// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // 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. // // $Log:$ // // DESCRIPTION: // Movement, collision handling. // Shooting and aiming. // //----------------------------------------------------------------------------- //static const char //rcsid[] = "$Id: p_map.c,v 1.5 1997/02/03 22:45:11 b1 Exp $"; #include #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 walls line_t* ceilingline; // keep track of special lines as they are hit, // but don't process them until the move is proven valid #define MAXSPECIALCROSS 8 line_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 // boolean P_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 // boolean P_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. // boolean P_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 // 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 target extern fixed_t topslope; extern fixed_t bottomslope; // // PTR_AimTraverse // Sets linetaget and aimslope when a target is aimed at. // boolean PTR_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_t P_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. // void P_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. // void P_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)<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 // boolean P_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; }