📄 p_map.c
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// 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}//// 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; fixed_t leady; fixed_t trailx; fixed_t traily; fixed_t newx; fixed_t newy; int hitcount; slidemo = mo; hitcount = 0; retry: if (++hitcount == 3) goto stairstep; // don't loop forever // trace along the three leading corners if (mo->momx > 0) { leadx = mo->x + mo->radius; trailx = mo->x - mo->radius; } else { leadx = mo->x - mo->radius; trailx = mo->x + mo->radius; } if (mo->momy > 0) { leady = mo->y + mo->radius; traily = mo->y - mo->radius; } else { leady = mo->y - mo->radius; traily = mo->y + mo->radius; } bestslidefrac = FRACUNIT+1; P_PathTraverse ( leadx, leady, leadx+mo->momx, leady+mo->momy, PT_ADDLINES, PTR_SlideTraverse ); P_PathTraverse ( trailx, leady, trailx+mo->momx, leady+mo->momy, PT_ADDLINES, PTR_SlideTraverse ); P_PathTraverse ( leadx, traily, leadx+mo->momx, traily+mo->momy, PT_ADDLINES, PTR_SlideTraverse ); // move up to the wall if (bestslidefrac == FRACUNIT+1) { // the move most have hit the middle, so stairstep stairstep: if (!P_TryMove (mo, mo->x, mo->y + mo->momy)) P_TryMove (mo, mo->x + mo->momx, mo->y); return; } // 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)) 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; if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove)) { goto retry; }}//// P_LineAttack//mobj_t* linetarget; // who got hit (or NULL)mobj_t* shootthing;// Height if not aiming up or down// ???: use slope for monsters?fixed_t shootz; int la_damage;fixed_t attackrange;fixed_t aimslope;// slopes to top and bottom of targetextern fixed_t topslope;extern fixed_t bottomslope; //// PTR_AimTraverse// Sets linetaget and aimslope when a target is aimed at.//booleanPTR_AimTraverse (intercept_t* in){ line_t* li; mobj_t* th; fixed_t slope; fixed_t thingtopslope; fixed_t thingbottomslope; fixed_t dist; if (in->isaline) { li = in->d.line; if ( !(li->flags & ML_TWOSIDED) ) return false; // stop // Crosses a two sided line. // A two sided line will restrict // the possible target ranges. P_LineOpening (li); if (openbottom >= opentop) return false; // stop dist = FixedMul (attackrange, in->frac); if (li->frontsector->floorheight != li->backsector->floorheight) { slope = FixedDiv (openbottom - shootz , dist); if (slope > bottomslope) bottomslope = slope; } if (li->frontsector->ceilingheight != li->backsector->ceilingheight) { slope = FixedDiv (opentop - shootz , dist); if (slope < topslope) topslope = slope; } if (topslope <= bottomslope) return false; // stop return true; // shot continues } // shoot a thing th = in->d.thing; if (th == shootthing) return true; // can't shoot self if (!(th->flags&MF_SHOOTABLE)) return true; // corpse or something // check angles to see if the thing can be aimed at dist = FixedMul (attackrange, in->frac); thingtopslope = FixedDiv (th->z+th->height - shootz , dist); if (thingtopslope < bottomslope) return true; // shot over the thing thingbottomslope = FixedDiv (th->z - shootz, dist); if (thingbottomslope > topslope) return true; // shot under the thing // this thing can be hit! if (thingtopslope > topslope) thingtopslope = topslope; if (thingbottomslope < bottomslope) thingbottomslope = bottomslope; aimslope = (thingtopslope+thingbottomslope)/2; linetarget = th; return false; // don't go any farther}//// PTR_ShootTraverse//boolean PTR_ShootTraverse (intercept_t* in){ fixed_t x; fixed_t y; fixed_t z; fixed_t frac; line_t* li; mobj_t* th; fixed_t slope; fixed_t dist; fixed_t thingtopslope; fixed_t thingbottomslope; if (in->isaline) { li = in->d.line; if (li->special) P_ShootSpecialLine (shootthing, li); if ( !(li->flags & ML_TWOSIDED) ) goto hitline; // crosses a two sided line P_LineOpening (li); dist = FixedMul (attackrange, in->frac); if (li->frontsector->floorheight != li->backsector->floorheight) { slope = FixedDiv (openbottom - shootz , dist); if (slope > aimslope) goto hitline; } if (li->frontsector->ceilingheight != li->backsector->ceilingheight) { slope = FixedDiv (opentop - shootz , dist); if (slope < aimslope) goto hitline; } // shot continues return true; // hit line hitline: // position a bit closer frac = in->frac - FixedDiv (4*FRACUNIT,attackrange); x = trace.x + FixedMul (trace.dx, frac); y = trace.y + FixedMul (trace.dy, frac); z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); if (li->frontsector->ceilingpic == skyflatnum) { // don't shoot the sky! if (z > li->frontsector->ceilingheight) return false; // it's a sky hack wall if (li->backsector && li->backsector->ceilingpic == skyflatnum) return false; } // Spawn bullet puffs. P_SpawnPuff (x,y,z); // don't go any farther return false; } // shoot a thing th = in->d.thing; if (th == shootthing) return true; // can't shoot self if (!(th->flags&MF_SHOOTABLE)) return true; // corpse or something // check angles to see if the thing can be aimed at dist = FixedMul (attackrange, in->frac); thingtopslope = FixedDiv (th->z+th->height - shootz , dist); if (thingtopslope < aimslope) return true; // shot over the thing thingbottomslope = FixedDiv (th->z - shootz, dist); if (thingbottomslope > aimslope) return true; // shot under the thing // hit thing // position a bit closer frac = in->frac - FixedDiv (10*FRACUNIT,attackrange); x = trace.x + FixedMul (trace.dx, frac); y = trace.y + FixedMul (trace.dy, frac); z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); // Spawn bullet puffs or blod spots, // depending on target type. if (in->d.thing->flags & MF_NOBLOOD) P_SpawnPuff (x,y,z); else P_SpawnBlood (x,y,z, la_damage); if (la_damage) P_DamageMobj (th, shootthing, shootthing, la_damage); // don't go any farther return false; }//// P_AimLineAttack//fixed_tP_AimLineAttack( mobj_t* t1, angle_t angle, fixed_t distance ){ fixed_t x2; fixed_t y2; angle >>= ANGLETOFINESHIFT; shootthing = t1; x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; // can't shoot outside view angles topslope = 100*FRACUNIT/160; bottomslope = -100*FRACUNIT/160; attackrange = distance; linetarget = NULL; P_PathTraverse ( t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse ); if (linetarget) return aimslope; return 0;} //// P_LineAttack// If damage == 0, it is just a test trace// that will leave linetarget set.//voidP_LineAttack( mobj_t* t1, angle_t angle, fixed_t distance, fixed_t slope, int damage ){ fixed_t x2; fixed_t y2; angle >>= ANGLETOFINESHIFT; shootthing = t1; la_damage = damage; x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; attackrange = distance; aimslope = slope; P_PathTraverse ( t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_ShootTraverse );} //// USE LINES//mobj_t* usething;boolean PTR_UseTraverse (intercept_t* in){ int side; if (!in->d.line->special) { P_LineOpening (in->d.line); if (openrange <= 0) { S_StartSound (usething, sfx_noway); // can't use through a wall return false; } // not a special line, but keep checking return true ; } side = 0; if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1) side = 1; // return false; // don't use back side P_UseSpecialLine (usething, in->d.line, side); // can't use for than one special line in a row return false;}//// P_UseLines// Looks for special lines in front of the player to activate.//void P_UseLines (player_t* player) { int angle; fixed_t x1; fixed_t y1; fixed_t x2; fixed_t y2; usething = player->mo; angle = player->mo->angle >> ANGLETOFINESHIFT; x1 = player->mo->x; y1 = player->mo->y; x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle]; y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle]; P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );}//// RADIUS ATTACK//mobj_t* bombsource;mobj_t* bombspot;int bombdamage;//// PIT_RadiusAttack// "bombsource" is the creature// that caused the explosion at "bombspot".//boolean PIT_RadiusAttack (mobj_t* thing){ fixed_t dx; fixed_t dy; fixed_t dist; if (!(thing->flags & MF_SHOOTABLE) ) return true; // Boss spider and cyborg // take no damage from concussion. if (thing->type == MT_CYBORG || thing->type == MT_SPIDER) return true; dx = abs(thing->x - bombspot->x); dy = abs(thing->y - bombspot->y); dist = dx>dy ? dx : dy; dist = (dist - thing->radius) >> FRACBITS; if (dist < 0) dist = 0; if (dist >= bombdamage) return true; // out of range if ( P_CheckSight (thing, bombspot) ) { // must be in direct path P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist); } return true;}//// P_RadiusAttack// Source is the creature that caused the explosion at spot.//voidP_RadiusAttack( mobj_t* spot, mobj_t* source, int damage ){ int x; int y; int xl; int xh; int yl; int yh; fixed_t dist; dist = (damage+MAXRADIUS)<<FRACBITS; yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT; yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT; xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT; xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT; bombspot = spot; bombsource = source; bombdamage = damage; for (y=yl ; y<=yh ; y++) for (x=xl ; x<=xh ; x++) P_BlockThingsIterator (x, y, PIT_RadiusAttack );}//// SECTOR HEIGHT CHANGING// After modifying a sectors floor or ceiling height,// call this routine to adjust the positions// of all things that touch the sector.//// If anything doesn't fit anymore, true will be returned.// If crunch is true, they will take damage// as they are being crushed.// If Crunch is false, you should set the sector height back// the way it was and call P_ChangeSector again// to undo the changes.//boolean crushchange;boolean nofit;//// PIT_ChangeSector//boolean PIT_ChangeSector (mobj_t* thing){ mobj_t* mo; if (P_ThingHeightClip (thing)) { // keep checking return true; } // crunch bodies to giblets if (thing->health <= 0) { P_SetMobjState (thing, S_GIBS); thing->flags &= ~MF_SOLID; thing->height = 0; thing->radius = 0; // keep checking return true; } // crunch dropped items if (thing->flags & MF_DROPPED) { P_RemoveMobj (thing); // keep checking return true; } if (! (thing->flags & MF_SHOOTABLE) ) { // assume it is bloody gibs or something return true; } nofit = true; if (crushchange && !(leveltime&3) ) { P_DamageMobj(thing,NULL,NULL,10); // spray blood in a random direction mo = P_SpawnMobj (thing->x, thing->y, thing->z + thing->height/2, MT_BLOOD); mo->momx = (P_Random() - P_Random ())<<12; mo->momy = (P_Random() - P_Random ())<<12; } // keep checking (crush other things) return true; }//// P_ChangeSector//booleanP_ChangeSector( sector_t* sector, boolean crunch ){ int x; int y; nofit = false; crushchange = crunch; // re-check heights for all things near the moving sector for (x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++) for (y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++) P_BlockThingsIterator (x, y, PIT_ChangeSector); return nofit;}
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