og-odamex/common/p_map.cpp
2025-03-03 18:47:14 -05:00

4146 lines
108 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id$
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2006-2025 by The Odamex Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// DESCRIPTION:
// Movement, collision handling.
// Shooting and aiming.
//
//-----------------------------------------------------------------------------
#include "odamex.h"
#include "m_alloc.h"
#include "m_bbox.h"
#include "m_random.h"
#include "i_system.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_boomfspec.h"
#include "c_effect.h"
#include "p_mobj.h"
#include "svc_message.h"
#include "s_sound.h"
#include "m_wdlstats.h"
#include "g_gametype.h"
#include "p_mapformat.h"
// State.
#include "r_state.h"
#include "z_zone.h"
#include "p_unlag.h"
#include "m_vectors.h"
#include "p_mapformat.h"
#include <math.h>
#include <set>
bool P_ShouldClipPlayer(AActor* projectile, AActor* player);
fixed_t tmbbox[4];
static AActor *tmthing;
static int tmflags;
static fixed_t tmx;
static fixed_t tmy;
static fixed_t tmz; // [RH] Needed for third dimension of teleporters
static int pe_x; // Pain Elemental position for Lost Soul checks // phares
static int pe_y; // Pain Elemental position for Lost Soul checks // phares
static int ls_x; // Lost Soul position for Lost Soul checks // phares
static int ls_y; // Lost Soul position for Lost Soul checks // phares
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
int floatok;
int felldown;
fixed_t tmfloorz;
fixed_t tmceilingz;
fixed_t tmdropoffz;
sector_t* tmfloorsector;
extern sector_t *openbottomsec;
// keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls
line_t* ceilingline;
line_t *BlockingLine;
// keep track of special lines as they are hit,
// but don't process them until the move is proven valid
std::vector<line_t*> spechit;
AActor *onmobj; // generic global onmobj...used for landing on pods/players
AActor *BlockingMobj;
// Temporary holder for thing_sectorlist threads
msecnode_t* sector_list = NULL; // phares 3/16/98
// [SL] 2012-03-07 - Sectors that can change floor/ceiling height
std::set<short> movable_sectors;
EXTERN_CVAR (co_fixweaponimpacts)
EXTERN_CVAR (co_boomphys) // [ML] Roll-up of various compat options
EXTERN_CVAR (co_zdoomphys)
EXTERN_CVAR (co_blockmapfix)
EXTERN_CVAR (co_boomsectortouch)
EXTERN_CVAR (sv_friendlyfire)
EXTERN_CVAR (sv_friendlymonsterfire)
EXTERN_CVAR (sv_unblockplayers)
EXTERN_CVAR (sv_unblockfriendly)
EXTERN_CVAR (co_monkeys)
CVAR_FUNC_IMPL (sv_gravity)
{
level.gravity = var;
}
//
// TELEPORT MOVE
//
//
// PIT_StompThing
//
static bool StompAlwaysFrags;
bool PIT_StompThing (AActor *thing)
{
fixed_t blockdist;
if (!(thing->flags & MF_SHOOTABLE))
return true;
// Spectators shouldn't stomp anybody, and cannot be stomped.
if (thing->player && thing->player->spectator)
return true;
if (tmthing->player && tmthing->player->spectator)
return true;
// Unblocked players shouldn't telefrag other players. Thanks Amateur Spammer!
if (tmthing->player && thing->player && sv_unblockplayers)
return true;
// Unblocked friendlies shouldn't telefrag anyone.
if (tmthing && thing && thing->flags & MF_FRIEND && P_IsFriendlyThing(thing, tmthing) &&
sv_unblockfriendly)
return true;
// don't clip against self
if (thing == tmthing)
return true;
blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
{
// didn't hit it
return true;
}
if (P_AllowPassover())
{
// [RH] Z-Check
if (tmz > thing->z + thing->height)
return true; // overhead
if (tmz + tmthing->height < thing->z)
return true; // underneath
}
// monsters don't stomp things except on boss level
if (StompAlwaysFrags)
{
// [AM] Surprise, avatars telefrag players who try to telefrag it!
// Not your lucky day, I suppose.
if (thing->type == MT_AVATAR && tmthing->player)
P_DamageMobj(tmthing, thing, thing, 10000, MOD_TELEFRAG);
else
P_DamageMobj(thing, tmthing, tmthing, 10000, MOD_TELEFRAG);
return true;
}
return false;
}
//
// P_TeleportMove
//
// [RH] Added telefrag parameter: When true, anything in the spawn spot
// will always be telefragged, and the move will be successful.
// Added z parameter. Originally, the thing's z was set *after* the
// move was made, so the height checking I added for 1.13 could
// potentially erroneously indicate the move was okay if the thing
// was being teleported between two non-overlapping height ranges.
bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag)
{
int xl;
int xh;
int yl;
int yh;
int bx;
int by;
subsector_t* newsubsec;
// kill anything occupying the position
tmthing = thing;
tmx = x;
tmy = y;
tmz = z;
if (!P_IsVoodooDoll(thing))
{
player_t* player = thing->player;
if (player)
{
AActor* camera = player->camera;
if (camera)
{
camera->prevx = tmx;
camera->prevy = tmy;
player->prevviewz = tmz + player->viewheight;
}
}
}
tmbbox[BOXTOP] = y + tmthing->radius;
tmbbox[BOXBOTTOM] = y - tmthing->radius;
tmbbox[BOXRIGHT] = x + tmthing->radius;
tmbbox[BOXLEFT] = x - tmthing->radius;
newsubsec = P_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 = P_FloorHeight(x, y, newsubsec->sector);
tmceilingz = P_CeilingHeight(x, y, newsubsec->sector);
tmfloorsector = newsubsec->sector;
validcount++;
spechit.clear();
StompAlwaysFrags = tmthing->player || tmthing->type == MT_AVATAR ||
(level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
// 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
thing->SetOrigin (x, y, z);
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
thing->dropoffz = tmfloorz;
thing->floorsector = tmfloorsector;
return true;
}
//
// killough 8/28/98:
//
// P_GetFriction()
//
// Returns the friction associated with a particular mobj.
int P_GetFriction (const AActor *mo, int *frictionfactor)
{
int friction = ORIG_FRICTION;
int movefactor = ORIG_FRICTION_FACTOR;
const msecnode_t *m;
const sector_t *sec;
if (mo->flags2 & MF2_FLY)
{
friction = FRICTION_FLY;
}
else if ((!(mo->flags & MF_NOGRAVITY) && mo->waterlevel > 1) ||
(mo->waterlevel == 1 && (mo->z > mo->floorz + 6*FRACUNIT)))
{
friction = mo->subsector->sector->friction;
movefactor = mo->subsector->sector->movefactor >> 1;
}
else if (!(mo->flags & (MF_NOCLIP|MF_NOGRAVITY)))
{ // When the object is straddling sectors with the same
// floorheight that have different frictions, use the lowest
// friction value (muddy has precedence over icy).
for (m = mo->touching_sectorlist; m; m = m->m_tnext)
if ((sec = m->m_sector)->flags & SECF_FRICTION &&
(sec->friction < friction || friction == ORIG_FRICTION) &&
(mo->z <= P_FloorHeight(sec) ||
(sec->heightsec && !(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
mo->z <= P_FloorHeight(sec))))
friction = sec->friction, movefactor = sec->movefactor;
}
if (frictionfactor)
*frictionfactor = movefactor;
return friction;
}
// phares 3/19/98
// P_GetMoveFactor() returns the value by which the x,y
// movements are multiplied to add to player movement.
//
// killough 8/28/98: rewritten
int P_GetMoveFactor (const AActor *mo, int *frictionp)
{
int movefactor, friction;
// If the floor is icy or muddy, it's harder to get moving. This is where
// the different friction factors are applied to 'trying to move'. In
// p_mobj.c, the friction factors are applied as you coast and slow down.
if ((friction = P_GetFriction(mo, &movefactor)) < ORIG_FRICTION)
{
// phares 3/11/98: you start off slowly, then increase as
// you get better footing
int momentum = P_AproxDistance(mo->momx,mo->momy);
if (momentum > MORE_FRICTION_MOMENTUM<<2)
movefactor <<= 3;
else if (momentum > MORE_FRICTION_MOMENTUM<<1)
movefactor <<= 2;
else if (momentum > MORE_FRICTION_MOMENTUM)
movefactor <<= 1;
}
if (frictionp)
*frictionp = friction;
return movefactor;
}
//
// MOVEMENT ITERATOR FUNCTIONS
//
// // phares
// PIT_CrossLine // |
// Checks to see if a PE->LS trajectory line crosses a blocking // V
// line. Returns false if it does.
//
// tmbbox holds the bounding box of the trajectory. If that box
// does not touch the bounding box of the line in question,
// then the trajectory is not blocked. If the PE is on one side
// of the line and the LS is on the other side, then the
// trajectory is blocked.
//
// Currently this assumes an infinite line, which is not quite
// correct. A more correct solution would be to check for an
// intersection of the trajectory and the line, but that takes
// longer and probably really isn't worth the effort.
//
//
// CheckForPushSpecial
//
static void CheckForPushSpecial (line_t *line, int side, AActor *mobj)
{
if (line->special)
{
if (mobj->flags2 & MF2_PUSHWALL)
{
P_PushSpecialLine(mobj, line, side);
}
}
}
static // killough 3/26/98: make static
bool PIT_CrossLine (line_t* ld)
{
if (!(ld->flags & ML_TWOSIDED) ||
(ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_BLOCKEVERYTHING)))
if (!(tmbbox[BOXLEFT] > ld->bbox[BOXRIGHT] ||
tmbbox[BOXRIGHT] < ld->bbox[BOXLEFT] ||
tmbbox[BOXTOP] < ld->bbox[BOXBOTTOM] ||
tmbbox[BOXBOTTOM] > ld->bbox[BOXTOP]))
if (P_PointOnLineSide(pe_x,pe_y,ld) != P_PointOnLineSide(ls_x,ls_y,ld))
return(false); // line blocks trajectory // ^
return(true); // line doesn't block trajectory // |
} // phares
//
// PIT_CheckLine
// Adjusts tmfloorz and tmceilingz as lines are contacted
//
static // killough 3/26/98: make static
bool 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)
{ // One sided line
BlockingLine = ld;
CheckForPushSpecial(ld, 0, tmthing);
return false;
}
if (!(tmthing->flags & (MF_MISSILE | MF_BOUNCES)) || (ld->flags & ML_BLOCKEVERYTHING))
{
if ((ld->flags &
(ML_BLOCKING | ML_BLOCKEVERYTHING)) || // explicitly blocking everything
(!tmthing->player && tmthing->type != MT_AVATAR && !(tmthing->flags & MF_FRIEND) && (ld->flags & ML_BLOCKMONSTERS)) || // block monsters only
(!tmthing->player && tmthing->type != MT_AVATAR && !(tmthing->flags & MF_FRIEND) && (ld->flags & ML_BLOCKLANDMONSTERS) &&
!(tmthing->flags & MF_FLOAT)) || // [Blair] Block land monsters.
(tmthing->player &&
(ld->flags & ML_BLOCKPLAYERS))) // [Blair] Block players only
{
CheckForPushSpecial(ld, 0, tmthing);
return false;
}
}
// [RH] Steep sectors count as dropoffs (unless already in one)
if (!(tmthing->flags & MF_DROPOFF) &&
!(tmthing->flags & (MF_NOGRAVITY|MF_NOCLIP)))
{
if (ld->frontsector->floorplane.c < STEEPSLOPE ||
ld->backsector->floorplane.c < STEEPSLOPE)
{
const msecnode_t *node = tmthing->touching_sectorlist;
bool allow = false;
while (node != NULL)
{
if (node->m_sector->floorplane.c < STEEPSLOPE)
{
allow = true;
break;
}
node = node->m_tnext;
}
if (!allow)
return false;
}
}
// set openrange, opentop, openbottom
// Are the sectors on both sides of the line non-sloped?
if (P_IsPlaneLevel(&ld->frontsector->floorplane) &&
P_IsPlaneLevel(&ld->backsector->floorplane) &&
P_IsPlaneLevel(&ld->frontsector->ceilingplane) &&
P_IsPlaneLevel(&ld->backsector->ceilingplane))
{
P_LineOpening(ld, tmx, tmy, tmx, tmy);
}
else
{
// Find the point on the line closest to the actor's center, and use
// that to calculate openings
double dx = FIXED2DOUBLE(ld->dx);
double dy = FIXED2DOUBLE(ld->dy);
double r = (FIXED2DOUBLE(tmx - ld->v1->x) * dx +
FIXED2DOUBLE(tmy - ld->v1->y) * dy) /
(dx * dx + dy * dy);
if (r <= 0.0)
{
P_LineOpening (ld, ld->v1->x, ld->v1->y, tmx, tmy);
}
else if (r >= 1.0)
{
P_LineOpening (ld, ld->v2->x, ld->v2->y, tmthing->x, tmthing->y);
}
else
{
fixed_t sx = ld->v1->x + r * ld->dx;
fixed_t sy = ld->v1->y + r * ld->dy;
P_LineOpening (ld, sx, sy, tmx, tmy);
}
}
// adjust floor / ceiling heights
if (opentop < tmceilingz)
{
tmceilingz = opentop;
ceilingline = ld;
BlockingLine = ld;
}
if (openbottom > tmfloorz)
{
tmfloorz = openbottom;
tmfloorsector = openbottomsec;
BlockingLine = ld;
}
if (lowfloor < tmdropoffz)
tmdropoffz = lowfloor;
// if contacted a special line, add it to the list
if (ld->special)
spechit.push_back(ld);
return true;
}
/*
* @brief Determines if a projectile should clip a friendly monster.
*
* @param projectile (suspected) projectile actor
* @param player (suspected) player actor
* @return true if the player should be clipped.
*/
bool P_ShouldClipFriendly(AActor* projectile, AActor* monster)
{
if (!sv_unblockfriendly)
{
return true; // Clip all friendlies all the time.
}
else if (projectile->target && projectile->target->flags & MF_FRIEND && P_IsFriendlyThing(projectile->target, monster))
{
if (sv_friendlymonsterfire && !P_ProjectileImmune(monster, projectile->target))
{
return true; // Always clip if friendly monster fire is on.
}
else
{
return false; // Friendly monster
}
}
else
{
return true; // Not a friendly.
}
}
/*
* @brief Determines if a projectile should clip a player.
*
* @param projectile (suspected) projectile actor
* @param player (suspected) player actor
* @return true if the player should be clipped.
*/
bool P_ShouldClipPlayer(AActor* projectile, AActor* player)
{
if (!sv_unblockplayers)
{
return true; // Clip all players all the time.
}
else if (projectile->target && projectile->target->player && player->player)
{
if (sv_friendlyfire)
{
return true; // Always clip if friendly fire is on.
}
else if (G_IsCoopGame() ||
(projectile->target->player->userinfo.team == player->player->userinfo.team &&
G_IsTeamGame()))
{
return false; // Friendly player
}
else
{
return true; // Enemy player
}
}
else
{
return true; // Not a player.
}
}
//
// PIT_CheckThing
//
bool P_ProjectileImmune(AActor* target, AActor* source)
{
return ( // PG_GROUPLESS means no immunity, even to own species
mobjinfo[target->type].projectile_group != PG_GROUPLESS ||
target == source) &&
(( // target type has default behaviour, and things are the same type
mobjinfo[target->type].projectile_group == PG_DEFAULT &&
source->type == target->type) ||
( // target type has special behaviour, and things have the same group
mobjinfo[target->type].projectile_group != PG_DEFAULT &&
mobjinfo[target->type].projectile_group ==
mobjinfo[source->type].projectile_group));
}
static bool PIT_CheckThing (AActor *thing)
{
bool solid = thing->flags & MF_SOLID;
// don't clip against self
if (thing == tmthing)
return true;
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE|MF_TOUCHY)) )
return true; // can't hit thing
// GhostlyDeath -- Spectators go through everything!
if ((thing->player && thing->player->spectator) ||
(tmthing->player && tmthing->player->spectator))
return true;
if (tmthing->player && thing->player && sv_unblockplayers)
return true;
if (tmthing && thing && thing->flags & MF_FRIEND &&
P_IsFriendlyThing(thing, tmthing) && sv_unblockfriendly)
return true;
fixed_t blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
{
// didn't hit thing
return true;
}
if (P_AllowPassover())
BlockingMobj = thing;
if (P_AllowPassover() && (tmthing->flags2 & MF2_PASSMOBJ))
{
// check if a mobj passed over/under another object
if (tmthing->z >= thing->z + thing->height || tmthing->z + tmthing->height <= thing->z)
return true;
}
/* killough 11/98:
*
* TOUCHY flag, for mines or other objects which die on contact with solids.
* If a solid object of a different type comes in contact with a touchy
* thing, and the touchy thing is not the sole one moving relative to fixed
* surroundings such as walls, then the touchy thing dies immediately.
*/
if (thing->flags & MF_TOUCHY && // touchy object
tmthing->flags & MF_SOLID && // solid object touches it
thing->health > 0 && // touchy object is alive
(thing->oflags & MFO_ARMED || // Thing is an armed mine
sentient(thing)) && // ... or a sentient thing
(thing->type != tmthing->type || // only different species
thing->type == MT_PLAYER) && // ... or different players
thing->z + thing->height >= tmthing->z && // touches vertically
tmthing->z + tmthing->height >= thing->z &&
(thing->type ^ MT_PAIN) | // PEs and lost souls
(tmthing->type ^ MT_SKULL) && // are considered same
(thing->type ^ MT_SKULL) | // (but Barons & Knights
(tmthing->type ^ MT_PAIN)) // are intentionally not)
{
P_DamageMobj(thing, NULL, NULL, thing->health); // kill object
return true;
}
// check for skulls slamming into things
if (tmthing->flags & MF_SKULLFLY)
{
int damage = ((P_Random(tmthing)%8)+1) * tmthing->info->damage;
P_DamageMobj (thing, tmthing, tmthing, damage, MOD_HIT);
tmthing->flags &= ~MF_SKULLFLY;
tmthing->momx = tmthing->momy = tmthing->momz = 0;
P_SetMobjState (tmthing, tmthing->info->spawnstate);
if (P_AllowPassover())
BlockingMobj = NULL;
return false; // stop moving
}
// missiles can hit other things
// [Blair] This emulates hexen behavior, where rockets can push
// dead/stationary things marked bouncy.
// Out of place in Doom, should fix.
if (tmthing->flags & MF_MISSILE || (tmthing->flags & MF_BOUNCES
&& !(tmthing->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
// Check with projectiles owner if we can explode
if (tmthing->target && P_ProjectileImmune(thing, tmthing->target))
{
// Don't hit same species as originator
if (thing == tmthing->target)
return true;
if (!thing->player)
{
// Run friendly clip check early if same species
if ((thing->flags & tmthing->target->flags & MF_FRIEND) &&
!P_ShouldClipFriendly(tmthing, thing))
return true;
// [RH] DeHackEd infighting is here.
if (!deh.Infight &&
(!((thing->flags ^ tmthing->target->flags) & MF_FRIEND) ||
(thing->flags & tmthing->target->flags & MF_FRIEND && P_IsFriendlyThing(thing, tmthing->target))))
return false; // Hit same species as originator, explode, no damage
}
}
if (!(thing->flags & MF_SHOOTABLE))
return !solid; // didn't do any damage
// Don't clip the projectile unless it's not a teammate.
if (!P_ShouldClipPlayer(tmthing, thing))
return true;
// Don't clip the projectile unless it's not a friendly.
if (!P_ShouldClipFriendly(tmthing, thing))
return true;
if (tmthing->flags2 & MF2_RIP)
{
int damage = ((P_Random(tmthing) & 3) + 2) * tmthing->info->damage;
if (!(thing->flags & MF_NOBLOOD))
P_SpawnBlood(tmthing->x, tmthing->y, tmthing->z, damage);
if (tmthing->info->ripsound)
S_Sound(tmthing, CHAN_VOICE, tmthing->info->ripsound, 1, ATTN_NORM);
P_DamageMobj(thing, tmthing, tmthing->target, damage, MOD_UNKNOWN);
if (thing->flags2 & MF2_PUSHABLE && !(tmthing->flags2 & MF2_CANNOTPUSH))
{ // Push thing
thing->momx += tmthing->momx >> 2;
thing->momy += tmthing->momy >> 2;
}
return true;
}
// damage / explode
if (tmthing->info->damage)
{
int damage = ((P_Random(tmthing)%8)+1) * tmthing->info->damage;
{
// [RH] figure out the means of death
int mod;
switch (tmthing->type) {
case MT_ROCKET:
mod = MOD_ROCKET;
break;
case MT_PLASMA:
mod = MOD_PLASMARIFLE;
break;
case MT_BFG:
mod = MOD_BFG_BOOM;
break;
// [AM] Monster fireballs get a special MOD.
// Unless they're from players
default:
if ((tmthing->target && tmthing->target->player) || !tmthing->target)
{
mod = MOD_UNKNOWN;
}
else
{
mod = MOD_FIREBALL;
}
break;
}
P_DamageMobj (thing, tmthing, tmthing->target, damage, mod);
}
}
return false; // don't traverse any more
}
// check for special pickup
if (thing->flags & MF_SPECIAL && tmthing->flags & MF_PICKUP)
{
// [SL] Work-around the additional height added to players
// in P_CheckPosition. Don't let players grab items above
// their real height!
fixed_t max_z = tmthing->z + tmthing->height;
if (tmthing->player)
max_z -= 24 * FRACUNIT;
if (!P_AllowPassover() || thing->z < max_z)
P_TouchSpecialThing (thing, tmthing); // can remove thing
return !solid;
}
// killough 3/16/98: Allow non-solid moving objects to move through solid
// ones, by allowing the moving thing (tmthing) to move if it's non-solid,
// despite another solid thing being in the way.
// killough 4/11/98: Treat no-clipping things as not blocking
// ...but not in demo_compatibility mode
// e6y
// Correction of wrong return value with demo_compatibility.
// There is no more synch on http://www.doomworld.com/sda/dwdemo/w303-115.zip
// (with correction in setMobjInfoValue)
if (demoplayback || !co_boomphys
//&& !prboom_comp[PC_TREAT_NO_CLIPPING_THINGS_AS_NOT_BLOCKING].state
)
return !(thing->flags & MF_SOLID);
else
return !((thing->flags & MF_SOLID && !(thing->flags & MF_NOCLIP)) &&
(tmthing->flags & MF_SOLID || (demoplayback || !co_boomphys)));
}
// This routine checks for Lost Souls trying to be spawned // phares
// across 1-sided lines, impassible lines, or "monsters can't // |
// cross" lines. Draw an imaginary line between the PE // V
// and the new Lost Soul spawn spot. If that line crosses
// a 'blocking' line, then disallow the spawn. Only search
// lines in the blocks of the blockmap where the bounding box
// of the trajectory line resides. Then check bounding box
// of the trajectory vs. the bounding box of each blocking
// line to see if the trajectory and the blocking line cross.
// Then check the PE and LS to see if they're on different
// sides of the blocking line. If so, return true, otherwise
// false.
bool Check_Sides(AActor* actor, int x, int y)
{
int bx,by,xl,xh,yl,yh;
pe_x = actor->x;
pe_y = actor->y;
ls_x = x;
ls_y = y;
// Here is the bounding box of the trajectory
tmbbox[BOXLEFT] = pe_x < x ? pe_x : x;
tmbbox[BOXRIGHT] = pe_x > x ? pe_x : x;
tmbbox[BOXTOP] = pe_y > y ? pe_y : y;
tmbbox[BOXBOTTOM] = pe_y < y ? pe_y : y;
// Determine which blocks to look in for blocking lines
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
// xl->xh, yl->yh determine the mapblock set to search
validcount++; // prevents checking same line twice
for (bx = xl ; bx <= xh ; bx++)
for (by = yl ; by <= yh ; by++)
if (!P_BlockLinesIterator(bx,by,PIT_CrossLine))
return true; // ^
return(false); // |
} // phares
//---------------------------------------------------------------------------
//
// PIT_CheckOnmobjZ
//
//---------------------------------------------------------------------------
bool PIT_CheckOnmobjZ (AActor *thing)
{
if (!(thing->flags & MF_SOLID))
return true;
// [RH] Corpses and specials don't block moves
if (thing->flags & (MF_CORPSE|MF_SPECIAL))
return true;
// Don't clip against self
if (thing == tmthing)
return true;
// Don't clip against a player
if (tmthing->player && thing->player && sv_unblockplayers)
return true;
// Don't clip against friendlies
if (tmthing && thing && thing->flags & MF_FRIEND &&
P_IsFriendlyThing(thing, tmthing) && sv_unblockfriendly)
return true;
// over / under thing
if (tmthing->z > thing->z + thing->height)
return true;
else if (tmthing->z + tmthing->height <= thing->z)
return true;
// Don't clip the projectile unless it's not a teammate.
if (tmthing->flags & MF_MISSILE && !P_ShouldClipPlayer(tmthing, thing))
return true;
fixed_t blockdist = thing->radius+tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
return true; // Didn't hit thing
onmobj = thing;
return false;
}
//
// MOVEMENT CLIPPING
//
//
// P_TestMobjLocation
//
// Returns true if the mobj is not blocked by anything at its current
// location, otherwise returns false.
//
bool P_TestMobjLocation (AActor *mobj)
{
int flags = mobj->flags;
mobj->flags &= ~MF_PICKUP;
if (P_CheckPosition(mobj, mobj->x, mobj->y))
{
// XY is ok, now check Z
mobj->flags = flags;
if ((mobj->z < mobj->floorz) || (mobj->z + mobj->height > mobj->ceilingz))
return false; // Bad Z
return true;
}
mobj->flags = flags;
return false;
}
//
// P_CheckPosition
// This is purely informative, nothing is modified
// (except things picked up).
//
// in:
// a AActor (can be valid or invalid)
// a position to be checked
// (doesn't need to be related to the AActor->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
// AActor *BlockingMobj = pointer to thing that blocked position (NULL if not
// blocked, or blocked by a line).
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
{
AActor *thingblocker = NULL;
fixed_t realheight = thing->height;
bool spectator = thing->player && thing->player->spectator;
subsector_t *subsec = P_PointInSubsector(x,y);
// NOTE(jsd): NULL check here fixes crash while awaiting download in an active game.
if (subsec == NULL)
return false;
sector_t *newsec = subsec->sector;
tmbbox[BOXTOP] = y + thing->radius;
tmbbox[BOXBOTTOM] = y - thing->radius;
tmbbox[BOXRIGHT] = x + thing->radius;
tmbbox[BOXLEFT] = x - thing->radius;
// 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_FloorHeight(x, y, newsec);
tmceilingz = P_CeilingHeight(x, y, newsec);
tmfloorsector = newsec;
tmthing = thing;
tmflags = thing->flags;
tmx = x;
tmy = y;
ceilingline = BlockingLine = NULL;
validcount++;
spechit.clear();
if (tmflags & MF_NOCLIP && !(tmflags & MF_SKULLFLY))
return true;
// Check things first, possibly picking things up.
// The bounding box is extended by MAXRADIUS
// because DActors are grouped into mapblocks
// based on their origin point, and can overlap
// into adjacent blocks by up to MAXRADIUS units.
int xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
int xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
int yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
int yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
BlockingMobj = NULL;
if (P_AllowPassover() && !spectator)
{
if (thing->player) // [RH] Fake taller height to catch stepping up into things.
thing->height += 24*FRACUNIT;
for (int bx = xl; bx <= xh; bx++)
{
for (int by = yl; by <= yh; by++)
{
AActor *robin = NULL;
do
{
if (!P_BlockThingsIterator (bx, by, PIT_CheckThing, robin))
{ // [RH] If a thing can be stepped up on, we need to continue checking
// other things in the blocks and see if we hit something that is
// definitely blocking. Otherwise, we need to check the lines, or we
// could end up stuck inside a wall.
if (BlockingMobj == NULL)
{ // Thing slammed into something; don't let it move now.
thing->height = realheight;
return false;
}
else if (!BlockingMobj->player && thing->player &&
BlockingMobj->z + BlockingMobj->height - thing->z <= 24*FRACUNIT)
{
if (thingblocker == NULL || BlockingMobj->z > thingblocker->z)
thingblocker = BlockingMobj;
robin = BlockingMobj->bmapnode.Next(bx, by);
BlockingMobj = NULL;
}
else if (thing->player &&
thing->z + thing->height - BlockingMobj->z <= 24*FRACUNIT)
{
if (thingblocker)
{ // There is something to step up on. Return this thing as
// the blocker so that we don't step up.
thing->height = realheight;
return false;
}
// Nothing is blocking us, but this actor potentially could
// if there is something else to step on.
robin = BlockingMobj->bmapnode.Next(bx, by);
BlockingMobj = NULL;
}
else
{ // Definitely blocking
thing->height = realheight;
return false;
}
}
else
{
robin = NULL;
}
} while (robin);
}
}
BlockingMobj = NULL;
thing->height = realheight;
if (tmflags & MF_NOCLIP)
return (BlockingMobj = thingblocker) == NULL;
if (tmceilingz - tmfloorz < thing->height)
return false;
}
else
{
// vanilla Doom's check for blocking things
for (int bx=xl ; bx<=xh ; bx++)
for (int by=yl ; by<=yh ; by++)
if (!P_BlockThingsIterator(bx,by,PIT_CheckThing))
return false;
if (tmflags & MF_NOCLIP)
return true;
}
// check lines
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
for (int bx=xl ; bx<=xh ; bx++)
for (int by=yl ; by<=yh ; by++)
if (!P_BlockLinesIterator (bx,by,PIT_CheckLine))
return false;
if (P_AllowPassover())
return (BlockingMobj = thingblocker) == NULL;
return true;
}
//
// P_CheckOnmobj(AActor *thing)
// Checks if the new Z position is legal
//
AActor *P_CheckOnmobj (AActor *thing)
{
fixed_t oldz;
bool good;
oldz = thing->z;
P_FakeZMovement (thing);
good = P_TestMobjZ (thing);
thing->z = oldz;
return good ? NULL : onmobj;
}
bool P_TestMobjZ (AActor *actor)
{
int xl,xh,yl,yh,bx,by;
fixed_t x, y;
if (actor->flags & MF_NOCLIP)
return true;
if (!(actor->flags & MF_SOLID))
return true;
tmx = x = actor->x;
tmy = y = actor->y;
tmthing = actor;
tmbbox[BOXTOP] = y + actor->radius;
tmbbox[BOXBOTTOM] = y - actor->radius;
tmbbox[BOXRIGHT] = x + actor->radius;
tmbbox[BOXLEFT] = x - actor->radius;
//
// the bounding box is extended by MAXRADIUS because actors 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_CheckOnmobjZ))
return false;
return true;
}
//
// P_FakeZMovement
// Fake the zmovement so that we can check if a move is legal
//
void P_FakeZMovement(AActor *mo)
{
//
// adjust height
//
mo->z += mo->momz;
if ((mo->flags&MF_FLOAT) && mo->target)
{ // float down towards target if too close
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
{
fixed_t dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
fixed_t delta = (mo->target->z + (mo->height>>1)) - mo->z;
if (delta < 0 && dist < -(delta*3))
mo->z -= FLOATSPEED;
else if (delta > 0 && dist < (delta*3))
mo->z += FLOATSPEED;
}
}
if (mo->player && mo->flags2&MF2_FLY && (mo->z > mo->floorz))
{
mo->z += finesine[(FINEANGLES/80*level.time)&FINEMASK]/8;
}
//
// clip movement
//
if (mo->z <= mo->floorz)
{ // hit the floor
mo->z = mo->floorz;
}
if (mo->z + mo->height > mo->ceilingz)
{ // hit the ceiling
mo->z = mo->ceilingz - mo->height;
}
}
void P_CheckPushLines(AActor *thing)
{
if (!thing || !map_format.getZDoom())
return;
if (!(thing->flags&(MF_TELEPORT|MF_NOCLIP)))
{
for (size_t i = 0; i < spechit.size(); i++)
{
// see which lines were pushed
line_t *ld = spechit[i];
int side = P_PointOnLineSide(thing->x, thing->y, ld);
CheckForPushSpecial(ld, side, thing);
}
}
}
//
// P_TryMove
// Attempt to move to a new position,
// crossing special lines unless MF_TELEPORT is set.
//
bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
int dropoff, // killough 3/15/98: allow dropoff as option
bool onfloor) // [RH] Let P_TryMove keep the thing on the floor
{
fixed_t testz = thing->z;
sector_t* oldsec = thing->subsector->sector; // [RH] for sector actions
felldown = floatok = false;
if (onfloor)
testz = P_FloorHeight(x, y, thing->floorsector);
if (!P_CheckPosition(thing, x, y))
{
// Solid wall or thing
if ((!BlockingMobj || BlockingMobj->player || !thing->player) ||
(BlockingMobj->z + BlockingMobj->height - testz > (24 * FRACUNIT) ||
(P_CeilingHeight(x, y, BlockingMobj->subsector->sector) -
(BlockingMobj->z + BlockingMobj->height) < thing->height) ||
(tmceilingz - (BlockingMobj->z + BlockingMobj->height) < thing->height)))
{
P_CheckPushLines(thing);
return false;
}
if (!P_AllowPassover() || !(tmthing->flags2 & MF2_PASSMOBJ))
return false;
}
if (onfloor && tmfloorsector == thing->floorsector)
testz = tmfloorz;
if (!(thing->flags & MF_NOCLIP) && !(thing->player && thing->player->spectator))
{
if (tmceilingz - tmfloorz < thing->height)
{
// doesn't fit
P_CheckPushLines(thing);
return false;
}
floatok = true;
if (!(thing->flags & MF_TELEPORT)
&& tmceilingz - testz < thing->height
&& !(thing->flags2 & MF2_FLY))
{
// mobj must lower itself to fit
P_CheckPushLines(thing);
return false;
}
if (thing->flags2 & MF2_FLY && testz + thing->height > tmceilingz)
{
P_CheckPushLines(thing);
return false;
}
if (!(thing->flags & MF_TELEPORT))
{
if (tmfloorz - testz > 24*FRACUNIT)
{
// too big a step up
P_CheckPushLines(thing);
return false;
}
else if (co_fixweaponimpacts && thing->flags & MF_MISSILE &&
tmfloorz > testz)
{
// [SL] 2011-09-16 - Fix the vanilla Doom bug that allows
// missiles to climb stairs.
P_CheckPushLines(thing);
return false;
}
else if (P_AllowPassover() && testz < tmfloorz)
{
// [RH] Check to make sure there's nothing in the way for the step up
fixed_t savedz = thing->z;
thing->z = tmfloorz;
bool good = P_TestMobjZ(thing);
thing->z = savedz;
if (!good)
{
P_CheckPushLines(thing);
return false;
}
}
}
/* killough 3/15/98: Allow certain objects to drop off
* killough 7/24/98, 8/1/98:
* Prevent monsters from getting stuck hanging off ledges
* killough 10/98: Allow dropoffs in controlled circumstances
* killough 11/98: Improve symmetry of clipping on stairs
*/
// killough 3/15/98: Allow certain objects to drop off
if (!(thing->flags & (MF_DROPOFF | MF_FLOAT | MF_MISSILE)))
{
if (P_AllowDropOff())
{
if (!dropoff || (dropoff == 2 && // large jump down (e.g. dogs)
(tmfloorz - tmdropoffz > 128 * FRACUNIT ||
!thing->target || thing->target->z > tmdropoffz)))
{
if (!co_monkeys || !P_IsMBFCompatMode()
? tmfloorz - tmdropoffz > 24 * FRACUNIT
: thing->floorz - tmfloorz > 24 * FRACUNIT ||
thing->dropoffz - tmdropoffz > 24 * FRACUNIT)
return false;
}
else
{ /* dropoff allowed -- check for whether it fell more than 24 */
felldown = !(thing->flags & MF_NOGRAVITY) &&
thing->z - tmfloorz > 24 * FRACUNIT;
}
}
else if (!(P_AllowDropOff() && dropoff))
{
// Allowing blasting off ledges without allowing dropoff is a Hexen thing
// But this doesn't seem to break any demos
if (tmfloorz - tmdropoffz > 24 * FRACUNIT &&
!(thing->flags2 & MF2_BLASTED))
{
return false;
}
}
}
if (thing->flags & MF_BOUNCES && // killough 8/13/98
!(thing->flags & (MF_MISSILE | MF_NOGRAVITY)) && !sentient(thing) &&
tmfloorz - thing->z > 16 * FRACUNIT)
return false; // too big a step up for bouncers under gravity
// killough 11/98: prevent falling objects from going up too many steps
if (co_zdoomphys && thing->oflags & MFO_FALLING && tmfloorz - testz >
FixedMul(thing->momx, thing->momx) + FixedMul(thing->momy, thing->momy))
{
return false;
}
}
// the move is ok, so link the thing into its new position
thing->UnlinkFromWorld ();
fixed_t oldx = thing->x;
fixed_t oldy = thing->y;
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
thing->dropoffz = tmdropoffz; // killough 11/98: keep track of dropoffs
thing->floorsector = tmfloorsector;
thing->x = x;
thing->y = y;
thing->z = testz;
thing->LinkToWorld ();
// if any special lines were hit, do the effect
if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) )
{
while (!spechit.empty())
{
// see if the line was crossed
line_t *ld = spechit.back();
spechit.pop_back();
int side = P_PointOnLineSide (thing->x, thing->y, ld);
int oldside = P_PointOnLineSide (oldx, oldy, ld);
if (side != oldside && ld->special)
P_CrossSpecialLine (ld, oldside, thing, false);
}
}
// [RH] If changing sectors, trigger transitions
sector_t *newsec = thing->subsector->sector;
if (oldsec != newsec)
{
if (oldsec->SecActTarget)
{
A_TriggerAction(oldsec->SecActTarget, thing, SECSPAC_Exit);
}
if (newsec->SecActTarget)
{
int act = SECSPAC_Enter;
if (testz <= P_FloorHeight(thing->x, thing->y, newsec))
{
act |= SECSPAC_HitFloor;
}
if (testz + thing->height >= P_CeilingHeight(thing->x, thing->y, newsec))
{
act |= SECSPAC_HitCeiling;
}
A_TriggerAction(newsec->SecActTarget, thing, act);
}
}
return true;
}
//
// killough 9/12/98:
//
// Apply "torque" to objects hanging off of ledges, so that they
// fall off. It's not really torque, since Doom has no concept of
// rotation, but it's a convincing effect which avoids anomalies
// such as lifeless objects hanging more than halfway off of ledges,
// and allows objects to roll off of the edges of moving lifts, or
// to slide up and then back down stairs, or to fall into a ditch.
// If more than one linedef is contacted, the effects are cumulative,
// so balancing is possible.
//
static bool PIT_ApplyTorque (line_t *ld)
{
if (ld->backsector && // If thing touches two-sided pivot linedef
tmbbox[BOXRIGHT] > ld->bbox[BOXLEFT] &&
tmbbox[BOXLEFT] < ld->bbox[BOXRIGHT] &&
tmbbox[BOXTOP] > ld->bbox[BOXBOTTOM] &&
tmbbox[BOXBOTTOM] < ld->bbox[BOXTOP] &&
P_BoxOnLineSide(tmbbox, ld) == -1)
{
AActor *mo = tmthing;
fixed_t dist = // lever arm
+ (ld->dx >> FRACBITS) * (mo->y >> FRACBITS)
- (ld->dy >> FRACBITS) * (mo->x >> FRACBITS)
- (ld->dx >> FRACBITS) * (ld->v1->y >> FRACBITS)
+ (ld->dy >> FRACBITS) * (ld->v1->x >> FRACBITS);
if (dist < 0 ? // dropoff direction
P_FloorHeight(mo->x, mo->y, ld->frontsector) < mo->z &&
P_FloorHeight(mo->x, mo->y, ld->backsector) >= mo->z :
P_FloorHeight(mo->x, mo->y, ld->backsector) < mo->z &&
P_FloorHeight(mo->x, mo->y, ld->frontsector) >= mo->z)
{
// At this point, we know that the object straddles a two-sided
// linedef, and that the object's center of mass is above-ground.
fixed_t x = abs(ld->dx), y = abs(ld->dy);
if (y > x)
{
fixed_t t = x;
x = y;
y = t;
}
y = finesine[(tantoangle[FixedDiv(y,x)>>DBITS] +
ANG90) >> ANGLETOFINESHIFT];
// Momentum is proportional to distance between the
// object's center of mass and the pivot linedef.
//
// It is scaled by 2^(OVERDRIVE - gear). When gear is
// increased, the momentum gradually decreases to 0 for
// the same amount of pseudotorque, so that oscillations
// are prevented, yet it has a chance to reach equilibrium.
dist = FixedDiv(FixedMul(dist, (mo->gear < OVERDRIVE) ?
y << -(mo->gear - OVERDRIVE) :
y >> +(mo->gear - OVERDRIVE)), x);
// Apply momentum away from the pivot linedef.
x = FixedMul(ld->dy, dist);
y = FixedMul(ld->dx, dist);
// Avoid moving too fast all of a sudden (step into "overdrive")
dist = FixedMul(x,x) + FixedMul(y,y);
while (dist > FRACUNIT*4 && mo->gear < MAXGEAR)
++mo->gear, x >>= 1, y >>= 1, dist >>= 1;
mo->momx -= x;
mo->momy += y;
}
}
return true;
}
//
// killough 9/12/98
//
// Applies "torque" to objects, based on all contacted linedefs
//
void P_ApplyTorque (AActor *mo)
{
int xl = ((tmbbox[BOXLEFT] =
mo->x - mo->radius) - bmaporgx) >> MAPBLOCKSHIFT;
int xh = ((tmbbox[BOXRIGHT] =
mo->x + mo->radius) - bmaporgx) >> MAPBLOCKSHIFT;
int yl = ((tmbbox[BOXBOTTOM] =
mo->y - mo->radius) - bmaporgy) >> MAPBLOCKSHIFT;
int yh = ((tmbbox[BOXTOP] =
mo->y + mo->radius) - bmaporgy) >> MAPBLOCKSHIFT;
int bx,by;
int flags = mo->oflags; //Remember the current state, for gear-change
tmthing = mo;
validcount++; // prevents checking same line twice
for (bx = xl ; bx <= xh ; bx++)
for (by = yl ; by <= yh ; by++)
P_BlockLinesIterator(bx, by, PIT_ApplyTorque);
// If any momentum, mark object as 'falling' using engine-internal flags
if (mo->momx | mo->momy)
mo->oflags |= MFO_FALLING;
else // Clear the engine-internal flag indicating falling object.
mo->oflags &= ~MFO_FALLING;
// If the object has been moving, step up the gear.
// This helps reach equilibrium and avoid oscillations.
//
// Doom has no concept of potential energy, much less
// of rotation, so we have to creatively simulate these
// systems somehow :)
if (!((mo->oflags | flags) & MFO_FALLING)) // If not falling for a while,
mo->gear = 0; // Reset it to full strength
else if (mo->gear < MAXGEAR) // Else if not at max gear,
mo->gear++; // move up a gear
}
//
// 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.
//
bool P_ThingHeightClip (AActor* thing)
{
if (!thing)
return true;
bool onfloor = (thing->z <= thing->floorz);
AActor *underthing = P_CheckOnmobj(thing);
bool onthing = P_AllowPassover() && underthing && underthing->z < thing->z;
// calculate new floorz/ceilingz, etc
P_CheckPosition (thing, thing->x, thing->y);
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
thing->dropoffz = tmdropoffz;
thing->floorsector = tmfloorsector;
// standing on another actor - adjust the actor underneath first
if (onthing && !P_ThingHeightClip(underthing))
return false;
fixed_t newz = (onthing) ?
underthing->z + underthing->height :
thing->floorz;
if (onfloor || onthing)
{
if (!serverside && thing->player && thing->z != newz)
{
// [AM] The player's Z-axis was changed, do not try
// and further correct it with snapshots. Also,
// do not remove the player check - we currently
// only unset this flag for players.
thing->oflags |= MFO_NOSNAPZ;
}
thing->z = newz;
/* killough 11/98: Possibly upset balance of objects hanging off ledges */
if (thing->oflags & MFO_FALLING && thing->gear >= MAXGEAR)
thing->gear = 0;
}
else
{
// don't adjust a floating monster unless forced to
if (thing->z + thing->height > thing->ceilingz)
thing->z = thing->ceilingz - thing->height;
}
// thing won't fit
if (thing->ceilingz - newz < thing->height)
return false;
return true;
}
//============================================================================
//
// P_CheckSlopeWalk
//
//============================================================================
bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
{
if (!actor || actor->flags & MF_NOGRAVITY || !actor->floorsector)
return false;
const plane_t *plane = &actor->floorsector->floorplane;
if (actor->floorsector != actor->subsector->sector)
return false;
// Don't bother with non-sloping floors
if (P_IsPlaneLevel(plane))
return false;
fixed_t floorheight = P_FloorHeight(actor->x, actor->y, actor->floorsector);
// not on floor ?
if (actor->z - floorheight > FRACUNIT)
return false;
fixed_t destx = actor->x + xmove;
fixed_t desty = actor->y + ymove;
fixed_t t = FixedMul(plane->a, destx) + FixedMul(plane->b, desty) +
FixedMul(plane->c, actor->z) + plane->d;
if (t < 0)
{ // Desired location is behind (below) the plane
// (i.e. Walking up the plane)
if (plane->c < STEEPSLOPE)
{
// Can't climb up slopes of ~45 degrees or more
if (actor->flags & MF_NOCLIP || (actor->player && actor->player->spectator))
return true;
else
{
const msecnode_t *node;
bool dopush = true;
if (plane->c > STEEPSLOPE*2/3)
{
for (node = actor->touching_sectorlist; node; node = node->m_tnext)
{
const sector_t *sec = node->m_sector;
if (sec->floorplane.c >= STEEPSLOPE)
{
if (P_FloorHeight(destx, desty, sec) >= actor->z - 24*FRACUNIT)
{
dopush = false;
break;
}
}
}
}
if (dopush)
{
xmove = actor->momx = plane->a * 2;
ymove = actor->momy = plane->b * 2;
}
return false;
}
}
// Slide the desired location along the plane's normal
// so that it lies on the plane's surface
xmove -= FixedMul(plane->a, t);
ymove -= FixedMul(plane->b, t);
return true;
}
else if (t > 0)
{ // Desired location is in front of (above) the plane
if (floorheight == actor->z)
{
// Actor's current spot is on/in the plane, so walk down it
// Same principle as walking up, except reversed
xmove += FixedMul(plane->a, t);
ymove += FixedMul(plane->b, t);
return true;
}
}
return false;
}
//
// SLIDE MOVE
// Allows the player to slide along any angled walls.
//
fixed_t bestslidefrac;
fixed_t secondslidefrac;
line_t* bestslideline;
line_t* secondslideline;
AActor* slidemo;
fixed_t tmxmove;
fixed_t tmymove;
//
// P_HitSlideLine
// Adjusts the xmove / ymove
// so that the next move will slide along the wall.
// If the floor is icy, then you can bounce off a wall. // phares
//
void P_HitSlideLine (line_t* ld)
{
int side;
angle_t lineangle;
angle_t moveangle;
angle_t deltaangle;
fixed_t movelen;
fixed_t newlen;
bool icyfloor; // is floor icy? // phares
// |
// Under icy conditions, if the angle of approach to the wall // V
// is more than 45 degrees, then you'll bounce and lose half
// your momentum. If less than 45 degrees, you'll slide along
// the wall. 45 is arbitrary and is believable.
// Check for the special cases of horz or vert walls.
// killough 10/98: only bounce if hit hard (prevents wobbling)
icyfloor =
slidemo->player && !slidemo->player->spectator && // Ch0wW: disables bouncing as a flying spectator. (prevents grunt1 sound from playing)
(P_AproxDistance(tmxmove, tmymove) > 4*FRACUNIT) &&
slidemo->z <= slidemo->floorz && // killough 8/28/98: calc friction on demand
P_GetFriction (slidemo, NULL) > ORIG_FRICTION;
if (ld->slopetype == ST_HORIZONTAL)
{
if (icyfloor && (abs(tmymove) > abs(tmxmove)))
{
tmxmove /= 2; // absorb half the momentum
tmymove = -tmymove/2;
UV_SoundAvoidPlayer(slidemo, CHAN_VOICE, "player/male/grunt1", ATTN_IDLE);
}
else
tmymove = 0; // no more movement in the Y direction
return;
}
if (ld->slopetype == ST_VERTICAL)
{
if (icyfloor && (abs(tmxmove) > abs(tmymove)))
{
tmxmove = -tmxmove/2; // absorb half the momentum
tmymove /= 2;
UV_SoundAvoidPlayer(slidemo, CHAN_VOICE, "player/male/grunt1", ATTN_IDLE);
} // |
else // phares
tmxmove = 0; // no more movement in the X direction
return;
}
// The wall is angled. Bounce if the angle of approach is // phares
// less than 45 degrees. // phares
side = P_PointOnLineSide (slidemo->x, slidemo->y, ld);
lineangle = P_PointToAngle (0,0, ld->dx, ld->dy);
if (side == 1)
lineangle += ANG180;
moveangle = P_PointToAngle (0,0, tmxmove, tmymove);
deltaangle = moveangle-lineangle;
if (icyfloor && (deltaangle > ANG45) && (deltaangle < ANG90+ANG45))
{
moveangle += 10; // prevents sudden path reversal due to // phares
// rounding error // |
deltaangle = moveangle-lineangle; // V
movelen = P_AproxDistance (tmxmove, tmymove);
moveangle = lineangle - deltaangle;
movelen /= 2; // absorb
UV_SoundAvoidPlayer(slidemo, CHAN_VOICE, "player/male/grunt1", ATTN_IDLE);
moveangle >>= ANGLETOFINESHIFT;
tmxmove = FixedMul (movelen, finecosine[moveangle]);
tmymove = FixedMul (movelen, finesine[moveangle]);
} // ^
else // |
{ // phares
if (deltaangle > ANG180)
deltaangle += 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]);
} // phares
}
//
// PTR_SlideTraverse
//
bool PTR_SlideTraverse (intercept_t* in)
{
line_t* li;
if (!in->isaline)
I_Error ("PTR_SlideTraverse: non-line intercept\n");
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, trace.x + FixedMul(trace.dx, in->frac),
trace.y + FixedMul(trace.dy, in->frac));
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
}
else if (co_zdoomphys && slidemo->z < openbottom)
{
// [RH] Check to make sure there's nothing in the way for the step up
fixed_t savedz = slidemo->z;
slidemo->z = openbottom;
bool good = P_TestMobjZ (slidemo);
slidemo->z = savedz;
if (!good)
goto isblocking;
}
// 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 (AActor *mo)
{
fixed_t leadx;
fixed_t leady;
fixed_t trailx;
fixed_t traily;
fixed_t newx;
fixed_t newy;
int hitcount;
bool walkplane;
slidemo = mo;
hitcount = 3;
retry:
if (!--hitcount)
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)
{
fixed_t xmove, ymove;
// the move must have hit the middle, so stairstep
stairstep:
xmove = 0, ymove = mo->momy;
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
if (!P_TryMove (mo, mo->x + xmove, mo->y + ymove, true, walkplane))
{
xmove = mo->momx, ymove = 0;
walkplane = P_CheckSlopeWalk (mo, xmove, ymove);
P_TryMove (mo, mo->x + xmove, mo->y + ymove, true, walkplane);
}
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);
// killough 3/15/98: Allow objects to drop off ledges
if (!P_TryMove (mo, mo->x+newx, mo->y+newy, true))
goto stairstep;
}
// Now continue along the wall.
bestslidefrac = FRACUNIT-(bestslidefrac+0x800); // remanider
if (bestslidefrac > FRACUNIT)
bestslidefrac = FRACUNIT;
else 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;
// killough 10/98: affect the bobbing the same way (but not voodoo dolls)
/*if (mo->player && mo->player->mo == mo)
{
if (abs(mo->player->momx) > abs(tmxmove))
mo->player->momx = tmxmove;
if (abs(mo->player->momy) > abs(tmymove))
mo->player->momy = tmymove;
}*/
walkplane = P_CheckSlopeWalk (mo, tmxmove, tmymove);
if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove, true, walkplane))
{
goto retry;
}
}
//
// P_LineAttack
//
AActor* linetarget; // who got hit (or NULL)
AActor* 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
// killough 4/20/98: make static instead of using ones in p_sight.c
static fixed_t topslope;
static fixed_t bottomslope;
//
// PTR_AimTraverse
// Sets linetaget and aimslope when a target is aimed at.
//
bool PTR_AimTraverse (intercept_t* in)
{
line_t* li;
AActor* 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, trace.x + FixedMul(trace.dx, in->frac),
trace.y + FixedMul(trace.dy, in->frac));
if (openbottom >= opentop)
return false; // stop
dist = FixedMul (attackrange, in->frac);
// [SL] 2012-02-08 - Calculate the point where the intercept crosses
// the line
fixed_t crossx = trace.x + FixedMul(trace.dx, in->frac);
fixed_t crossy = trace.y + FixedMul(trace.dy, in->frac);
if (P_FloorHeight(crossx, crossy, li->frontsector) !=
P_FloorHeight(crossx, crossy, li->backsector))
{
slope = FixedDiv (openbottom - shootz , dist);
if (slope > bottomslope)
bottomslope = slope;
}
if (P_CeilingHeight(crossx, crossy, li->frontsector) !=
P_CeilingHeight(crossx, crossy, li->backsector))
{
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
// GhostlyDeath -- dont autoaim on spectators
if ((th->player && th->player->spectator))
return true;
// [SL] 2011-10-31 - Don't aim at teammates
if ((sv_gametype == GM_CTF || sv_gametype == GM_TEAMDM) &&
shootthing->player && th->player &&
shootthing->player->userinfo.team == th->player->userinfo.team &&
!sv_friendlyfire)
return true;
// Don't aim at friendlies if you're a player
if (shootthing->player && th->flags & MF_FRIEND && P_IsFriendlyThing(shootthing, th) &&
!sv_friendlymonsterfire)
return true;
// 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
}
//
// P_ShootLine
//
// Helper function for PTR_ShootTraverse. Spawns a bullet puff if the intercept
// hits a line or the floor/ceiling. Returns true if the intercept should continue
// because it did not hit a solid line.
//
bool P_ShootLine(intercept_t* in)
{
bool precise = (co_fixweaponimpacts != 0);
line_t* li = in->d.line;
if (!in->isaline)
return true;
if (li->special)
P_ShootSpecialLine(shootthing, li);
short spe;
if (map_format.getZDoom())
spe = Line_Horizon;
else
spe = 337;
// don't shoot horizon lines
if (li->special == spe)
return false;
// [SL] 2012-02-08 - Calculates where the intercept crosses the line
fixed_t crossx = trace.x + FixedMul(trace.dx, in->frac);
fixed_t crossy = trace.y + FixedMul(trace.dy, in->frac);
// [SL] determine which sector is on the side of the line that faces the shooter
sector_t *sec1, *sec2;
if (!precise || !li->backsector || !P_PointOnLineSide(trace.x, trace.y, li))
{
sec1 = li->frontsector;
sec2 = li->backsector;
}
else
{
sec1 = li->backsector;
sec2 = li->frontsector;
}
fixed_t ceilingheight1 = P_CeilingHeight(crossx, crossy, sec1);
fixed_t ceilingheight2 = sec2 ? P_CeilingHeight(crossx, crossy, sec2) : MAXINT;
fixed_t floorheight1 = P_FloorHeight(crossx, crossy, sec1);
fixed_t floorheight2 = sec2 ? P_FloorHeight(crossx, crossy, sec2) : MAXINT;
// position the destination for the bullet puff a bit closer
fixed_t frac = in->frac - FixedDiv(4 * FRACUNIT, attackrange);
fixed_t z = shootz + FixedMul(aimslope, FixedMul(frac, attackrange));
if (li->flags & ML_TWOSIDED && !(li->flags & ML_BLOCKEVERYTHING))
{
// crosses a two sided line
P_LineOpening(li, trace.x + FixedMul(trace.dx, in->frac), trace.y + FixedMul(trace.dy, in->frac));
if (precise)
{
if (z < opentop && z > openbottom)
{
// shot didn't hit the solid part of this line
opentop = ceilingheight2;
openbottom = floorheight2;
return true;
}
}
else
{
// e6y: emulation of missed back side on two-sided lines.
// backsector can be NULL when emulating missing back side.
fixed_t dist = FixedMul(attackrange, in->frac);
bool hittop = (li->backsector == NULL || ceilingheight1 != ceilingheight2) &&
FixedDiv(opentop - shootz, dist) < aimslope;
bool hitbottom = (li->backsector == NULL || floorheight1 != floorheight2) &&
FixedDiv(openbottom - shootz, dist) > aimslope;
if (!hittop && !hitbottom)
return true; // shot didn't hit the solid part of this line
}
}
// definitely hit the solid part of the line
bool skyceiling1 = sec1->ceilingpic == skyflatnum;
bool skyceiling2 = sec2 && sec2->ceilingpic == skyflatnum;
// sky wall hack
if (skyceiling1 && skyceiling2)
{
if (!precise || z > ceilingheight2)
return false;
}
// check for shooting skies
if (skyceiling1 && z > ceilingheight1)
return false;
// check for shooting sky floors
if (precise && sec1->floorpic == skyflatnum && z < floorheight1)
return false;
v3fixed_t lineorg, linedir, puffpos;
// set origin vector for the bullet
M_SetVec3Fixed(&lineorg, trace.x, trace.y, shootz);
// set direction vector for the bullet
M_SetVec3Fixed(&linedir, trace.dx, trace.dy, FixedMul(aimslope, attackrange));
if (precise && z > ceilingheight1)
{
puffpos = P_LinePlaneIntersection(&sec1->ceilingplane, lineorg, linedir);
}
else if (precise && z < floorheight1)
{
puffpos = P_LinePlaneIntersection(&sec1->floorplane, lineorg, linedir);
}
else
{
puffpos.x = trace.x + FixedMul(trace.dx, frac);
puffpos.y = trace.y + FixedMul(trace.dy, frac);
puffpos.z = z;
}
// Spawn bullet puffs.
P_SpawnPuff(puffpos.x, puffpos.y, puffpos.z);
return false;
}
//
// PTR_ShootTraverse
//
bool PTR_ShootTraverse (intercept_t* in)
{
fixed_t x, y, z;
fixed_t frac;
AActor *th;
fixed_t thingtopslope, thingbottomslope;
if (in->isaline)
return P_ShootLine(in);
// 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
// GhostlyDeath -- Don't shoot spectators!
if ((th->player && th->player->spectator))
return true;
// check angles to see if the thing can be aimed at
fixed_t 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.
bool spawnblood = !(in->d.thing->flags & MF_NOBLOOD);
// [SL] 2011-05-11 - In unlagged games, spawn blood at the target's current
// position, not at their reconciled position
if (shootthing->player && th->player)
{
fixed_t xoffs = 0, yoffs = 0, zoffs = 0;
Unlag::getInstance().getReconciliationOffset(th->player->id, xoffs, yoffs, zoffs);
x += xoffs; y += yoffs; z += zoffs;
if (P_AreTeammates(*shootthing->player, *th->player) && !sv_friendlyfire)
spawnblood = false;
}
if (th->flags & MF_FRIEND && P_IsFriendlyThing(th, shootthing) && !sv_friendlymonsterfire)
spawnblood = false;
if (spawnblood)
P_SpawnBlood(x, y, z, la_damage);
else
P_SpawnPuff(x, y, z);
if (la_damage) {
// [RH] try and figure out means of death;
int mod = MOD_HITSCAN;
if (shootthing->player) {
switch (shootthing->player->readyweapon) {
case wp_fist:
mod = MOD_FIST;
break;
case wp_pistol:
mod = MOD_PISTOL;
break;
case wp_shotgun:
mod = MOD_SHOTGUN;
break;
case wp_chaingun:
mod = MOD_CHAINGUN;
break;
case wp_supershotgun:
mod = MOD_SSHOTGUN;
break;
case wp_chainsaw:
mod = MOD_CHAINSAW;
break;
default:
break;
}
}
P_DamageMobj (th, shootthing, shootthing, la_damage, mod);
}
// don't go any farther
return false;
}
EXTERN_CVAR(sv_freelook)
//
// P_AimLineAttack
//
fixed_t P_AimLineAttack (AActor *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
// [RH] Technically, this is now correct for an engine with true 6 DOF
// instead of one which implements y-shearing, like we currently do.
angle_t topangle = t1->pitch - ANG(32);
angle_t bottomangle = t1->pitch + ANG(32);
if (topangle <= ANG360 - ANG180)
topslope = finetangent[FINEANGLES/2-1];
else
topslope = finetangent[FINEANGLES/4-((signed)topangle>>ANGLETOFINESHIFT)];
if (bottomangle >= ANG180)
bottomslope = finetangent[0];
else
bottomslope = finetangent[FINEANGLES/4-((signed)bottomangle>>ANGLETOFINESHIFT)];
attackrange = distance;
linetarget = NULL;
P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse);
if (linetarget)
return aimslope;
return 0;
}
/**
* A function created especially for implementing player autoaim. First
* attempts to shoot a tracer straight ahead, then tries progressively wider
* and wider tracers in a short cone.
*
* @param actor Source actor.
* @param angle Angle of shot. Set to the 'correct' angle on return.
* @param spread Maximum spread angle of shot, plus or minus 0 degrees.
* Vanilla is 1 << 26.
* @param tracers Number of tracers to shoot per side. Fewer tracers means
* you're less likely to hit a distant object that is between
* straigt ahead and the maximum spread. Vanilla is 1.
* @param distance Distance to shoot the tracer. Vanilla is 16 * 64 * FRACUNIT.
* @return Slope of the resulting shot.
*/
fixed_t P_AutoAimLineAttack(AActor* actor, angle_t& angle, const angle_t spread, const int tracers, fixed_t distance)
{
fixed_t slope = P_AimLineAttack(actor, angle, distance);
if (linetarget)
return slope;
angle_t originangle = angle;
angle_t testspread = spread / tracers;
for (int i = 1;i <= tracers;i++)
{
angle = originangle;
if (i == tracers)
angle += spread;
else
angle += testspread * i;
slope = P_AimLineAttack(actor, angle, distance);
if (linetarget)
return slope;
if (i == tracers)
angle -= spread * 2;
else
angle -= testspread * i * 2;
slope = P_AimLineAttack(actor, angle, distance);
if (linetarget)
return slope;
}
return 0;
}
//
// P_LineAttack
// If damage == 0, it is just a test trace
// that will leave linetarget set.
//
void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
fixed_t slope, int damage)
{
fixed_t x2, 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;
// [RH] If any lines are crossed in the shot's path, these will be changed
opentop = P_CeilingHeight(t1);
openbottom = P_FloorHeight(t1);
if (P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_ShootTraverse)) {
// [RH] No lines or things were hit in the shot's path, but it
// might still hit the ceiling or floor before it gets out
// of range, so we might still need to show a bullet puff.
// denis - no, this desyncs demos
/*fixed_t frac;
fixed_t z = shootz + FixedMul (distance, slope);
int updown;
opentop -= mobjinfo[MT_PUFF].height;
if (z < openbottom) {
// hit floor
frac = FixedDiv (openbottom - shootz, z - shootz);
z = openbottom;
x2 = t1->x + FixedMul (x2 - t1->x, frac);
y2 = t1->y + FixedMul (y2 - t1->y, frac);
updown = 0;
} else if (z > opentop) {
// hit ceiling
subsector_t *subsector;
frac = FixedDiv (opentop - shootz, z - shootz);
z = opentop;
x2 = t1->x + FixedMul (x2 - t1->x, frac);
y2 = t1->y + FixedMul (y2 - t1->y, frac);
updown = 1;
if ( (subsector = P_PointInSubsector (x2, y2)) ) {
if (subsector->sector->ceilingpic == skyflatnum)
return; // disappeared in the clouds
} else
return; // outside map
} else {
// hit nothing
return;
}
P_SpawnPuff (x2, y2, z, P_PointToAngle (0, 0, trace.dx, trace.dy) - ANG180, updown);*/
}
}
//
// [RH] PTR_RailTraverse
//
static int MaxRailHits, NumRailHits;
static struct SRailHit {
AActor *hitthing;
fixed_t x,y,z;
} *RailHits;
static v3double_t RailEnd;
bool PTR_RailTraverse (intercept_t *in)
{
fixed_t x;
fixed_t y;
fixed_t z;
fixed_t frac;
line_t* li;
AActor* th;
fixed_t dist;
fixed_t thingtopslope;
fixed_t thingbottomslope;
fixed_t floorheight;
fixed_t ceilingheight;
if (in->isaline)
{
li = in->d.line;
fixed_t crossx = trace.x + FixedMul (trace.dx, in->frac);
fixed_t crossy = trace.y + FixedMul (trace.dy, in->frac);
// [SL] 2012-04-18 - origin and direction vectors for the shot
v3fixed_t lineorg, linedir;
M_SetVec3Fixed(&lineorg, trace.x, trace.y, shootz);
M_SetVec3Fixed(&linedir, trace.dx, trace.dy, FixedMul(aimslope, attackrange));
frac = in->frac;
z = shootz + FixedMul (aimslope, FixedMul (frac, attackrange));
if (!(li->flags & ML_TWOSIDED) || (li->flags & ML_BLOCKEVERYTHING))
goto hitline;
// crosses a two sided line
P_LineOpening(li, trace.x + FixedMul(trace.dx, in->frac),
trace.y + FixedMul(trace.dy, in->frac));
if (z >= opentop || z <= openbottom)
goto hitline;
// shot continues
// TODO: handle SPAC_PCROSS specials
return true;
// hit line
hitline:
plane_t *floorplane, *ceilingplane;
if (!li->backsector || !P_PointOnLineSide (trace.x, trace.y, li))
{
ceilingplane = &li->frontsector->ceilingplane;
floorplane = &li->frontsector->floorplane;
ceilingheight = P_CeilingHeight(crossx, crossy, li->frontsector);
floorheight = P_FloorHeight(crossx, crossy, li->frontsector);
}
else
{
ceilingplane = &li->backsector->ceilingplane;
floorplane = &li->backsector->floorplane;
ceilingheight = P_CeilingHeight(crossx, crossy, li->backsector);
floorheight = P_FloorHeight(crossx, crossy, li->backsector);
}
if (z < floorheight) {
// [SL] 2012-04-18 - Calculate where the the tracer intersects
// with the floor plane
v3fixed_t pt = P_LinePlaneIntersection(floorplane, lineorg, linedir);
x = pt.x; y = pt.y; z = pt.z;
} else if (z > ceilingheight) {
// [SL] 2012-04-18 - Calculate where the the tracer intersects
// with the ceiling plane
v3fixed_t pt = P_LinePlaneIntersection(ceilingplane, lineorg, linedir);
x = pt.x; y = pt.y; z = pt.z;
} else {
x = trace.x + FixedMul(trace.dx, frac);
y = trace.y + FixedMul(trace.dy, frac);
// Shot actually hit a wall. It might be set up for shoot activation
if (li->special)
P_ShootSpecialLine(shootthing, li);
}
// Save final position of rail shot.
M_SetVec3(&RailEnd, 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
// if it's invulnerable, it completely blocks the shot
if (th->flags2 & MF2_INVULNERABLE)
return false;
// 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));
// Save this thing for damaging later
if (NumRailHits >= MaxRailHits)
{
MaxRailHits = MaxRailHits ? MaxRailHits * 2 : 16;
RailHits = (SRailHit *)Realloc (RailHits, sizeof(*RailHits) * MaxRailHits);
}
RailHits[NumRailHits].hitthing = th;
RailHits[NumRailHits].x = x;
RailHits[NumRailHits].y = y;
RailHits[NumRailHits].z = z;
NumRailHits++;
// continue the trace
return true;
}
void P_RailAttack (AActor *source, int damage, int offset)
{
v3double_t start, end;
int angleidx = (source->angle - ANG90) >> ANGLETOFINESHIFT;
fixed_t x1 = source->x + offset*finecosine[angleidx];
fixed_t y1 = source->y + offset*finesine[angleidx];
angleidx = (source->angle) >> ANGLETOFINESHIFT;
fixed_t x2 = source->x + 8192*finecosine[angleidx];
fixed_t y2 = source->y + 8192*finesine[angleidx];
shootz = source->z + (source->height >> 1) + 8*FRACUNIT;
attackrange = 8192*FRACUNIT;
aimslope = finetangent[FINEANGLES/4-(source->pitch>>ANGLETOFINESHIFT)];
shootthing = source;
NumRailHits = 0;
M_SetVec3(&start, x1, y1, shootz);
if (P_PathTraverse (x1, y1, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_RailTraverse))
{
// Nothing hit, so just shoot the air
M_AngleToVec3(&end, source->angle, source->pitch);
M_ScaleVec3(&end, &end, 8192.0);
M_AddVec3(&end, &start, &end);
}
else
{
// Hit a wall, maybe some things as well
end = RailEnd;
for (int i = 0; i < NumRailHits; i++)
{
if (RailHits[i].hitthing->flags & MF_NOBLOOD)
P_SpawnPuff(RailHits[i].x, RailHits[i].y, RailHits[i].z);
else
P_SpawnBlood(RailHits[i].x, RailHits[i].y, RailHits[i].z, damage);
P_DamageMobj (RailHits[i].hitthing, source, source, damage, MOD_RAILGUN);
}
}
if (clientside)
P_DrawRailTrail (start, end);
else
{
for (auto& player : players)
{
AActor *mo = player.mo;
if (!mo || mo == source)
continue;
buf_t* buf = &(player.client.netbuf);
MSG_WriteSVC(buf, SVC_RailTrail(start, end));
}
}
}
//
// [RH] PTR_CameraTraverse
//
fixed_t CameraX, CameraY, CameraZ;
sector_t* CameraSector;
#define CAMERA_DIST 0x1000 // Minimum distance between camera and walls
bool PTR_CameraTraverse (intercept_t* in)
{
fixed_t z;
fixed_t frac;
line_t *li;
// ignore mobjs
if (!in->isaline)
return true;
fixed_t crossx = trace.x + FixedMul(trace.dx, in->frac);
fixed_t crossy = trace.y + FixedMul(trace.dy, in->frac);
frac = in->frac - CAMERA_DIST;
z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange));
li = in->d.line;
if (!(li->flags & ML_TWOSIDED))
goto hitline;
// crosses a two sided line
P_LineOpening(li, crossx, crossy);
if (z >= opentop || z <= openbottom)
goto hitline;
return true;
// hit line
hitline:
// If the trace went below/above the floor/ceiling, stop
// in the right place and not on a wall.
{
fixed_t ceilingheight, floorheight;
if (!li->backsector || !P_PointOnLineSide (trace.x, trace.y, li)) {
ceilingheight = P_CeilingHeight(crossx, crossy, li->frontsector);
floorheight = P_FloorHeight(crossx, crossy, li->frontsector);
} else {
ceilingheight = P_CeilingHeight(crossx, crossy, li->backsector);
floorheight = P_FloorHeight(crossx, crossy, li->backsector);
}
ceilingheight -= CAMERA_DIST;
floorheight += CAMERA_DIST;
if (z < floorheight) {
frac = FixedDiv (FixedMul (floorheight - shootz, frac), z - shootz);
z = floorheight;
} else if (z > ceilingheight) {
frac = FixedDiv (FixedMul (ceilingheight - shootz, frac), z - shootz);
z = ceilingheight;
}
}
CameraX = trace.x + FixedMul (trace.dx, frac);
CameraY = trace.y + FixedMul (trace.dy, frac);
CameraZ = z;
// don't go any farther
return false;
}
//
// [RH] P_AimCamera
//
EXTERN_CVAR (chase_height)
EXTERN_CVAR (chase_dist)
void P_AimCamera (AActor *t1)
{
fixed_t distance = (fixed_t)(chase_dist * FRACUNIT);
angle_t angle = (t1->angle - ANG180) >> ANGLETOFINESHIFT;
fixed_t x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
fixed_t y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
subsector_t *subsector;
shootthing = t1;
shootz = t1->z + t1->height + (fixed_t)(chase_height * FRACUNIT);
attackrange = distance;
aimslope = finetangent[FINEANGLES/4+(t1->pitch>>ANGLETOFINESHIFT)];
CameraZ = shootz + (fixed_t)(chase_dist * aimslope);
subsector = P_PointInSubsector (x2, y2);
if (subsector) {
fixed_t ceilingheight = P_CeilingHeight(x2, y2, subsector->sector) - CAMERA_DIST;
fixed_t floorheight = P_FloorHeight(x2, y2, subsector->sector) + CAMERA_DIST;
fixed_t frac = FRACUNIT;
CameraSector = subsector->sector;
if (CameraZ < floorheight) {
frac = FixedDiv (floorheight - shootz, CameraZ - shootz);
CameraZ = floorheight;
} else if (CameraZ > ceilingheight) {
frac = FixedDiv (ceilingheight - shootz, CameraZ - shootz);
CameraZ = ceilingheight;
}
CameraX = t1->x + FixedMul (x2 - t1->x, frac);
CameraY = t1->y + FixedMul (y2 - t1->y, frac);
} else {
CameraX = x2;
CameraY = y2;
}
P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES, PTR_CameraTraverse);
}
//
// USE LINES
//
AActor *usething;
bool foundline;
bool PTR_UseTraverse (intercept_t *in)
{
if (!in->isaline)
I_Error ("PTR_UseTraverse: non-line intercept\n");
if (!in->d.line->special)
{
P_LineOpening(in->d.line, trace.x + FixedMul(trace.dx, in->frac),
trace.y + FixedMul(trace.dy, in->frac));
if (openrange <= 0)
{
// [RH] Give sector a chance to intercept the use
sector_t *sec = in->d.line->frontsector;
if ((!sec->SecActTarget ||
!A_TriggerAction(sec->SecActTarget, usething, SECSPAC_Use|SECSPAC_UseWall)) &&
usething->player)
{
UV_SoundAvoidPlayer(usething, CHAN_VOICE, "player/male/grunt1", ATTN_NORM);
}
// can't use through a wall
return false;
}
foundline = true;
return true; // not a special line, but keep checking
}
int side = (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1);
P_UseSpecialLine (usething, in->d.line, side, false);
//WAS can't use more than one special line in a row
//jff 3/21/98 NOW multiple use allowed with enabling line flag
//[RH] And now I've changed it again. If the line is of type
// SPAC_USE, then it eats the use. Everything else passes
// it through, including SPAC_USETHROUGH.
//[ML] And NOW (8/16/10) it checks whether it's use or NOT the passthrough flags
// (passthru on a cross or use line). This may get augmented/changed even more in the future.
bool donteatuse;
if (map_format.getZDoom())
{
donteatuse = ((in->d.line->flags & ML_SPAC_USE) ||
(!(in->d.line->flags & ML_SPAC_CROSSTHROUGH) &&
(!(in->d.line->flags & ML_SPAC_USETHROUGH))))
? false
: true;
}
else
{
donteatuse = (in->d.line->flags & ML_PASSUSE);
}
return donteatuse;
}
// Returns false if a "oof" sound should be made because of a blocking
// linedef. Makes 2s middles which are impassable, as well as 2s uppers
// and lowers which block the player, cause the sound effect when the
// player tries to activate them. Specials are excluded, although it is
// assumed that all special linedefs within reach have been considered
// and rejected already (see P_UseLines).
//
// by Lee Killough
//
bool PTR_NoWayTraverse (intercept_t *in)
{
if (!in->isaline)
I_Error ("PTR_NoWayTraverse: non-line intercept\n");
line_t *ld = in->d.line; // This linedef
return ld->special || !( // Ignore specials
ld->flags & (ML_BLOCKING|ML_BLOCKEVERYTHING) || ( // Always blocking
P_LineOpening(ld, trace.x + FixedMul(trace.dx, in->frac),
trace.y + FixedMul(trace.dy, in->frac)), // Find openings
openrange <= 0 || // No opening
openbottom > usething->z+24*FRACUNIT || // Too high it blocks
opentop < usething->z+usething->height // Too low it blocks
)
);
}
//
// 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;
// GhostlyDeath -- Spectators can't use special lines
if (player->spectator)
return;
usething = player->mo;
foundline = false;
//Added by MC: Check if bot and use special activating (spin round) if it is.
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];
if (P_PathTraverse (x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse)) {
// [RH] Give sector a chance to eat the use
sector_t *sec = usething->subsector->sector;
int spac = SECSPAC_Use;
if (foundline)
spac |= SECSPAC_UseWall;
if ((!sec->SecActTarget || !A_TriggerAction(sec->SecActTarget, usething, spac)) &&
(co_boomphys && !P_PathTraverse(x1, y1, x2, y2, PT_ADDLINES, PTR_NoWayTraverse)))
{
// This added test makes the "oof" sound work on 2s lines -- killough:
// [ML] It also apparently allows additional silent bfg tricks not present in vanilla...
// [ML] co_boomlinecheck now part of co_boomphys
UV_SoundAvoidPlayer(usething, CHAN_VOICE, "player/male/grunt1", ATTN_NORM);
}
}
}
//
// RADIUS ATTACK
//
static AActor* bombsource;
static AActor* bombspot;
static int bombdamage;
static float bombdamagefloat;
static int bombdistance;
static float bombdistancefloat;
static bool DamageSource;
static int bombmod;
// [RH] Damage scale to apply to thing that shot the missile. (co_zdoomphys)
static float selfthrustscale;
CVAR_FUNC_IMPL(sv_splashfactor)
{
selfthrustscale = 1.0f / var;
}
//
// PIT_DoomRadiusAttack
//
// "bombsource" is the creature that caused the explosion at "bombspot".
//
static bool P_SplashImmune(AActor* target, AActor* spot)
{
return // not default behaviour and same group
mobjinfo[target->type].splash_group != SG_DEFAULT &&
mobjinfo[target->type].splash_group == mobjinfo[spot->type].splash_group;
}
static bool PIT_DoomRadiusAttack(AActor* thing)
{
if (!serverside || !(thing->flags & (MF_SHOOTABLE | MF_BOUNCES)))
return true;
// MBF21
if (P_SplashImmune(thing, bombspot))
return true;
// Boss spider and cyborg
// take no damage from concussion.
if (((thing->type == MT_CYBORG && bombsource->type == MT_CYBORG) ||
(thing->flags3 & MF3_NORADIUSDMG || thing->flags2 & MF2_BOSS)) &&
!(bombspot->flags3 & MF3_FORCERADIUSDMG))
return true;
fixed_t dx = abs(thing->x - bombspot->x);
fixed_t dy = abs(thing->y - bombspot->y);
fixed_t dist = (MAX(dx, dy) - thing->radius) >> FRACBITS;
if (dist < 0)
dist = 0;
if (dist >= bombdistance)
{
if (bombsource && bombsource->player)
{
M_LogWDLEvent(WDL_EVENT_PROJACCURACY, bombsource->player, NULL,
bombsource->player->mo->angle / 4, bombmod, 0,
GetMaxShotsForMod(bombmod));
}
return true; // out of range
}
if (P_CheckSight(thing, bombspot))
{
int damage;
if (bombdamage == bombdistance)
damage = bombdamage - dist;
else
damage = (bombdamage * (bombdistance - dist) / bombdistance) + 1;
// must be in direct path
P_DamageMobj(thing, bombspot, bombsource, damage * sv_splashfactor, bombmod);
}
return true;
}
//
// PIT_ZDoomRadiusAttack
//
// "bombsource" is the creature that caused the explosion at "bombspot".
// [RH] Now it knows about vertical distances and can thrust things vertically, too.
//
static bool PIT_ZDoomRadiusAttack(AActor* thing)
{
if (!serverside || !(thing->flags & (MF_SHOOTABLE | MF_BOUNCES)))
return true;
// MBF21
if (P_SplashImmune(thing, bombspot))
return true;
// Boss spider and cyborg
// take no damage from concussion.
if (((thing->type == MT_CYBORG && bombsource->type == MT_CYBORG) ||
(thing->flags3 & MF3_NORADIUSDMG || thing->flags2 & MF2_BOSS)) &&
!(bombspot->flags3 & MF3_FORCERADIUSDMG))
return true;
// Barrels always use the original code, since this makes
// them far too "active." BossBrains also use the old code
// because some user levels require they have a height of 16,
// which can make them near impossible to hit with the new code.
if (bombspot->type == MT_BARREL || thing->type == MT_BARREL ||
thing->type == MT_BOSSBRAIN)
{
return PIT_DoomRadiusAttack(thing);
}
// [RH] New code. The bounding box only covers the
// height of the thing and not the height of the map.
fixed_t dx = abs(thing->x - bombspot->x);
fixed_t dy = abs(thing->y - bombspot->y);
float len = float(MAX(dx, dy));
float boxradius = float(thing->radius);
if (bombspot->z < thing->z || bombspot->z >= thing->z + thing->height)
{
float dz;
if (bombspot->z > thing->z)
dz = float(thing->z + thing->height - bombspot->z);
else
dz = float(thing->z - bombspot->z);
if (len <= boxradius)
len = dz;
else
{
len -= boxradius;
len = sqrtf(len*len + dz*dz);
}
}
else
{
len -= boxradius;
if (len < 0.0f)
len = 0.0f;
}
float points;
if (bombdamage == bombdistance)
points = bombdamage - (len / FRACUNIT) + 1.0f;
else
points = (bombdamage * (bombdistance - (len / FRACUNIT)) / bombdistance) + 1.0f;
if (thing == bombsource)
points *= sv_splashfactor;
if (points > 0.0f && P_CheckSight(thing, bombspot))
{
// OK to damage; target is in direct path
fixed_t momx = thing->momx;
fixed_t momy = thing->momy;
int damage = (int)points;
P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
float thrust = points * 0.5f / thing->info->mass;
if (bombsource == thing)
thrust *= selfthrustscale;
float momz = (float)(thing->z + (thing->height>>1) - bombspot->z) * thrust;
if (bombsource != thing)
momz *= 0.5f;
else
momz *= 0.8f;
thing->momx = momx + (fixed_t)((thing->x - bombspot->x) * thrust);
thing->momy = momy + (fixed_t)((thing->y - bombspot->y) * thrust);
thing->momz += (fixed_t)momz;
}
else
{
if (bombsource && bombsource->player)
{
M_LogWDLEvent(WDL_EVENT_PROJACCURACY, bombsource->player, NULL,
bombsource->player->mo->angle / 4, bombmod, 0,
GetMaxShotsForMod(bombmod));
}
}
return true;
}
//
// P_RadiusAttack
// Source is the creature that caused the explosion at spot.
//
void P_RadiusAttack(AActor *spot, AActor *source, int damage, int distance,
bool hurtSource, int mod)
{
fixed_t dist = (distance+MAXRADIUS)<<FRACBITS;
int yh = MIN<int>((spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT, bmapheight - 1);
int yl = MAX<int>((spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT, 0);
int xh = MIN<int>((spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT, bmapwidth - 1);
int xl = MAX<int>((spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT, 0);
bombspot = spot;
bombsource = source;
bombdamage = damage;
bombdamagefloat = (float)damage;
bombdistance = distance;
bombdistancefloat = 1.f / (float)distance;
DamageSource = hurtSource;
bombmod = mod;
// [Blair] Prevent crash from barrels hit by crushers
if (!demoplayback && bombsource == NULL && bombspot != NULL)
{
bombsource = bombspot;
}
// decide which radius attack function to use
bool (*pAttackFunc)(AActor*) = co_zdoomphys ?
PIT_ZDoomRadiusAttack : PIT_DoomRadiusAttack;
if (co_blockmapfix)
{
// [SL] 2012-12-03 - With co_blockmapfix, an actor can get radius
// damage more than once since an actor can be in more than one block.
// So we make a list of unique actors in the surrounding blocks and
// then call the radius attack function once for each actor.
std::set<AActor*> actorset;
for (int y=yl ; y<=yh ; y++)
{
for (int x=xl ; x<=xh ; x++)
{
AActor *mobj = blocklinks[y*bmapwidth+x];
while (mobj)
{
actorset.insert(mobj);
mobj = mobj->bmapnode.Next(x, y);
}
}
}
for (const auto& actor : actorset)
{
pAttackFunc(actor);
}
}
else
{
for (int y=yl ; y<=yh ; y++)
for (int x=xl ; x<=xh ; x++)
P_BlockThingsIterator (x, y, pAttackFunc);
}
}
//
// 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 greater than zero, it will crush based on its value
// (BOOM's default crush is 10 dmg per crush)
// If Crunch is 0 or less, you should set the sector height back
// the way it was and call P_ChangeSector again
// to undo the changes.
//
int crushchange;
bool nofit;
//
// PIT_ChangeSector
//
bool PIT_ChangeSector (AActor *thing)
{
if (P_ThingHeightClip (thing))
{
// keep checking
return true;
}
// GhostlyDeath -- if it's a spectator, keep checking
if (thing->player && thing->player->spectator)
return true;
// crunch bodies to giblets
if (thing->health <= 0)
{
P_SetMobjState (thing, S_GIBS);
thing->effects = 0;
// [Nes] - Classic demo compatability: Ghost monster bug.
if ((demoplayback)) {
thing->height = 0;
thing->radius = 0;
}
// keep checking
return true;
}
// crunch dropped items
if (thing->flags & MF_DROPPED)
{
thing->Destroy ();
// keep checking
return true;
}
/* killough 11/98: kill touchy things immediately */
if (thing->flags & MF_TOUCHY && (thing->oflags & MFO_ARMED || sentient(thing)))
{
P_DamageMobj(thing, NULL, NULL, thing->health); // kill object
return true; // keep checking
}
if (! (thing->flags & MF_SHOOTABLE) )
{
// assume it is bloody gibs or something
return true;
}
nofit = true;
if (crushchange > 0 && !(level.time&3) )
{
P_DamageMobj(thing, NULL, NULL, crushchange, MOD_CRUSH);
// spray blood in a random direction
if (!(thing->flags&MF_NOBLOOD))
{
AActor *mo = new AActor (thing->x,
thing->y,
thing->z + thing->height/2, MT_BLOOD);
mo->momx = P_RandomDiff (mo) << 12;
mo->momy = P_RandomDiff (mo) << 12;
}
}
// keep checking (crush other things)
return true;
}
//
// P_ChangeSector [RH] Was P_CheckSector in BOOM
// jff 3/19/98 added to just check monsters on the periphery
// of a moving sector instead of all in bounding box of the
// sector. Both more accurate and faster.
//
bool P_ChangeSector (sector_t *sector, int crunch)
{
if (!sector)
return true;
nofit = false;
crushchange = crunch;
// [ML] co_boomsectortouch now part of co_boomphys
if (co_boomphys)
{
msecnode_t *n;
// 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
// Mark all things invalid
for (n=sector->touching_thinglist; n; n=n->m_snext)
n->visited = false;
do
for (n=sector->touching_thinglist; n; n=n->m_snext) // go through list
if (!n->visited) // unprocessed thing found
{
n->visited = true; // mark thing as processed
if (n->m_thing && !(n->m_thing->flags & MF_NOBLOCKMAP)) // [Blair] Add nullcheck here
PIT_ChangeSector(n->m_thing); // for clients that aren't updated yet.
break; // exit and start over
}
while (n); // repeat from scratch until all things left are marked valid
}
else
{
int x, y;
// 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;
}
// phares 3/21/98
//
// Maintain a freelist of msecnode_t's to reduce memory allocs and frees.
msecnode_t *headsecnode = NULL;
// P_GetSecnode() retrieves a node from the freelist. The calling routine
// should make sure it sets all fields properly.
msecnode_t *P_GetSecnode()
{
msecnode_t *node;
if (headsecnode)
{
node = headsecnode;
headsecnode = headsecnode->m_snext;
}
else
node = (msecnode_t *)Z_Malloc (sizeof(*node), PU_LEVEL, NULL);
return node;
}
// P_PutSecnode() returns a node to the freelist.
void P_PutSecnode (msecnode_t *node)
{
if (!node)
return;
node->m_snext = headsecnode;
headsecnode = node;
}
// phares 3/16/98
//
// 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.
msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode)
{
if (!s)
return NULL;
msecnode_t *node;
if (s == NULL)
I_FatalError("AddSecnode of 0 for %s\n", thing->_StaticType.Name);
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_tnext;
}
// Couldn't find an existing node for this sector. Add one at the head
// of the list.
node = P_GetSecnode();
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
node->visited = 0;
node->m_sector = s; // sector
node->m_thing = thing; // mobj
node->m_tprev = NULL; // prev node on Thing thread
node->m_tnext = nextnode; // next node on Thing thread
if (nextnode)
nextnode->m_tprev = node; // set back link on Thing
// Add new node at head of sector thread starting at s->touching_thinglist
node->m_sprev = NULL; // prev node on sector thread
node->m_snext = s->touching_thinglist; // next node on sector thread
if (s->touching_thinglist)
node->m_snext->m_sprev = node;
s->touching_thinglist = 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.
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)
{
// Unlink from the Thing thread. The Thing thread begins at
// sector_list and not from AActor->touching_sectorlist.
tp = node->m_tprev;
tn = node->m_tnext;
if (tp)
tp->m_tnext = tn;
if (tn)
tn->m_tprev = tp;
// Unlink from the sector thread. This thread begins at
// sector_t->touching_thinglist.
sp = node->m_sprev;
sn = node->m_snext;
if (sp)
sp->m_snext = sn;
else
node->m_sector->touching_thinglist = sn;
if (sn)
sn->m_sprev = sp;
// Return this node to the freelist
P_PutSecnode(node);
return tn;
}
return NULL;
} // phares 3/13/98
// Delete an entire sector list
void P_DelSeclist (msecnode_t *node)
{
while (node)
node = P_DelSecnode (node);
}
// phares 3/14/98
//
// 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.
bool 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;
// 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 AActor 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.
// killough 3/27/98, 4/4/98:
// Use sidedefs instead of 2s flag to determine two-sidedness.
if (ld->backsector)
sector_list = P_AddSecnode(ld->backsector, tmthing, sector_list);
return true;
}
// phares 3/14/98
//
// P_CreateSecNodeList alters/creates the sector_list that shows what sectors
// the object resides in.
void P_CreateSecNodeList (AActor *thing, fixed_t x, fixed_t y)
{
int xl;
int xh;
int yl;
int yh;
int bx;
int by;
msecnode_t *node;
// 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.
node = sector_list;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
// denis - we may have been called from another P_BlockLinesIterator
// e.g. when a telefrag results in an item drop.
// so we need to back up tmthing and then restore it
AActor *last_tmthing = tmthing;
int last_tmx = tmx, last_tmy = tmy;
int last_tmbbox[4] = {tmbbox[0], tmbbox[1], tmbbox[2], tmbbox[3]};
tmthing = thing;
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 = (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++)
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 == NULL)
{
if (node == sector_list)
sector_list = node->m_tnext;
node = P_DelSecnode(node);
}
else
node = node->m_tnext;
}
// denis - restore tmthing
tmthing = last_tmthing;
tmx = last_tmx; tmy = last_tmy;
tmbbox[0] = last_tmbbox[0];
tmbbox[1] = last_tmbbox[1];
tmbbox[2] = last_tmbbox[2];
tmbbox[3] = last_tmbbox[3];
}
//
// P_InvertPlane
//
// Changes the direction of a plane's normal vector to the opposite direction
//
void P_InvertPlane(plane_t *plane)
{
if (plane)
{
plane->a = -plane->a;
plane->b = -plane->b;
plane->c = -plane->c;
plane->d = -plane->d;
plane->invc = -plane->invc;
}
}
//
// P_IsPlaneLevel
//
// Returns true if the z-value is the same for all points on the plane.
// This occurs when the a and b coefficents of the planar equation are 0
// since 0*x + 0*y + c*z + d = 0
//
// In other words, is this a plain vanilla Doom floor/ceiling or a sloping one?
//
bool P_IsPlaneLevel(const plane_t *plane)
{
if (!plane)
return false;
return (plane->a | plane->b) == 0;
}
fixed_t P_PlaneZ(fixed_t x, fixed_t y, const plane_t *plane)
{
if (!plane)
return MAXINT;
// Is the plane level? (Z value is constant for entire plane)
if (P_IsPlaneLevel(plane))
return -FixedMul(plane->c, plane->d);
return -FixedMul(plane->invc, FixedMul(plane->a, x) + FixedMul(plane->b, y) + plane->d);
}
double P_PlaneZ(double x, double y, const plane_t *plane)
{
if (!plane)
return MAXINT / 65536.0;
static constexpr double m = 1.0 / (65536.0 * 65536.0);
// Is the plane level? (Z value is constant for entire plane)
if (P_IsPlaneLevel(plane))
return -double(plane->c) * plane->d * m;
return -(plane->a * x + plane->b * y + plane->d) / plane->c;
}
//
// P_FloorHeight()
//
// Returns the height of a floor plane at the point (x, y). The subsector
// parameter is optional but provides a speedup if used because P_PlaneZ
// can avoid a call to P_PointInSubsector().
//
// Note that there is no check made to ensure the point (x, y) is actually
// within the subsector.
//
// MAXINT is returned if the point is not within any sector.
//
fixed_t P_FloorHeight(fixed_t x, fixed_t y, const sector_t *sector)
{
if (!sector && !(sector = P_PointInSubsector(x, y)->sector))
return MAXINT;
return P_PlaneZ(x, y, &sector->floorplane);
}
fixed_t P_FloorHeight(const AActor *mo)
{
if (mo && mo->subsector && mo->subsector->sector)
return P_PlaneZ(mo->x, mo->y, &mo->subsector->sector->floorplane);
else
return MAXINT;
}
fixed_t P_FloorHeight(const sector_t *sector)
{
if (!sector)
return MAXINT;
const plane_t *plane = &sector->floorplane;
return P_PlaneZ(plane->texx, plane->texy, plane);
}
//
// P_CeilingHeight()
//
// Returns the height of a ceiling plane at the point (x, y). The subsector
// parameter is optional but provides a speedup if used because P_PlaneZ
// can avoid a call to P_PointInSubsector().
//
// Note that there is no check made to ensure the point (x, y) is actually
// within the subsector.
//
// MAXINT is returned if the point is not within any sector.
//
fixed_t P_CeilingHeight(fixed_t x, fixed_t y, const sector_t *sector)
{
if (!sector && !(sector = P_PointInSubsector(x, y)->sector))
return MAXINT;
return P_PlaneZ(x, y, &sector->ceilingplane);
}
fixed_t P_CeilingHeight(const AActor *mo)
{
if (mo && mo->subsector && mo->subsector->sector)
return P_PlaneZ(mo->x, mo->y, &mo->subsector->sector->ceilingplane);
else
return MAXINT;
}
fixed_t P_CeilingHeight(const sector_t *sector)
{
if (!sector)
return MAXINT;
const plane_t *plane = &sector->ceilingplane;
return P_PlaneZ(plane->texx, plane->texy, plane);
}
//
// P_LinePlaneIntersection
//
// Calculates the point of intersection of a plane and a line that begins
// at lineorg and is along the direction of linedir.
//
// If the line does not intersect the plane, it must be parallel to the surface
// of the plane. In that case, a vector with the value MAXINT for all
// components is returned.
//
v3fixed_t P_LinePlaneIntersection(const plane_t *plane,
const v3fixed_t &lineorg,
const v3fixed_t &linedir)
{
v3fixed_t pt;
M_SetVec3Fixed(&pt, MAXINT, MAXINT, MAXINT); // marks as invalid
if (!plane) // sanity check
return pt;
fixed_t numer = -plane->d -
FixedMul(plane->a, lineorg.x) -
FixedMul(plane->b, lineorg.y) -
FixedMul(plane->c, lineorg.z);
fixed_t denom = FixedMul(plane->a, linedir.x) +
FixedMul(plane->b, linedir.y) +
FixedMul(plane->c, linedir.z);
if (!denom) // line is parallel to the surface of plane
return pt;
fixed_t t = FixedDiv(numer, denom);
M_SetVec3Fixed(&pt, lineorg.x + FixedMul(t, linedir.x),
lineorg.y + FixedMul(t, linedir.y),
lineorg.z + FixedMul(t, linedir.z));
return pt;
}
bool P_PointOnPlane(const plane_t *plane, fixed_t x, fixed_t y, fixed_t z)
{
static constexpr fixed_t threshold = FRACUNIT >> 6;
if (!plane)
return false;
fixed_t result =
(FixedMul(plane->a, x) + FixedMul(plane->b, y) + FixedMul(plane->c, z) + plane->d);
return abs(result) < threshold;
}
bool P_PointAbovePlane(const plane_t *plane, fixed_t x, fixed_t y, fixed_t z)
{
if (!plane)
return false;
return (FixedMul(plane->a, x) + FixedMul(plane->b, y) + FixedMul(plane->c, z)) > 0;
}
bool P_PointBelowPlane(const plane_t *plane, fixed_t x, fixed_t y, fixed_t z)
{
if (!plane)
return false;
return (FixedMul(plane->a, x) + FixedMul(plane->b, y) + FixedMul(plane->c, z)) < 0;
}
bool P_IdenticalPlanes(const plane_t *pl1, const plane_t *pl2)
{
if (!pl1 || !pl2)
return false;
return (pl1 == pl2) ||
(pl1->a == pl2->a && pl1->b == pl2->b && pl1->c == pl2->c && pl1->d == pl2->d);
}
void P_ChangeCeilingHeight(sector_t *sector, fixed_t amount)
{
if (!sector)
return;
plane_t *plane = &sector->ceilingplane;
plane->d -= FixedMul(amount, plane->c);
// The sector's ceilingheight variable is still used for (among other things)
// calculating wall texture offsets
sector->ceilingheight += amount;
}
void P_ChangeFloorHeight(sector_t *sector, fixed_t amount)
{
if (!sector)
return;
plane_t *plane = &sector->floorplane;
plane->d -= FixedMul(amount, plane->c);
// The sector's floorheight variable is still used for (among other things)
// calculating wall texture offsets
sector->floorheight += amount;
}
void P_SetCeilingHeight(sector_t *sector, fixed_t value)
{
if (!sector)
return;
plane_t *plane = &sector->ceilingplane;
fixed_t oldvalue = P_PlaneZ(plane->texx, plane->texy, plane);
P_ChangeCeilingHeight(sector, value - oldvalue);
}
void P_SetFloorHeight(sector_t *sector, fixed_t value)
{
if (!sector)
return;
plane_t *plane = &sector->floorplane;
fixed_t oldvalue = P_PlaneZ(plane->texx, plane->texy, plane);
P_ChangeFloorHeight(sector, value - oldvalue);
}
//
// P_LowestHeightOfCeiling
//
// Returns the lowest height of any point of the ceiling
//
fixed_t P_LowestHeightOfCeiling(sector_t *sector)
{
fixed_t height = MAXINT;
if (!sector)
return height;
for (int i = 0; i < sector->linecount; i++)
{
vertex_t *v1 = sector->lines[i]->v1;
vertex_t *v2 = sector->lines[i]->v2;
fixed_t thisheight;
if ((thisheight = P_CeilingHeight(v1->x, v1->y, sector)) < height)
height = thisheight;
if ((thisheight = P_CeilingHeight(v2->x, v2->y, sector)) < height)
height = thisheight;
}
return height;
}
//
// P_LowestHeightOfFloor
//
// Returns the lowest height of any point of the floor
//
fixed_t P_LowestHeightOfFloor(sector_t *sector)
{
fixed_t height = MAXINT;
if (!sector)
return height;
for (int i = 0; i < sector->linecount; i++)
{
vertex_t *v1 = sector->lines[i]->v1;
vertex_t *v2 = sector->lines[i]->v2;
fixed_t thisheight;
if ((thisheight = P_FloorHeight(v1->x, v1->y, sector)) < height)
height = thisheight;
if ((thisheight = P_FloorHeight(v2->x, v2->y, sector)) < height)
height = thisheight;
}
return height;
}
//
// P_HighestHeightOfCeiling
//
// Returns the highest height of any point of the ceiling
//
fixed_t P_HighestHeightOfCeiling(sector_t *sector)
{
fixed_t height = MININT;
if (!sector)
return height;
for (int i = 0; i < sector->linecount; i++)
{
vertex_t *v1 = sector->lines[i]->v1;
vertex_t *v2 = sector->lines[i]->v2;
fixed_t thisheight;
if ((thisheight = P_CeilingHeight(v1->x, v1->y, sector)) > height)
height = thisheight;
if ((thisheight = P_CeilingHeight(v2->x, v2->y, sector)) > height)
height = thisheight;
}
return height;
}
//
// P_HighestHeightOfFloor
//
// Returns the highest height of any point of the floor
//
fixed_t P_HighestHeightOfFloor(sector_t *sector)
{
fixed_t height = MININT;
if (!sector)
return height;
for (int i = 0; i < sector->linecount; i++)
{
vertex_t *v1 = sector->lines[i]->v1;
vertex_t *v2 = sector->lines[i]->v2;
fixed_t thisheight;
if ((thisheight = P_FloorHeight(v1->x, v1->y, sector)) > height)
height = thisheight;
if ((thisheight = P_FloorHeight(v2->x, v2->y, sector)) > height)
height = thisheight;
}
return height;
}
//
// P_CopySector
//
// This function allocates ceilingdata, floordata and lightingdata.
// Be sure to delete them once you're done with the copy.
//
void P_CopySector(sector_t *dest, sector_t *src)
{
if (!dest || !src)
return;
dest->floorheight = src->floorheight;
dest->ceilingheight = src->ceilingheight;
dest->floorpic = src->floorpic;
dest->ceilingpic = src->ceilingpic;
dest->lightlevel = src->lightlevel;
dest->special = src->special;
dest->tag = src->tag;
dest->nexttag = src->nexttag;
dest->firsttag = src->firsttag;
dest->secretsector = src->secretsector;
dest->soundtraversed = src->soundtraversed;
dest->validcount = src->validcount;
dest->seqType = src->seqType;
dest->sky = src->sky;
dest->friction = src->friction;
dest->movefactor = src->movefactor;
dest->moveable = src->moveable;
dest->stairlock = src->stairlock;
dest->prevsec = src->prevsec;
dest->floor_xoffs = src->floor_xoffs;
dest->floor_yoffs = src->floor_yoffs;
dest->ceiling_xoffs = src->ceiling_xoffs;
dest->ceiling_yoffs = src->ceiling_yoffs;
dest->floor_xscale = src->floor_xscale;
dest->floor_yscale = src->floor_yscale;
dest->ceiling_xscale = src->ceiling_xscale;
dest->ceiling_yscale = src->ceiling_yscale;
dest->floor_angle = src->floor_angle;
dest->ceiling_angle = src->ceiling_angle;
dest->base_floor_angle = src->base_floor_angle;
dest->base_ceiling_angle = src->base_ceiling_angle;
dest->base_floor_yoffs = src->base_floor_yoffs;
dest->base_ceiling_yoffs = src->base_ceiling_yoffs;
dest->bottommap = src->bottommap;
dest->midmap = src->midmap;
dest->topmap = src->topmap;
dest->gravity = src->gravity;
dest->damageamount = src->damageamount;
dest->damageinterval = src->damageinterval;
dest->leakrate = src->leakrate;
dest->mod = src->mod;
dest->colormap = src->colormap;
dest->alwaysfake = src->alwaysfake;
dest->waterzone = src->waterzone;
dest->MoreFlags = src->MoreFlags;
dest->heightsec = src->heightsec;
dest->floorlightsec = src->floorlightsec;
dest->ceilinglightsec = src->ceilinglightsec;
dest->linecount = src->linecount;
dest->lines = src->lines;
memcpy(dest->blockbox, src->blockbox, sizeof(src->blockbox));
memcpy(dest->soundorg, src->soundorg, sizeof(src->soundorg));
dest->floorplane = src->floorplane;
dest->ceilingplane = src->ceilingplane;
dest->touching_thinglist = src->touching_thinglist;
dest->thinglist = src->thinglist;
dest->soundtarget = src->soundtarget;
if (src->ceilingdata != NULL)
dest->ceilingdata = src->ceilingdata->Clone(dest);
else
dest->ceilingdata = NULL;
if (src->floordata != NULL)
dest->floordata = src->floordata->Clone(dest);
else
dest->floordata = NULL;
if (src->lightingdata != NULL)
dest->lightingdata = src->lightingdata->Clone(dest);
else
dest->lightingdata = NULL;
}
VERSION_CONTROL (p_map_cpp, "$Id$")