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8547 | maxcodehac | 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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20 | // Movement, collision handling. |
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21 | // Shooting and aiming. |
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22 | // |
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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 | |||
30 | #include "m_bbox.h" |
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31 | #include "m_random.h" |
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32 | #include "i_system.h" |
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33 | |||
34 | #include "doomdef.h" |
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35 | #include "p_local.h" |
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36 | |||
37 | #include "s_sound.h" |
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38 | |||
39 | // State. |
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40 | #include "doomstat.h" |
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41 | #include "r_state.h" |
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42 | // Data. |
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43 | #include "sounds.h" |
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44 | |||
45 | |||
46 | fixed_t tmbbox[4]; |
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47 | mobj_t* tmthing; |
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48 | int tmflags; |
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49 | fixed_t tmx; |
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50 | fixed_t tmy; |
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51 | |||
52 | |||
53 | // If "floatok" true, move would be ok |
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54 | // if within "tmfloorz - tmceilingz". |
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55 | boolean floatok; |
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56 | |||
57 | fixed_t tmfloorz; |
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58 | fixed_t tmceilingz; |
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59 | fixed_t tmdropoffz; |
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60 | |||
61 | // keep track of the line that lowers the ceiling, |
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62 | // so missiles don't explode against sky hack walls |
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63 | line_t* ceilingline; |
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64 | |||
65 | // keep track of special lines as they are hit, |
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66 | // but don't process them until the move is proven valid |
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67 | #define MAXSPECIALCROSS 8 |
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68 | |||
69 | line_t* spechit[MAXSPECIALCROSS]; |
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70 | int numspechit; |
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71 | |||
72 | |||
73 | |||
74 | // |
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75 | // TELEPORT MOVE |
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76 | // |
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77 | |||
78 | // |
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79 | // PIT_StompThing |
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80 | // |
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81 | boolean PIT_StompThing (mobj_t* thing) |
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82 | { |
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83 | fixed_t blockdist; |
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84 | |||
85 | if (!(thing->flags & MF_SHOOTABLE) ) |
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86 | return true; |
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87 | |||
88 | blockdist = thing->radius + tmthing->radius; |
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89 | |||
90 | if ( abs(thing->x - tmx) >= blockdist |
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91 | || abs(thing->y - tmy) >= blockdist ) |
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92 | { |
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93 | // didn't hit it |
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94 | return true; |
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95 | } |
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96 | |||
97 | // don't clip against self |
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98 | if (thing == tmthing) |
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99 | return true; |
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100 | |||
101 | // monsters don't stomp things except on boss level |
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102 | if ( !tmthing->player && gamemap != 30) |
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103 | return false; |
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104 | |||
105 | P_DamageMobj (thing, tmthing, tmthing, 10000); |
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106 | |||
107 | return true; |
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108 | } |
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109 | |||
110 | |||
111 | // |
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112 | // P_TeleportMove |
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113 | // |
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114 | boolean |
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115 | P_TeleportMove |
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116 | ( mobj_t* thing, |
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117 | fixed_t x, |
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118 | fixed_t y ) |
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119 | { |
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120 | int xl; |
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121 | int xh; |
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122 | int yl; |
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123 | int yh; |
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124 | int bx; |
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125 | int by; |
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126 | |||
127 | subsector_t* newsubsec; |
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128 | |||
129 | // kill anything occupying the position |
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130 | tmthing = thing; |
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131 | tmflags = thing->flags; |
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132 | |||
133 | tmx = x; |
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134 | tmy = y; |
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135 | |||
136 | tmbbox[BOXTOP] = y + tmthing->radius; |
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137 | tmbbox[BOXBOTTOM] = y - tmthing->radius; |
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138 | tmbbox[BOXRIGHT] = x + tmthing->radius; |
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139 | tmbbox[BOXLEFT] = x - tmthing->radius; |
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140 | |||
141 | newsubsec = R_PointInSubsector (x,y); |
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142 | ceilingline = NULL; |
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143 | |||
144 | // The base floor/ceiling is from the subsector |
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145 | // that contains the point. |
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146 | // Any contacted lines the step closer together |
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147 | // will adjust them. |
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148 | tmfloorz = tmdropoffz = newsubsec->sector->floorheight; |
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149 | tmceilingz = newsubsec->sector->ceilingheight; |
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150 | |||
151 | validcount++; |
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152 | numspechit = 0; |
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153 | |||
154 | // stomp on any things contacted |
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155 | xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; |
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156 | xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; |
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157 | yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; |
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158 | yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; |
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159 | |||
160 | for (bx=xl ; bx<=xh ; bx++) |
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161 | for (by=yl ; by<=yh ; by++) |
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162 | if (!P_BlockThingsIterator(bx,by,PIT_StompThing)) |
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163 | return false; |
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164 | |||
165 | // the move is ok, |
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166 | // so link the thing into its new position |
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167 | P_UnsetThingPosition (thing); |
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168 | |||
169 | thing->floorz = tmfloorz; |
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170 | thing->ceilingz = tmceilingz; |
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171 | thing->x = x; |
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172 | thing->y = y; |
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173 | |||
174 | P_SetThingPosition (thing); |
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175 | |||
176 | return true; |
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177 | } |
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178 | |||
179 | |||
180 | // |
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181 | // MOVEMENT ITERATOR FUNCTIONS |
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182 | // |
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183 | |||
184 | |||
185 | // |
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186 | // PIT_CheckLine |
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187 | // Adjusts tmfloorz and tmceilingz as lines are contacted |
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188 | // |
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189 | boolean PIT_CheckLine (line_t* ld) |
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190 | { |
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191 | if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] |
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192 | || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] |
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193 | || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] |
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194 | || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] ) |
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195 | return true; |
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196 | |||
197 | if (P_BoxOnLineSide (tmbbox, ld) != -1) |
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198 | return true; |
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199 | |||
200 | // A line has been hit |
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201 | |||
202 | // The moving thing's destination position will cross |
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203 | // the given line. |
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204 | // If this should not be allowed, return false. |
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205 | // If the line is special, keep track of it |
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206 | // to process later if the move is proven ok. |
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207 | // NOTE: specials are NOT sorted by order, |
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208 | // so two special lines that are only 8 pixels apart |
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209 | // could be crossed in either order. |
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210 | |||
211 | if (!ld->backsector) |
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212 | return false; // one sided line |
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213 | |||
214 | if (!(tmthing->flags & MF_MISSILE) ) |
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215 | { |
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216 | if ( ld->flags & ML_BLOCKING ) |
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217 | return false; // explicitly blocking everything |
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218 | |||
219 | if ( !tmthing->player && ld->flags & ML_BLOCKMONSTERS ) |
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220 | return false; // block monsters only |
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221 | } |
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222 | |||
223 | // set openrange, opentop, openbottom |
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224 | P_LineOpening (ld); |
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225 | |||
226 | // adjust floor / ceiling heights |
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227 | if (opentop < tmceilingz) |
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228 | { |
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229 | tmceilingz = opentop; |
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230 | ceilingline = ld; |
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231 | } |
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232 | |||
233 | if (openbottom > tmfloorz) |
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234 | tmfloorz = openbottom; |
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235 | |||
236 | if (lowfloor < tmdropoffz) |
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237 | tmdropoffz = lowfloor; |
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238 | |||
239 | // if contacted a special line, add it to the list |
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240 | if (ld->special) |
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241 | { |
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242 | spechit[numspechit] = ld; |
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243 | numspechit++; |
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244 | } |
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245 | |||
246 | return true; |
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247 | } |
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248 | |||
249 | // |
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250 | // PIT_CheckThing |
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251 | // |
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252 | boolean PIT_CheckThing (mobj_t* thing) |
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253 | { |
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254 | fixed_t blockdist; |
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255 | boolean solid; |
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256 | int damage; |
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257 | |||
258 | if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE) )) |
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259 | return true; |
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260 | |||
261 | blockdist = thing->radius + tmthing->radius; |
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262 | |||
263 | if ( abs(thing->x - tmx) >= blockdist |
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264 | || abs(thing->y - tmy) >= blockdist ) |
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265 | { |
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266 | // didn't hit it |
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267 | return true; |
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268 | } |
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269 | |||
270 | // don't clip against self |
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271 | if (thing == tmthing) |
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272 | return true; |
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273 | |||
274 | // check for skulls slamming into things |
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275 | if (tmthing->flags & MF_SKULLFLY) |
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276 | { |
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277 | damage = ((P_Random()%8)+1)*tmthing->info->damage; |
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278 | |||
279 | P_DamageMobj (thing, tmthing, tmthing, damage); |
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280 | |||
281 | tmthing->flags &= ~MF_SKULLFLY; |
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282 | tmthing->momx = tmthing->momy = tmthing->momz = 0; |
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283 | |||
284 | P_SetMobjState (tmthing, tmthing->info->spawnstate); |
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285 | |||
286 | return false; // stop moving |
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287 | } |
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288 | |||
289 | |||
290 | // missiles can hit other things |
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291 | if (tmthing->flags & MF_MISSILE) |
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292 | { |
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293 | // see if it went over / under |
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294 | if (tmthing->z > thing->z + thing->height) |
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295 | return true; // overhead |
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296 | if (tmthing->z+tmthing->height < thing->z) |
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297 | return true; // underneath |
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298 | |||
299 | if (tmthing->target && ( |
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300 | tmthing->target->type == thing->type || |
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301 | (tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER)|| |
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302 | (tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT) ) ) |
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303 | { |
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304 | // Don't hit same species as originator. |
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305 | if (thing == tmthing->target) |
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306 | return true; |
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307 | |||
308 | if (thing->type != MT_PLAYER) |
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309 | { |
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310 | // Explode, but do no damage. |
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311 | // Let players missile other players. |
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312 | return false; |
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313 | } |
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314 | } |
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315 | |||
316 | if (! (thing->flags & MF_SHOOTABLE) ) |
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317 | { |
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318 | // didn't do any damage |
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319 | return !(thing->flags & MF_SOLID); |
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320 | } |
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321 | |||
322 | // damage / explode |
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323 | damage = ((P_Random()%8)+1)*tmthing->info->damage; |
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324 | P_DamageMobj (thing, tmthing, tmthing->target, damage); |
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325 | |||
326 | // don't traverse any more |
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327 | return false; |
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328 | } |
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329 | |||
330 | // check for special pickup |
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331 | if (thing->flags & MF_SPECIAL) |
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332 | { |
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333 | solid = thing->flags&MF_SOLID; |
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334 | if (tmflags&MF_PICKUP) |
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335 | { |
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336 | // can remove thing |
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337 | P_TouchSpecialThing (thing, tmthing); |
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338 | } |
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339 | return !solid; |
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340 | } |
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341 | |||
342 | return !(thing->flags & MF_SOLID); |
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343 | } |
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344 | |||
345 | |||
346 | // |
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347 | // MOVEMENT CLIPPING |
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348 | // |
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349 | |||
350 | // |
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351 | // P_CheckPosition |
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352 | // This is purely informative, nothing is modified |
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353 | // (except things picked up). |
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354 | // |
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355 | // in: |
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356 | // a mobj_t (can be valid or invalid) |
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357 | // a position to be checked |
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358 | // (doesn't need to be related to the mobj_t->x,y) |
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359 | // |
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360 | // during: |
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361 | // special things are touched if MF_PICKUP |
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362 | // early out on solid lines? |
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363 | // |
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364 | // out: |
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365 | // newsubsec |
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366 | // floorz |
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367 | // ceilingz |
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368 | // tmdropoffz |
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369 | // the lowest point contacted |
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370 | // (monsters won't move to a dropoff) |
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371 | // speciallines[] |
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372 | // numspeciallines |
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373 | // |
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374 | boolean |
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375 | P_CheckPosition |
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376 | ( mobj_t* thing, |
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377 | fixed_t x, |
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378 | fixed_t y ) |
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379 | { |
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380 | int xl; |
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381 | int xh; |
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382 | int yl; |
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383 | int yh; |
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384 | int bx; |
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385 | int by; |
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386 | subsector_t* newsubsec; |
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387 | |||
388 | tmthing = thing; |
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389 | tmflags = thing->flags; |
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390 | |||
391 | tmx = x; |
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392 | tmy = y; |
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393 | |||
394 | tmbbox[BOXTOP] = y + tmthing->radius; |
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395 | tmbbox[BOXBOTTOM] = y - tmthing->radius; |
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396 | tmbbox[BOXRIGHT] = x + tmthing->radius; |
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397 | tmbbox[BOXLEFT] = x - tmthing->radius; |
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398 | |||
399 | newsubsec = R_PointInSubsector (x,y); |
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400 | ceilingline = NULL; |
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401 | |||
402 | // The base floor / ceiling is from the subsector |
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403 | // that contains the point. |
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404 | // Any contacted lines the step closer together |
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405 | // will adjust them. |
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406 | tmfloorz = tmdropoffz = newsubsec->sector->floorheight; |
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407 | tmceilingz = newsubsec->sector->ceilingheight; |
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408 | |||
409 | validcount++; |
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410 | numspechit = 0; |
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411 | |||
412 | if ( tmflags & MF_NOCLIP ) |
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413 | return true; |
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414 | |||
415 | // Check things first, possibly picking things up. |
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416 | // The bounding box is extended by MAXRADIUS |
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417 | // because mobj_ts are grouped into mapblocks |
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418 | // based on their origin point, and can overlap |
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419 | // into adjacent blocks by up to MAXRADIUS units. |
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420 | xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; |
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421 | xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; |
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422 | yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; |
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423 | yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; |
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424 | |||
425 | for (bx=xl ; bx<=xh ; bx++) |
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426 | for (by=yl ; by<=yh ; by++) |
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427 | if (!P_BlockThingsIterator(bx,by,PIT_CheckThing)) |
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428 | return false; |
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429 | |||
430 | // check lines |
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431 | xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; |
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432 | xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; |
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433 | yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; |
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434 | yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; |
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435 | |||
436 | for (bx=xl ; bx<=xh ; bx++) |
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437 | for (by=yl ; by<=yh ; by++) |
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438 | if (!P_BlockLinesIterator (bx,by,PIT_CheckLine)) |
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439 | return false; |
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440 | |||
441 | return true; |
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442 | } |
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443 | |||
444 | |||
445 | // |
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446 | // P_TryMove |
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447 | // Attempt to move to a new position, |
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448 | // crossing special lines unless MF_TELEPORT is set. |
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449 | // |
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450 | boolean |
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451 | P_TryMove |
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452 | ( mobj_t* thing, |
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453 | fixed_t x, |
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454 | fixed_t y ) |
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455 | { |
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456 | fixed_t oldx; |
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457 | fixed_t oldy; |
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458 | int side; |
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459 | int oldside; |
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460 | line_t* ld; |
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461 | |||
462 | floatok = false; |
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463 | if (!P_CheckPosition (thing, x, y)) |
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464 | return false; // solid wall or thing |
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465 | |||
466 | if ( !(thing->flags & MF_NOCLIP) ) |
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467 | { |
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468 | if (tmceilingz - tmfloorz < thing->height) |
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469 | return false; // doesn't fit |
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470 | |||
471 | floatok = true; |
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472 | |||
473 | if ( !(thing->flags&MF_TELEPORT) |
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474 | &&tmceilingz - thing->z < thing->height) |
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475 | return false; // mobj must lower itself to fit |
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476 | |||
477 | if ( !(thing->flags&MF_TELEPORT) |
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478 | && tmfloorz - thing->z > 24*FRACUNIT ) |
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479 | return false; // too big a step up |
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480 | |||
481 | if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT)) |
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482 | && tmfloorz - tmdropoffz > 24*FRACUNIT ) |
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483 | return false; // don't stand over a dropoff |
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484 | } |
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485 | |||
486 | // the move is ok, |
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487 | // so link the thing into its new position |
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488 | P_UnsetThingPosition (thing); |
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489 | |||
490 | oldx = thing->x; |
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491 | oldy = thing->y; |
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492 | thing->floorz = tmfloorz; |
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493 | thing->ceilingz = tmceilingz; |
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494 | thing->x = x; |
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495 | thing->y = y; |
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496 | |||
497 | P_SetThingPosition (thing); |
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498 | |||
499 | // if any special lines were hit, do the effect |
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500 | if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) ) |
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501 | { |
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502 | while (numspechit--) |
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503 | { |
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504 | // see if the line was crossed |
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505 | ld = spechit[numspechit]; |
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506 | side = P_PointOnLineSide (thing->x, thing->y, ld); |
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507 | oldside = P_PointOnLineSide (oldx, oldy, ld); |
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508 | if (side != oldside) |
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509 | { |
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510 | if (ld->special) |
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511 | P_CrossSpecialLine (ld-lines, oldside, thing); |
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512 | } |
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513 | } |
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514 | } |
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515 | |||
516 | return true; |
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517 | } |
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518 | |||
519 | |||
520 | // |
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521 | // P_ThingHeightClip |
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522 | // Takes a valid thing and adjusts the thing->floorz, |
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523 | // thing->ceilingz, and possibly thing->z. |
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524 | // This is called for all nearby monsters |
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525 | // whenever a sector changes height. |
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526 | // If the thing doesn't fit, |
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527 | // the z will be set to the lowest value |
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528 | // and false will be returned. |
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529 | // |
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530 | boolean P_ThingHeightClip (mobj_t* thing) |
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531 | { |
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532 | boolean onfloor; |
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533 | |||
534 | onfloor = (thing->z == thing->floorz); |
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535 | |||
536 | P_CheckPosition (thing, thing->x, thing->y); |
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537 | // what about stranding a monster partially off an edge? |
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538 | |||
539 | thing->floorz = tmfloorz; |
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540 | thing->ceilingz = tmceilingz; |
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541 | |||
542 | if (onfloor) |
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543 | { |
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544 | // walking monsters rise and fall with the floor |
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545 | thing->z = thing->floorz; |
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546 | } |
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547 | else |
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548 | { |
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549 | // don't adjust a floating monster unless forced to |
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550 | if (thing->z+thing->height > thing->ceilingz) |
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551 | thing->z = thing->ceilingz - thing->height; |
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552 | } |
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553 | |||
554 | if (thing->ceilingz - thing->floorz < thing->height) |
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555 | return false; |
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556 | |||
557 | return true; |
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558 | } |
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559 | |||
560 | |||
561 | |||
562 | // |
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563 | // SLIDE MOVE |
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564 | // Allows the player to slide along any angled walls. |
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565 | // |
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566 | fixed_t bestslidefrac; |
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567 | fixed_t secondslidefrac; |
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568 | |||
569 | line_t* bestslideline; |
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570 | line_t* secondslideline; |
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571 | |||
572 | mobj_t* slidemo; |
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573 | |||
574 | fixed_t tmxmove; |
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575 | fixed_t tmymove; |
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576 | |||
577 | |||
578 | |||
579 | // |
||
580 | // P_HitSlideLine |
||
581 | // Adjusts the xmove / ymove |
||
582 | // so that the next move will slide along the wall. |
||
583 | // |
||
584 | void P_HitSlideLine (line_t* ld) |
||
585 | { |
||
586 | int side; |
||
587 | |||
588 | angle_t lineangle; |
||
589 | angle_t moveangle; |
||
590 | angle_t deltaangle; |
||
591 | |||
592 | fixed_t movelen; |
||
593 | fixed_t newlen; |
||
594 | |||
595 | |||
596 | if (ld->slopetype == ST_HORIZONTAL) |
||
597 | { |
||
598 | tmymove = 0; |
||
599 | return; |
||
600 | } |
||
601 | |||
602 | if (ld->slopetype == ST_VERTICAL) |
||
603 | { |
||
604 | tmxmove = 0; |
||
605 | return; |
||
606 | } |
||
607 | |||
608 | side = P_PointOnLineSide (slidemo->x, slidemo->y, ld); |
||
609 | |||
610 | lineangle = R_PointToAngle2 (0,0, ld->dx, ld->dy); |
||
611 | |||
612 | if (side == 1) |
||
613 | lineangle += ANG180; |
||
614 | |||
615 | moveangle = R_PointToAngle2 (0,0, tmxmove, tmymove); |
||
616 | deltaangle = moveangle-lineangle; |
||
617 | |||
618 | if (deltaangle > ANG180) |
||
619 | deltaangle += ANG180; |
||
620 | // I_Error ("SlideLine: ang>ANG180"); |
||
621 | |||
622 | lineangle >>= ANGLETOFINESHIFT; |
||
623 | deltaangle >>= ANGLETOFINESHIFT; |
||
624 | |||
625 | movelen = P_AproxDistance (tmxmove, tmymove); |
||
626 | newlen = FixedMul (movelen, finecosine[deltaangle]); |
||
627 | |||
628 | tmxmove = FixedMul (newlen, finecosine[lineangle]); |
||
629 | tmymove = FixedMul (newlen, finesine[lineangle]); |
||
630 | } |
||
631 | |||
632 | |||
633 | // |
||
634 | // PTR_SlideTraverse |
||
635 | // |
||
636 | boolean PTR_SlideTraverse (intercept_t* in) |
||
637 | { |
||
638 | line_t* li; |
||
639 | |||
640 | if (!in->isaline) |
||
641 | I_Error ("PTR_SlideTraverse: not a line?"); |
||
642 | |||
643 | li = in->d.line; |
||
644 | |||
645 | if ( ! (li->flags & ML_TWOSIDED) ) |
||
646 | { |
||
647 | if (P_PointOnLineSide (slidemo->x, slidemo->y, li)) |
||
648 | { |
||
649 | // don't hit the back side |
||
650 | return true; |
||
651 | } |
||
652 | goto isblocking; |
||
653 | } |
||
654 | |||
655 | // set openrange, opentop, openbottom |
||
656 | P_LineOpening (li); |
||
657 | |||
658 | if (openrange < slidemo->height) |
||
659 | goto isblocking; // doesn't fit |
||
660 | |||
661 | if (opentop - slidemo->z < slidemo->height) |
||
662 | goto isblocking; // mobj is too high |
||
663 | |||
664 | if (openbottom - slidemo->z > 24*FRACUNIT ) |
||
665 | goto isblocking; // too big a step up |
||
666 | |||
667 | // this line doesn't block movement |
||
668 | return true; |
||
669 | |||
670 | // the line does block movement, |
||
671 | // see if it is closer than best so far |
||
672 | isblocking: |
||
673 | if (in->frac < bestslidefrac) |
||
674 | { |
||
675 | secondslidefrac = bestslidefrac; |
||
676 | secondslideline = bestslideline; |
||
677 | bestslidefrac = in->frac; |
||
678 | bestslideline = li; |
||
679 | } |
||
680 | |||
681 | return false; // stop |
||
682 | } |
||
683 | |||
684 | |||
685 | |||
686 | // |
||
687 | // P_SlideMove |
||
688 | // The momx / momy move is bad, so try to slide |
||
689 | // along a wall. |
||
690 | // Find the first line hit, move flush to it, |
||
691 | // and slide along it |
||
692 | // |
||
693 | // This is a kludgy mess. |
||
694 | // |
||
695 | void P_SlideMove (mobj_t* mo) |
||
696 | { |
||
697 | fixed_t leadx; |
||
698 | fixed_t leady; |
||
699 | fixed_t trailx; |
||
700 | fixed_t traily; |
||
701 | fixed_t newx; |
||
702 | fixed_t newy; |
||
703 | int hitcount; |
||
704 | |||
705 | slidemo = mo; |
||
706 | hitcount = 0; |
||
707 | |||
708 | retry: |
||
709 | if (++hitcount == 3) |
||
710 | goto stairstep; // don't loop forever |
||
711 | |||
712 | |||
713 | // trace along the three leading corners |
||
714 | if (mo->momx > 0) |
||
715 | { |
||
716 | leadx = mo->x + mo->radius; |
||
717 | trailx = mo->x - mo->radius; |
||
718 | } |
||
719 | else |
||
720 | { |
||
721 | leadx = mo->x - mo->radius; |
||
722 | trailx = mo->x + mo->radius; |
||
723 | } |
||
724 | |||
725 | if (mo->momy > 0) |
||
726 | { |
||
727 | leady = mo->y + mo->radius; |
||
728 | traily = mo->y - mo->radius; |
||
729 | } |
||
730 | else |
||
731 | { |
||
732 | leady = mo->y - mo->radius; |
||
733 | traily = mo->y + mo->radius; |
||
734 | } |
||
735 | |||
736 | bestslidefrac = FRACUNIT+1; |
||
737 | |||
738 | P_PathTraverse ( leadx, leady, leadx+mo->momx, leady+mo->momy, |
||
739 | PT_ADDLINES, PTR_SlideTraverse ); |
||
740 | P_PathTraverse ( trailx, leady, trailx+mo->momx, leady+mo->momy, |
||
741 | PT_ADDLINES, PTR_SlideTraverse ); |
||
742 | P_PathTraverse ( leadx, traily, leadx+mo->momx, traily+mo->momy, |
||
743 | PT_ADDLINES, PTR_SlideTraverse ); |
||
744 | |||
745 | // move up to the wall |
||
746 | if (bestslidefrac == FRACUNIT+1) |
||
747 | { |
||
748 | // the move most have hit the middle, so stairstep |
||
749 | stairstep: |
||
750 | if (!P_TryMove (mo, mo->x, mo->y + mo->momy)) |
||
751 | P_TryMove (mo, mo->x + mo->momx, mo->y); |
||
752 | return; |
||
753 | } |
||
754 | |||
755 | // fudge a bit to make sure it doesn't hit |
||
756 | bestslidefrac -= 0x800; |
||
757 | if (bestslidefrac > 0) |
||
758 | { |
||
759 | newx = FixedMul (mo->momx, bestslidefrac); |
||
760 | newy = FixedMul (mo->momy, bestslidefrac); |
||
761 | |||
762 | if (!P_TryMove (mo, mo->x+newx, mo->y+newy)) |
||
763 | goto stairstep; |
||
764 | } |
||
765 | |||
766 | // Now continue along the wall. |
||
767 | // First calculate remainder. |
||
768 | bestslidefrac = FRACUNIT-(bestslidefrac+0x800); |
||
769 | |||
770 | if (bestslidefrac > FRACUNIT) |
||
771 | bestslidefrac = FRACUNIT; |
||
772 | |||
773 | if (bestslidefrac <= 0) |
||
774 | return; |
||
775 | |||
776 | tmxmove = FixedMul (mo->momx, bestslidefrac); |
||
777 | tmymove = FixedMul (mo->momy, bestslidefrac); |
||
778 | |||
779 | P_HitSlideLine (bestslideline); // clip the moves |
||
780 | |||
781 | mo->momx = tmxmove; |
||
782 | mo->momy = tmymove; |
||
783 | |||
784 | if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove)) |
||
785 | { |
||
786 | goto retry; |
||
787 | } |
||
788 | } |
||
789 | |||
790 | |||
791 | // |
||
792 | // P_LineAttack |
||
793 | // |
||
794 | mobj_t* linetarget; // who got hit (or NULL) |
||
795 | mobj_t* shootthing; |
||
796 | |||
797 | // Height if not aiming up or down |
||
798 | // ???: use slope for monsters? |
||
799 | fixed_t shootz; |
||
800 | |||
801 | int la_damage; |
||
802 | fixed_t attackrange; |
||
803 | |||
804 | fixed_t aimslope; |
||
805 | |||
806 | // slopes to top and bottom of target |
||
807 | extern fixed_t topslope; |
||
808 | extern fixed_t bottomslope; |
||
809 | |||
810 | |||
811 | // |
||
812 | // PTR_AimTraverse |
||
813 | // Sets linetaget and aimslope when a target is aimed at. |
||
814 | // |
||
815 | boolean |
||
816 | PTR_AimTraverse (intercept_t* in) |
||
817 | { |
||
818 | line_t* li; |
||
819 | mobj_t* th; |
||
820 | fixed_t slope; |
||
821 | fixed_t thingtopslope; |
||
822 | fixed_t thingbottomslope; |
||
823 | fixed_t dist; |
||
824 | |||
825 | if (in->isaline) |
||
826 | { |
||
827 | li = in->d.line; |
||
828 | |||
829 | if ( !(li->flags & ML_TWOSIDED) ) |
||
830 | return false; // stop |
||
831 | |||
832 | // Crosses a two sided line. |
||
833 | // A two sided line will restrict |
||
834 | // the possible target ranges. |
||
835 | P_LineOpening (li); |
||
836 | |||
837 | if (openbottom >= opentop) |
||
838 | return false; // stop |
||
839 | |||
840 | dist = FixedMul (attackrange, in->frac); |
||
841 | |||
842 | if (li->frontsector->floorheight != li->backsector->floorheight) |
||
843 | { |
||
844 | slope = FixedDiv (openbottom - shootz , dist); |
||
845 | if (slope > bottomslope) |
||
846 | bottomslope = slope; |
||
847 | } |
||
848 | |||
849 | if (li->frontsector->ceilingheight != li->backsector->ceilingheight) |
||
850 | { |
||
851 | slope = FixedDiv (opentop - shootz , dist); |
||
852 | if (slope < topslope) |
||
853 | topslope = slope; |
||
854 | } |
||
855 | |||
856 | if (topslope <= bottomslope) |
||
857 | return false; // stop |
||
858 | |||
859 | return true; // shot continues |
||
860 | } |
||
861 | |||
862 | // shoot a thing |
||
863 | th = in->d.thing; |
||
864 | if (th == shootthing) |
||
865 | return true; // can't shoot self |
||
866 | |||
867 | if (!(th->flags&MF_SHOOTABLE)) |
||
868 | return true; // corpse or something |
||
869 | |||
870 | // check angles to see if the thing can be aimed at |
||
871 | dist = FixedMul (attackrange, in->frac); |
||
872 | thingtopslope = FixedDiv (th->z+th->height - shootz , dist); |
||
873 | |||
874 | if (thingtopslope < bottomslope) |
||
875 | return true; // shot over the thing |
||
876 | |||
877 | thingbottomslope = FixedDiv (th->z - shootz, dist); |
||
878 | |||
879 | if (thingbottomslope > topslope) |
||
880 | return true; // shot under the thing |
||
881 | |||
882 | // this thing can be hit! |
||
883 | if (thingtopslope > topslope) |
||
884 | thingtopslope = topslope; |
||
885 | |||
886 | if (thingbottomslope < bottomslope) |
||
887 | thingbottomslope = bottomslope; |
||
888 | |||
889 | aimslope = (thingtopslope+thingbottomslope)/2; |
||
890 | linetarget = th; |
||
891 | |||
892 | return false; // don't go any farther |
||
893 | } |
||
894 | |||
895 | |||
896 | // |
||
897 | // PTR_ShootTraverse |
||
898 | // |
||
899 | boolean PTR_ShootTraverse (intercept_t* in) |
||
900 | { |
||
901 | fixed_t x; |
||
902 | fixed_t y; |
||
903 | fixed_t z; |
||
904 | fixed_t frac; |
||
905 | |||
906 | line_t* li; |
||
907 | |||
908 | mobj_t* th; |
||
909 | |||
910 | fixed_t slope; |
||
911 | fixed_t dist; |
||
912 | fixed_t thingtopslope; |
||
913 | fixed_t thingbottomslope; |
||
914 | |||
915 | if (in->isaline) |
||
916 | { |
||
917 | li = in->d.line; |
||
918 | |||
919 | if (li->special) |
||
920 | P_ShootSpecialLine (shootthing, li); |
||
921 | |||
922 | if ( !(li->flags & ML_TWOSIDED) ) |
||
923 | goto hitline; |
||
924 | |||
925 | // crosses a two sided line |
||
926 | P_LineOpening (li); |
||
927 | |||
928 | dist = FixedMul (attackrange, in->frac); |
||
929 | |||
930 | if (li->frontsector->floorheight != li->backsector->floorheight) |
||
931 | { |
||
932 | slope = FixedDiv (openbottom - shootz , dist); |
||
933 | if (slope > aimslope) |
||
934 | goto hitline; |
||
935 | } |
||
936 | |||
937 | if (li->frontsector->ceilingheight != li->backsector->ceilingheight) |
||
938 | { |
||
939 | slope = FixedDiv (opentop - shootz , dist); |
||
940 | if (slope < aimslope) |
||
941 | goto hitline; |
||
942 | } |
||
943 | |||
944 | // shot continues |
||
945 | return true; |
||
946 | |||
947 | |||
948 | // hit line |
||
949 | hitline: |
||
950 | // position a bit closer |
||
951 | frac = in->frac - FixedDiv (4*FRACUNIT,attackrange); |
||
952 | x = trace.x + FixedMul (trace.dx, frac); |
||
953 | y = trace.y + FixedMul (trace.dy, frac); |
||
954 | z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); |
||
955 | |||
956 | if (li->frontsector->ceilingpic == skyflatnum) |
||
957 | { |
||
958 | // don't shoot the sky! |
||
959 | if (z > li->frontsector->ceilingheight) |
||
960 | return false; |
||
961 | |||
962 | // it's a sky hack wall |
||
963 | if (li->backsector && li->backsector->ceilingpic == skyflatnum) |
||
964 | return false; |
||
965 | } |
||
966 | |||
967 | // Spawn bullet puffs. |
||
968 | P_SpawnPuff (x,y,z); |
||
969 | |||
970 | // don't go any farther |
||
971 | return false; |
||
972 | } |
||
973 | |||
974 | // shoot a thing |
||
975 | th = in->d.thing; |
||
976 | if (th == shootthing) |
||
977 | return true; // can't shoot self |
||
978 | |||
979 | if (!(th->flags&MF_SHOOTABLE)) |
||
980 | return true; // corpse or something |
||
981 | |||
982 | // check angles to see if the thing can be aimed at |
||
983 | dist = FixedMul (attackrange, in->frac); |
||
984 | thingtopslope = FixedDiv (th->z+th->height - shootz , dist); |
||
985 | |||
986 | if (thingtopslope < aimslope) |
||
987 | return true; // shot over the thing |
||
988 | |||
989 | thingbottomslope = FixedDiv (th->z - shootz, dist); |
||
990 | |||
991 | if (thingbottomslope > aimslope) |
||
992 | return true; // shot under the thing |
||
993 | |||
994 | |||
995 | // hit thing |
||
996 | // position a bit closer |
||
997 | frac = in->frac - FixedDiv (10*FRACUNIT,attackrange); |
||
998 | |||
999 | x = trace.x + FixedMul (trace.dx, frac); |
||
1000 | y = trace.y + FixedMul (trace.dy, frac); |
||
1001 | z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); |
||
1002 | |||
1003 | // Spawn bullet puffs or blod spots, |
||
1004 | // depending on target type. |
||
1005 | if (in->d.thing->flags & MF_NOBLOOD) |
||
1006 | P_SpawnPuff (x,y,z); |
||
1007 | else |
||
1008 | P_SpawnBlood (x,y,z, la_damage); |
||
1009 | |||
1010 | if (la_damage) |
||
1011 | P_DamageMobj (th, shootthing, shootthing, la_damage); |
||
1012 | |||
1013 | // don't go any farther |
||
1014 | return false; |
||
1015 | |||
1016 | } |
||
1017 | |||
1018 | |||
1019 | // |
||
1020 | // P_AimLineAttack |
||
1021 | // |
||
1022 | fixed_t |
||
1023 | P_AimLineAttack |
||
1024 | ( mobj_t* t1, |
||
1025 | angle_t angle, |
||
1026 | fixed_t distance ) |
||
1027 | { |
||
1028 | fixed_t x2; |
||
1029 | fixed_t y2; |
||
1030 | |||
1031 | angle >>= ANGLETOFINESHIFT; |
||
1032 | shootthing = t1; |
||
1033 | |||
1034 | x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; |
||
1035 | y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; |
||
1036 | shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; |
||
1037 | |||
1038 | // can't shoot outside view angles |
||
1039 | topslope = 100*FRACUNIT/160; |
||
1040 | bottomslope = -100*FRACUNIT/160; |
||
1041 | |||
1042 | attackrange = distance; |
||
1043 | linetarget = NULL; |
||
1044 | |||
1045 | P_PathTraverse ( t1->x, t1->y, |
||
1046 | x2, y2, |
||
1047 | PT_ADDLINES|PT_ADDTHINGS, |
||
1048 | PTR_AimTraverse ); |
||
1049 | |||
1050 | if (linetarget) |
||
1051 | return aimslope; |
||
1052 | |||
1053 | return 0; |
||
1054 | } |
||
1055 | |||
1056 | |||
1057 | // |
||
1058 | // P_LineAttack |
||
1059 | // If damage == 0, it is just a test trace |
||
1060 | // that will leave linetarget set. |
||
1061 | // |
||
1062 | void |
||
1063 | P_LineAttack |
||
1064 | ( mobj_t* t1, |
||
1065 | angle_t angle, |
||
1066 | fixed_t distance, |
||
1067 | fixed_t slope, |
||
1068 | int damage ) |
||
1069 | { |
||
1070 | fixed_t x2; |
||
1071 | fixed_t y2; |
||
1072 | |||
1073 | angle >>= ANGLETOFINESHIFT; |
||
1074 | shootthing = t1; |
||
1075 | la_damage = damage; |
||
1076 | x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; |
||
1077 | y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; |
||
1078 | shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; |
||
1079 | attackrange = distance; |
||
1080 | aimslope = slope; |
||
1081 | |||
1082 | P_PathTraverse ( t1->x, t1->y, |
||
1083 | x2, y2, |
||
1084 | PT_ADDLINES|PT_ADDTHINGS, |
||
1085 | PTR_ShootTraverse ); |
||
1086 | } |
||
1087 | |||
1088 | |||
1089 | |||
1090 | // |
||
1091 | // USE LINES |
||
1092 | // |
||
1093 | mobj_t* usething; |
||
1094 | |||
1095 | boolean PTR_UseTraverse (intercept_t* in) |
||
1096 | { |
||
1097 | int side; |
||
1098 | |||
1099 | if (!in->d.line->special) |
||
1100 | { |
||
1101 | P_LineOpening (in->d.line); |
||
1102 | if (openrange <= 0) |
||
1103 | { |
||
1104 | S_StartSound (usething, sfx_noway); |
||
1105 | |||
1106 | // can't use through a wall |
||
1107 | return false; |
||
1108 | } |
||
1109 | // not a special line, but keep checking |
||
1110 | return true ; |
||
1111 | } |
||
1112 | |||
1113 | side = 0; |
||
1114 | if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1) |
||
1115 | side = 1; |
||
1116 | |||
1117 | // return false; // don't use back side |
||
1118 | |||
1119 | P_UseSpecialLine (usething, in->d.line, side); |
||
1120 | |||
1121 | // can't use for than one special line in a row |
||
1122 | return false; |
||
1123 | } |
||
1124 | |||
1125 | |||
1126 | // |
||
1127 | // P_UseLines |
||
1128 | // Looks for special lines in front of the player to activate. |
||
1129 | // |
||
1130 | void P_UseLines (player_t* player) |
||
1131 | { |
||
1132 | int angle; |
||
1133 | fixed_t x1; |
||
1134 | fixed_t y1; |
||
1135 | fixed_t x2; |
||
1136 | fixed_t y2; |
||
1137 | |||
1138 | usething = player->mo; |
||
1139 | |||
1140 | angle = player->mo->angle >> ANGLETOFINESHIFT; |
||
1141 | |||
1142 | x1 = player->mo->x; |
||
1143 | y1 = player->mo->y; |
||
1144 | x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle]; |
||
1145 | y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle]; |
||
1146 | |||
1147 | P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse ); |
||
1148 | } |
||
1149 | |||
1150 | |||
1151 | // |
||
1152 | // RADIUS ATTACK |
||
1153 | // |
||
1154 | mobj_t* bombsource; |
||
1155 | mobj_t* bombspot; |
||
1156 | int bombdamage; |
||
1157 | |||
1158 | |||
1159 | // |
||
1160 | // PIT_RadiusAttack |
||
1161 | // "bombsource" is the creature |
||
1162 | // that caused the explosion at "bombspot". |
||
1163 | // |
||
1164 | boolean PIT_RadiusAttack (mobj_t* thing) |
||
1165 | { |
||
1166 | fixed_t dx; |
||
1167 | fixed_t dy; |
||
1168 | fixed_t dist; |
||
1169 | |||
1170 | if (!(thing->flags & MF_SHOOTABLE) ) |
||
1171 | return true; |
||
1172 | |||
1173 | // Boss spider and cyborg |
||
1174 | // take no damage from concussion. |
||
1175 | if (thing->type == MT_CYBORG |
||
1176 | || thing->type == MT_SPIDER) |
||
1177 | return true; |
||
1178 | |||
1179 | dx = abs(thing->x - bombspot->x); |
||
1180 | dy = abs(thing->y - bombspot->y); |
||
1181 | |||
1182 | dist = dx>dy ? dx : dy; |
||
1183 | dist = (dist - thing->radius) >> FRACBITS; |
||
1184 | |||
1185 | if (dist < 0) |
||
1186 | dist = 0; |
||
1187 | |||
1188 | if (dist >= bombdamage) |
||
1189 | return true; // out of range |
||
1190 | |||
1191 | if ( P_CheckSight (thing, bombspot) ) |
||
1192 | { |
||
1193 | // must be in direct path |
||
1194 | P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist); |
||
1195 | } |
||
1196 | |||
1197 | return true; |
||
1198 | } |
||
1199 | |||
1200 | |||
1201 | // |
||
1202 | // P_RadiusAttack |
||
1203 | // Source is the creature that caused the explosion at spot. |
||
1204 | // |
||
1205 | void |
||
1206 | P_RadiusAttack |
||
1207 | ( mobj_t* spot, |
||
1208 | mobj_t* source, |
||
1209 | int damage ) |
||
1210 | { |
||
1211 | int x; |
||
1212 | int y; |
||
1213 | |||
1214 | int xl; |
||
1215 | int xh; |
||
1216 | int yl; |
||
1217 | int yh; |
||
1218 | |||
1219 | fixed_t dist; |
||
1220 | |||
1221 | dist = (damage+MAXRADIUS)< |
||
1222 | yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT; |
||
1223 | yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT; |
||
1224 | xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT; |
||
1225 | xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT; |
||
1226 | bombspot = spot; |
||
1227 | bombsource = source; |
||
1228 | bombdamage = damage; |
||
1229 | |||
1230 | for (y=yl ; y<=yh ; y++) |
||
1231 | for (x=xl ; x<=xh ; x++) |
||
1232 | P_BlockThingsIterator (x, y, PIT_RadiusAttack ); |
||
1233 | } |
||
1234 | |||
1235 | |||
1236 | |||
1237 | // |
||
1238 | // SECTOR HEIGHT CHANGING |
||
1239 | // After modifying a sectors floor or ceiling height, |
||
1240 | // call this routine to adjust the positions |
||
1241 | // of all things that touch the sector. |
||
1242 | // |
||
1243 | // If anything doesn't fit anymore, true will be returned. |
||
1244 | // If crunch is true, they will take damage |
||
1245 | // as they are being crushed. |
||
1246 | // If Crunch is false, you should set the sector height back |
||
1247 | // the way it was and call P_ChangeSector again |
||
1248 | // to undo the changes. |
||
1249 | // |
||
1250 | boolean crushchange; |
||
1251 | boolean nofit; |
||
1252 | |||
1253 | |||
1254 | // |
||
1255 | // PIT_ChangeSector |
||
1256 | // |
||
1257 | boolean PIT_ChangeSector (mobj_t* thing) |
||
1258 | { |
||
1259 | mobj_t* mo; |
||
1260 | |||
1261 | if (P_ThingHeightClip (thing)) |
||
1262 | { |
||
1263 | // keep checking |
||
1264 | return true; |
||
1265 | } |
||
1266 | |||
1267 | |||
1268 | // crunch bodies to giblets |
||
1269 | if (thing->health <= 0) |
||
1270 | { |
||
1271 | P_SetMobjState (thing, S_GIBS); |
||
1272 | |||
1273 | thing->flags &= ~MF_SOLID; |
||
1274 | thing->height = 0; |
||
1275 | thing->radius = 0; |
||
1276 | |||
1277 | // keep checking |
||
1278 | return true; |
||
1279 | } |
||
1280 | |||
1281 | // crunch dropped items |
||
1282 | if (thing->flags & MF_DROPPED) |
||
1283 | { |
||
1284 | P_RemoveMobj (thing); |
||
1285 | |||
1286 | // keep checking |
||
1287 | return true; |
||
1288 | } |
||
1289 | |||
1290 | if (! (thing->flags & MF_SHOOTABLE) ) |
||
1291 | { |
||
1292 | // assume it is bloody gibs or something |
||
1293 | return true; |
||
1294 | } |
||
1295 | |||
1296 | nofit = true; |
||
1297 | |||
1298 | if (crushchange && !(leveltime&3) ) |
||
1299 | { |
||
1300 | P_DamageMobj(thing,NULL,NULL,10); |
||
1301 | |||
1302 | // spray blood in a random direction |
||
1303 | mo = P_SpawnMobj (thing->x, |
||
1304 | thing->y, |
||
1305 | thing->z + thing->height/2, MT_BLOOD); |
||
1306 | |||
1307 | mo->momx = (P_Random() - P_Random ())<<12; |
||
1308 | mo->momy = (P_Random() - P_Random ())<<12; |
||
1309 | } |
||
1310 | |||
1311 | // keep checking (crush other things) |
||
1312 | return true; |
||
1313 | } |
||
1314 | |||
1315 | |||
1316 | |||
1317 | // |
||
1318 | // P_ChangeSector |
||
1319 | // |
||
1320 | boolean |
||
1321 | P_ChangeSector |
||
1322 | ( sector_t* sector, |
||
1323 | boolean crunch ) |
||
1324 | { |
||
1325 | int x; |
||
1326 | int y; |
||
1327 | |||
1328 | nofit = false; |
||
1329 | crushchange = crunch; |
||
1330 | |||
1331 | // re-check heights for all things near the moving sector |
||
1332 | for (x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++) |
||
1333 | for (y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++) |
||
1334 | P_BlockThingsIterator (x, y, PIT_ChangeSector); |
||
1335 | |||
1336 | |||
1337 | return nofit; |
||
1338 | }=>=>12; |
||
1339 |