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490 | |||
491 | oldx = thing->x; |
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492 | oldy = thing->y; |
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493 | thing->floorz = tmfloorz; |
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342 | serge | 494 | thing->ceilingz = tmceilingz; |
298 | serge | 495 | thing->x = x; |
496 | thing->y = y; |
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497 | |||
498 | P_SetThingPosition (thing); |
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499 | |||
500 | // if any special lines were hit, do the effect |
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501 | if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) ) |
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502 | { |
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342 | serge | 503 | while (numspechit--) |
504 | { |
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505 | // see if the line was crossed |
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506 | ld = spechit[numspechit]; |
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507 | side = P_PointOnLineSide (thing->x, thing->y, ld); |
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508 | oldside = P_PointOnLineSide (oldx, oldy, ld); |
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509 | if (side != oldside) |
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510 | { |
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511 | if (ld->special) |
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512 | P_CrossSpecialLine (ld-lines, oldside, thing); |
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513 | } |
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514 | } |
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298 | serge | 515 | } |
516 | |||
517 | return true; |
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518 | } |
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519 | |||
520 | |||
521 | // |
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522 | // P_ThingHeightClip |
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523 | // Takes a valid thing and adjusts the thing->floorz, |
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524 | // thing->ceilingz, and possibly thing->z. |
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525 | // This is called for all nearby monsters |
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526 | // whenever a sector changes height. |
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527 | // If the thing doesn't fit, |
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528 | // the z will be set to the lowest value |
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529 | // and false will be returned. |
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530 | // |
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531 | boolean P_ThingHeightClip (mobj_t* thing) |
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532 | { |
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342 | serge | 533 | boolean onfloor; |
534 | |||
298 | serge | 535 | onfloor = (thing->z == thing->floorz); |
342 | serge | 536 | |
537 | P_CheckPosition (thing, thing->x, thing->y); |
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298 | serge | 538 | // what about stranding a monster partially off an edge? |
342 | serge | 539 | |
298 | serge | 540 | thing->floorz = tmfloorz; |
541 | thing->ceilingz = tmceilingz; |
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342 | serge | 542 | |
298 | serge | 543 | if (onfloor) |
544 | { |
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342 | serge | 545 | // walking monsters rise and fall with the floor |
546 | thing->z = thing->floorz; |
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298 | serge | 547 | } |
548 | else |
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549 | { |
||
342 | serge | 550 | // don't adjust a floating monster unless forced to |
551 | if (thing->z+thing->height > thing->ceilingz) |
||
552 | thing->z = thing->ceilingz - thing->height; |
||
298 | serge | 553 | } |
342 | serge | 554 | |
298 | serge | 555 | if (thing->ceilingz - thing->floorz < thing->height) |
342 | serge | 556 | return false; |
557 | |||
298 | serge | 558 | return true; |
559 | } |
||
560 | |||
561 | |||
562 | |||
563 | // |
||
564 | // SLIDE MOVE |
||
565 | // Allows the player to slide along any angled walls. |
||
566 | // |
||
342 | serge | 567 | fixed_t bestslidefrac; |
568 | fixed_t secondslidefrac; |
||
298 | serge | 569 | |
342 | serge | 570 | line_t* bestslideline; |
571 | line_t* secondslideline; |
||
298 | serge | 572 | |
342 | serge | 573 | mobj_t* slidemo; |
298 | serge | 574 | |
342 | serge | 575 | fixed_t tmxmove; |
576 | fixed_t tmymove; |
||
298 | serge | 577 | |
578 | |||
579 | |||
580 | // |
||
581 | // P_HitSlideLine |
||
582 | // Adjusts the xmove / ymove |
||
583 | // so that the next move will slide along the wall. |
||
584 | // |
||
585 | void P_HitSlideLine (line_t* ld) |
||
586 | { |
||
342 | serge | 587 | int side; |
298 | serge | 588 | |
342 | serge | 589 | angle_t lineangle; |
590 | angle_t moveangle; |
||
591 | angle_t deltaangle; |
||
298 | serge | 592 | |
342 | serge | 593 | fixed_t movelen; |
594 | fixed_t newlen; |
||
595 | |||
596 | |||
298 | serge | 597 | if (ld->slopetype == ST_HORIZONTAL) |
598 | { |
||
342 | serge | 599 | tmymove = 0; |
600 | return; |
||
298 | serge | 601 | } |
602 | |||
603 | if (ld->slopetype == ST_VERTICAL) |
||
604 | { |
||
342 | serge | 605 | tmxmove = 0; |
606 | return; |
||
298 | serge | 607 | } |
342 | serge | 608 | |
298 | serge | 609 | side = P_PointOnLineSide (slidemo->x, slidemo->y, ld); |
342 | serge | 610 | |
298 | serge | 611 | lineangle = R_PointToAngle2 (0,0, ld->dx, ld->dy); |
612 | |||
613 | if (side == 1) |
||
342 | serge | 614 | lineangle += ANG180; |
298 | serge | 615 | |
616 | moveangle = R_PointToAngle2 (0,0, tmxmove, tmymove); |
||
617 | deltaangle = moveangle-lineangle; |
||
618 | |||
619 | if (deltaangle > ANG180) |
||
342 | serge | 620 | deltaangle += ANG180; |
621 | // I_Error ("SlideLine: ang>ANG180"); |
||
298 | serge | 622 | |
623 | lineangle >>= ANGLETOFINESHIFT; |
||
624 | deltaangle >>= ANGLETOFINESHIFT; |
||
342 | serge | 625 | |
298 | serge | 626 | movelen = P_AproxDistance (tmxmove, tmymove); |
627 | newlen = FixedMul (movelen, finecosine[deltaangle]); |
||
628 | |||
342 | serge | 629 | tmxmove = FixedMul (newlen, finecosine[lineangle]); |
630 | tmymove = FixedMul (newlen, finesine[lineangle]); |
||
298 | serge | 631 | } |
632 | |||
633 | |||
634 | // |
||
635 | // PTR_SlideTraverse |
||
636 | // |
||
637 | boolean PTR_SlideTraverse (intercept_t* in) |
||
638 | { |
||
342 | serge | 639 | line_t* li; |
640 | |||
298 | serge | 641 | if (!in->isaline) |
342 | serge | 642 | I_Error ("PTR_SlideTraverse: not a line?"); |
643 | |||
298 | serge | 644 | li = in->d.line; |
645 | |||
646 | if ( ! (li->flags & ML_TWOSIDED) ) |
||
647 | { |
||
342 | serge | 648 | if (P_PointOnLineSide (slidemo->x, slidemo->y, li)) |
649 | { |
||
650 | // don't hit the back side |
||
651 | return true; |
||
652 | } |
||
653 | goto isblocking; |
||
298 | serge | 654 | } |
655 | |||
656 | // set openrange, opentop, openbottom |
||
657 | P_LineOpening (li); |
||
658 | |||
659 | if (openrange < slidemo->height) |
||
342 | serge | 660 | goto isblocking; // doesn't fit |
661 | |||
298 | serge | 662 | if (opentop - slidemo->z < slidemo->height) |
342 | serge | 663 | goto isblocking; // mobj is too high |
298 | serge | 664 | |
665 | if (openbottom - slidemo->z > 24*FRACUNIT ) |
||
342 | serge | 666 | goto isblocking; // too big a step up |
298 | serge | 667 | |
668 | // this line doesn't block movement |
||
342 | serge | 669 | return true; |
670 | |||
298 | serge | 671 | // the line does block movement, |
672 | // see if it is closer than best so far |
||
342 | serge | 673 | isblocking: |
298 | serge | 674 | if (in->frac < bestslidefrac) |
675 | { |
||
342 | serge | 676 | secondslidefrac = bestslidefrac; |
677 | secondslideline = bestslideline; |
||
678 | bestslidefrac = in->frac; |
||
679 | bestslideline = li; |
||
298 | serge | 680 | } |
342 | serge | 681 | |
682 | return false; // stop |
||
298 | serge | 683 | } |
684 | |||
685 | |||
686 | |||
687 | // |
||
688 | // P_SlideMove |
||
689 | // The momx / momy move is bad, so try to slide |
||
690 | // along a wall. |
||
691 | // Find the first line hit, move flush to it, |
||
692 | // and slide along it |
||
693 | // |
||
694 | // This is a kludgy mess. |
||
695 | // |
||
696 | void P_SlideMove (mobj_t* mo) |
||
697 | { |
||
342 | serge | 698 | fixed_t leadx; |
699 | fixed_t leady; |
||
700 | fixed_t trailx; |
||
701 | fixed_t traily; |
||
702 | fixed_t newx; |
||
703 | fixed_t newy; |
||
704 | int hitcount; |
||
705 | |||
298 | serge | 706 | slidemo = mo; |
707 | hitcount = 0; |
||
708 | |||
709 | retry: |
||
710 | if (++hitcount == 3) |
||
342 | serge | 711 | goto stairstep; // don't loop forever |
298 | serge | 712 | |
713 | |||
714 | // trace along the three leading corners |
||
715 | if (mo->momx > 0) |
||
716 | { |
||
342 | serge | 717 | leadx = mo->x + mo->radius; |
718 | trailx = mo->x - mo->radius; |
||
298 | serge | 719 | } |
720 | else |
||
721 | { |
||
342 | serge | 722 | leadx = mo->x - mo->radius; |
723 | trailx = mo->x + mo->radius; |
||
298 | serge | 724 | } |
342 | serge | 725 | |
298 | serge | 726 | if (mo->momy > 0) |
727 | { |
||
342 | serge | 728 | leady = mo->y + mo->radius; |
729 | traily = mo->y - mo->radius; |
||
298 | serge | 730 | } |
731 | else |
||
732 | { |
||
342 | serge | 733 | leady = mo->y - mo->radius; |
734 | traily = mo->y + mo->radius; |
||
298 | serge | 735 | } |
342 | serge | 736 | |
298 | serge | 737 | bestslidefrac = FRACUNIT+1; |
342 | serge | 738 | |
298 | serge | 739 | P_PathTraverse ( leadx, leady, leadx+mo->momx, leady+mo->momy, |
342 | serge | 740 | PT_ADDLINES, PTR_SlideTraverse ); |
298 | serge | 741 | P_PathTraverse ( trailx, leady, trailx+mo->momx, leady+mo->momy, |
342 | serge | 742 | PT_ADDLINES, PTR_SlideTraverse ); |
298 | serge | 743 | P_PathTraverse ( leadx, traily, leadx+mo->momx, traily+mo->momy, |
342 | serge | 744 | PT_ADDLINES, PTR_SlideTraverse ); |
298 | serge | 745 | |
746 | // move up to the wall |
||
747 | if (bestslidefrac == FRACUNIT+1) |
||
748 | { |
||
342 | serge | 749 | // the move most have hit the middle, so stairstep |
298 | serge | 750 | stairstep: |
342 | serge | 751 | if (!P_TryMove (mo, mo->x, mo->y + mo->momy)) |
752 | P_TryMove (mo, mo->x + mo->momx, mo->y); |
||
753 | return; |
||
298 | serge | 754 | } |
755 | |||
756 | // fudge a bit to make sure it doesn't hit |
||
342 | serge | 757 | bestslidefrac -= 0x800; |
298 | serge | 758 | if (bestslidefrac > 0) |
759 | { |
||
342 | serge | 760 | newx = FixedMul (mo->momx, bestslidefrac); |
761 | newy = FixedMul (mo->momy, bestslidefrac); |
||
762 | |||
763 | if (!P_TryMove (mo, mo->x+newx, mo->y+newy)) |
||
764 | goto stairstep; |
||
298 | serge | 765 | } |
766 | |||
767 | // Now continue along the wall. |
||
768 | // First calculate remainder. |
||
769 | bestslidefrac = FRACUNIT-(bestslidefrac+0x800); |
||
770 | |||
771 | if (bestslidefrac > FRACUNIT) |
||
342 | serge | 772 | bestslidefrac = FRACUNIT; |
298 | serge | 773 | |
774 | if (bestslidefrac <= 0) |
||
342 | serge | 775 | return; |
298 | serge | 776 | |
777 | tmxmove = FixedMul (mo->momx, bestslidefrac); |
||
778 | tmymove = FixedMul (mo->momy, bestslidefrac); |
||
779 | |||
342 | serge | 780 | P_HitSlideLine (bestslideline); // clip the moves |
298 | serge | 781 | |
782 | mo->momx = tmxmove; |
||
783 | mo->momy = tmymove; |
||
342 | serge | 784 | |
298 | serge | 785 | if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove)) |
786 | { |
||
342 | serge | 787 | goto retry; |
298 | serge | 788 | } |
789 | } |
||
790 | |||
791 | |||
792 | // |
||
793 | // P_LineAttack |
||
794 | // |
||
342 | serge | 795 | mobj_t* linetarget; // who got hit (or NULL) |
796 | mobj_t* shootthing; |
||
298 | serge | 797 | |
798 | // Height if not aiming up or down |
||
799 | // ???: use slope for monsters? |
||
342 | serge | 800 | fixed_t shootz; |
298 | serge | 801 | |
342 | serge | 802 | int la_damage; |
803 | fixed_t attackrange; |
||
298 | serge | 804 | |
342 | serge | 805 | fixed_t aimslope; |
298 | serge | 806 | |
807 | // slopes to top and bottom of target |
||
342 | serge | 808 | extern fixed_t topslope; |
809 | extern fixed_t bottomslope; |
||
298 | serge | 810 | |
811 | |||
812 | // |
||
813 | // PTR_AimTraverse |
||
814 | // Sets linetaget and aimslope when a target is aimed at. |
||
815 | // |
||
816 | boolean |
||
817 | PTR_AimTraverse (intercept_t* in) |
||
818 | { |
||
342 | serge | 819 | line_t* li; |
820 | mobj_t* th; |
||
821 | fixed_t slope; |
||
822 | fixed_t thingtopslope; |
||
823 | fixed_t thingbottomslope; |
||
824 | fixed_t dist; |
||
825 | |||
298 | serge | 826 | if (in->isaline) |
827 | { |
||
342 | serge | 828 | li = in->d.line; |
829 | |||
830 | if ( !(li->flags & ML_TWOSIDED) ) |
||
831 | return false; // stop |
||
832 | |||
833 | // Crosses a two sided line. |
||
834 | // A two sided line will restrict |
||
835 | // the possible target ranges. |
||
836 | P_LineOpening (li); |
||
837 | |||
838 | if (openbottom >= opentop) |
||
839 | return false; // stop |
||
840 | |||
841 | dist = FixedMul (attackrange, in->frac); |
||
298 | serge | 842 | |
342 | serge | 843 | if (li->frontsector->floorheight != li->backsector->floorheight) |
844 | { |
||
845 | slope = FixedDiv (openbottom - shootz , dist); |
||
846 | if (slope > bottomslope) |
||
847 | bottomslope = slope; |
||
848 | } |
||
849 | |||
850 | if (li->frontsector->ceilingheight != li->backsector->ceilingheight) |
||
851 | { |
||
852 | slope = FixedDiv (opentop - shootz , dist); |
||
853 | if (slope < topslope) |
||
854 | topslope = slope; |
||
855 | } |
||
856 | |||
857 | if (topslope <= bottomslope) |
||
858 | return false; // stop |
||
859 | |||
860 | return true; // shot continues |
||
298 | serge | 861 | } |
862 | |||
863 | // shoot a thing |
||
864 | th = in->d.thing; |
||
865 | if (th == shootthing) |
||
342 | serge | 866 | return true; // can't shoot self |
298 | serge | 867 | |
868 | if (!(th->flags&MF_SHOOTABLE)) |
||
342 | serge | 869 | return true; // corpse or something |
298 | serge | 870 | |
871 | // check angles to see if the thing can be aimed at |
||
872 | dist = FixedMul (attackrange, in->frac); |
||
873 | thingtopslope = FixedDiv (th->z+th->height - shootz , dist); |
||
874 | |||
875 | if (thingtopslope < bottomslope) |
||
342 | serge | 876 | return true; // shot over the thing |
298 | serge | 877 | |
878 | thingbottomslope = FixedDiv (th->z - shootz, dist); |
||
879 | |||
880 | if (thingbottomslope > topslope) |
||
342 | serge | 881 | return true; // shot under the thing |
298 | serge | 882 | |
883 | // this thing can be hit! |
||
884 | if (thingtopslope > topslope) |
||
342 | serge | 885 | thingtopslope = topslope; |
298 | serge | 886 | |
887 | if (thingbottomslope < bottomslope) |
||
342 | serge | 888 | thingbottomslope = bottomslope; |
298 | serge | 889 | |
890 | aimslope = (thingtopslope+thingbottomslope)/2; |
||
891 | linetarget = th; |
||
892 | |||
342 | serge | 893 | return false; // don't go any farther |
298 | serge | 894 | } |
895 | |||
896 | |||
897 | // |
||
898 | // PTR_ShootTraverse |
||
899 | // |
||
900 | boolean PTR_ShootTraverse (intercept_t* in) |
||
901 | { |
||
342 | serge | 902 | fixed_t x; |
903 | fixed_t y; |
||
904 | fixed_t z; |
||
905 | fixed_t frac; |
||
298 | serge | 906 | |
342 | serge | 907 | line_t* li; |
298 | serge | 908 | |
342 | serge | 909 | mobj_t* th; |
298 | serge | 910 | |
342 | serge | 911 | fixed_t slope; |
912 | fixed_t dist; |
||
913 | fixed_t thingtopslope; |
||
914 | fixed_t thingbottomslope; |
||
915 | |||
298 | serge | 916 | if (in->isaline) |
917 | { |
||
342 | serge | 918 | li = in->d.line; |
919 | |||
920 | if (li->special) |
||
921 | P_ShootSpecialLine (shootthing, li); |
||
298 | serge | 922 | |
342 | serge | 923 | if ( !(li->flags & ML_TWOSIDED) ) |
924 | goto hitline; |
||
925 | |||
926 | // crosses a two sided line |
||
927 | P_LineOpening (li); |
||
928 | |||
929 | dist = FixedMul (attackrange, in->frac); |
||
298 | serge | 930 | |
342 | serge | 931 | if (li->frontsector->floorheight != li->backsector->floorheight) |
932 | { |
||
933 | slope = FixedDiv (openbottom - shootz , dist); |
||
934 | if (slope > aimslope) |
||
935 | goto hitline; |
||
936 | } |
||
937 | |||
938 | if (li->frontsector->ceilingheight != li->backsector->ceilingheight) |
||
939 | { |
||
940 | slope = FixedDiv (opentop - shootz , dist); |
||
941 | if (slope < aimslope) |
||
942 | goto hitline; |
||
943 | } |
||
298 | serge | 944 | |
342 | serge | 945 | // shot continues |
946 | return true; |
||
947 | |||
948 | |||
949 | // hit line |
||
298 | serge | 950 | hitline: |
342 | serge | 951 | // position a bit closer |
952 | frac = in->frac - FixedDiv (4*FRACUNIT,attackrange); |
||
953 | x = trace.x + FixedMul (trace.dx, frac); |
||
954 | y = trace.y + FixedMul (trace.dy, frac); |
||
955 | z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); |
||
298 | serge | 956 | |
342 | serge | 957 | if (li->frontsector->ceilingpic == skyflatnum) |
958 | { |
||
959 | // don't shoot the sky! |
||
960 | if (z > li->frontsector->ceilingheight) |
||
961 | return false; |
||
962 | |||
963 | // it's a sky hack wall |
||
964 | if (li->backsector && li->backsector->ceilingpic == skyflatnum) |
||
965 | return false; |
||
966 | } |
||
298 | serge | 967 | |
342 | serge | 968 | // Spawn bullet puffs. |
969 | P_SpawnPuff (x,y,z); |
||
970 | |||
971 | // don't go any farther |
||
972 | return false; |
||
298 | serge | 973 | } |
974 | |||
975 | // shoot a thing |
||
976 | th = in->d.thing; |
||
977 | if (th == shootthing) |
||
342 | serge | 978 | return true; // can't shoot self |
298 | serge | 979 | |
980 | if (!(th->flags&MF_SHOOTABLE)) |
||
342 | serge | 981 | return true; // corpse or something |
982 | |||
298 | serge | 983 | // check angles to see if the thing can be aimed at |
984 | dist = FixedMul (attackrange, in->frac); |
||
985 | thingtopslope = FixedDiv (th->z+th->height - shootz , dist); |
||
986 | |||
987 | if (thingtopslope < aimslope) |
||
342 | serge | 988 | return true; // shot over the thing |
298 | serge | 989 | |
990 | thingbottomslope = FixedDiv (th->z - shootz, dist); |
||
991 | |||
992 | if (thingbottomslope > aimslope) |
||
342 | serge | 993 | return true; // shot under the thing |
298 | serge | 994 | |
995 | |||
996 | // hit thing |
||
997 | // position a bit closer |
||
998 | frac = in->frac - FixedDiv (10*FRACUNIT,attackrange); |
||
999 | |||
1000 | x = trace.x + FixedMul (trace.dx, frac); |
||
1001 | y = trace.y + FixedMul (trace.dy, frac); |
||
1002 | z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); |
||
1003 | |||
1004 | // Spawn bullet puffs or blod spots, |
||
1005 | // depending on target type. |
||
1006 | if (in->d.thing->flags & MF_NOBLOOD) |
||
342 | serge | 1007 | P_SpawnPuff (x,y,z); |
298 | serge | 1008 | else |
342 | serge | 1009 | P_SpawnBlood (x,y,z, la_damage); |
298 | serge | 1010 | |
1011 | if (la_damage) |
||
342 | serge | 1012 | P_DamageMobj (th, shootthing, shootthing, la_damage); |
298 | serge | 1013 | |
1014 | // don't go any farther |
||
1015 | return false; |
||
342 | serge | 1016 | |
298 | serge | 1017 | } |
1018 | |||
1019 | |||
1020 | // |
||
1021 | // P_AimLineAttack |
||
1022 | // |
||
1023 | fixed_t |
||
1024 | P_AimLineAttack |
||
342 | serge | 1025 | ( mobj_t* t1, |
1026 | angle_t angle, |
||
1027 | fixed_t distance ) |
||
298 | serge | 1028 | { |
342 | serge | 1029 | fixed_t x2; |
1030 | fixed_t y2; |
||
1031 | |||
298 | serge | 1032 | angle >>= ANGLETOFINESHIFT; |
1033 | shootthing = t1; |
||
1034 | |||
1035 | x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; |
||
1036 | y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; |
||
1037 | shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; |
||
1038 | |||
1039 | // can't shoot outside view angles |
||
342 | serge | 1040 | topslope = 100*FRACUNIT/160; |
298 | serge | 1041 | bottomslope = -100*FRACUNIT/160; |
1042 | |||
1043 | attackrange = distance; |
||
1044 | linetarget = NULL; |
||
342 | serge | 1045 | |
298 | serge | 1046 | P_PathTraverse ( t1->x, t1->y, |
342 | serge | 1047 | x2, y2, |
1048 | PT_ADDLINES|PT_ADDTHINGS, |
||
1049 | PTR_AimTraverse ); |
||
1050 | |||
298 | serge | 1051 | if (linetarget) |
342 | serge | 1052 | return aimslope; |
298 | serge | 1053 | |
1054 | return 0; |
||
1055 | } |
||
1056 | |||
1057 | |||
1058 | // |
||
1059 | // P_LineAttack |
||
1060 | // If damage == 0, it is just a test trace |
||
1061 | // that will leave linetarget set. |
||
1062 | // |
||
1063 | void |
||
1064 | P_LineAttack |
||
342 | serge | 1065 | ( mobj_t* t1, |
1066 | angle_t angle, |
||
1067 | fixed_t distance, |
||
1068 | fixed_t slope, |
||
1069 | int damage ) |
||
298 | serge | 1070 | { |
342 | serge | 1071 | fixed_t x2; |
1072 | fixed_t y2; |
||
1073 | |||
298 | serge | 1074 | angle >>= ANGLETOFINESHIFT; |
1075 | shootthing = t1; |
||
1076 | la_damage = damage; |
||
1077 | x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; |
||
1078 | y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; |
||
1079 | shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; |
||
1080 | attackrange = distance; |
||
1081 | aimslope = slope; |
||
342 | serge | 1082 | |
298 | serge | 1083 | P_PathTraverse ( t1->x, t1->y, |
342 | serge | 1084 | x2, y2, |
1085 | PT_ADDLINES|PT_ADDTHINGS, |
||
1086 | PTR_ShootTraverse ); |
||
298 | serge | 1087 | } |
1088 | |||
1089 | |||
1090 | |||
1091 | // |
||
1092 | // USE LINES |
||
1093 | // |
||
342 | serge | 1094 | mobj_t* usething; |
298 | serge | 1095 | |
342 | serge | 1096 | boolean PTR_UseTraverse (intercept_t* in) |
298 | serge | 1097 | { |
342 | serge | 1098 | int side; |
1099 | |||
298 | serge | 1100 | if (!in->d.line->special) |
1101 | { |
||
342 | serge | 1102 | P_LineOpening (in->d.line); |
1103 | if (openrange <= 0) |
||
1104 | { |
||
1105 | S_StartSound (usething, sfx_noway); |
||
1106 | |||
1107 | // can't use through a wall |
||
1108 | return false; |
||
1109 | } |
||
1110 | // not a special line, but keep checking |
||
1111 | return true ; |
||
298 | serge | 1112 | } |
342 | serge | 1113 | |
298 | serge | 1114 | side = 0; |
1115 | if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1) |
||
342 | serge | 1116 | side = 1; |
298 | serge | 1117 | |
342 | serge | 1118 | // return false; // don't use back side |
1119 | |||
298 | serge | 1120 | P_UseSpecialLine (usething, in->d.line, side); |
1121 | |||
1122 | // can't use for than one special line in a row |
||
1123 | return false; |
||
1124 | } |
||
1125 | |||
1126 | |||
1127 | // |
||
1128 | // P_UseLines |
||
1129 | // Looks for special lines in front of the player to activate. |
||
1130 | // |
||
342 | serge | 1131 | void P_UseLines (player_t* player) |
298 | serge | 1132 | { |
342 | serge | 1133 | int angle; |
1134 | fixed_t x1; |
||
1135 | fixed_t y1; |
||
1136 | fixed_t x2; |
||
1137 | fixed_t y2; |
||
1138 | |||
298 | serge | 1139 | usething = player->mo; |
342 | serge | 1140 | |
298 | serge | 1141 | angle = player->mo->angle >> ANGLETOFINESHIFT; |
1142 | |||
1143 | x1 = player->mo->x; |
||
1144 | y1 = player->mo->y; |
||
1145 | x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle]; |
||
1146 | y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle]; |
||
342 | serge | 1147 | |
298 | serge | 1148 | P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse ); |
1149 | } |
||
1150 | |||
1151 | |||
1152 | // |
||
1153 | // RADIUS ATTACK |
||
1154 | // |
||
342 | serge | 1155 | mobj_t* bombsource; |
1156 | mobj_t* bombspot; |
||
1157 | int bombdamage; |
||
298 | serge | 1158 | |
1159 | |||
1160 | // |
||
1161 | // PIT_RadiusAttack |
||
1162 | // "bombsource" is the creature |
||
1163 | // that caused the explosion at "bombspot". |
||
1164 | // |
||
1165 | boolean PIT_RadiusAttack (mobj_t* thing) |
||
1166 | { |
||
342 | serge | 1167 | fixed_t dx; |
1168 | fixed_t dy; |
||
1169 | fixed_t dist; |
||
1170 | |||
298 | serge | 1171 | if (!(thing->flags & MF_SHOOTABLE) ) |
342 | serge | 1172 | return true; |
298 | serge | 1173 | |
1174 | // Boss spider and cyborg |
||
1175 | // take no damage from concussion. |
||
1176 | if (thing->type == MT_CYBORG |
||
342 | serge | 1177 | || thing->type == MT_SPIDER) |
1178 | return true; |
||
1179 | |||
298 | serge | 1180 | dx = abs(thing->x - bombspot->x); |
1181 | dy = abs(thing->y - bombspot->y); |
||
1182 | |||
1183 | dist = dx>dy ? dx : dy; |
||
1184 | dist = (dist - thing->radius) >> FRACBITS; |
||
1185 | |||
1186 | if (dist < 0) |
||
342 | serge | 1187 | dist = 0; |
298 | serge | 1188 | |
1189 | if (dist >= bombdamage) |
||
342 | serge | 1190 | return true; // out of range |
298 | serge | 1191 | |
1192 | if ( P_CheckSight (thing, bombspot) ) |
||
1193 | { |
||
342 | serge | 1194 | // must be in direct path |
1195 | P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist); |
||
298 | serge | 1196 | } |
1197 | |||
1198 | return true; |
||
1199 | } |
||
1200 | |||
1201 | |||
1202 | // |
||
1203 | // P_RadiusAttack |
||
1204 | // Source is the creature that caused the explosion at spot. |
||
1205 | // |
||
1206 | void |
||
1207 | P_RadiusAttack |
||
342 | serge | 1208 | ( mobj_t* spot, |
1209 | mobj_t* source, |
||
1210 | int damage ) |
||
298 | serge | 1211 | { |
342 | serge | 1212 | int x; |
1213 | int y; |
||
298 | serge | 1214 | |
342 | serge | 1215 | int xl; |
1216 | int xh; |
||
1217 | int yl; |
||
1218 | int yh; |
||
298 | serge | 1219 | |
342 | serge | 1220 | fixed_t dist; |
1221 | |||
298 | serge | 1222 | dist = (damage+MAXRADIUS)< |
1223 | yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT; |
||
1224 | yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT; |
||
1225 | xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT; |
||
1226 | xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT; |
||
1227 | bombspot = spot; |
||
1228 | bombsource = source; |
||
1229 | bombdamage = damage; |
||
342 | serge | 1230 | |
298 | serge | 1231 | for (y=yl ; y<=yh ; y++) |
342 | serge | 1232 | for (x=xl ; x<=xh ; x++) |
1233 | P_BlockThingsIterator (x, y, PIT_RadiusAttack ); |
||
298 | serge | 1234 | } |
1235 | |||
1236 | |||
1237 | |||
1238 | // |
||
1239 | // SECTOR HEIGHT CHANGING |
||
1240 | // After modifying a sectors floor or ceiling height, |
||
1241 | // call this routine to adjust the positions |
||
1242 | // of all things that touch the sector. |
||
1243 | // |
||
1244 | // If anything doesn't fit anymore, true will be returned. |
||
1245 | // If crunch is true, they will take damage |
||
1246 | // as they are being crushed. |
||
1247 | // If Crunch is false, you should set the sector height back |
||
1248 | // the way it was and call P_ChangeSector again |
||
1249 | // to undo the changes. |
||
1250 | // |
||
342 | serge | 1251 | boolean crushchange; |
1252 | boolean nofit; |
||
298 | serge | 1253 | |
1254 | |||
1255 | // |
||
1256 | // PIT_ChangeSector |
||
1257 | // |
||
342 | serge | 1258 | boolean PIT_ChangeSector (mobj_t* thing) |
298 | serge | 1259 | { |
342 | serge | 1260 | mobj_t* mo; |
1261 | |||
298 | serge | 1262 | if (P_ThingHeightClip (thing)) |
1263 | { |
||
342 | serge | 1264 | // keep checking |
1265 | return true; |
||
298 | serge | 1266 | } |
1267 | |||
1268 | |||
1269 | // crunch bodies to giblets |
||
1270 | if (thing->health <= 0) |
||
1271 | { |
||
342 | serge | 1272 | P_SetMobjState (thing, S_GIBS); |
298 | serge | 1273 | |
342 | serge | 1274 | thing->flags &= ~MF_SOLID; |
1275 | thing->height = 0; |
||
1276 | thing->radius = 0; |
||
298 | serge | 1277 | |
342 | serge | 1278 | // keep checking |
1279 | return true; |
||
298 | serge | 1280 | } |
1281 | |||
1282 | // crunch dropped items |
||
1283 | if (thing->flags & MF_DROPPED) |
||
1284 | { |
||
342 | serge | 1285 | P_RemoveMobj (thing); |
1286 | |||
1287 | // keep checking |
||
1288 | return true; |
||
298 | serge | 1289 | } |
1290 | |||
1291 | if (! (thing->flags & MF_SHOOTABLE) ) |
||
1292 | { |
||
342 | serge | 1293 | // assume it is bloody gibs or something |
1294 | return true; |
||
298 | serge | 1295 | } |
1296 | |||
1297 | nofit = true; |
||
1298 | |||
1299 | if (crushchange && !(leveltime&3) ) |
||
1300 | { |
||
342 | serge | 1301 | P_DamageMobj(thing,NULL,NULL,10); |
298 | serge | 1302 | |
342 | serge | 1303 | // spray blood in a random direction |
1304 | mo = P_SpawnMobj (thing->x, |
||
1305 | thing->y, |
||
1306 | thing->z + thing->height/2, MT_BLOOD); |
||
1307 | |||
1308 | mo->momx = (P_Random() - P_Random ())<<12; |
||
1309 | mo->momy = (P_Random() - P_Random ())<<12; |
||
298 | serge | 1310 | } |
1311 | |||
342 | serge | 1312 | // keep checking (crush other things) |
1313 | return true; |
||
298 | serge | 1314 | } |
1315 | |||
1316 | |||
1317 | |||
1318 | // |
||
1319 | // P_ChangeSector |
||
1320 | // |
||
1321 | boolean |
||
1322 | P_ChangeSector |
||
342 | serge | 1323 | ( sector_t* sector, |
1324 | boolean crunch ) |
||
298 | serge | 1325 | { |
342 | serge | 1326 | int x; |
1327 | int y; |
||
1328 | |||
298 | serge | 1329 | nofit = false; |
1330 | crushchange = crunch; |
||
342 | serge | 1331 | |
298 | serge | 1332 | // re-check heights for all things near the moving sector |
1333 | for (x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++) |
||
342 | serge | 1334 | for (y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++) |
1335 | P_BlockThingsIterator (x, y, PIT_ChangeSector); |
||
1336 | |||
1337 | |||
298 | serge | 1338 | return nofit; |
1339 | }=>=>12; |
||
1340 |