// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_map.c /// \brief Movement, collision handling /// /// Shooting and aiming #include "doomdef.h" #include "g_game.h" #include "m_bbox.h" #include "m_random.h" #include "p_local.h" #include "p_setup.h" // NiGHTS stuff #include "r_state.h" #include "r_main.h" #include "r_sky.h" #include "s_sound.h" #include "w_wad.h" #include "k_kart.h" // SRB2kart 011617 #include "k_collide.h" #include "k_respawn.h" #include "hu_stuff.h" // SRB2kart #include "i_system.h" // SRB2kart #include "r_splats.h" #include "p_slopes.h" #include "z_zone.h" #include "lua_hook.h" #include "m_perfstats.h" // ps_checkposition_calls fixed_t tmbbox[4]; mobj_t *tmthing; static INT32 tmflags; fixed_t tmx; fixed_t tmy; static precipmobj_t *tmprecipthing; static fixed_t preciptmbbox[4]; // If "floatok" true, move would be ok // if within "tmfloorz - tmceilingz". boolean floatok; fixed_t tmfloorz, tmceilingz; static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector mobj_t *tmhitthing; // the solid thing you bumped into (for collisions) ffloor_t *tmfloorrover, *tmceilingrover; pslope_t *tmfloorslope, *tmceilingslope; static fixed_t tmfloorstep; static fixed_t tmceilingstep; // keep track of the line that lowers the ceiling, // so missiles don't explode against sky hack walls line_t *ceilingline; // set by PIT_CheckLine() for any line that stopped the PIT_CheckLine() // that is, for any line which is 'solid' line_t *blockingline; // Mostly re-ported from DOOM Legacy // Keep track of special lines as they are hit, process them when the move is valid static size_t *spechit = NULL; static size_t spechit_max = 0U; static size_t numspechit = 0U; // Need a intermediate buffer for P_TryMove because it performs multiple moves // the lines put into spechit will be moved into here after each checkposition, // then and duplicates will be removed before processing static size_t *spechitint = NULL; static size_t spechitint_max = 0U; static size_t numspechitint = 0U; msecnode_t *sector_list = NULL; mprecipsecnode_t *precipsector_list = NULL; camera_t *mapcampointer; // // TELEPORT MOVE // // // P_TeleportMove // boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z) { numspechit = 0U; // the move is ok, // so link the thing into its new position P_UnsetThingPosition(thing); // Remove touching_sectorlist from mobj. if (sector_list) { P_DelSeclist(sector_list); sector_list = NULL; } thing->x = x; thing->y = y; thing->z = z; P_SetThingPosition(thing); P_CheckPosition(thing, thing->x, thing->y); if (P_MobjWasRemoved(thing)) return true; thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; thing->floorrover = tmfloorrover; thing->ceilingrover = tmceilingrover; return true; } // ========================================================================= // MOVEMENT ITERATOR FUNCTIONS // ========================================================================= // For our intermediate buffer, remove any duplicate entries by adding each one to // a temprary buffer if it's not already in there, copy the temporary buffer back over the intermediate afterwards static void spechitint_removedups(void) { // Only needs to be run if there's more than 1 line crossed if (numspechitint > 1U) { boolean valueintemp = false; size_t i = 0U, j = 0U; size_t numspechittemp = 0U; size_t *spechittemp = Z_Calloc(numspechitint * sizeof(size_t), PU_STATIC, NULL); // Fill the hashtable for (i = 0U; i < numspechitint; i++) { valueintemp = false; for (j = 0; j < numspechittemp; j++) { if (spechitint[i] == spechittemp[j]) { valueintemp = true; break; } } if (!valueintemp) { spechittemp[numspechittemp] = spechitint[i]; numspechittemp++; } } // The hash table now IS the result we want to send back // easiest way to handle this is a memcpy if (numspechittemp != numspechitint) { memcpy(spechitint, spechittemp, numspechittemp * sizeof(size_t)); numspechitint = numspechittemp; } Z_Free(spechittemp); } } // copy the contents of spechit into the end of spechitint static void spechitint_copyinto(void) { if (numspechit > 0U) { if (numspechitint + numspechit >= spechitint_max) { spechitint_max = spechitint_max + numspechit; spechitint = Z_Realloc(spechitint, spechitint_max * sizeof(size_t), PU_STATIC, NULL); } memcpy(&spechitint[numspechitint], spechit, numspechit * sizeof(size_t)); numspechitint += numspechit; } } static void add_spechit(line_t *ld) { if (numspechit >= spechit_max) { spechit_max = spechit_max ? spechit_max * 2U : 16U; spechit = Z_Realloc(spechit, spechit_max * sizeof(size_t), PU_STATIC, NULL); } spechit[numspechit] = ld - lines; numspechit++; } static boolean P_SpecialIsLinedefCrossType(UINT16 ldspecial) { boolean linedefcrossspecial = false; switch (ldspecial) { case 2001: // Finish line case 2003: // Respawn line { linedefcrossspecial = true; } break; default: { linedefcrossspecial = false; } break; } return linedefcrossspecial; } // // P_DoSpring // // mass = vertical speed // damage = horizontal speed // raisestate = state to change spring to on collision // painchance = star effect color // boolean P_DoSpring(mobj_t *spring, mobj_t *object) { //INT32 pflags; const fixed_t hscale = mapobjectscale + (mapobjectscale - object->scale); const fixed_t vscale = mapobjectscale + (object->scale - mapobjectscale); fixed_t vertispeed = spring->info->mass; fixed_t horizspeed = spring->info->damage; UINT16 starcolor = (spring->info->painchance % numskincolors); fixed_t savemomx = 0; fixed_t savemomy = 0; // Object was already sprung this tic if (object->eflags & MFE_SPRUNG) return false; // Spectators don't trigger springs. if (object->player && object->player->spectator) return false; // "Even in Death" is a song from Volume 8, not a command. if (!spring->health || !object->health) return false; #if 0 if (horizspeed && vertispeed) // Mimic SA { object->momx = object->momy = 0; P_TryMove(object, spring->x, spring->y, true); } #endif // Does nothing? if (!vertispeed && !horizspeed) { return false; } object->standingslope = NULL; // Okay, now we know it's not going to be relevant - no launching off at silly angles for you. object->eflags |= MFE_SPRUNG; // apply this flag asap! spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify if (spring->eflags & MFE_VERTICALFLIP) vertispeed *= -1; // Vertical springs teleport you on TOP of them. if (vertispeed > 0) { object->z = spring->z + spring->height + 1; } else if (vertispeed < 0) { object->z = spring->z - object->height - 1; } else { fixed_t offx, offy; // Horizontal springs teleport you in FRONT of them. savemomx = object->momx; savemomy = object->momy; object->momx = object->momy = 0; // Overestimate the distance to position you at offx = P_ReturnThrustX(spring, spring->angle, (spring->radius + object->radius + 1) * 2); offy = P_ReturnThrustY(spring, spring->angle, (spring->radius + object->radius + 1) * 2); // Then clip it down to a square, so it matches the hitbox size. if (offx > (spring->radius + object->radius + 1)) offx = spring->radius + object->radius + 1; else if (offx < -(spring->radius + object->radius + 1)) offx = -(spring->radius + object->radius + 1); P_TryMove(object, spring->x + offx, spring->y + offy, true); } if (vertispeed) { object->momz = FixedMul(vertispeed, FixedSqrt(FixedMul(vscale, spring->scale))); } if (horizspeed) { angle_t finalAngle = spring->angle; fixed_t finalSpeed = FixedMul(horizspeed, FixedSqrt(FixedMul(hscale, spring->scale))); fixed_t objectSpeed; if (object->player) objectSpeed = object->player->speed; else objectSpeed = R_PointToDist2(0, 0, savemomx, savemomy); if (!vertispeed) { // Scale to gamespeed finalSpeed = FixedMul(finalSpeed, K_GetKartGameSpeedScalar(gamespeed)); // Reflect your momentum angle against the surface of horizontal springs. // This makes it a bit more interesting & unique than just being a speed boost in a pre-defined direction if (savemomx || savemomy) { finalAngle = K_ReflectAngle( R_PointToAngle2(0, 0, savemomx, savemomy), finalAngle, objectSpeed, finalSpeed ); } } // Horizontal speed is used as a minimum thrust, not a direct replacement finalSpeed = max(objectSpeed, finalSpeed); P_InstaThrust(object, finalAngle, finalSpeed); } // Re-solidify spring->flags |= (spring->info->flags & (MF_SPRING|MF_SPECIAL)); P_SetMobjState(spring, spring->info->raisestate); if (object->player) { if (spring->flags & MF_ENEMY) // Spring shells { P_SetTarget(&spring->target, object); } P_ResetPlayer(object->player); object->player->springstars = max(vertispeed, horizspeed) / FRACUNIT / 2; object->player->springcolor = starcolor; // Less friction when hitting springs if (!object->player->tiregrease) { UINT8 i; for (i = 0; i < 2; i++) { mobj_t *grease; grease = P_SpawnMobj(object->x, object->y, object->z, MT_TIREGREASE); P_SetTarget(&grease->target, object); grease->angle = K_MomentumAngle(object); grease->extravalue1 = i; } object->player->tiregrease = greasetics; //FixedMul(greasetics << FRACBITS, finalSpeed/72) >> FRACBITS } } return true; } static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object) { player_t *p = object->player; // will be NULL if not a player fixed_t zdist; // distance between bottoms fixed_t speed = spring->info->mass; // conveniently, both fans and gas jets use this for the vertical thrust SINT8 flipval = P_MobjFlip(spring); // virtually everything here centers around the thruster's gravity, not the object's! if (p && object->state == &states[object->info->painstate]) // can't use fans and gas jets when player is in pain! return; // is object's top below thruster's position? if not, calculate distance between their bottoms if (spring->eflags & MFE_VERTICALFLIP) { if (object->z > spring->z + spring->height) return; zdist = (spring->z + spring->height) - (object->z + object->height); } else { if (object->z + object->height < spring->z) return; zdist = object->z - spring->z; } object->standingslope = NULL; // No launching off at silly angles for you. switch (spring->type) { case MT_FAN: // fan if (zdist > (spring->health << FRACBITS)) // max z distance determined by health (set by map thing angle) break; if (flipval*object->momz >= FixedMul(speed, spring->scale)) // if object's already moving faster than your best, don't bother break; object->momz += flipval*FixedMul(speed/4, spring->scale); // limit the speed if too high if (flipval*object->momz > FixedMul(speed, spring->scale)) object->momz = flipval*FixedMul(speed, spring->scale); break; case MT_STEAM: // Steam if (zdist > FixedMul(16*FRACUNIT, spring->scale)) break; if (spring->state != &states[S_STEAM1]) // Only when it bursts break; if (spring->spawnpoint && spring->spawnpoint->options & MTF_OBJECTSPECIAL) { if (object->eflags & MFE_SPRUNG) break; if (object->player) { object->player->trickpanel = 1; object->player->pflags |= PF_TRICKDELAY; } K_DoPogoSpring(object, 32<momz = flipval*FixedMul(speed, FixedSqrt(FixedMul(spring->scale, object->scale))); // scale the speed with both objects' scales, just like with springs! break; default: break; } } // // PIT_CheckThing // static boolean PIT_CheckThing(mobj_t *thing) { fixed_t blockdist; // don't clip against self if (thing == tmthing) return true; // Ignore... things. if (!tmthing || !thing || P_MobjWasRemoved(thing)) return true; I_Assert(!P_MobjWasRemoved(tmthing)); I_Assert(!P_MobjWasRemoved(thing)); // Ignore spectators if ((tmthing->player && tmthing->player->spectator) || (thing->player && thing->player->spectator)) return true; // Ignore the collision if BOTH things are in hitlag. if (thing->hitlag > 0 && tmthing->hitlag > 0) return true; if ((thing->flags & MF_NOCLIPTHING) || !(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING))) return true; blockdist = thing->radius + tmthing->radius; if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist) return true; // didn't hit it if (thing->flags & MF_PAPERCOLLISION) // CAUTION! Very easy to get stuck inside MF_SOLID objects. Giving the player MF_PAPERCOLLISION is a bad idea unless you know what you're doing. { fixed_t cosradius, sinradius; vertex_t v1, v2; // fake vertexes line_t junk; // fake linedef cosradius = FixedMul(thing->radius, FINECOSINE(thing->angle>>ANGLETOFINESHIFT)); sinradius = FixedMul(thing->radius, FINESINE(thing->angle>>ANGLETOFINESHIFT)); v1.x = thing->x - cosradius; v1.y = thing->y - sinradius; v2.x = thing->x + cosradius; v2.y = thing->y + sinradius; junk.v1 = &v1; junk.v2 = &v2; junk.dx = 2*cosradius; // v2.x - v1.x; junk.dy = 2*sinradius; // v2.y - v1.y; if (tmthing->flags & MF_PAPERCOLLISION) // more strenuous checking to prevent clipping issues { INT32 check1, check2, check3, check4; fixed_t tmcosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT)); fixed_t tmsinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT)); if (abs(thing->x - tmx) >= (abs(tmcosradius) + abs(cosradius)) || abs(thing->y - tmy) >= (abs(tmsinradius) + abs(sinradius))) return true; // didn't hit it check1 = P_PointOnLineSide(tmx - tmcosradius, tmy - tmsinradius, &junk); check2 = P_PointOnLineSide(tmx + tmcosradius, tmy + tmsinradius, &junk); check3 = P_PointOnLineSide(tmx + tmthing->momx - tmcosradius, tmy + tmthing->momy - tmsinradius, &junk); check4 = P_PointOnLineSide(tmx + tmthing->momx + tmcosradius, tmy + tmthing->momy + tmsinradius, &junk); if ((check1 == check2) && (check2 == check3) && (check3 == check4)) return true; // the line doesn't cross between collider's start or end } else { if (abs(thing->x - tmx) >= (tmthing->radius + abs(cosradius)) || abs(thing->y - tmy) >= (tmthing->radius + abs(sinradius))) return true; // didn't hit it if ((P_PointOnLineSide(tmx - tmthing->radius, tmy - tmthing->radius, &junk) == P_PointOnLineSide(tmx + tmthing->radius, tmy + tmthing->radius, &junk)) && (P_PointOnLineSide(tmx + tmthing->radius, tmy - tmthing->radius, &junk) == P_PointOnLineSide(tmx - tmthing->radius, tmy + tmthing->radius, &junk))) return true; // the line doesn't cross between either pair of opposite corners } } else if (tmthing->flags & MF_PAPERCOLLISION) { fixed_t tmcosradius, tmsinradius; vertex_t v1, v2; // fake vertexes line_t junk; // fake linedef tmcosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT)); tmsinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT)); if (abs(thing->x - tmx) >= (thing->radius + abs(tmcosradius)) || abs(thing->y - tmy) >= (thing->radius + abs(tmsinradius))) return true; // didn't hit it v1.x = tmx - tmcosradius; v1.y = tmy - tmsinradius; v2.x = tmx + tmcosradius; v2.y = tmy + tmsinradius; junk.v1 = &v1; junk.v2 = &v2; junk.dx = 2*tmcosradius; // v2.x - v1.x; junk.dy = 2*tmsinradius; // v2.y - v1.y; // no need to check whether other thing has MF_PAPERCOLLISION, since would fall under other condition if ((P_PointOnLineSide(thing->x - thing->radius, thing->y - thing->radius, &junk) == P_PointOnLineSide(thing->x + thing->radius, thing->y + thing->radius, &junk)) && (P_PointOnLineSide(thing->x + thing->radius, thing->y - thing->radius, &junk) == P_PointOnLineSide(thing->x - thing->radius, thing->y + thing->radius, &junk))) return true; // the line doesn't cross between either pair of opposite corners } { UINT8 shouldCollide = LUAh_MobjCollide(thing, tmthing); // checks hook for thing's type if (P_MobjWasRemoved(tmthing) || P_MobjWasRemoved(thing)) return true; // one of them was removed??? if (shouldCollide == 1) return false; // force collide else if (shouldCollide == 2) return true; // force no collide shouldCollide = LUAh_MobjMoveCollide(tmthing, thing); // checks hook for tmthing's type if (P_MobjWasRemoved(tmthing) || P_MobjWasRemoved(thing)) return true; // one of them was removed??? if (shouldCollide == 1) return false; // force collide else if (shouldCollide == 2) return true; // force no collide } // When solid spikes move, assume they just popped up and teleport things on top of them to hurt. if (tmthing->type == MT_SPIKE && tmthing->flags & MF_SOLID) { if (thing->z > tmthing->z + tmthing->height) return true; // overhead if (thing->z + thing->height < tmthing->z) return true; // underneath if (tmthing->eflags & MFE_VERTICALFLIP) thing->z = tmthing->z - thing->height - FixedMul(FRACUNIT, tmthing->scale); else thing->z = tmthing->z + tmthing->height + FixedMul(FRACUNIT, tmthing->scale); if (thing->flags & MF_SHOOTABLE) P_DamageMobj(thing, tmthing, tmthing, 1, 0); return true; } if (thing->flags & MF_PAIN) { // Player touches painful thing sitting on the floor // see if it went over / under if (thing->z > tmthing->z + tmthing->height) return true; // overhead if (thing->z + thing->height < tmthing->z) return true; // underneath if (tmthing->flags & MF_SHOOTABLE && thing->health > 0) { UINT32 damagetype = (thing->info->mass & 0xFF); if (P_DamageMobj(tmthing, thing, thing, 1, damagetype) && (damagetype = (thing->info->mass>>8))) S_StartSound(thing, damagetype); } return true; } else if (tmthing->flags & MF_PAIN && thing->player) { // Painful thing splats player in the face // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath if (thing->flags & MF_SHOOTABLE && tmthing->health > 0) { UINT32 damagetype = (tmthing->info->mass & 0xFF); if (P_DamageMobj(thing, tmthing, tmthing, 1, damagetype) && (damagetype = (tmthing->info->mass>>8))) S_StartSound(tmthing, damagetype); } return true; } // check for skulls slamming into things if (tmthing->flags2 & MF2_SKULLFLY) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath tmthing->flags2 &= ~MF2_SKULLFLY; tmthing->momx = tmthing->momy = tmthing->momz = 0; return false; // stop moving } // SRB2kart 011617 - Colission[sic] code for kart items //{ if (tmthing->type == MT_SMK_ICEBLOCK) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_SMKIceBlockCollide(tmthing, thing); } else if (thing->type == MT_SMK_ICEBLOCK) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_SMKIceBlockCollide(thing, tmthing); } if (tmthing->type == MT_EGGMANITEM || tmthing->type == MT_EGGMANITEM_SHIELD) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_EggItemCollide(tmthing, thing); } else if (thing->type == MT_EGGMANITEM || thing->type == MT_EGGMANITEM_SHIELD) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_EggItemCollide(thing, tmthing); } if (tmthing->type == MT_RANDOMITEM) return true; // Bubble Shield reflect if (((thing->type == MT_BUBBLESHIELD && thing->target->player && thing->target->player->bubbleblowup) || (thing->player && thing->player->bubbleblowup)) && (tmthing->type == MT_ORBINAUT || tmthing->type == MT_JAWZ || tmthing->type == MT_JAWZ_DUD || tmthing->type == MT_BANANA || tmthing->type == MT_EGGMANITEM || tmthing->type == MT_BALLHOG || tmthing->type == MT_SSMINE || tmthing->type == MT_LANDMINE || tmthing->type == MT_SINK || (tmthing->type == MT_PLAYER && thing->target != tmthing))) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath if (tmthing->type == MT_PLAYER) { // Counter desyncs /*mobj_t *oldthing = thing; mobj_t *oldtmthing = tmthing; P_Thrust(tmthing, R_PointToAngle2(thing->x, thing->y, tmthing->x, tmthing->y), 4*thing->scale); thing = oldthing; P_SetTarget(&tmthing, oldtmthing);*/ if (P_PlayerInPain(tmthing->player) || tmthing->player->flashing || tmthing->player->hyudorotimer || tmthing->player->justbumped || tmthing->scale > thing->scale + (mapobjectscale/8)) return true; // Player Damage P_DamageMobj(tmthing, ((thing->type == MT_BUBBLESHIELD) ? thing->target : thing), thing, 1, DMG_NORMAL); S_StartSound(thing, sfx_s3k44); } else { if (!tmthing->threshold) { if (!tmthing->momx && !tmthing->momy) { tmthing->momz += (24*tmthing->scale) * P_MobjFlip(tmthing); } else { tmthing->momx = -tmthing->momx; tmthing->momy = -tmthing->momy; tmthing->momz = -tmthing->momz; tmthing->angle += ANGLE_180; } if (tmthing->type == MT_JAWZ) P_SetTarget(&tmthing->tracer, tmthing->target); // Back to the source! tmthing->threshold = 10; S_StartSound(thing, sfx_s3k44); } } // no interaction return true; } else if (((tmthing->type == MT_BUBBLESHIELD && tmthing->target->player && tmthing->target->player->bubbleblowup) || (tmthing->player && tmthing->player->bubbleblowup)) && (thing->type == MT_ORBINAUT || thing->type == MT_JAWZ || thing->type == MT_JAWZ_DUD || thing->type == MT_BANANA || thing->type == MT_EGGMANITEM || thing->type == MT_BALLHOG || thing->type == MT_SSMINE || tmthing->type == MT_LANDMINE || thing->type == MT_SINK || (thing->type == MT_PLAYER && tmthing->target != thing))) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath if (thing->type == MT_PLAYER) { // Counter desyncs /*mobj_t *oldthing = thing; mobj_t *oldtmthing = tmthing; P_Thrust(thing, R_PointToAngle2(tmthing->x, tmthing->y, thing->x, thing->y), 4*tmthing->scale); thing = oldthing; P_SetTarget(&tmthing, oldtmthing);*/ if (P_PlayerInPain(thing->player) || thing->player->flashing || thing->player->hyudorotimer || thing->player->justbumped || thing->scale > tmthing->scale + (mapobjectscale/8)) return true; // Player Damage P_DamageMobj(thing, ((tmthing->type == MT_BUBBLESHIELD) ? tmthing->target : tmthing), tmthing, 1, DMG_NORMAL); S_StartSound(tmthing, sfx_s3k44); } else { if (!thing->threshold) { if (!thing->momx && !thing->momy) { thing->momz += (24*thing->scale) * P_MobjFlip(thing); } else { thing->momx = -thing->momx; thing->momy = -thing->momy; thing->momz = -thing->momz; thing->angle += ANGLE_180; } if (thing->type == MT_JAWZ) P_SetTarget(&thing->tracer, thing->target); // Back to the source! thing->threshold = 10; S_StartSound(tmthing, sfx_s3k44); } } // no interaction return true; } // double make sure bubbles won't collide with anything else if (thing->type == MT_BUBBLESHIELD || tmthing->type == MT_BUBBLESHIELD) return true; if (tmthing->type == MT_ORBINAUT || tmthing->type == MT_JAWZ || tmthing->type == MT_JAWZ_DUD || tmthing->type == MT_ORBINAUT_SHIELD || tmthing->type == MT_JAWZ_SHIELD) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_OrbinautJawzCollide(tmthing, thing); } else if (thing->type == MT_ORBINAUT || thing->type == MT_JAWZ || thing->type == MT_JAWZ_DUD || thing->type == MT_ORBINAUT_SHIELD || thing->type == MT_JAWZ_SHIELD) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_OrbinautJawzCollide(thing, tmthing); } if (tmthing->type == MT_BANANA || tmthing->type == MT_BANANA_SHIELD || tmthing->type == MT_BALLHOG) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_BananaBallhogCollide(tmthing, thing); } else if (thing->type == MT_BANANA || thing->type == MT_BANANA_SHIELD || thing->type == MT_BALLHOG) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_BananaBallhogCollide(thing, tmthing); } if (tmthing->type == MT_SSMINE || tmthing->type == MT_SSMINE_SHIELD) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_MineCollide(tmthing, thing); } else if (thing->type == MT_SSMINE || thing->type == MT_SSMINE_SHIELD) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_MineCollide(thing, tmthing); } if (tmthing->type == MT_MINEEXPLOSION) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_MineExplosionCollide(tmthing, thing); } else if (thing->type == MT_MINEEXPLOSION) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_MineExplosionCollide(thing, tmthing); } if (tmthing->type == MT_LANDMINE) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_LandMineCollide(tmthing, thing); } else if (thing->type == MT_LANDMINE) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_LandMineCollide(thing, tmthing); } if (tmthing->type == MT_SINK) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_KitchenSinkCollide(tmthing, thing); } else if (thing->type == MT_SINK) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_KitchenSinkCollide(thing, tmthing); } if (tmthing->type == MT_FALLINGROCK) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_FallingRockCollide(tmthing, thing); } else if (thing->type == MT_FALLINGROCK) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath return K_FallingRockCollide(thing, tmthing); } //} if ((thing->type == MT_SPRINGSHELL || thing->type == MT_YELLOWSHELL) && thing->health > 0 && (tmthing->player || (tmthing->flags & MF_PUSHABLE)) && tmthing->health > 0) { // Multiplying by -1 inherently flips "less than" and "greater than" fixed_t tmz = ((thing->eflags & MFE_VERTICALFLIP) ? -(tmthing->z + tmthing->height) : tmthing->z); fixed_t tmznext = ((thing->eflags & MFE_VERTICALFLIP) ? -tmthing->momz : tmthing->momz) + tmz; fixed_t thzh = ((thing->eflags & MFE_VERTICALFLIP) ? -thing->z : thing->z + thing->height); //fixed_t sprarea = FixedMul(8*FRACUNIT, thing->scale) * P_MobjFlip(thing); //if ((tmznext <= thzh && tmz > thzh) || (tmznext > thzh - sprarea && tmznext < thzh)) if (tmznext <= thzh) { P_DoSpring(thing, tmthing); // return true; } //else if (tmz > thzh - sprarea && tmz < thzh) // Don't damage people springing up / down return true; } // missiles can hit other things if (tmthing->flags & MF_MISSILE) { UINT8 damagetype = tmthing->info->mass; // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath if (tmthing->target && tmthing->target->type == thing->type) { // Don't hit same species as originator. if (thing == tmthing->target) return true; if (thing->type != MT_PLAYER) { // Explode, but do no damage. // Let players missile other players. return false; } } if (!(thing->flags & MF_SHOOTABLE)) { // didn't do any damage return !(thing->flags & MF_SOLID); } // damage / explode P_DamageMobj(thing, tmthing, tmthing->target, 1, damagetype); // don't traverse any more return false; } if (thing->flags & MF_PUSHABLE && (tmthing->player || tmthing->flags & MF_PUSHABLE) && tmthing->z + tmthing->height > thing->z && tmthing->z < thing->z + thing->height && !(netgame && tmthing->player && tmthing->player->spectator)) // Push thing! { if (thing->flags2 & MF2_SLIDEPUSH) // Make it slide { if (tmthing->momy > 0 && tmthing->momy > FixedMul(4*FRACUNIT, thing->scale) && tmthing->momy > thing->momy) { thing->momy += FixedMul(PUSHACCEL, thing->scale); tmthing->momy -= FixedMul(PUSHACCEL, thing->scale); } else if (tmthing->momy < 0 && tmthing->momy < FixedMul(-4*FRACUNIT, thing->scale) && tmthing->momy < thing->momy) { thing->momy -= FixedMul(PUSHACCEL, thing->scale); tmthing->momy += FixedMul(PUSHACCEL, thing->scale); } if (tmthing->momx > 0 && tmthing->momx > FixedMul(4*FRACUNIT, thing->scale) && tmthing->momx > thing->momx) { thing->momx += FixedMul(PUSHACCEL, thing->scale); tmthing->momx -= FixedMul(PUSHACCEL, thing->scale); } else if (tmthing->momx < 0 && tmthing->momx < FixedMul(-4*FRACUNIT, thing->scale) && tmthing->momx < thing->momx) { thing->momx -= FixedMul(PUSHACCEL, thing->scale); tmthing->momx += FixedMul(PUSHACCEL, thing->scale); } if (thing->momx > FixedMul(thing->info->speed, thing->scale)) thing->momx = FixedMul(thing->info->speed, thing->scale); else if (thing->momx < -FixedMul(thing->info->speed, thing->scale)) thing->momx = -FixedMul(thing->info->speed, thing->scale); if (thing->momy > FixedMul(thing->info->speed, thing->scale)) thing->momy = FixedMul(thing->info->speed, thing->scale); else if (thing->momy < -FixedMul(thing->info->speed, thing->scale)) thing->momy = -FixedMul(thing->info->speed, thing->scale); } else { if (tmthing->momx > FixedMul(4*FRACUNIT, thing->scale)) tmthing->momx = FixedMul(4*FRACUNIT, thing->scale); else if (tmthing->momx < FixedMul(-4*FRACUNIT, thing->scale)) tmthing->momx = FixedMul(-4*FRACUNIT, thing->scale); if (tmthing->momy > FixedMul(4*FRACUNIT, thing->scale)) tmthing->momy = FixedMul(4*FRACUNIT, thing->scale); else if (tmthing->momy < FixedMul(-4*FRACUNIT, thing->scale)) tmthing->momy = FixedMul(-4*FRACUNIT, thing->scale); thing->momx = tmthing->momx; thing->momy = tmthing->momy; } if (thing->type != MT_GARGOYLE || P_IsObjectOnGround(thing)) S_StartSound(thing, thing->info->activesound); P_SetTarget(&thing->target, tmthing); } // check for special pickup if (thing->flags & MF_SPECIAL && tmthing->player) { P_TouchSpecialThing(thing, tmthing, true); // can remove thing return true; } // check again for special pickup if (tmthing->flags & MF_SPECIAL && thing->player) { P_TouchSpecialThing(tmthing, thing, true); // can remove thing return true; } // Sprite Spikes! // Do not return because solidity code comes below. if (tmthing->type == MT_SPIKE && tmthing->flags & MF_SOLID && thing->player) // moving spike rams into player?! { if (tmthing->eflags & MFE_VERTICALFLIP) { if (thing->z + thing->height <= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) && thing->z + thing->height + thing->momz >= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz) P_DamageMobj(thing, tmthing, tmthing, 1, DMG_NORMAL); } else if (thing->z >= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) && thing->z + thing->momz <= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz) P_DamageMobj(thing, tmthing, tmthing, 1, DMG_NORMAL); } else if (thing->type == MT_SPIKE && thing->flags & MF_SOLID && tmthing->player) // unfortunate player falls into spike?! { if (thing->eflags & MFE_VERTICALFLIP) { if (tmthing->z + tmthing->height <= thing->z - FixedMul(FRACUNIT, thing->scale) && tmthing->z + tmthing->height + tmthing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale)) P_DamageMobj(tmthing, thing, thing, 1, DMG_NORMAL); } else if (tmthing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale) && tmthing->z + tmthing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)) P_DamageMobj(tmthing, thing, thing, 1, DMG_NORMAL); } if (tmthing->type == MT_WALLSPIKE && tmthing->flags & MF_SOLID && thing->player) // wall spike impales player { fixed_t bottomz, topz; bottomz = tmthing->z; topz = tmthing->z + tmthing->height; if (tmthing->eflags & MFE_VERTICALFLIP) bottomz -= FixedMul(FRACUNIT, tmthing->scale); else topz += FixedMul(FRACUNIT, tmthing->scale); if (thing->z + thing->height > bottomz // above bottom && thing->z < topz) // below top // don't check angle, the player was clearly in the way in this case P_DamageMobj(thing, tmthing, tmthing, 1, DMG_NORMAL); } else if (thing->type == MT_WALLSPIKE && thing->flags & MF_SOLID && tmthing->player) { fixed_t bottomz, topz; angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, tmthing->x, tmthing->y); if (P_PlayerInPain(tmthing->player) && (tmthing->momx || tmthing->momy)) { angle_t playerangle = R_PointToAngle2(0, 0, tmthing->momx, tmthing->momy) - touchangle; if (playerangle > ANGLE_180) playerangle = InvAngle(playerangle); if (playerangle < ANGLE_90) return true; // Yes, this is intentionally outside the z-height check. No standing on spikes whilst moving away from them. } bottomz = thing->z; topz = thing->z + thing->height; if (thing->eflags & MFE_VERTICALFLIP) bottomz -= FixedMul(FRACUNIT, thing->scale); else topz += FixedMul(FRACUNIT, thing->scale); if (tmthing->z + tmthing->height > bottomz // above bottom && tmthing->z < topz // below top && !P_MobjWasRemoved(thing->tracer)) // this probably wouldn't work if we didn't have a tracer { // use base as a reference point to determine what angle you touched the spike at touchangle = thing->angle - touchangle; if (touchangle > ANGLE_180) touchangle = InvAngle(touchangle); if (touchangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked! P_DamageMobj(tmthing, thing, thing, 1, DMG_NORMAL); } } if (thing->flags & MF_PUSHABLE) { if (tmthing->type == MT_FAN || tmthing->type == MT_STEAM) P_DoFanAndGasJet(tmthing, thing); } if (tmthing->flags & MF_PUSHABLE) { if (thing->type == MT_FAN || thing->type == MT_STEAM) { P_DoFanAndGasJet(thing, tmthing); return true; } else if (thing->flags & MF_SPRING) { if ( thing->z <= tmthing->z + tmthing->height && tmthing->z <= thing->z + thing->height) if (P_DoSpring(thing, tmthing)) return false; return true; } } // thanks to sal for solidenemies dot lua if (thing->flags & (MF_ENEMY|MF_BOSS) && tmthing->flags & (MF_ENEMY|MF_BOSS)) { if ((thing->z + thing->height >= tmthing->z) && (tmthing->z + tmthing->height >= thing->z)) return false; } if (thing->player) { if (tmthing->type == MT_FAN || tmthing->type == MT_STEAM) P_DoFanAndGasJet(tmthing, thing); } if (tmthing->player) // Is the moving/interacting object the player? { if (!tmthing->health) return true; if (thing->type == MT_FAN || thing->type == MT_STEAM) P_DoFanAndGasJet(thing, tmthing); else if (thing->flags & MF_SPRING) { if ( thing->z <= tmthing->z + tmthing->height && tmthing->z <= thing->z + thing->height) if (P_DoSpring(thing, tmthing)) return false; return true; } else if (thing->player) // bounce when players collide { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath if (thing->player->hyudorotimer || tmthing->player->hyudorotimer) { return true; } if ((gametyperules & GTR_BUMPERS) && ((thing->player->bumpers && !tmthing->player->bumpers) || (tmthing->player->bumpers && !thing->player->bumpers))) { return true; } // The bump has to happen last if (P_IsObjectOnGround(thing) && tmthing->momz < 0 && tmthing->player->trickpanel) { P_DamageMobj(thing, tmthing, tmthing, 1, DMG_WIPEOUT|DMG_STEAL); } else if (P_IsObjectOnGround(tmthing) && thing->momz < 0 && thing->player->trickpanel) { P_DamageMobj(tmthing, thing, thing, 1, DMG_WIPEOUT|DMG_STEAL); } if (K_KartBouncing(tmthing, thing) == true) { K_PvPTouchDamage(tmthing, thing); } return true; } else if (thing->type == MT_BLUEROBRA_HEAD || thing->type == MT_BLUEROBRA_JOINT) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath if (!thing->health) return true; // dead if (tmthing->player->invincibilitytimer > 0 || tmthing->player->growshrinktimer > 0) { if (thing->type == MT_BLUEROBRA_JOINT) P_KillMobj(thing->target, tmthing, tmthing, DMG_NORMAL); else P_KillMobj(thing, tmthing, tmthing, DMG_NORMAL); return true; } else { K_KartSolidBounce(tmthing, thing); return true; } } else if (thing->type == MT_SMK_PIPE) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath if (!thing->health) return true; // dead if (tmthing->player->invincibilitytimer > 0 || tmthing->player->growshrinktimer > 0) { P_KillMobj(thing, tmthing, tmthing, DMG_NORMAL); return true; // kill } K_KartSolidBounce(tmthing, thing); return true; } else if (thing->type == MT_SMK_THWOMP) { if (!thing->health) return true; // dead if (!thwompsactive) return true; // not active yet if ((tmthing->z < thing->z) && (thing->z >= thing->movefactor-(256<extravalue1 = 1; // purposely try to stomp on players early //S_StartSound(thing, sfx_s1bb); } // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath // kill if (tmthing->player->invincibilitytimer > 0 || tmthing->player->growshrinktimer > 0) { P_KillMobj(thing, tmthing, tmthing, DMG_NORMAL); return true; } // no interaction if (tmthing->player->flashing > 0 || tmthing->player->hyudorotimer > 0 || tmthing->player->spinouttimer > 0) return true; // collide if (tmthing->z < thing->z && thing->momz < 0) P_DamageMobj(tmthing, thing, thing, 1, DMG_TUMBLE); else { if ((K_KartSolidBounce(tmthing, thing) == true) && (thing->flags2 & MF2_AMBUSH)) { P_DamageMobj(tmthing, thing, thing, 1, DMG_WIPEOUT); } } return true; } else if (thing->type == MT_KART_LEFTOVER) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath K_KartBouncing(tmthing, thing); return true; } else if (thing->flags & MF_SOLID) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath K_KartSolidBounce(tmthing, thing); return true; } } if ((tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM || tmthing->type == MT_SPIKE || tmthing->type == MT_WALLSPIKE) && (thing->player)) ; // springs, gas jets and springs should never be able to step up onto a player // z checking at last // Treat noclip things as non-solid! else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID && (tmthing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID) { fixed_t topz, tmtopz; if (tmthing->eflags & MFE_VERTICALFLIP) { // pass under tmtopz = tmthing->z; if (tmtopz > thing->z + thing->height) { if (thing->z + thing->height > tmfloorz) { tmfloorz = thing->z + thing->height; tmfloorrover = NULL; tmfloorslope = NULL; } return true; } topz = thing->z - thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways // block only when jumping not high enough, // (dont climb max. 24units while already in air) // since return false doesn't handle momentum properly, // we lie to P_TryMove() so it's always too high if (tmthing->player && tmthing->z + tmthing->height > topz && tmthing->z + tmthing->height < tmthing->ceilingz) { if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->info->flags & MF_MONITOR)) // Gold monitor hack... return false; tmfloorz = tmceilingz = topz; // block while in air tmceilingrover = NULL; tmceilingslope = NULL; tmfloorthing = thing; // needed for side collision } else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height) { tmceilingz = topz; tmceilingrover = NULL; tmceilingslope = NULL; tmfloorthing = thing; // thing we may stand on } } else { // pass under tmtopz = tmthing->z + tmthing->height; if (tmtopz < thing->z) { if (thing->z < tmceilingz) { tmceilingz = thing->z; tmceilingrover = NULL; tmceilingslope = NULL; } return true; } topz = thing->z + thing->height + thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways // block only when jumping not high enough, // (dont climb max. 24units while already in air) // since return false doesn't handle momentum properly, // we lie to P_TryMove() so it's always too high if (tmthing->player && tmthing->z < topz && tmthing->z > tmthing->floorz) { if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->info->flags & MF_MONITOR)) // Gold monitor hack... return false; tmfloorz = tmceilingz = topz; // block while in air tmfloorrover = NULL; tmfloorslope = NULL; tmfloorthing = thing; // needed for side collision } else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z) { tmfloorz = topz; tmfloorrover = NULL; tmfloorslope = NULL; tmfloorthing = thing; // thing we may stand on } } } // not solid not blocked return true; } // PIT_CheckCameraLine // Adjusts tmfloorz and tmceilingz as lines are contacted - FOR CAMERA ONLY static boolean PIT_CheckCameraLine(line_t *ld) { if (ld->polyobj && !(ld->polyobj->flags & POF_SOLID)) return true; if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP]) { return true; } if (P_BoxOnLineSide(tmbbox, ld) != -1) return true; // A line has been hit // The moving thing's destination position will cross // the given line. // If this should not be allowed, return false. // If the line is special, keep track of it // to process later if the move is proven ok. // NOTE: specials are NOT sorted by order, // so two special lines that are only 8 pixels apart // could be crossed in either order. // this line is out of the if so upper and lower textures can be hit by a splat blockingline = ld; if (!ld->backsector) // one sided line { if (P_PointOnLineSide(mapcampointer->x, mapcampointer->y, ld)) return true; // don't hit the back side return false; } // set openrange, opentop, openbottom P_CameraLineOpening(ld); // adjust floor / ceiling heights if (opentop < tmceilingz) { tmceilingz = opentop; ceilingline = ld; } if (openbottom > tmfloorz) { tmfloorz = openbottom; } if (highceiling > tmdrpoffceilz) tmdrpoffceilz = highceiling; if (lowfloor < tmdropoffz) tmdropoffz = lowfloor; return true; } boolean P_IsLineBlocking(const line_t *ld, const mobj_t *thing) { // missiles can cross uncrossable lines if ((thing->flags & MF_MISSILE)) return false; else { return ( (ld->flags & ML_IMPASSABLE) || // block objects from moving through this linedef. (thing->player && !thing->player->spectator && ld->flags & ML_BLOCKPLAYERS) || // SRB2Kart: Only block players, not items ((thing->flags & (MF_ENEMY|MF_BOSS)) && ld->special == 81) // case 81: block monsters only ); } } // // PIT_CheckLine // Adjusts tmfloorz and tmceilingz as lines are contacted // static boolean PIT_CheckLine(line_t *ld) { const fixed_t thingtop = tmthing->z + tmthing->height; if (ld->polyobj && !(ld->polyobj->flags & POF_SOLID)) return true; if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP]) return true; if (P_BoxOnLineSide(tmbbox, ld) != -1) return true; if (tmthing->flags & MF_PAPERCOLLISION) // Caution! Turning whilst up against a wall will get you stuck. You probably shouldn't give the player this flag. { fixed_t cosradius, sinradius; cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT)); sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT)); if (P_PointOnLineSide(tmx - cosradius, tmy - sinradius, ld) == P_PointOnLineSide(tmx + cosradius, tmy + sinradius, ld)) return true; // the line doesn't cross between collider's start or end #ifdef PAPER_COLLISIONCORRECTION { fixed_t dist; vertex_t result; angle_t langle; P_ClosestPointOnLine(tmx, tmy, ld, &result); langle = R_PointToAngle2(ld->v1->x, ld->v1->y, ld->v2->x, ld->v2->y); langle += ANGLE_90*(P_PointOnLineSide(tmx, tmy, ld) ? -1 : 1); dist = abs(FixedMul(tmthing->radius, FINECOSINE((tmthing->angle - langle)>>ANGLETOFINESHIFT))); cosradius = FixedMul(dist, FINECOSINE(langle>>ANGLETOFINESHIFT)); sinradius = FixedMul(dist, FINESINE(langle>>ANGLETOFINESHIFT)); tmthing->flags |= MF_NOCLIP; P_TeleportMove(tmthing, result.x + cosradius - tmthing->momx, result.y + sinradius - tmthing->momy, tmthing->z); tmthing->flags &= ~MF_NOCLIP; } #endif } // A line has been hit // The moving thing's destination position will cross // the given line. // If this should not be allowed, return false. // If the line is special, keep track of it // to process later if the move is proven ok. // NOTE: specials are NOT sorted by order, // so two special lines that are only 8 pixels apart // could be crossed in either order. // this line is out of the if so upper and lower textures can be hit by a splat blockingline = ld; { UINT8 shouldCollide = LUAh_MobjLineCollide(tmthing, blockingline); // checks hook for thing's type if (P_MobjWasRemoved(tmthing)) return true; // one of them was removed??? if (shouldCollide == 1) return false; // force collide else if (shouldCollide == 2) return true; // force no collide } if (!ld->backsector) // one sided line { if (P_PointOnLineSide(tmthing->x, tmthing->y, ld)) return true; // don't hit the back side return false; } if (P_IsLineBlocking(ld, tmthing)) return false; // set openrange, opentop, openbottom P_LineOpening(ld, tmthing); // adjust floor / ceiling heights if (opentop < tmceilingz) { tmceilingz = opentop; ceilingline = ld; tmceilingrover = openceilingrover; tmceilingslope = opentopslope; tmceilingstep = openceilingstep; if (thingtop == tmthing->ceilingz) { tmthing->ceilingdrop = openceilingdrop; } } if (openbottom > tmfloorz) { tmfloorz = openbottom; tmfloorrover = openfloorrover; tmfloorslope = openbottomslope; tmfloorstep = openfloorstep; if (tmthing->z == tmthing->floorz) { tmthing->floordrop = openfloordrop; } } if (highceiling > tmdrpoffceilz) tmdrpoffceilz = highceiling; if (lowfloor < tmdropoffz) tmdropoffz = lowfloor; // we've crossed the line if (P_SpecialIsLinedefCrossType(ld->special)) { add_spechit(ld); } return true; } // ========================================================================= // MOVEMENT CLIPPING // ========================================================================= // // P_CheckPosition // This is purely informative, nothing is modified // (except things picked up). // // in: // a mobj_t (can be valid or invalid) // a position to be checked // (doesn't need to be related to the mobj_t->x,y) // // during: // special things are touched if MF_PICKUP // early out on solid lines? // // out: // newsubsec // tmfloorz // tmceilingz // tmdropoffz // tmdrpoffceilz // the lowest point contacted // (monsters won't move to a dropoff) // speciallines[] // numspeciallines // // tmfloorz // the nearest floor or thing's top under tmthing // tmceilingz // the nearest ceiling or thing's bottom over tmthing // boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y) { INT32 thingtop = thing->z + thing->height; INT32 xl, xh, yl, yh, bx, by; subsector_t *newsubsec; boolean blockval = true; ps_checkposition_calls++; I_Assert(thing != NULL); #ifdef PARANOIA if (P_MobjWasRemoved(thing)) I_Error("Previously-removed Thing of type %u crashes P_CheckPosition!", thing->type); #endif P_SetTarget(&tmthing, thing); tmflags = thing->flags; tmx = x; tmy = y; tmbbox[BOXTOP] = y + tmthing->radius; tmbbox[BOXBOTTOM] = y - tmthing->radius; tmbbox[BOXRIGHT] = x + tmthing->radius; tmbbox[BOXLEFT] = x - tmthing->radius; newsubsec = R_PointInSubsector(x, y); ceilingline = blockingline = NULL; // The base floor / ceiling is from the subsector // that contains the point. // Any contacted lines the step closer together // will adjust them. tmfloorz = tmdropoffz = P_GetFloorZ(thing, newsubsec->sector, x, y, NULL); //newsubsec->sector->floorheight; tmceilingz = P_GetCeilingZ(thing, newsubsec->sector, x, y, NULL); //newsubsec->sector->ceilingheight; tmfloorrover = NULL; tmceilingrover = NULL; tmfloorslope = newsubsec->sector->f_slope; tmceilingslope = newsubsec->sector->c_slope; tmfloorstep = 0; tmceilingstep = 0; if (thingtop < thing->ceilingz) { thing->ceilingdrop = 0; } if (thing->z > thing->floorz) { thing->floordrop = 0; } // Check list of fake floors and see if tmfloorz/tmceilingz need to be altered. if (newsubsec->sector->ffloors) { ffloor_t *rover; fixed_t delta1, delta2; for (rover = newsubsec->sector->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetFOFTopZ(thing, newsubsec->sector, rover, x, y, NULL); bottomheight = P_GetFOFBottomZ(thing, newsubsec->sector, rover, x, y, NULL); if ((rover->flags & (FF_SWIMMABLE|FF_GOOWATER)) == (FF_SWIMMABLE|FF_GOOWATER) && !(thing->flags & MF_NOGRAVITY)) { // If you're inside goowater and slowing down fixed_t sinklevel = FixedMul(thing->info->height/6, thing->scale); fixed_t minspeed = FixedMul(thing->info->height/9, thing->scale); if (thing->z < topheight && bottomheight < thingtop && abs(thing->momz) < minspeed) { // Oh no! The object is stick in between the surface of the goo and sinklevel! help them out! if (!(thing->eflags & MFE_VERTICALFLIP) && thing->z > topheight - sinklevel && thing->momz >= 0 && thing->momz < (minspeed>>2)) thing->momz += minspeed>>2; else if (thing->eflags & MFE_VERTICALFLIP && thingtop < bottomheight + sinklevel && thing->momz <= 0 && thing->momz > -(minspeed>>2)) thing->momz -= minspeed>>2; // Land on the top or the bottom, depending on gravity flip. if (!(thing->eflags & MFE_VERTICALFLIP) && thing->z >= topheight - sinklevel && thing->momz <= 0) { if (tmfloorz < topheight - sinklevel) { tmfloorz = topheight - sinklevel; tmfloorrover = rover; tmfloorslope = *rover->t_slope; } } else if (thing->eflags & MFE_VERTICALFLIP && thingtop <= bottomheight + sinklevel && thing->momz >= 0) { if (tmceilingz > bottomheight + sinklevel) { tmceilingz = bottomheight + sinklevel; tmceilingrover = rover; tmceilingslope = *rover->b_slope; } } } continue; } if (thing->player && P_CheckSolidLava(rover)) ; else if (thing->type == MT_SKIM && (rover->flags & FF_SWIMMABLE)) ; else if (!((rover->flags & FF_BLOCKPLAYER && thing->player) || (rover->flags & FF_BLOCKOTHERS && !thing->player) || rover->flags & FF_QUICKSAND)) continue; if (rover->flags & FF_QUICKSAND) { if (thing->z < topheight && bottomheight < thingtop) { if (tmfloorz < thing->z) { tmfloorz = thing->z; tmfloorrover = rover; tmfloorslope = NULL; } } // Quicksand blocks never change heights otherwise. continue; } delta1 = thing->z - (bottomheight + ((topheight - bottomheight)/2)); delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2)); if (topheight > tmfloorz && abs(delta1) < abs(delta2) && !(rover->flags & FF_REVERSEPLATFORM)) { tmfloorz = tmdropoffz = topheight; tmfloorrover = rover; tmfloorslope = *rover->t_slope; } if (bottomheight < tmceilingz && abs(delta1) >= abs(delta2) && !(rover->flags & FF_PLATFORM) && !(thing->type == MT_SKIM && (rover->flags & FF_SWIMMABLE))) { tmceilingz = tmdrpoffceilz = bottomheight; tmceilingrover = rover; tmceilingslope = *rover->b_slope; } } } // The bounding box is extended by MAXRADIUS // because mobj_ts are grouped into mapblocks // based on their origin point, and can overlap // into adjacent blocks by up to MAXRADIUS units. xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; BMBOUNDFIX(xl, xh, yl, yh); // Check polyobjects and see if tmfloorz/tmceilingz need to be altered { validcount++; for (by = yl; by <= yh; by++) for (bx = xl; bx <= xh; bx++) { INT32 offset; polymaplink_t *plink; // haleyjd 02/22/06 if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight) continue; offset = by*bmapwidth + bx; // haleyjd 02/22/06: consider polyobject lines plink = polyblocklinks[offset]; while (plink) { polyobj_t *po = plink->po; if (po->validcount != validcount) // if polyobj hasn't been checked { sector_t *polysec; fixed_t delta1, delta2; fixed_t polytop, polybottom; po->validcount = validcount; if (!P_BBoxInsidePolyobj(po, tmbbox) || !(po->flags & POF_SOLID)) { plink = (polymaplink_t *)(plink->link.next); continue; } // We're inside it! Yess... polysec = po->lines[0]->backsector; if (po->flags & POF_CLIPPLANES) { polytop = polysec->ceilingheight; polybottom = polysec->floorheight; } else { polytop = INT32_MAX; polybottom = INT32_MIN; } delta1 = thing->z - (polybottom + ((polytop - polybottom)/2)); delta2 = thingtop - (polybottom + ((polytop - polybottom)/2)); if (polytop > tmfloorz && abs(delta1) < abs(delta2)) { tmfloorz = tmdropoffz = polytop; tmfloorslope = NULL; tmfloorrover = NULL; } if (polybottom < tmceilingz && abs(delta1) >= abs(delta2)) { tmceilingz = tmdrpoffceilz = polybottom; tmceilingslope = NULL; tmceilingrover = NULL; } } plink = (polymaplink_t *)(plink->link.next); } } } // tmfloorthing is set when tmfloorz comes from a thing's top tmfloorthing = NULL; tmhitthing = NULL; validcount++; // reset special lines numspechit = 0U; if (tmflags & MF_NOCLIP) return true; // Check things first, possibly picking things up. // MF_NOCLIPTHING: used by camera to not be blocked by things if (!(thing->flags & MF_NOCLIPTHING)) { for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) { if (!P_BlockThingsIterator(bx, by, PIT_CheckThing)) blockval = false; else tmhitthing = tmfloorthing; if (P_MobjWasRemoved(tmthing)) return false; } } validcount++; // check lines for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) if (!P_BlockLinesIterator(bx, by, PIT_CheckLine)) blockval = false; return blockval; } static const fixed_t hoopblockdist = 16*FRACUNIT + 8*FRACUNIT; static const fixed_t hoophalfheight = (56*FRACUNIT)/2; // P_CheckPosition optimized for the MT_HOOPCOLLIDE object. This needs to be as fast as possible! void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius) { INT32 i; (void)radius; //unused for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || !players[i].mo || players[i].spectator) continue; if (abs(players[i].mo->x - x) >= hoopblockdist || abs(players[i].mo->y - y) >= hoopblockdist || abs((players[i].mo->z+hoophalfheight) - z) >= hoopblockdist) continue; // didn't hit it // can remove thing P_TouchSpecialThing(hoopthing, players[i].mo, false); break; } return; } // // P_CheckCameraPosition // boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam) { INT32 xl, xh, yl, yh, bx, by; subsector_t *newsubsec; tmx = x; tmy = y; tmbbox[BOXTOP] = y + thiscam->radius; tmbbox[BOXBOTTOM] = y - thiscam->radius; tmbbox[BOXRIGHT] = x + thiscam->radius; tmbbox[BOXLEFT] = x - thiscam->radius; newsubsec = R_PointInSubsector(x, y); ceilingline = blockingline = NULL; mapcampointer = thiscam; if (GETSECSPECIAL(newsubsec->sector->special, 4) == 12) { // Camera noclip on entire sector. tmfloorz = tmdropoffz = thiscam->z; tmceilingz = tmdrpoffceilz = thiscam->z + thiscam->height; return true; } // The base floor / ceiling is from the subsector // that contains the point. // Any contacted lines the step closer together // will adjust them. tmfloorz = tmdropoffz = P_CameraGetFloorZ(thiscam, newsubsec->sector, x, y, NULL); tmceilingz = P_CameraGetCeilingZ(thiscam, newsubsec->sector, x, y, NULL); // Cameras use the heightsec's heights rather then the actual sector heights. // If you can see through it, why not move the camera through it too? if (newsubsec->sector->heightsec >= 0) { tmfloorz = tmdropoffz = sectors[newsubsec->sector->heightsec].floorheight; tmceilingz = tmdrpoffceilz = sectors[newsubsec->sector->heightsec].ceilingheight; } // Use preset camera clipping heights if set with Sector Special Parameters whose control sector has Camera Intangible special -Red if (newsubsec->sector->camsec >= 0) { tmfloorz = tmdropoffz = sectors[newsubsec->sector->camsec].floorheight; tmceilingz = tmdrpoffceilz = sectors[newsubsec->sector->camsec].ceilingheight; } // Check list of fake floors and see if tmfloorz/tmceilingz need to be altered. if (newsubsec->sector->ffloors) { ffloor_t *rover; fixed_t delta1, delta2; INT32 thingtop = thiscam->z + thiscam->height; for (rover = newsubsec->sector->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_BLOCKOTHERS) || !(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERALL) || GETSECSPECIAL(rover->master->frontsector->special, 4) == 12) continue; topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, x, y, NULL); bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, x, y, NULL); delta1 = thiscam->z - (bottomheight + ((topheight - bottomheight)/2)); delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2)); if (topheight > tmfloorz && abs(delta1) < abs(delta2)) { tmfloorz = tmdropoffz = topheight; } if (bottomheight < tmceilingz && abs(delta1) >= abs(delta2)) { tmceilingz = tmdrpoffceilz = bottomheight; } } } // The bounding box is extended by MAXRADIUS // because mobj_ts are grouped into mapblocks // based on their origin point, and can overlap // into adjacent blocks by up to MAXRADIUS units. xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; BMBOUNDFIX(xl, xh, yl, yh); // Check polyobjects and see if tmfloorz/tmceilingz need to be altered { validcount++; for (by = yl; by <= yh; by++) for (bx = xl; bx <= xh; bx++) { INT32 offset; polymaplink_t *plink; // haleyjd 02/22/06 if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight) continue; offset = by*bmapwidth + bx; // haleyjd 02/22/06: consider polyobject lines plink = polyblocklinks[offset]; while (plink) { polyobj_t *po = plink->po; if (po->validcount != validcount) // if polyobj hasn't been checked { sector_t *polysec; fixed_t delta1, delta2, thingtop; fixed_t polytop, polybottom; po->validcount = validcount; if (!P_PointInsidePolyobj(po, x, y) || !(po->flags & POF_SOLID)) { plink = (polymaplink_t *)(plink->link.next); continue; } // We're inside it! Yess... polysec = po->lines[0]->backsector; if (GETSECSPECIAL(polysec->special, 4) == 12) { // Camera noclip polyobj. plink = (polymaplink_t *)(plink->link.next); continue; } if (po->flags & POF_CLIPPLANES) { polytop = polysec->ceilingheight; polybottom = polysec->floorheight; } else { polytop = INT32_MAX; polybottom = INT32_MIN; } thingtop = thiscam->z + thiscam->height; delta1 = thiscam->z - (polybottom + ((polytop - polybottom)/2)); delta2 = thingtop - (polybottom + ((polytop - polybottom)/2)); if (polytop > tmfloorz && abs(delta1) < abs(delta2)) tmfloorz = tmdropoffz = polytop; if (polybottom < tmceilingz && abs(delta1) >= abs(delta2)) tmceilingz = tmdrpoffceilz = polybottom; } plink = (polymaplink_t *)(plink->link.next); } } } // check lines for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) if (!P_BlockLinesIterator(bx, by, PIT_CheckCameraLine)) return false; return true; } // The highest the camera will "step up" onto another floor. #define MAXCAMERASTEPMOVE MAXSTEPMOVE // // P_TryCameraMove // // Attempt to move the camera to a new position // // Return true if the move succeeded and no sliding should be done. // boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam) { subsector_t *s = R_PointInSubsector(x, y); boolean retval = true; UINT8 i; floatok = false; for (i = 0; i <= r_splitscreen; i++) { if (thiscam == &camera[i]) { // i is now splitscreen cam num break; } } if (i > r_splitscreen) { // Shouldn't happen return false; } if (players[displayplayers[i]].mo) { fixed_t tryx = thiscam->x; fixed_t tryy = thiscam->y; #ifndef NOCLIPCAM if ((players[displayplayers[i]].pflags & PF_NOCLIP) || (leveltime < introtime)) // Noclipping player camera noclips too!! #else if (!(players[displayplayers[i]].pflags & PF_NOCONTEST)) // Time Over should not clip through walls #endif { floatok = true; thiscam->floorz = thiscam->z; thiscam->ceilingz = thiscam->z + thiscam->height; thiscam->x = x; thiscam->y = y; thiscam->subsector = s; return true; } do { if (x-tryx > MAXRADIUS) tryx += MAXRADIUS; else if (x-tryx < -MAXRADIUS) tryx -= MAXRADIUS; else tryx = x; if (y-tryy > MAXRADIUS) tryy += MAXRADIUS; else if (y-tryy < -MAXRADIUS) tryy -= MAXRADIUS; else tryy = y; if (!P_CheckCameraPosition(tryx, tryy, thiscam)) return false; // solid wall or thing if (tmceilingz - tmfloorz < thiscam->height) return false; // doesn't fit floatok = true; if (tmceilingz - thiscam->z < thiscam->height) { if (s == thiscam->subsector && tmceilingz >= thiscam->z) { floatok = true; thiscam->floorz = tmfloorz; thiscam->ceilingz = tmfloorz + thiscam->height; thiscam->x = x; thiscam->y = y; thiscam->subsector = s; return true; } else return false; // mobj must lower itself to fit } if ((tmfloorz - thiscam->z > MAXCAMERASTEPMOVE)) return false; // too big a step up } while(tryx != x || tryy != y); } else { tmfloorz = P_CameraGetFloorZ(thiscam, thiscam->subsector->sector, x, y, NULL); tmceilingz = P_CameraGetCeilingZ(thiscam, thiscam->subsector->sector, x, y, NULL); } // the move is ok, // so link the thing into its new position thiscam->floorz = tmfloorz; thiscam->ceilingz = tmceilingz; thiscam->x = x; thiscam->y = y; thiscam->subsector = s; return retval; } // // PIT_PushableMoved // // Move things standing on top // of pushable things being pushed. // static mobj_t *stand; static fixed_t standx, standy; boolean PIT_PushableMoved(mobj_t *thing) { fixed_t blockdist; if (!(thing->flags & MF_SOLID) || (thing->flags & MF_NOGRAVITY)) return true; // Don't move something non-solid! // Only pushables are supported... in 2.0. Now players can be moved too! if (!(thing->flags & MF_PUSHABLE || thing->player)) return true; if (thing == stand) return true; blockdist = stand->radius + thing->radius; if (abs(thing->x - stand->x) >= blockdist || abs(thing->y - stand->y) >= blockdist) return true; // didn't hit it if ((!(stand->eflags & MFE_VERTICALFLIP) && thing->z != stand->z + stand->height + FixedMul(FRACUNIT, stand->scale)) || ((stand->eflags & MFE_VERTICALFLIP) && thing->z + thing->height != stand->z - FixedMul(FRACUNIT, stand->scale))) return true; // Not standing on top if (!stand->momx && !stand->momy) return true; // Move this guy! if (thing->player) { // Monster Iestyn - 29/11/13 // Ridiculous amount of newly declared stuff so players can't get stuck in walls AND so gargoyles don't break themselves at the same time either // These are all non-static map variables that are changed for each and every single mobj // See, changing player's momx/y would possibly trigger stuff as if the player were running somehow, so this must be done to keep the player standing // All this so players can ride gargoyles! boolean oldfltok = floatok; fixed_t oldflrz = tmfloorz; fixed_t oldceilz = tmceilingz; mobj_t *oldflrthing = tmfloorthing; mobj_t *oldthing = tmthing; line_t *oldceilline = ceilingline; line_t *oldblockline = blockingline; ffloor_t *oldflrrover = tmfloorrover; ffloor_t *oldceilrover = tmceilingrover; pslope_t *oldfslope = tmfloorslope; pslope_t *oldcslope = tmceilingslope; // Move the player P_TryMove(thing, thing->x+stand->momx, thing->y+stand->momy, true); // Now restore EVERYTHING so the gargoyle doesn't keep the player's tmstuff and break floatok = oldfltok; tmfloorz = oldflrz; tmceilingz = oldceilz; tmfloorthing = oldflrthing; P_SetTarget(&tmthing, oldthing); ceilingline = oldceilline; blockingline = oldblockline; tmfloorrover = oldflrrover; tmceilingrover = oldceilrover; tmfloorslope = oldfslope; tmceilingslope = oldcslope; thing->momz = stand->momz; } else { thing->momx = stand->momx; thing->momy = stand->momy; thing->momz = stand->momz; } return true; } // // P_TryMove // Attempt to move to a new position. // boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff) { fixed_t tryx = thing->x; fixed_t tryy = thing->y; fixed_t oldx = tryx; fixed_t oldy = tryy; fixed_t radius = thing->radius; fixed_t thingtop; fixed_t startingonground = P_IsObjectOnGround(thing); fixed_t stairjank = 0; pslope_t *oldslope = thing->standingslope; floatok = false; // reset this to 0 at the start of each trymove call as it's only used here numspechitint = 0U; // This makes sure that there are no freezes from computing extremely small movements. // Originally was MAXRADIUS/2, but that causes some inconsistencies for small players. if (radius < mapobjectscale) radius = mapobjectscale; #if 0 if (thing->hitlag > 0) { // Do not move during hitlag return false; } #endif do { if (thing->flags & MF_NOCLIP) { tryx = x; tryy = y; } else { if (x-tryx > radius) tryx += radius; else if (x-tryx < -radius) tryx -= radius; else tryx = x; if (y-tryy > radius) tryy += radius; else if (y-tryy < -radius) tryy -= radius; else tryy = y; } if (!P_CheckPosition(thing, tryx, tryy)) return false; // solid wall or thing // copy into the spechitint buffer from spechit spechitint_copyinto(); if (!(thing->flags & MF_NOCLIP)) { //All things are affected by their scale. const fixed_t maxstepmove = FixedMul(MAXSTEPMOVE, mapobjectscale); fixed_t maxstep = maxstepmove; if (thing->player && thing->player->waterskip) maxstep += maxstepmove; // Add some extra stepmove when waterskipping // If using type Section1:13, double the maxstep. if (P_MobjTouchingSectorSpecial(thing, 1, 13, false)) maxstep <<= 1; // If using type Section1:12, no maxstep. For short walls, like Egg Zeppelin else if (P_MobjTouchingSectorSpecial(thing, 1, 12, false)) maxstep = 0; if (thing->type == MT_SKIM) maxstep = 0; if (tmceilingz - tmfloorz < thing->height) { if (tmfloorthing) tmhitthing = tmfloorthing; return false; // doesn't fit } floatok = true; if (maxstep > 0) { const boolean flipped = (thing->eflags & MFE_VERTICALFLIP) != 0; thingtop = thing->z + thing->height; // Step up if (thing->z < tmfloorz) { if (tmfloorstep <= maxstep) { if (!flipped) stairjank = tmfloorstep; thing->z = thing->floorz = tmfloorz; thing->floorrover = tmfloorrover; thing->eflags |= MFE_JUSTSTEPPEDDOWN; } else { return false; // mobj must raise itself to fit } } else if (tmceilingz < thingtop) { if (tmceilingstep <= maxstep) { if (flipped) stairjank = tmceilingstep; thing->z = ( thing->ceilingz = tmceilingz ) - thing->height; thing->ceilingrover = tmceilingrover; thing->eflags |= MFE_JUSTSTEPPEDDOWN; } else { return false; // mobj must lower itself to fit } } else if (!(P_MobjTouchingSectorSpecial(thing, 1, 14, false))) // Step down { // If the floor difference is MAXSTEPMOVE or less, and the sector isn't Section1:14, ALWAYS // step down! Formerly required a Section1:13 sector for the full MAXSTEPMOVE, but no more. if (thingtop == thing->ceilingz && tmceilingz > thingtop && tmceilingz - thingtop <= maxstep) { if (flipped) stairjank = (tmceilingz - thingtop); thing->z = (thing->ceilingz = tmceilingz) - thing->height; thing->ceilingrover = tmceilingrover; thing->eflags |= MFE_JUSTSTEPPEDDOWN; thing->ceilingdrop = 0; } else if (thing->z == thing->floorz && tmfloorz < thing->z && thing->z - tmfloorz <= maxstep) { if (!flipped) stairjank = (thing->z - tmfloorz); thing->z = thing->floorz = tmfloorz; thing->floorrover = tmfloorrover; thing->eflags |= MFE_JUSTSTEPPEDDOWN; thing->floordrop = 0; } } } if (!allowdropoff && !(thing->flags & MF_FLOAT) && thing->type != MT_SKIM && !tmfloorthing) { if (thing->eflags & MFE_VERTICALFLIP) { if (tmdrpoffceilz - tmceilingz > maxstep) return false; } else if (tmfloorz - tmdropoffz > maxstep) return false; // don't stand over a dropoff } } } while (tryx != x || tryy != y); // The move is ok! // If it's a pushable object, check if anything is // standing on top and move it, too. if (thing->flags & MF_PUSHABLE) { INT32 bx, by, xl, xh, yl, yh; yh = (unsigned)(thing->y + MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(thing->y - MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT; xh = (unsigned)(thing->x + MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(thing->x - MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT; BMBOUNDFIX(xl, xh, yl, yh); stand = thing; standx = x; standy = y; for (by = yl; by <= yh; by++) for (bx = xl; bx <= xh; bx++) P_BlockThingsIterator(bx, by, PIT_PushableMoved); } // Link the thing into its new position P_UnsetThingPosition(thing); thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; thing->floorrover = tmfloorrover; thing->ceilingrover = tmceilingrover; if (!(thing->flags & MF_NOCLIPHEIGHT)) { // Assign thing's standingslope if needed if (thing->z <= tmfloorz && !(thing->eflags & MFE_VERTICALFLIP)) { if (!startingonground && tmfloorslope) P_HandleSlopeLanding(thing, tmfloorslope); if (thing->momz <= 0) { thing->standingslope = tmfloorslope; P_SetPitchRollFromSlope(thing, thing->standingslope); if (thing->momz == 0 && thing->player && !startingonground) P_PlayerHitFloor(thing->player, true); } } else if (thing->z+thing->height >= tmceilingz && (thing->eflags & MFE_VERTICALFLIP)) { if (!startingonground && tmceilingslope) P_HandleSlopeLanding(thing, tmceilingslope); if (thing->momz >= 0) { thing->standingslope = tmceilingslope; P_SetPitchRollFromSlope(thing, thing->standingslope); if (thing->momz == 0 && thing->player && !startingonground) P_PlayerHitFloor(thing->player, true); } } } else // don't set standingslope if you're not going to clip against it thing->standingslope = NULL; /* FIXME: slope step down (even up) has some false positives, so just ignore them entirely. */ if (stairjank && !oldslope && !thing->standingslope && thing->player && !thing->player->spectator) { /* use a shorter sound if not two tics have passed * since the last step */ S_StartSound(thing, thing->player->stairjank >= 16 ? sfx_s23b : sfx_s268); if (!thing->player->stairjank) { mobj_t * spark = P_SpawnMobjFromMobj(thing, 0, 0, 0, MT_JANKSPARK); spark->fuse = 9; spark->cusval = K_StairJankFlip(ANGLE_90); P_SetTarget(&spark->target, thing); } thing->player->stairjank = 17; } thing->x = x; thing->y = y; if (tmfloorthing) thing->eflags &= ~MFE_ONGROUND; // not on real floor else thing->eflags |= MFE_ONGROUND; P_SetThingPosition(thing); // remove any duplicates that may be in spechitint spechitint_removedups(); // handle any of the special lines that were crossed if (!(thing->flags & (MF_NOCLIP))) { line_t *ld = NULL; INT32 side = 0, oldside = 0; while (numspechitint--) { ld = &lines[spechitint[numspechitint]]; side = P_PointOnLineSide(thing->x, thing->y, ld); oldside = P_PointOnLineSide(oldx, oldy, ld); if (side != oldside) { if (ld->special) { P_CrossSpecialLine(ld, oldside, thing); } } } } return true; } boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y) { fixed_t tryx, tryy; tryx = thing->x; tryy = thing->y; do { if (x-tryx > MAXRADIUS) tryx += MAXRADIUS; else if (x-tryx < -MAXRADIUS) tryx -= MAXRADIUS; else tryx = x; if (y-tryy > MAXRADIUS) tryy += MAXRADIUS; else if (y-tryy < -MAXRADIUS) tryy -= MAXRADIUS; else tryy = y; if (!P_CheckPosition(thing, tryx, tryy)) return false; // solid wall or thing if (!(thing->flags & MF_NOCLIP)) { const fixed_t maxstep = FixedMul(MAXSTEPMOVE, mapobjectscale); if (tmceilingz - tmfloorz < thing->height) return false; // doesn't fit if (tmceilingz - thing->z < thing->height) return false; // mobj must lower itself to fit if (tmfloorz - thing->z > maxstep) return false; // too big a step up } } while(tryx != x || tryy != y); // the move is ok, // so link the thing into its new position P_UnsetThingPosition(thing); thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; thing->floorrover = tmfloorrover; thing->ceilingrover = tmceilingrover; thing->x = x; thing->y = y; if (tmfloorthing) thing->eflags &= ~MFE_ONGROUND; // not on real floor else thing->eflags |= MFE_ONGROUND; P_SetThingPosition(thing); return true; } // // PTR_GetSpecialLines // static boolean PTR_GetSpecialLines(intercept_t *in) { line_t *ld; I_Assert(in->isaline); ld = in->d.line; if (!ld->backsector) { return true; } if (P_SpecialIsLinedefCrossType(ld->special)) { add_spechit(ld); } return true; } // // P_HitSpecialLines // Finds all special lines in the provided path and tries to cross them. // For zoom tubes and respawning, which noclip but need to cross finish lines. // void P_HitSpecialLines(mobj_t *thing, fixed_t x, fixed_t y, fixed_t momx, fixed_t momy) { fixed_t leadx, leady; fixed_t trailx, traily; line_t *ld = NULL; INT32 side = 0, oldside = 0; I_Assert(thing != NULL); #ifdef PARANOIA if (P_MobjWasRemoved(thing)) I_Error("Previously-removed Thing of type %u crashes P_CheckPosition!", thing->type); #endif // reset special lines numspechitint = 0U; numspechit = 0U; // trace along the three leading corners if (momx > 0) { leadx = x + thing->radius; trailx = x - thing->radius; } else { leadx = x - thing->radius; trailx = x + thing->radius; } if (momy > 0) { leady = y + thing->radius; traily = y - thing->radius; } else { leady = y - thing->radius; traily = y + thing->radius; } P_PathTraverse(leadx, leady, leadx + momx, leady + momy, PT_ADDLINES, PTR_GetSpecialLines); P_PathTraverse(trailx, leady, trailx + momx, leady + momy, PT_ADDLINES, PTR_GetSpecialLines); P_PathTraverse(leadx, traily, leadx + momx, traily + momy, PT_ADDLINES, PTR_GetSpecialLines); spechitint_copyinto(); // remove any duplicates that may be in spechitint spechitint_removedups(); // handle any of the special lines that were crossed while (numspechitint--) { ld = &lines[spechitint[numspechitint]]; side = P_PointOnLineSide(x + momx, y + momy, ld); oldside = P_PointOnLineSide(x, y, ld); if (side != oldside) { if (ld->special) { P_CrossSpecialLine(ld, oldside, thing); } } } } // // P_ThingHeightClip // Takes a valid thing and adjusts the thing->floorz, // thing->ceilingz, and possibly thing->z. // This is called for all nearby monsters // whenever a sector changes height. // If the thing doesn't fit, // the z will be set to the lowest value // and false will be returned. // static boolean P_ThingHeightClip(mobj_t *thing) { boolean floormoved; fixed_t oldfloorz = thing->floorz, oldz = thing->z; ffloor_t *oldfloorrover = thing->floorrover; ffloor_t *oldceilingrover = thing->ceilingrover; boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz); ffloor_t *rover = NULL; boolean hitfloor = false; if (thing->flags & MF_NOCLIPHEIGHT) return true; P_CheckPosition(thing, thing->x, thing->y); if (P_MobjWasRemoved(thing)) return true; floormoved = (thing->eflags & MFE_VERTICALFLIP && tmceilingz != thing->ceilingz) || (!(thing->eflags & MFE_VERTICALFLIP) && tmfloorz != thing->floorz); thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; thing->floorrover = tmfloorrover; thing->ceilingrover = tmceilingrover; // Ugly hack?!?! As long as just ceilingz is the lowest, // you'll still get crushed, right? if (tmfloorz > oldfloorz+thing->height) return true; if (onfloor && !(thing->flags & MF_NOGRAVITY) && floormoved) { rover = (thing->eflags & MFE_VERTICALFLIP) ? oldceilingrover : oldfloorrover; // Match the Thing's old floorz to an FOF and check for FF_EXISTS // If ~FF_EXISTS, don't set mobj Z. if (!rover || ((rover->flags & FF_EXISTS) && (rover->flags & FF_SOLID))) { hitfloor = false; if (thing->eflags & MFE_VERTICALFLIP) thing->pmomz = thing->ceilingz - (thing->z + thing->height); else thing->pmomz = thing->floorz - thing->z; thing->eflags |= MFE_APPLYPMOMZ; if (thing->eflags & MFE_VERTICALFLIP) thing->z = thing->ceilingz - thing->height; else thing->z = thing->floorz; } } else if (!tmfloorthing) { // don't adjust a floating monster unless forced to if (thing->eflags & MFE_VERTICALFLIP) { if (!onfloor && thing->z < tmfloorz) thing->z = thing->floorz; } else if (!onfloor && thing->z + thing->height > tmceilingz) thing->z = thing->ceilingz - thing->height; } if ((P_MobjFlip(thing)*(thing->z - oldz) > 0 || hitfloor) && thing->player) P_PlayerHitFloor(thing->player, !onfloor); // debug: be sure it falls to the floor thing->eflags &= ~MFE_ONGROUND; if (thing->ceilingz - thing->floorz < thing->height && thing->z >= thing->floorz) // BP: i know that this code cause many trouble but this also fixes // a lot of problems, mainly this is implementation of the stepping // for mobj (walk on solid corpse without jumping or fake 3d bridge) // problem is imp into imp at map01 and monster going at top of others return false; return true; } // // SLIDE MOVE // Allows the player to slide along any angled walls. // static fixed_t bestslidefrac, secondslidefrac; static line_t *bestslideline; static line_t *secondslideline; static mobj_t *slidemo; static fixed_t tmxmove, tmymove; // // P_HitCameraSlideLine // static void P_HitCameraSlideLine(line_t *ld, camera_t *thiscam) { INT32 side; angle_t lineangle, moveangle, deltaangle; fixed_t movelen, newlen; if (ld->slopetype == ST_HORIZONTAL) { tmymove = 0; return; } if (ld->slopetype == ST_VERTICAL) { tmxmove = 0; return; } side = P_PointOnLineSide(thiscam->x, thiscam->y, ld); lineangle = R_PointToAngle2(0, 0, ld->dx, ld->dy); if (side == 1) lineangle += ANGLE_180; moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove); deltaangle = moveangle-lineangle; if (deltaangle > ANGLE_180) deltaangle += ANGLE_180; lineangle >>= ANGLETOFINESHIFT; deltaangle >>= ANGLETOFINESHIFT; movelen = P_AproxDistance(tmxmove, tmymove); newlen = FixedMul(movelen, FINECOSINE(deltaangle)); tmxmove = FixedMul(newlen, FINECOSINE(lineangle)); tmymove = FixedMul(newlen, FINESINE(lineangle)); } // // P_HitSlideLine // Adjusts the xmove / ymove // so that the next move will slide along the wall. // static void P_HitSlideLine(line_t *ld) { INT32 side; angle_t lineangle, moveangle, deltaangle; fixed_t movelen, newlen; if (ld->slopetype == ST_HORIZONTAL) { tmymove = 0; return; } if (ld->slopetype == ST_VERTICAL) { tmxmove = 0; return; } side = P_PointOnLineSide(slidemo->x, slidemo->y, ld); lineangle = R_PointToAngle2(0, 0, ld->dx, ld->dy); if (side == 1) lineangle += ANGLE_180; moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove); deltaangle = moveangle-lineangle; if (deltaangle > ANGLE_180) deltaangle += ANGLE_180; lineangle >>= ANGLETOFINESHIFT; deltaangle >>= ANGLETOFINESHIFT; movelen = R_PointToDist2(0, 0, tmxmove, tmymove); newlen = FixedMul(movelen, FINECOSINE(deltaangle)); tmxmove = FixedMul(newlen, FINECOSINE(lineangle)); tmymove = FixedMul(newlen, FINESINE(lineangle)); } // // P_PlayerHitBounceLine // // HitBounceLine, for players // static void P_PlayerHitBounceLine(line_t *ld) { INT32 side; angle_t lineangle; fixed_t movelen; side = P_PointOnLineSide(slidemo->x, slidemo->y, ld); lineangle = R_PointToAngle2(0, 0, ld->dx, ld->dy)-ANGLE_90; if (side == 1) lineangle += ANGLE_180; lineangle >>= ANGLETOFINESHIFT; movelen = P_AproxDistance(tmxmove, tmymove); if (slidemo->player && movelen < (15*mapobjectscale)) movelen = (15*mapobjectscale); tmxmove += FixedMul(movelen, FINECOSINE(lineangle)); tmymove += FixedMul(movelen, FINESINE(lineangle)); } // // P_HitBounceLine // // Adjusts the xmove / ymove so that the next move will bounce off the wall. // static void P_HitBounceLine(line_t *ld) { angle_t lineangle, moveangle, deltaangle; fixed_t movelen; if (ld->slopetype == ST_HORIZONTAL) { tmymove = -tmymove; return; } if (ld->slopetype == ST_VERTICAL) { tmxmove = -tmxmove; return; } lineangle = R_PointToAngle2(0, 0, ld->dx, ld->dy); if (lineangle >= ANGLE_180) lineangle -= ANGLE_180; moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove); deltaangle = moveangle + 2*(lineangle - moveangle); lineangle >>= ANGLETOFINESHIFT; deltaangle >>= ANGLETOFINESHIFT; movelen = P_AproxDistance(tmxmove, tmymove); tmxmove = FixedMul(movelen, FINECOSINE(deltaangle)); tmymove = FixedMul(movelen, FINESINE(deltaangle)); deltaangle = R_PointToAngle2(0, 0, tmxmove, tmymove); } // // PTR_SlideCameraTraverse // static boolean PTR_SlideCameraTraverse(intercept_t *in) { line_t *li; I_Assert(in->isaline); li = in->d.line; // one-sided linedef if (!li->backsector) { if (P_PointOnLineSide(mapcampointer->x, mapcampointer->y, li)) return true; // don't hit the back side goto isblocking; } // set openrange, opentop, openbottom P_CameraLineOpening(li); if (openrange < mapcampointer->height) goto isblocking; // doesn't fit if (opentop - mapcampointer->z < mapcampointer->height) goto isblocking; // mobj is too high if (openbottom - mapcampointer->z > 0) // We don't want to make the camera step up. goto isblocking; // too big a step up // this line doesn't block movement return true; // the line does block movement, // see if it is closer than best so far isblocking: { if (in->frac < bestslidefrac) { secondslidefrac = bestslidefrac; secondslideline = bestslideline; bestslidefrac = in->frac; bestslideline = li; } } return false; // stop } static boolean PTR_LineIsBlocking(line_t *li) { // one-sided linedefs are always solid to sliding movement. if (!li->backsector) return !P_PointOnLineSide(slidemo->x, slidemo->y, li); if (P_IsLineBlocking(li, slidemo)) return true; // set openrange, opentop, openbottom P_LineOpening(li, slidemo); if (openrange < slidemo->height) return true; // doesn't fit if (opentop - slidemo->z < slidemo->height) return true; // mobj is too high if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, mapobjectscale)) return true; // too big a step up return false; } static boolean PTR_SlideTraverse(intercept_t *in) { line_t *li; I_Assert(in->isaline); li = in->d.line; if (!PTR_LineIsBlocking(li)) return true; // the line blocks movement, // see if it is closer than best so far if (li->polyobj && slidemo->player) { if ((li->polyobj->lines[0]->backsector->flags & SF_TRIGGERSPECIAL_TOUCH) && !(li->polyobj->flags & POF_NOSPECIALS)) P_ProcessSpecialSector(slidemo->player, slidemo->subsector->sector, li->polyobj->lines[0]->backsector); } if (in->frac < bestslidefrac) { secondslidefrac = bestslidefrac; secondslideline = bestslideline; bestslidefrac = in->frac; bestslideline = li; } return false; // stop } // // P_SlideCameraMove // // Tries to slide the camera along a wall. // void P_SlideCameraMove(camera_t *thiscam) { fixed_t leadx, leady, trailx, traily, newx, newy; INT32 hitcount = 0; INT32 retval = 0; bestslideline = NULL; retry: if (++hitcount == 3) goto stairstep; // don't loop forever // trace along the three leading corners if (thiscam->momx > 0) { leadx = thiscam->x + thiscam->radius; trailx = thiscam->x - thiscam->radius; } else { leadx = thiscam->x - thiscam->radius; trailx = thiscam->x + thiscam->radius; } if (thiscam->momy > 0) { leady = thiscam->y + thiscam->radius; traily = thiscam->y - thiscam->radius; } else { leady = thiscam->y - thiscam->radius; traily = thiscam->y + thiscam->radius; } bestslidefrac = FRACUNIT+1; mapcampointer = thiscam; P_PathTraverse(leadx, leady, leadx + thiscam->momx, leady + thiscam->momy, PT_ADDLINES, PTR_SlideCameraTraverse); P_PathTraverse(trailx, leady, trailx + thiscam->momx, leady + thiscam->momy, PT_ADDLINES, PTR_SlideCameraTraverse); P_PathTraverse(leadx, traily, leadx + thiscam->momx, traily + thiscam->momy, PT_ADDLINES, PTR_SlideCameraTraverse); // move up to the wall if (bestslidefrac == FRACUNIT+1) { retval = P_TryCameraMove(thiscam->x, thiscam->y + thiscam->momy, thiscam); // the move must have hit the middle, so stairstep stairstep: if (!retval) // Allow things to drop off. P_TryCameraMove(thiscam->x + thiscam->momx, thiscam->y, thiscam); return; } // fudge a bit to make sure it doesn't hit bestslidefrac -= 0x800; if (bestslidefrac > 0) { newx = FixedMul(thiscam->momx, bestslidefrac); newy = FixedMul(thiscam->momy, bestslidefrac); retval = P_TryCameraMove(thiscam->x + newx, thiscam->y + newy, thiscam); if (!retval) goto stairstep; } // Now continue along the wall. // First calculate remainder. bestslidefrac = FRACUNIT - (bestslidefrac+0x800); if (bestslidefrac > FRACUNIT) bestslidefrac = FRACUNIT; if (bestslidefrac <= 0) return; tmxmove = FixedMul(thiscam->momx, bestslidefrac); tmymove = FixedMul(thiscam->momy, bestslidefrac); P_HitCameraSlideLine(bestslideline, thiscam); // clip the moves thiscam->momx = tmxmove; thiscam->momy = tmymove; retval = P_TryCameraMove(thiscam->x + tmxmove, thiscam->y + tmymove, thiscam); if (!retval) goto retry; } static void P_CheckLavaWall(mobj_t *mo, sector_t *sec) { ffloor_t *rover; fixed_t topheight, bottomheight; for (rover = sec->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_SWIMMABLE)) continue; if (GETSECSPECIAL(rover->master->frontsector->special, 1) != 3) continue; if (rover->master->flags & ML_BLOCKPLAYERS) continue; topheight = P_GetFFloorTopZAt(rover, mo->x, mo->y); if (mo->eflags & MFE_VERTICALFLIP) { if (topheight < mo->z - mo->height) continue; } else { if (topheight < mo->z) continue; } bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y); if (mo->eflags & MFE_VERTICALFLIP) { if (bottomheight > mo->z) continue; } else { if (bottomheight > mo->z + mo->height) continue; } P_DamageMobj(mo, NULL, NULL, 1, DMG_NORMAL); return; } } // // P_SlideMove // The momx / momy move is bad, so try to slide // along a wall. // Find the first line hit, move flush to it, // and slide along it // // This is a kludgy mess. // void P_SlideMove(mobj_t *mo) { fixed_t leadx, leady, trailx, traily, newx, newy; INT16 hitcount = 0; boolean success = false; boolean papercol = false; vertex_t v1, v2; // fake vertexes line_t junk; // fake linedef if (tmhitthing && mo->z + mo->height > tmhitthing->z && mo->z < tmhitthing->z + tmhitthing->height) { // Don't mess with your momentum if it's a pushable object. Pushables do their own crazy things already. if (tmhitthing->flags & MF_PUSHABLE) return; if (tmhitthing->flags & MF_PAPERCOLLISION) { fixed_t cosradius, sinradius, num, den; // trace along the three leading corners if (mo->momx > 0) { leadx = mo->x + mo->radius; trailx = mo->x - mo->radius; } else { leadx = mo->x - mo->radius; trailx = mo->x + mo->radius; } if (mo->momy > 0) { leady = mo->y + mo->radius; traily = mo->y - mo->radius; } else { leady = mo->y - mo->radius; traily = mo->y + mo->radius; } papercol = true; slidemo = mo; bestslideline = &junk; cosradius = FixedMul(tmhitthing->radius, FINECOSINE(tmhitthing->angle>>ANGLETOFINESHIFT)); sinradius = FixedMul(tmhitthing->radius, FINESINE(tmhitthing->angle>>ANGLETOFINESHIFT)); v1.x = tmhitthing->x - cosradius; v1.y = tmhitthing->y - sinradius; v2.x = tmhitthing->x + cosradius; v2.y = tmhitthing->y + sinradius; // Can we box collision our way into smooth movement..? if (sinradius && mo->y + mo->radius <= min(v1.y, v2.y)) { mo->momy = 0; P_TryMove(mo, mo->x + mo->momx, min(v1.y, v2.y) - mo->radius, true); return; } else if (sinradius && mo->y - mo->radius >= max(v1.y, v2.y)) { mo->momy = 0; P_TryMove(mo, mo->x + mo->momx, max(v1.y, v2.y) + mo->radius, true); return; } else if (cosradius && mo->x + mo->radius <= min(v1.x, v2.x)) { mo->momx = 0; P_TryMove(mo, min(v1.x, v2.x) - mo->radius, mo->y + mo->momy, true); return; } else if (cosradius && mo->x - mo->radius >= max(v1.x, v2.x)) { mo->momx = 0; P_TryMove(mo, max(v1.x, v2.x) + mo->radius, mo->y + mo->momy, true); return; } // nope, gotta fuck around with a fake linedef! junk.v1 = &v1; junk.v2 = &v2; junk.dx = 2*cosradius; // v2.x - v1.x; junk.dy = 2*sinradius; // v2.y - v1.y; junk.slopetype = !cosradius ? ST_VERTICAL : !sinradius ? ST_HORIZONTAL : ((sinradius > 0) == (cosradius > 0)) ? ST_POSITIVE : ST_NEGATIVE; bestslidefrac = FRACUNIT+1; den = FixedMul(junk.dy>>8, mo->momx) - FixedMul(junk.dx>>8, mo->momy); if (!den) bestslidefrac = 0; else { fixed_t frac; #define P_PaperTraverse(startx, starty) \ num = FixedMul((v1.x - leadx)>>8, junk.dy) + FixedMul((leady - v1.y)>>8, junk.dx); \ frac = FixedDiv(num, den); \ if (frac < bestslidefrac) \ bestslidefrac = frac P_PaperTraverse(leadx, leady); P_PaperTraverse(trailx, leady); P_PaperTraverse(leadx, traily); #undef dowork } goto papercollision; } // Thankfully box collisions are a lot simpler than arbitrary lines. There's only four possible cases. if (mo->y + mo->radius <= tmhitthing->y - tmhitthing->radius) { mo->momy = 0; P_TryMove(mo, mo->x + mo->momx, tmhitthing->y - tmhitthing->radius - mo->radius, true); } else if (mo->y - mo->radius >= tmhitthing->y + tmhitthing->radius) { mo->momy = 0; P_TryMove(mo, mo->x + mo->momx, tmhitthing->y + tmhitthing->radius + mo->radius, true); } else if (mo->x + mo->radius <= tmhitthing->x - tmhitthing->radius) { mo->momx = 0; P_TryMove(mo, tmhitthing->x - tmhitthing->radius - mo->radius, mo->y + mo->momy, true); } else if (mo->x - mo->radius >= tmhitthing->x + tmhitthing->radius) { mo->momx = 0; P_TryMove(mo, tmhitthing->x + tmhitthing->radius + mo->radius, mo->y + mo->momy, true); } else mo->momx = mo->momy = 0; return; } slidemo = mo; bestslideline = NULL; retry: if ((++hitcount == 3) || papercol) goto stairstep; // don't loop forever // trace along the three leading corners if (mo->momx > 0) { leadx = mo->x + mo->radius; trailx = mo->x - mo->radius; } else { leadx = mo->x - mo->radius; trailx = mo->x + mo->radius; } if (mo->momy > 0) { leady = mo->y + mo->radius; traily = mo->y - mo->radius; } else { leady = mo->y - mo->radius; traily = mo->y + mo->radius; } bestslidefrac = FRACUNIT+1; P_PathTraverse(leadx, leady, leadx + mo->momx, leady + mo->momy, PT_ADDLINES, PTR_SlideTraverse); P_PathTraverse(trailx, leady, trailx + mo->momx, leady + mo->momy, PT_ADDLINES, PTR_SlideTraverse); P_PathTraverse(leadx, traily, leadx + mo->momx, traily + mo->momy, PT_ADDLINES, PTR_SlideTraverse); if (bestslideline && mo->player && bestslideline->sidenum[1] != 0xffff) { sector_t *sec = P_PointOnLineSide(mo->x, mo->y, bestslideline) ? bestslideline->frontsector : bestslideline->backsector; P_CheckLavaWall(mo, sec); } papercollision: // move up to the wall if (bestslidefrac == FRACUNIT+1) { // the move must have hit the middle, so stairstep stairstep: if (!P_TryMove(mo, mo->x, mo->y + mo->momy, true)) //Allow things to drop off. P_TryMove(mo, mo->x + mo->momx, mo->y, true); return; } // fudge a bit to make sure it doesn't hit bestslidefrac -= 0x800; if (bestslidefrac > 0) { newx = FixedMul(mo->momx, bestslidefrac); newy = FixedMul(mo->momy, bestslidefrac); if (!P_TryMove(mo, mo->x + newx, mo->y + newy, true)) goto stairstep; } // Now continue along the wall. // First calculate remainder. bestslidefrac = FRACUNIT - (bestslidefrac+0x800); if (bestslidefrac > FRACUNIT) bestslidefrac = FRACUNIT; if (bestslidefrac <= 0) return; tmxmove = FixedMul(mo->momx, bestslidefrac); tmymove = FixedMul(mo->momy, bestslidefrac); P_HitSlideLine(bestslideline); // clip the moves mo->momx = tmxmove; mo->momy = tmymove; do { if (tmxmove > mo->radius) { newx = mo->x + mo->radius; tmxmove -= mo->radius; } else if (tmxmove < -mo->radius) { newx = mo->x - mo->radius; tmxmove += mo->radius; } else { newx = mo->x + tmxmove; tmxmove = 0; } if (tmymove > mo->radius) { newy = mo->y + mo->radius; tmymove -= mo->radius; } else if (tmymove < -mo->radius) { newy = mo->y - mo->radius; tmymove += mo->radius; } else { newy = mo->y + tmymove; tmymove = 0; } if (!P_TryMove(mo, newx, newy, true)) { if (success) return; // Good enough!! else goto retry; } success = true; } while(tmxmove || tmymove); } // // P_BouncePlayerMove // // Bounce move, for players. // void P_BouncePlayerMove(mobj_t *mo) { fixed_t leadx, leady; fixed_t trailx, traily; fixed_t mmomx = 0, mmomy = 0; fixed_t oldmomx = mo->momx, oldmomy = mo->momy; if (!mo->player) return; if (mo->player->spectator) { P_SlideMove(mo); return; } slidemo = mo; mmomx = mo->player->rmomx; mmomy = mo->player->rmomy; // trace along the three leading corners if (mo->momx > 0) { leadx = mo->x + mo->radius; trailx = mo->x - mo->radius; } else { leadx = mo->x - mo->radius; trailx = mo->x + mo->radius; } if (mo->momy > 0) { leady = mo->y + mo->radius; traily = mo->y - mo->radius; } else { leady = mo->y - mo->radius; traily = mo->y + mo->radius; } bestslidefrac = FRACUNIT + 1; P_PathTraverse(leadx, leady, leadx + mmomx, leady + mmomy, PT_ADDLINES, PTR_SlideTraverse); P_PathTraverse(trailx, leady, trailx + mmomx, leady + mmomy, PT_ADDLINES, PTR_SlideTraverse); P_PathTraverse(leadx, traily, leadx + mmomx, traily + mmomy, PT_ADDLINES, PTR_SlideTraverse); // Now continue along the wall. // First calculate remainder. bestslidefrac = FRACUNIT - bestslidefrac; if (bestslidefrac > FRACUNIT) bestslidefrac = FRACUNIT; if (bestslidefrac <= 0) return; if (mo->eflags & MFE_JUSTBOUNCEDWALL) // Stronger push-out { tmxmove = mmomx; tmymove = mmomy; } else { tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3))); tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3))); } { mobj_t *fx = P_SpawnMobj(mo->x, mo->y, mo->z, MT_BUMP); if (mo->eflags & MFE_VERTICALFLIP) fx->eflags |= MFE_VERTICALFLIP; else fx->eflags &= ~MFE_VERTICALFLIP; fx->scale = mo->scale; S_StartSound(mo, sfx_s3k49); } P_PlayerHitBounceLine(bestslideline); mo->eflags |= MFE_JUSTBOUNCEDWALL; mo->momx = tmxmove; mo->momy = tmymove; mo->player->cmomx = tmxmove; mo->player->cmomy = tmymove; if (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove, true)) { P_TryMove(mo, mo->x - oldmomx, mo->y - oldmomy, true); } } // // P_BounceMove // // The momx / momy move is bad, so try to bounce off a wall. // void P_BounceMove(mobj_t *mo) { fixed_t leadx, leady; fixed_t trailx, traily; fixed_t newx, newy; INT32 hitcount; fixed_t mmomx = 0, mmomy = 0; if (mo->player) { P_BouncePlayerMove(mo); return; } if (mo->eflags & MFE_JUSTBOUNCEDWALL) { P_SlideMove(mo); return; } slidemo = mo; hitcount = 0; retry: if (++hitcount == 3) goto bounceback; // don't loop forever mmomx = mo->momx; mmomy = mo->momy; // trace along the three leading corners if (mo->momx > 0) { leadx = mo->x + mo->radius; trailx = mo->x - mo->radius; } else { leadx = mo->x - mo->radius; trailx = mo->x + mo->radius; } if (mo->momy > 0) { leady = mo->y + mo->radius; traily = mo->y - mo->radius; } else { leady = mo->y - mo->radius; traily = mo->y + mo->radius; } bestslidefrac = FRACUNIT + 1; P_PathTraverse(leadx, leady, leadx + mmomx, leady + mmomy, PT_ADDLINES, PTR_SlideTraverse); P_PathTraverse(trailx, leady, trailx + mmomx, leady + mmomy, PT_ADDLINES, PTR_SlideTraverse); P_PathTraverse(leadx, traily, leadx + mmomx, traily + mmomy, PT_ADDLINES, PTR_SlideTraverse); // move up to the wall if (bestslidefrac == FRACUNIT + 1) { // the move must have hit the middle, so bounce straight back bounceback: if (P_TryMove(mo, mo->x - mmomx, mo->y - mmomy, true)) { mo->momx *= -1; mo->momy *= -1; mo->momx = FixedMul(mo->momx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3))); mo->momy = FixedMul(mo->momy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3))); } return; } // fudge a bit to make sure it doesn't hit bestslidefrac -= 0x800; if (bestslidefrac > 0) { newx = FixedMul(mmomx, bestslidefrac); newy = FixedMul(mmomy, bestslidefrac); if (!P_TryMove(mo, mo->x + newx, mo->y + newy, true)) goto bounceback; } // Now continue along the wall. // First calculate remainder. bestslidefrac = FRACUNIT - bestslidefrac; if (bestslidefrac > FRACUNIT) bestslidefrac = FRACUNIT; if (bestslidefrac <= 0) return; if (mo->type == MT_SHELL) { tmxmove = mmomx; tmymove = mmomy; } else if (mo->type == MT_THROWNBOUNCE) { tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>6) - (FRACUNIT>>5))); tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>6) - (FRACUNIT>>5))); } else if (mo->type == MT_THROWNGRENADE || mo->type == MT_CYBRAKDEMON_NAPALM_BOMB_LARGE) { // Quickly decay speed as it bounces tmxmove = FixedDiv(mmomx, 2*FRACUNIT); tmymove = FixedDiv(mmomy, 2*FRACUNIT); } else { tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3))); tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3))); } // Some walls aren't bouncy even if you are if (bestslideline && (bestslideline->flags & ML_NOTBOUNCY)) { // SRB2Kart: Non-bouncy line! P_SlideMove(mo); return; } P_HitBounceLine(bestslideline); // clip the moves mo->momx = tmxmove; mo->momy = tmymove; if (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove, true)) goto retry; } // // RADIUS ATTACK // static fixed_t bombdamage; static mobj_t *bombsource; static mobj_t *bombspot; static UINT8 bombdamagetype; static boolean bombsightcheck; // // PIT_RadiusAttack // "bombsource" is the creature // that caused the explosion at "bombspot". // static boolean PIT_RadiusAttack(mobj_t *thing) { fixed_t dx, dy, dz, dist; if (thing == bombspot) // ignore the bomb itself (Deton fix) return true; if ((bombdamagetype & DMG_CANTHURTSELF) && bombsource && thing->type == bombsource->type) // ignore the type of guys who dropped the bomb (Jetty-Syn Bomber or Skim can bomb eachother, but not themselves.) return true; if ((thing->flags & (MF_MONITOR|MF_SHOOTABLE)) != MF_SHOOTABLE) return true; dx = abs(thing->x - bombspot->x); dy = abs(thing->y - bombspot->y); dz = abs(thing->z + (thing->height>>1) - bombspot->z); dist = P_AproxDistance(P_AproxDistance(dx, dy), dz); dist -= thing->radius; if (dist < 0) dist = 0; if (dist >= bombdamage) return true; // out of range if (thing->floorz > bombspot->z && bombspot->ceilingz < thing->z) return true; if (thing->ceilingz < bombspot->z && bombspot->floorz > thing->z) return true; if (!bombsightcheck || P_CheckSight(thing, bombspot)) { // must be in direct path P_DamageMobj(thing, bombspot, bombsource, 1, bombdamagetype); // Tails 01-11-2001 } return true; } // // P_RadiusAttack // Source is the creature that caused the explosion at spot. // void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist, UINT8 damagetype, boolean sightcheck) { INT32 x, y; INT32 xl, xh, yl, yh; fixed_t dist; dist = FixedMul(damagedist, spot->scale) + MAXRADIUS; yh = (unsigned)(spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT; yl = (unsigned)(spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT; xh = (unsigned)(spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT; xl = (unsigned)(spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT; BMBOUNDFIX(xl, xh, yl, yh); bombspot = spot; bombsource = source; bombdamage = FixedMul(damagedist, spot->scale); bombdamagetype = damagetype; bombsightcheck = sightcheck; for (y = yl; y <= yh; y++) for (x = xl; x <= xh; x++) P_BlockThingsIterator(x, y, PIT_RadiusAttack); } // // SECTOR HEIGHT CHANGING // After modifying a sectors floor or ceiling height, // call this routine to adjust the positions // of all things that touch the sector. // // If anything doesn't fit anymore, true will be returned. // If crunch is true, they will take damage // as they are being crushed. // If Crunch is false, you should set the sector height back // the way it was and call P_CheckSector (? was P_ChangeSector - Graue) again // to undo the changes. // static boolean crushchange; static boolean nofit; // // PIT_ChangeSector // static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush) { mobj_t *killer = NULL; //If a thing is both pushable and vulnerable, it doesn't block the crusher because it gets killed. boolean immunepushable = ((thing->flags & (MF_PUSHABLE | MF_SHOOTABLE)) == MF_PUSHABLE); if (P_ThingHeightClip(thing)) { //thing fits, check next thing return true; } if (!(thing->flags & (MF_SHOOTABLE|MF_PUSHABLE)) || thing->flags & MF_NOCLIPHEIGHT) { //doesn't interact with the crusher, just ignore it return true; } // Thing doesn't fit. If thing is vulnerable, that means it's being crushed. If thing is pushable, it might // just be blocked by another object - check if it's really a ceiling! if (thing->z + thing->height > thing->ceilingz && thing->z <= thing->ceilingz) { if (immunepushable && thing->z + thing->height > thing->subsector->sector->ceilingheight) { //Thing is a pushable and blocks the moving ceiling nofit = true; return false; } //Check FOFs in the sector if (thing->subsector->sector->ffloors && (realcrush || immunepushable)) { ffloor_t *rover; fixed_t topheight, bottomheight; fixed_t delta1, delta2; INT32 thingtop = thing->z + thing->height; for (rover = thing->subsector->sector->ffloors; rover; rover = rover->next) { if (!(((rover->flags & FF_BLOCKPLAYER) && thing->player) || ((rover->flags & FF_BLOCKOTHERS) && !thing->player)) || !(rover->flags & FF_EXISTS)) continue; topheight = *rover->topheight; bottomheight = *rover->bottomheight; //topheight = P_GetFFloorTopZAt (rover, thing->x, thing->y); //bottomheight = P_GetFFloorBottomZAt(rover, thing->x, thing->y); delta1 = thing->z - (bottomheight + topheight)/2; delta2 = thingtop - (bottomheight + topheight)/2; if (bottomheight <= thing->ceilingz && abs(delta1) >= abs(delta2)) { if (immunepushable) { //FOF is blocked by pushable nofit = true; return false; } else { //If the thing was crushed by a crumbling FOF, reward the player who made it crumble! thinker_t *think; crumble_t *crumbler; for (think = thlist[THINK_MAIN].next; think != &thlist[THINK_MAIN]; think = think->next) { if (think->function.acp1 != (actionf_p1)T_StartCrumble) continue; crumbler = (crumble_t *)think; if (crumbler->player && crumbler->player->mo && crumbler->player->mo != thing && crumbler->actionsector == thing->subsector->sector && crumbler->sector == rover->master->frontsector) { killer = crumbler->player->mo; } } } } } } if (realcrush) { // Crush the object if (netgame && thing->player && thing->player->spectator) P_DamageMobj(thing, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators else P_DamageMobj(thing, killer, killer, 1, DMG_CRUSHED); return true; } } if (realcrush && crushchange) P_DamageMobj(thing, NULL, NULL, 1, DMG_NORMAL); // keep checking (crush other things) return true; } // // P_CheckSector // boolean P_CheckSector(sector_t *sector, boolean crunch) { msecnode_t *n; size_t i; nofit = false; crushchange = crunch; // killough 4/4/98: scan list front-to-back until empty or exhausted, // restarting from beginning after each thing is processed. Avoids // crashes, and is sure to examine all things in the sector, and only // the things which are in the sector, until a steady-state is reached. // Things can arbitrarily be inserted and removed and it won't mess up. // // killough 4/7/98: simplified to avoid using complicated counter // First, let's see if anything will keep it from crushing. // Sal: This stupid function chain is required to fix polyobjects not being able to crush. // Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead validcount++; for (i = 0; i < sector->linecount; i++) { if (sector->lines[i]->polyobj) { polyobj_t *po = sector->lines[i]->polyobj; if (po->validcount == validcount) continue; // skip if already checked if (!(po->flags & POF_SOLID)) continue; if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector { INT32 x, y; po->validcount = validcount; for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y) { for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x) { mobj_t *mo; if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight) continue; mo = blocklinks[y * bmapwidth + x]; for (; mo; mo = mo->bnext) { // Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect if (!P_MobjInsidePolyobj(po, mo)) continue; if (!PIT_ChangeSector(mo, false)) { nofit = true; return nofit; } } } } } } } if (sector->numattached) { sector_t *sec; for (i = 0; i < sector->numattached; i++) { sec = §ors[sector->attached[i]]; for (n = sec->touching_thinglist; n; n = n->m_thinglist_next) n->visited = false; sec->moved = true; P_RecalcPrecipInSector(sec); if (!sector->attachedsolid[i]) continue; do { for (n = sec->touching_thinglist; n; n = n->m_thinglist_next) if (!n->visited) { n->visited = true; if (!(n->m_thing->flags & MF_NOBLOCKMAP)) { if (!PIT_ChangeSector(n->m_thing, false)) { nofit = true; return nofit; } } break; } } while (n); } } // Mark all things invalid sector->moved = true; for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) n->visited = false; do { for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list if (!n->visited) // unprocessed thing found { n->visited = true; // mark thing as processed if (!(n->m_thing->flags & MF_NOBLOCKMAP)) //jff 4/7/98 don't do these { if (!PIT_ChangeSector(n->m_thing, false)) // process it { nofit = true; return nofit; } } break; // exit and start over } } while (n); // repeat from scratch until all things left are marked valid // Nothing blocked us, so lets crush for real! // Sal: This stupid function chain is required to fix polyobjects not being able to crush. // Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead validcount++; for (i = 0; i < sector->linecount; i++) { if (sector->lines[i]->polyobj) { polyobj_t *po = sector->lines[i]->polyobj; if (po->validcount == validcount) continue; // skip if already checked if (!(po->flags & POF_SOLID)) continue; if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector { INT32 x, y; po->validcount = validcount; for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y) { for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x) { mobj_t *mo; if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight) continue; mo = blocklinks[y * bmapwidth + x]; for (; mo; mo = mo->bnext) { // Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect if (!P_MobjInsidePolyobj(po, mo)) continue; PIT_ChangeSector(mo, true); return nofit; } } } } } } if (sector->numattached) { sector_t *sec; for (i = 0; i < sector->numattached; i++) { sec = §ors[sector->attached[i]]; for (n = sec->touching_thinglist; n; n = n->m_thinglist_next) n->visited = false; sec->moved = true; P_RecalcPrecipInSector(sec); if (!sector->attachedsolid[i]) continue; do { for (n = sec->touching_thinglist; n; n = n->m_thinglist_next) if (!n->visited) { n->visited = true; if (!(n->m_thing->flags & MF_NOBLOCKMAP)) { PIT_ChangeSector(n->m_thing, true); return nofit; } break; } } while (n); } } // Mark all things invalid sector->moved = true; for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) n->visited = false; do { for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list if (!n->visited) // unprocessed thing found { n->visited = true; // mark thing as processed if (!(n->m_thing->flags & MF_NOBLOCKMAP)) //jff 4/7/98 don't do these { PIT_ChangeSector(n->m_thing, true); // process it return nofit; } break; // exit and start over } } while (n); // repeat from scratch until all things left are marked valid return nofit; } /* SoM: 3/15/2000 Lots of new Boom functions that work faster and add functionality. */ static msecnode_t *headsecnode = NULL; static mprecipsecnode_t *headprecipsecnode = NULL; void P_Initsecnode(void) { headsecnode = NULL; headprecipsecnode = NULL; } // P_GetSecnode() retrieves a node from the freelist. The calling routine // should make sure it sets all fields properly. static msecnode_t *P_GetSecnode(void) { msecnode_t *node; if (headsecnode) { node = headsecnode; headsecnode = headsecnode->m_thinglist_next; } else node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL); return node; } static mprecipsecnode_t *P_GetPrecipSecnode(void) { mprecipsecnode_t *node; if (headprecipsecnode) { node = headprecipsecnode; headprecipsecnode = headprecipsecnode->m_thinglist_next; } else node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL); return node; } // P_PutSecnode() returns a node to the freelist. static inline void P_PutSecnode(msecnode_t *node) { node->m_thinglist_next = headsecnode; headsecnode = node; } // Tails 08-25-2002 static inline void P_PutPrecipSecnode(mprecipsecnode_t *node) { node->m_thinglist_next = headprecipsecnode; headprecipsecnode = node; } // P_AddSecnode() searches the current list to see if this sector is // already there. If not, it adds a sector node at the head of the list of // sectors this object appears in. This is called when creating a list of // nodes that will get linked in later. Returns a pointer to the new node. static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode) { msecnode_t *node; node = nextnode; while (node) { if (node->m_sector == s) // Already have a node for this sector? { node->m_thing = thing; // Yes. Setting m_thing says 'keep it'. return nextnode; } node = node->m_sectorlist_next; } // Couldn't find an existing node for this sector. Add one at the head // of the list. node = P_GetSecnode(); // mark new nodes unvisited. node->visited = 0; node->m_sector = s; // sector node->m_thing = thing; // mobj node->m_sectorlist_prev = NULL; // prev node on Thing thread node->m_sectorlist_next = nextnode; // next node on Thing thread if (nextnode) nextnode->m_sectorlist_prev = node; // set back link on Thing // Add new node at head of sector thread starting at s->touching_thinglist node->m_thinglist_prev = NULL; // prev node on sector thread node->m_thinglist_next = s->touching_thinglist; // next node on sector thread if (s->touching_thinglist) node->m_thinglist_next->m_thinglist_prev = node; s->touching_thinglist = node; return node; } // More crazy crap Tails 08-25-2002 static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mprecipsecnode_t *nextnode) { mprecipsecnode_t *node; node = nextnode; while (node) { if (node->m_sector == s) // Already have a node for this sector? { node->m_thing = thing; // Yes. Setting m_thing says 'keep it'. return nextnode; } node = node->m_sectorlist_next; } // Couldn't find an existing node for this sector. Add one at the head // of the list. node = P_GetPrecipSecnode(); // mark new nodes unvisited. node->visited = 0; node->m_sector = s; // sector node->m_thing = thing; // mobj node->m_sectorlist_prev = NULL; // prev node on Thing thread node->m_sectorlist_next = nextnode; // next node on Thing thread if (nextnode) nextnode->m_sectorlist_prev = node; // set back link on Thing // Add new node at head of sector thread starting at s->touching_thinglist node->m_thinglist_prev = NULL; // prev node on sector thread node->m_thinglist_next = s->touching_preciplist; // next node on sector thread if (s->touching_preciplist) node->m_thinglist_next->m_thinglist_prev = node; s->touching_preciplist = node; return node; } // P_DelSecnode() deletes a sector node from the list of // sectors this object appears in. Returns a pointer to the next node // on the linked list, or NULL. static msecnode_t *P_DelSecnode(msecnode_t *node) { msecnode_t *tp; // prev node on thing thread msecnode_t *tn; // next node on thing thread msecnode_t *sp; // prev node on sector thread msecnode_t *sn; // next node on sector thread if (!node) return NULL; // Unlink from the Thing thread. The Thing thread begins at // sector_list and not from mobj_t->touching_sectorlist. tp = node->m_sectorlist_prev; tn = node->m_sectorlist_next; if (tp) tp->m_sectorlist_next = tn; if (tn) tn->m_sectorlist_prev = tp; // Unlink from the sector thread. This thread begins at // sector_t->touching_thinglist. sp = node->m_thinglist_prev; sn = node->m_thinglist_next; if (sp) sp->m_thinglist_next = sn; else node->m_sector->touching_thinglist = sn; if (sn) sn->m_thinglist_prev = sp; // Return this node to the freelist P_PutSecnode(node); return tn; } // Tails 08-25-2002 static mprecipsecnode_t *P_DelPrecipSecnode(mprecipsecnode_t *node) { mprecipsecnode_t *tp; // prev node on thing thread mprecipsecnode_t *tn; // next node on thing thread mprecipsecnode_t *sp; // prev node on sector thread mprecipsecnode_t *sn; // next node on sector thread if (!node) return NULL; // Unlink from the Thing thread. The Thing thread begins at // sector_list and not from mobj_t->touching_sectorlist. tp = node->m_sectorlist_prev; tn = node->m_sectorlist_next; if (tp) tp->m_sectorlist_next = tn; if (tn) tn->m_sectorlist_prev = tp; // Unlink from the sector thread. This thread begins at // sector_t->touching_thinglist. sp = node->m_thinglist_prev; sn = node->m_thinglist_next; if (sp) sp->m_thinglist_next = sn; else node->m_sector->touching_preciplist = sn; if (sn) sn->m_thinglist_prev = sp; // Return this node to the freelist P_PutPrecipSecnode(node); return tn; } // Delete an entire sector list void P_DelSeclist(msecnode_t *node) { while (node) node = P_DelSecnode(node); } // Tails 08-25-2002 void P_DelPrecipSeclist(mprecipsecnode_t *node) { while (node) node = P_DelPrecipSecnode(node); } // PIT_GetSectors // Locates all the sectors the object is in by looking at the lines that // cross through it. You have already decided that the object is allowed // at this location, so don't bother with checking impassable or // blocking lines. static inline boolean PIT_GetSectors(line_t *ld) { if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP]) return true; if (P_BoxOnLineSide(tmbbox, ld) != -1) return true; if (ld->polyobj) // line belongs to a polyobject, don't add it return true; // This line crosses through the object. // Collect the sector(s) from the line and add to the // sector_list you're examining. If the Thing ends up being // allowed to move to this position, then the sector_list // will be attached to the Thing's mobj_t at touching_sectorlist. sector_list = P_AddSecnode(ld->frontsector,tmthing,sector_list); // Don't assume all lines are 2-sided, since some Things // like MT_TFOG are allowed regardless of whether their radius takes // them beyond an impassable linedef. // Use sidedefs instead of 2s flag to determine two-sidedness. if (ld->backsector) sector_list = P_AddSecnode(ld->backsector, tmthing, sector_list); return true; } // Tails 08-25-2002 static inline boolean PIT_GetPrecipSectors(line_t *ld) { if (preciptmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || preciptmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] || preciptmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || preciptmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP]) return true; if (P_BoxOnLineSide(preciptmbbox, ld) != -1) return true; if (ld->polyobj) // line belongs to a polyobject, don't add it return true; // This line crosses through the object. // Collect the sector(s) from the line and add to the // sector_list you're examining. If the Thing ends up being // allowed to move to this position, then the sector_list // will be attached to the Thing's mobj_t at touching_sectorlist. precipsector_list = P_AddPrecipSecnode(ld->frontsector, tmprecipthing, precipsector_list); // Don't assume all lines are 2-sided, since some Things // like MT_TFOG are allowed regardless of whether their radius takes // them beyond an impassable linedef. // Use sidedefs instead of 2s flag to determine two-sidedness. if (ld->backsector) precipsector_list = P_AddPrecipSecnode(ld->backsector, tmprecipthing, precipsector_list); return true; } // P_CreateSecNodeList alters/creates the sector_list that shows what sectors // the object resides in. void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y) { INT32 xl, xh, yl, yh, bx, by; msecnode_t *node = sector_list; mobj_t *saved_tmthing = tmthing; /* cph - see comment at func end */ fixed_t saved_tmx = tmx, saved_tmy = tmy; /* ditto */ // First, clear out the existing m_thing fields. As each node is // added or verified as needed, m_thing will be set properly. When // finished, delete all nodes where m_thing is still NULL. These // represent the sectors the Thing has vacated. while (node) { node->m_thing = NULL; node = node->m_sectorlist_next; } P_SetTarget(&tmthing, thing); tmflags = thing->flags; tmx = x; tmy = y; tmbbox[BOXTOP] = y + tmthing->radius; tmbbox[BOXBOTTOM] = y - tmthing->radius; tmbbox[BOXRIGHT] = x + tmthing->radius; tmbbox[BOXLEFT] = x - tmthing->radius; validcount++; // used to make sure we only process a line once xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; BMBOUNDFIX(xl, xh, yl, yh); for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) P_BlockLinesIterator(bx, by, PIT_GetSectors); // Add the sector of the (x, y) point to sector_list. sector_list = P_AddSecnode(thing->subsector->sector, thing, sector_list); // Now delete any nodes that won't be used. These are the ones where // m_thing is still NULL. node = sector_list; while (node) { if (!node->m_thing) { if (node == sector_list) sector_list = node->m_sectorlist_next; node = P_DelSecnode(node); } else node = node->m_sectorlist_next; } /* cph - * This is the strife we get into for using global variables. tmthing * is being used by several different functions calling * P_BlockThingIterator, including functions that can be called *from* * P_BlockThingIterator. Using a global tmthing is not reentrant. * OTOH for Boom/MBF demos we have to preserve the buggy behavior. * Fun. We restore its previous value unless we're in a Boom/MBF demo. */ P_SetTarget(&tmthing, saved_tmthing); /* And, duh, the same for tmx/y - cph 2002/09/22 * And for tmbbox - cph 2003/08/10 */ tmx = saved_tmx, tmy = saved_tmy; if (tmthing) { tmbbox[BOXTOP] = tmy + tmthing->radius; tmbbox[BOXBOTTOM] = tmy - tmthing->radius; tmbbox[BOXRIGHT] = tmx + tmthing->radius; tmbbox[BOXLEFT] = tmx - tmthing->radius; } } // More crazy crap Tails 08-25-2002 void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y) { INT32 xl, xh, yl, yh, bx, by; mprecipsecnode_t *node = precipsector_list; precipmobj_t *saved_tmthing = tmprecipthing; /* cph - see comment at func end */ // First, clear out the existing m_thing fields. As each node is // added or verified as needed, m_thing will be set properly. When // finished, delete all nodes where m_thing is still NULL. These // represent the sectors the Thing has vacated. while (node) { node->m_thing = NULL; node = node->m_sectorlist_next; } tmprecipthing = thing; preciptmbbox[BOXTOP] = y + 2*FRACUNIT; preciptmbbox[BOXBOTTOM] = y - 2*FRACUNIT; preciptmbbox[BOXRIGHT] = x + 2*FRACUNIT; preciptmbbox[BOXLEFT] = x - 2*FRACUNIT; validcount++; // used to make sure we only process a line once xl = (unsigned)(preciptmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (unsigned)(preciptmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; yl = (unsigned)(preciptmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yh = (unsigned)(preciptmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; BMBOUNDFIX(xl, xh, yl, yh); for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) P_BlockLinesIterator(bx, by, PIT_GetPrecipSectors); // Add the sector of the (x, y) point to sector_list. precipsector_list = P_AddPrecipSecnode(thing->subsector->sector, thing, precipsector_list); // Now delete any nodes that won't be used. These are the ones where // m_thing is still NULL. node = precipsector_list; while (node) { if (!node->m_thing) { if (node == precipsector_list) precipsector_list = node->m_sectorlist_next; node = P_DelPrecipSecnode(node); } else node = node->m_sectorlist_next; } /* cph - * This is the strife we get into for using global variables. tmthing * is being used by several different functions calling * P_BlockThingIterator, including functions that can be called *from* * P_BlockThingIterator. Using a global tmthing is not reentrant. * OTOH for Boom/MBF demos we have to preserve the buggy behavior. * Fun. We restore its previous value unless we're in a Boom/MBF demo. */ tmprecipthing = saved_tmthing; } /* cphipps 2004/08/30 - * Must clear tmthing at tic end, as it might contain a pointer to a removed thinker, or the level might have ended/been ended and we clear the objects it was pointing too. Hopefully we don't need to carry this between tics for sync. */ void P_MapStart(void) { if (tmthing) I_Error("P_MapStart: tmthing set!"); } void P_MapEnd(void) { P_SetTarget(&tmthing, NULL); } // P_FloorzAtPos // Returns the floorz of the XYZ position // Tails 05-26-2003 fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height) { sector_t *sec = R_PointInSubsector(x, y)->sector; fixed_t floorz = P_GetSectorFloorZAt(sec, x, y); // Intercept the stupid 'fall through 3dfloors' bug Tails 03-17-2002 if (sec->ffloors) { ffloor_t *rover; fixed_t delta1, delta2, thingtop = z + height; for (rover = sec->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_EXISTS)) continue; if (!((rover->flags & FF_SOLID) || (rover->flags & FF_QUICKSAND)) || (rover->flags & FF_SWIMMABLE)) continue; topheight = P_GetFFloorTopZAt (rover, x, y); bottomheight = P_GetFFloorBottomZAt(rover, x, y); if (rover->flags & FF_QUICKSAND) { if (z < topheight && bottomheight < thingtop) { if (floorz < z) floorz = z; } continue; } delta1 = z - (bottomheight + ((topheight - bottomheight)/2)); delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2)); if (topheight > floorz && abs(delta1) < abs(delta2)) floorz = topheight; } } return floorz; } // P_CeilingZAtPos // Returns the ceilingz of the XYZ position fixed_t P_CeilingzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height) { sector_t *sec = R_PointInSubsector(x, y)->sector; fixed_t ceilingz = P_GetSectorCeilingZAt(sec, x, y); if (sec->ffloors) { ffloor_t *rover; fixed_t delta1, delta2, thingtop = z + height; for (rover = sec->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (!(rover->flags & FF_EXISTS)) continue; if ((!(rover->flags & FF_SOLID || rover->flags & FF_QUICKSAND) || (rover->flags & FF_SWIMMABLE))) continue; topheight = P_GetFFloorTopZAt (rover, x, y); bottomheight = P_GetFFloorBottomZAt(rover, x, y); if (rover->flags & FF_QUICKSAND) { if (thingtop > bottomheight && topheight > z) { if (ceilingz > z) ceilingz = z; } continue; } delta1 = z - (bottomheight + ((topheight - bottomheight)/2)); delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2)); if (bottomheight < ceilingz && abs(delta1) > abs(delta2)) ceilingz = bottomheight; } } return ceilingz; } fixed_t P_VeryTopOfFOF (ffloor_t *rover) { if (*rover->t_slope) return (*rover->t_slope)->highz; else return *rover->topheight; } fixed_t P_VeryBottomOfFOF (ffloor_t *rover) { if (*rover->b_slope) return (*rover->b_slope)->lowz; else return *rover->bottomheight; }