📄 p_map.c
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_map.c,v 1.2 2003/09/08 22:34:29 jasonk Exp $//// Copyright (C) 1993-1996 by id Software, Inc.//// This source is available for distribution and/or modification// only under the terms of the DOOM Source Code License as// published by id Software. All rights reserved.//// The source is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License// for more details.//// $Log: p_map.c,v $// Revision 1.2 2003/09/08 22:34:29 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:13 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:53 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION:// Movement, collision handling.// Shooting and aiming.////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: p_map.c,v 1.2 2003/09/08 22:34:29 jasonk Exp $";#include <stdlib.h>#include "m_bbox.h"#include "m_random.h"#include "i_system.h"#include "doomdef.h"#include "p_local.h"#include "s_sound.h"// State.#include "doomstat.h"#include "r_state.h"// Data.#include "sounds.h"fixed_t tmbbox[4];mobj_t* tmthing;int tmflags;fixed_t tmx;fixed_t tmy;// If "floatok" true, move would be ok// if within "tmfloorz - tmceilingz".boolean floatok;fixed_t tmfloorz;fixed_t tmceilingz;fixed_t tmdropoffz;// keep track of the line that lowers the ceiling,// so missiles don't explode against sky hack wallsline_t* ceilingline;// keep track of special lines as they are hit,// but don't process them until the move is proven valid#define MAXSPECIALCROSS 8line_t* spechit[MAXSPECIALCROSS];int numspechit;//// TELEPORT MOVE// //// PIT_StompThing//boolean PIT_StompThing (mobj_t* thing){ fixed_t blockdist; if (!(thing->flags & MF_SHOOTABLE) ) return true; blockdist = thing->radius + tmthing->radius; if ( abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist ) { // didn't hit it return true; } // don't clip against self if (thing == tmthing) return true; // monsters don't stomp things except on boss level if ( !tmthing->player && gamemap != 30) return false; P_DamageMobj (thing, tmthing, tmthing, 10000); return true;}//// P_TeleportMove//booleanP_TeleportMove( mobj_t* thing, fixed_t x, fixed_t y ){ int xl; int xh; int yl; int yh; int bx; int by; subsector_t* newsubsec; // kill anything occupying the position tmthing = thing; tmflags = thing->flags; tmx = x; tmy = y; tmbbox[BOXTOP] = y + tmthing->radius; tmbbox[BOXBOTTOM] = y - tmthing->radius; tmbbox[BOXRIGHT] = x + tmthing->radius; tmbbox[BOXLEFT] = x - tmthing->radius; newsubsec = R_PointInSubsector (x,y); ceilingline = NULL; // The base floor/ceiling is from the subsector // that contains the point. // Any contacted lines the step closer together // will adjust them. tmfloorz = tmdropoffz = newsubsec->sector->floorheight; tmceilingz = newsubsec->sector->ceilingheight; validcount++; numspechit = 0; // stomp on any things contacted xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; for (bx=xl ; bx<=xh ; bx++) for (by=yl ; by<=yh ; by++) if (!P_BlockThingsIterator(bx,by,PIT_StompThing)) return false; // the move is ok, // so link the thing into its new position P_UnsetThingPosition (thing); thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; thing->x = x; thing->y = y; P_SetThingPosition (thing); return true;}//// MOVEMENT ITERATOR FUNCTIONS////// PIT_CheckLine// Adjusts tmfloorz and tmceilingz as lines are contacted//boolean PIT_CheckLine (line_t* ld){ if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] ) return true; if (P_BoxOnLineSide (tmbbox, ld) != -1) return true; // A line has been hit // The moving thing's destination position will cross // the given line. // If this should not be allowed, return false. // If the line is special, keep track of it // to process later if the move is proven ok. // NOTE: specials are NOT sorted by order, // so two special lines that are only 8 pixels apart // could be crossed in either order. if (!ld->backsector) return false; // one sided line if (!(tmthing->flags & MF_MISSILE) ) { if ( ld->flags & ML_BLOCKING ) return false; // explicitly blocking everything if ( !tmthing->player && ld->flags & ML_BLOCKMONSTERS ) return false; // block monsters only } // set openrange, opentop, openbottom P_LineOpening (ld); // adjust floor / ceiling heights if (opentop < tmceilingz) { tmceilingz = opentop; ceilingline = ld; } if (openbottom > tmfloorz) tmfloorz = openbottom; if (lowfloor < tmdropoffz) tmdropoffz = lowfloor; // if contacted a special line, add it to the list if (ld->special) { spechit[numspechit] = ld; numspechit++; } return true;}//// PIT_CheckThing//boolean PIT_CheckThing (mobj_t* thing){ fixed_t blockdist; boolean solid; int damage; if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE) )) return true; blockdist = thing->radius + tmthing->radius; if ( abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist ) { // didn't hit it return true; } // don't clip against self if (thing == tmthing) return true; // check for skulls slamming into things if (tmthing->flags & MF_SKULLFLY) { damage = ((P_Random()%8)+1)*tmthing->info->damage; P_DamageMobj (thing, tmthing, tmthing, damage); tmthing->flags &= ~MF_SKULLFLY; tmthing->momx = tmthing->momy = tmthing->momz = 0; P_SetMobjState (tmthing, tmthing->info->spawnstate); return false; // stop moving } // missiles can hit other things if (tmthing->flags & MF_MISSILE) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z+tmthing->height < thing->z) return true; // underneath if (tmthing->target && ( tmthing->target->type == thing->type || (tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER)|| (tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT) ) ) { // 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 damage = ((P_Random()%8)+1)*tmthing->info->damage; P_DamageMobj (thing, tmthing, tmthing->target, damage); // don't traverse any more return false; } // check for special pickup if (thing->flags & MF_SPECIAL) { solid = thing->flags&MF_SOLID; if (tmflags&MF_PICKUP) { // can remove thing P_TouchSpecialThing (thing, tmthing); } return !solid; } return !(thing->flags & MF_SOLID);}//// MOVEMENT CLIPPING////// P_CheckPosition// This is purely informative, nothing is modified// (except things picked up).// // in:// a mobj_t (can be valid or invalid)// a position to be checked// (doesn't need to be related to the mobj_t->x,y)//// during:// special things are touched if MF_PICKUP// early out on solid lines?//// out:// newsubsec// floorz// ceilingz// tmdropoffz// the lowest point contacted// (monsters won't move to a dropoff)// speciallines[]// numspeciallines//booleanP_CheckPosition( mobj_t* thing, fixed_t x, fixed_t y ){ int xl; int xh; int yl; int yh; int bx; int by; subsector_t* newsubsec; tmthing = thing; tmflags = thing->flags; tmx = x; tmy = y; tmbbox[BOXTOP] = y + tmthing->radius; tmbbox[BOXBOTTOM] = y - tmthing->radius; tmbbox[BOXRIGHT] = x + tmthing->radius; tmbbox[BOXLEFT] = x - tmthing->radius; newsubsec = R_PointInSubsector (x,y); ceilingline = NULL; // The base floor / ceiling is from the subsector // that contains the point. // Any contacted lines the step closer together // will adjust them. tmfloorz = tmdropoffz = newsubsec->sector->floorheight; tmceilingz = newsubsec->sector->ceilingheight; validcount++; numspechit = 0; if ( tmflags & MF_NOCLIP ) return true; // Check things first, possibly picking things up. // The bounding box is extended by MAXRADIUS // because mobj_ts are grouped into mapblocks // based on their origin point, and can overlap // into adjacent blocks by up to MAXRADIUS units. xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; for (bx=xl ; bx<=xh ; bx++) for (by=yl ; by<=yh ; by++) if (!P_BlockThingsIterator(bx,by,PIT_CheckThing)) return false; // check lines xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; for (bx=xl ; bx<=xh ; bx++) for (by=yl ; by<=yh ; by++) if (!P_BlockLinesIterator (bx,by,PIT_CheckLine)) return false; return true;}//// P_TryMove// Attempt to move to a new position,// crossing special lines unless MF_TELEPORT is set.//booleanP_TryMove( mobj_t* thing, fixed_t x, fixed_t y ){ fixed_t oldx; fixed_t oldy; int side; int oldside; line_t* ld; floatok = false; if (!P_CheckPosition (thing, x, y)) return false; // solid wall or thing if ( !(thing->flags & MF_NOCLIP) ) { if (tmceilingz - tmfloorz < thing->height) return false; // doesn't fit floatok = true; if ( !(thing->flags&MF_TELEPORT) &&tmceilingz - thing->z < thing->height) return false; // mobj must lower itself to fit if ( !(thing->flags&MF_TELEPORT) && tmfloorz - thing->z > 24*FRACUNIT ) return false; // too big a step up if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT)) && tmfloorz - tmdropoffz > 24*FRACUNIT ) return false; // don't stand over a dropoff } // the move is ok, // so link the thing into its new position P_UnsetThingPosition (thing); oldx = thing->x; oldy = thing->y; thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; thing->x = x; thing->y = y; P_SetThingPosition (thing); // if any special lines were hit, do the effect if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) ) { while (numspechit--) { // see if the line was crossed ld = spechit[numspechit]; side = P_PointOnLineSide (thing->x, thing->y, ld); oldside = P_PointOnLineSide (oldx, oldy, ld); if (side != oldside) { if (ld->special) P_CrossSpecialLine (ld-lines, oldside, thing); } } } return true;}//// P_ThingHeightClip// Takes a valid thing and adjusts the thing->floorz,// thing->ceilingz, and possibly thing->z.// This is called for all nearby monsters// whenever a sector changes height.// If the thing doesn't fit,// the z will be set to the lowest value// and false will be returned.//boolean P_ThingHeightClip (mobj_t* thing){ boolean onfloor; onfloor = (thing->z == thing->floorz); P_CheckPosition (thing, thing->x, thing->y); // what about stranding a monster partially off an edge? thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; if (onfloor) { // walking monsters rise and fall with the floor thing->z = thing->floorz; } else { // don't adjust a floating monster unless forced to if (thing->z+thing->height > thing->ceilingz) thing->z = thing->ceilingz - thing->height; } if (thing->ceilingz - thing->floorz < thing->height) return false; return true;}//// SLIDE MOVE// Allows the player to slide along any angled walls.//fixed_t bestslidefrac;fixed_t secondslidefrac;line_t* bestslideline;line_t* secondslideline;mobj_t* slidemo;fixed_t tmxmove;fixed_t tmymove;//// P_HitSlideLine// Adjusts the xmove / ymove// so that the next move will slide along the wall.//void P_HitSlideLine (line_t* ld){ int side; angle_t lineangle; angle_t moveangle; angle_t deltaangle; fixed_t movelen; fixed_t newlen; if (ld->slopetype == ST_HORIZONTAL) { tmymove = 0; return; } if (ld->slopetype == ST_VERTICAL) { tmxmove = 0; return; } side = P_PointOnLineSide (slidemo->x, slidemo->y, ld); lineangle = R_PointToAngle2 (0,0, ld->dx, ld->dy); if (side == 1) lineangle += ANG180; moveangle = R_PointToAngle2 (0,0, tmxmove, tmymove); deltaangle = moveangle-lineangle; if (deltaangle > ANG180) deltaangle += ANG180; // I_Error ("SlideLine: ang>ANG180"); lineangle >>= ANGLETOFINESHIFT; deltaangle >>= ANGLETOFINESHIFT; movelen = P_AproxDistance (tmxmove, tmymove); newlen = FixedMul (movelen, finecosine[deltaangle]); tmxmove = FixedMul (newlen, finecosine[lineangle]); tmymove = FixedMul (newlen, finesine[lineangle]); }//// PTR_SlideTraverse//boolean PTR_SlideTraverse (intercept_t* in){ line_t* li; if (!in->isaline) I_Error ("PTR_SlideTraverse: not a line?"); li = in->d.line; if ( ! (li->flags & ML_TWOSIDED) ) { if (P_PointOnLineSide (slidemo->x, slidemo->y, li)) { // don't hit the back side return true; } goto isblocking; } // set openrange, opentop, openbottom P_LineOpening (li); if (openrange < slidemo->height) goto isblocking; // doesn't fit if (opentop - slidemo->z < slidemo->height) goto isblocking; // mobj is too high if (openbottom - slidemo->z > 24*FRACUNIT ) goto isblocking; // too big a step up
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