blankart/src/p_map.c
yamamama fb7271bc92 Comment this out
This messes with softcode tumblegems
2026-04-24 05:00:30 -04:00

5097 lines
141 KiB
C

// BLANKART
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_map.c
/// \brief Movement, collision handling
///
/// Shooting and aiming
#include "doomdef.h"
#include "g_game.h"
#include "m_bbox.h"
#include "m_random.h"
#include "p_local.h"
#include "p_setup.h" // NiGHTS stuff
#include "r_fps.h"
#include "r_state.h"
#include "r_main.h"
#include "r_sky.h"
#include "s_sound.h"
#include "w_wad.h"
#include "k_stats.h"
#include "k_kart.h" // SRB2kart 011617
#include "k_collide.h"
#include "hu_stuff.h" // SRB2kart
#include "i_system.h" // SRB2kart
#include "k_terrain.h"
#include "r_splats.h"
#include "p_slopes.h"
#include "z_zone.h"
#include "lua_hook.h"
#include "m_perfstats.h" // ps_checkposition_calls
#include "k_bot.h"
#include "k_objects.h"
#include "k_items.h"
tm_t g_tm = {0};
void P_RestoreTMStruct(tm_t tmrestore)
{
// Reference count management
// These are effectively a no-op if mobj remains the same
P_SetTarget(&g_tm.thing, tmrestore.thing);
P_SetTarget(&g_tm.floorthing, tmrestore.floorthing);
P_SetTarget(&g_tm.hitthing, tmrestore.hitthing);
// Restore state
g_tm = tmrestore;
// Validation
if (g_tm.thing && P_MobjWasRemoved(g_tm.thing) == true)
{
P_SetTarget(&g_tm.thing, NULL);
}
if (g_tm.floorthing && P_MobjWasRemoved(g_tm.floorthing) == true)
{
P_SetTarget(&g_tm.floorthing, NULL);
}
if (g_tm.hitthing && P_MobjWasRemoved(g_tm.hitthing) == true)
{
P_SetTarget(&g_tm.hitthing, NULL);
}
}
// Mostly re-ported from DOOM Legacy
// Keep track of special lines as they are hit, process them when the move is valid
static size_t *spechit = NULL;
static size_t spechit_max = 0U;
static size_t numspechit = 0U;
// Need a intermediate buffer for P_TryMove because it performs multiple moves
// the lines put into spechit will be moved into here after each checkposition,
// then and duplicates will be removed before processing
static size_t *spechitint = NULL;
static size_t spechitint_max = 0U;
static size_t numspechitint = 0U;
msecnode_t *sector_list = NULL;
mprecipsecnode_t *precipsector_list = NULL;
camera_t *mapcampointer;
//
// TELEPORT MOVE
//
//
// P_TeleportMove
//
static boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
{
boolean startingonground = P_IsObjectOnGround(thing);
sector_t *oldsector = thing->subsector->sector;
// the move is ok,
// so link the thing into its new position
P_UnsetThingPosition(thing);
// Remove touching_sectorlist from mobj.
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
thing->x = x;
thing->y = y;
thing->z = z;
P_SetThingPosition(thing);
P_CheckPosition(thing, thing->x, thing->y, NULL);
if (P_MobjWasRemoved(thing))
return true;
thing->floorz = g_tm.floorz;
thing->ceilingz = g_tm.ceilingz;
thing->floorrover = g_tm.floorrover;
thing->ceilingrover = g_tm.ceilingrover;
P_CheckSectorTransitionalEffects(thing, oldsector, startingonground);
return true;
}
//
// P_SetOrigin - P_TeleportMove which RESETS interpolation values.
//
boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
{
boolean result = P_TeleportMove(thing, x, y, z);
if (result == true)
{
thing->old_x = thing->x;
thing->old_y = thing->y;
thing->old_z = thing->z;
}
return result;
}
//
// P_MoveOrigin - P_TeleportMove which KEEPS interpolation values.
//
boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
{
return P_TeleportMove(thing, x, y, z);
}
// =========================================================================
// MOVEMENT ITERATOR FUNCTIONS
// =========================================================================
// For our intermediate buffer, remove any duplicate entries by adding each one to
// a temprary buffer if it's not already in there, copy the temporary buffer back over the intermediate afterwards
static void spechitint_removedups(void)
{
// Only needs to be run if there's more than 1 line crossed
if (numspechitint > 1U)
{
boolean valueintemp = false;
size_t i = 0U, j = 0U;
size_t numspechittemp = 0U;
size_t *spechittemp = Z_Calloc(numspechitint * sizeof(size_t), PU_STATIC, NULL);
// Fill the hashtable
for (i = 0U; i < numspechitint; i++)
{
valueintemp = false;
for (j = 0; j < numspechittemp; j++)
{
if (spechitint[i] == spechittemp[j])
{
valueintemp = true;
break;
}
}
if (!valueintemp)
{
spechittemp[numspechittemp] = spechitint[i];
numspechittemp++;
}
}
// The hash table now IS the result we want to send back
// easiest way to handle this is a memcpy
if (numspechittemp != numspechitint)
{
memcpy(spechitint, spechittemp, numspechittemp * sizeof(size_t));
numspechitint = numspechittemp;
}
Z_Free(spechittemp);
}
}
// copy the contents of spechit into the end of spechitint
static void spechitint_copyinto(void)
{
if (numspechit > 0U)
{
if (numspechitint + numspechit >= spechitint_max)
{
spechitint_max = spechitint_max + numspechit;
spechitint = Z_Realloc(spechitint, spechitint_max * sizeof(size_t), PU_STATIC, NULL);
}
memcpy(&spechitint[numspechitint], spechit, numspechit * sizeof(size_t));
numspechitint += numspechit;
}
}
static void add_spechit(line_t *ld)
{
if (numspechit >= spechit_max)
{
spechit_max = spechit_max ? spechit_max * 2U : 16U;
spechit = Z_Realloc(spechit, spechit_max * sizeof(size_t), PU_STATIC, NULL);
}
spechit[numspechit] = ld - lines;
numspechit++;
}
static boolean P_SpecialIsLinedefCrossType(line_t *ld)
{
boolean linedefcrossspecial = false;
// Take anything with any cross type for now,
// we'll have to filter it down later...
if (ld->activation & (SPAC_CROSS | SPAC_CROSSMONSTER | SPAC_CROSSMISSILE))
{
linedefcrossspecial = P_CanActivateSpecial(ld->special);
}
return linedefcrossspecial;
}
static boolean P_ShouldSpringForceAngle(mobj_t *spring, ticcmd_t *cmd)
{
switch (spring->type)
{
case MT_YELLOWDIAG:
case MT_REDDIAG:
case MT_BLUEDIAG:
case MT_GRAYDIAG:
if (spring->args[0] & TMSPR_FORCEANGLE)
return true;
break;
case MT_YELLOWHORIZ:
case MT_REDHORIZ:
case MT_BLUEHORIZ:
case MT_GRAYHORIZ:
if (spring->args[1] & TMSPR_FORCEANGLE)
return true;
break;
default:
break;
}
// Not forced or a irregular spring?
// Always allow players that release accel to adjust angle.
if (cmd->forwardmove == 0 && cmd->sidemove == 0)
return true;
return false;
}
void
P_DoSpringEx
( mobj_t * object,
fixed_t scaleVal,
fixed_t vertispeed,
fixed_t horizspeed,
angle_t finalAngle)
{
fixed_t objscale = object->scale;
if (object->player)
{
// For smaller players: fudge the scale calculation by adding a minimum scale.
// In certain cases, the game will pretend they're bigger than they actually are,
// so the game handles springs as such.
// Alt. Shrink *especially* needs this change!
objscale = max(object->scale, mapobjectscale);
}
const fixed_t hscale = mapobjectscale + (mapobjectscale - objscale);
const fixed_t vscale = mapobjectscale + (objscale - mapobjectscale);
object->standingslope = NULL; // Okay, now we know it's not going to be relevant - no launching off at silly angles for you.
object->terrain = NULL;
object->eflags |= MFE_SPRUNG; // apply this flag asap!
if (vertispeed)
object->momz = FixedMul(vertispeed,FixedSqrt(FixedMul(vscale, scaleVal)));
if (horizspeed)
{
if (!object->player)
P_InstaThrust(object, finalAngle, FixedMul(horizspeed,FixedSqrt(FixedMul(hscale, scaleVal))));
else
{
fixed_t finalSpeed = FixedDiv(horizspeed, hscale);
fixed_t pSpeed = object->player->speed;
if (pSpeed > finalSpeed)
finalSpeed = pSpeed;
P_InstaThrust(object, finalAngle, FixedMul(finalSpeed,FixedSqrt(FixedMul(hscale, scaleVal))));
if (object->player->airdriftspeed > 0)
{
// clear air thrust target speed too
object->player->airdriftspeed = 0;
}
}
}
}
//
// P_DoSpring
//
// mass = vertical speed
// damage = horizontal speed
// raisestate = state to change spring to on collision
//
boolean P_DoSpring(mobj_t *spring, mobj_t *object)
{
fixed_t objscale = object->scale;
if (object->player)
{
// For smaller players: fudge the scale calculation by adding a minimum scale.
// In certain cases, the game will pretend they're bigger than they actually are,
// so the game handles springs as such.
// Alt. Shrink *especially* needs this change!
objscale = max(object->scale, mapobjectscale);
}
const fixed_t hscale = mapobjectscale + (mapobjectscale - objscale);
const fixed_t vscale = mapobjectscale + (objscale - mapobjectscale);
fixed_t offx, offy;
fixed_t vertispeed = spring->info->mass;
fixed_t horizspeed = spring->info->damage;
if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
return false;
// Spectators don't trigger springs.
if (object->player && object->player->spectator)
return false;
object->standingslope = NULL; // Okay, now we can't return - no launching off at silly angles for you.
object->eflags |= MFE_SPRUNG; // apply this flag asap!
spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify
if (horizspeed && vertispeed) // Mimic SA
{
object->momx = object->momy = 0;
P_TryMove(object, spring->x, spring->y, true, NULL);
}
if (spring->eflags & MFE_VERTICALFLIP)
vertispeed *= -1;
if (vertispeed > 0)
object->z = spring->z + spring->height + 1;
else if (vertispeed < 0)
object->z = spring->z - object->height - 1;
else
{
// Horizontal springs teleport you in FRONT of them.
object->momx = object->momy = 0;
// Overestimate the distance to position you at
offx = P_ReturnThrustX(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
offy = P_ReturnThrustY(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
// Make it square by clipping
if (offx > (spring->radius + object->radius + 1))
offx = spring->radius + object->radius + 1;
else if (offx < -(spring->radius + object->radius + 1))
offx = -(spring->radius + object->radius + 1);
if (offy > (spring->radius + object->radius + 1))
offy = spring->radius + object->radius + 1;
else if (offy < -(spring->radius + object->radius + 1))
offy = -(spring->radius + object->radius + 1);
P_TryMove(object, spring->x + offx, spring->y + offy, true, NULL);
}
if (vertispeed)
object->momz = FixedMul(vertispeed,FixedSqrt(FixedMul(vscale, spring->scale)));
if (horizspeed)
{
if (!object->player)
P_InstaThrust(object, spring->angle, FixedMul(horizspeed,FixedSqrt(FixedMul(hscale, spring->scale))));
else
{
fixed_t finalSpeed = FixedDiv(horizspeed, hscale);
fixed_t pSpeed = object->player->speed;
if (pSpeed > finalSpeed)
finalSpeed = pSpeed;
P_InstaThrust(object, spring->angle, FixedMul(finalSpeed,FixedSqrt(FixedMul(hscale, spring->scale))));
}
}
// Re-solidify
spring->flags |= (spring->info->flags & (MF_SPECIAL|MF_SOLID));
P_SetMobjState(spring, spring->info->raisestate);
if (object->player)
{
if (spring->flags & MF_ENEMY) // Spring shells
P_SetTarget(&spring->target, object);
if (horizspeed && P_ShouldSpringForceAngle(spring, &object->player->cmd))
{
object->angle = spring->angle;
object->player->angleturn = spring->angle;
if (!demo.playback)
{
for (SINT8 j = 0; j <= r_splitscreen; j++)
{
if (object->player == &players[displayplayers[j]])
{
localangle[j] = spring->angle;
break;
}
}
}
}
if (object->player->airdriftspeed > 0)
{
// clear air thrust target speed too
object->player->airdriftspeed = 0;
}
}
return true;
}
static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object)
{
player_t *p = object->player; // will be NULL if not a player
fixed_t zdist; // distance between bottoms
fixed_t speed = spring->info->mass; // conveniently, both fans and gas jets use this for the vertical thrust
SINT8 flipval = P_MobjFlip(spring); // virtually everything here centers around the thruster's gravity, not the object's!
// something something S_KART_PAIN being unused (see T_Pusher)
if (p && false)//object->state == &states[object->info->painstate]) // can't use fans and gas jets when player is in pain!
return;
// is object's top below thruster's position? if not, calculate distance between their bottoms
if (spring->eflags & MFE_VERTICALFLIP)
{
if (object->z > spring->z + spring->height)
return;
zdist = (spring->z + spring->height) - (object->z + object->height);
}
else
{
if (object->z + object->height < spring->z)
return;
zdist = object->z - spring->z;
}
object->standingslope = NULL; // No launching off at silly angles for you.
object->terrain = NULL;
switch (spring->type)
{
case MT_FAN: // fan
if (zdist > (spring->health << FRACBITS)) // max z distance determined by health (set by map thing args[0])
break;
if (flipval*object->momz >= FixedMul(speed, spring->scale)) // if object's already moving faster than your best, don't bother
break;
object->momz += flipval*FixedMul(speed/4, spring->scale);
// limit the speed if too high
if (flipval*object->momz > FixedMul(speed, spring->scale))
object->momz = flipval*FixedMul(speed, spring->scale);
break;
case MT_STEAM: // Steam
if (zdist > FixedMul(16*FRACUNIT, spring->scale))
break;
if (spring->state != &states[S_STEAM1]) // Only when it bursts
break;
if (spring->args[1])
{
if (object->eflags & MFE_SPRUNG)
break;
if (object->player)
object->player->pogospring = 1;
K_DoPogoSpring(object, 0, 0);
return;
}
else
object->momz = flipval*FixedMul(speed, FixedSqrt(FixedMul(spring->scale, object->scale))); // scale the speed with both objects' scales, just like with springs!
object->eflags |= MFE_SPRUNG;
break;
default:
break;
}
if (object->player && object->player->airdriftspeed > 0)
{
// clear air thrust target speed too
object->player->airdriftspeed = 0;
}
}
//
// PIT_CheckThing
//
static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
{
fixed_t blockdist;
boolean shrinkleeway = false;
boolean bubbleleeway = false, movingbubble = false, movedbubble = false;
// Bubble Shield special case: unconditionally process collision for this object so the
// Bubble Shield can reflect it.
boolean bubblewantsreflect = false;
if (g_tm.thing == NULL || P_MobjWasRemoved(g_tm.thing) == true)
return BMIT_STOP; // func just popped our g_tm.thing, cannot continue.
// Ignore... things.
if (thing == NULL || P_MobjWasRemoved(thing) == true)
return BMIT_CONTINUE;
// don't clip against self
if (thing == g_tm.thing)
return BMIT_CONTINUE;
// Ignore spectators
if ((g_tm.thing->player && g_tm.thing->player->spectator)
|| (thing->player && thing->player->spectator))
return BMIT_CONTINUE;
// Check for players with inflated Bubble Shields
if (g_tm.thing->player && K_IsBubbleDefending(g_tm.thing->player))
movingbubble = true;
if (thing->player && K_IsBubbleDefending(thing->player))
movedbubble = true;
if (movingbubble || movedbubble)
bubbleleeway = true;
/*
* "Why does this exist?" Well...
* Falling rocks don't have the needed flags to process collisions further, when the Bubble
* Shield is the one checking for collisions (and thus things to reflect). At the same time,
* when falling rocks are checking for collision, the Bubble Shield has its noclip flags
* enabled, meaning it's ALSO never checked.
* So, how do we solve the problem? This shitty special-case bandaid.
*/
boolean _playerinflate = false;
if (g_tm.thing->type == MT_BUBBLESHIELD)
{
_playerinflate =
(g_tm.thing->target && (!P_MobjWasRemoved(g_tm.thing->target)) &&
(g_tm.thing->target->player) && (g_tm.thing->target->player->bubbleblowup));
bubblewantsreflect =
((_playerinflate) && (!(g_tm.thing->flags & (MF_NOCLIP | MF_NOCLIPTHING))) &&
(K_BubbleShieldReflectSpecialCase(thing)));
}
else if (thing->type == MT_BUBBLESHIELD)
{
_playerinflate =
(g_tm.thing->target && (!P_MobjWasRemoved(g_tm.thing->target)) &&
(g_tm.thing->target->player) && (g_tm.thing->target->player->bubbleblowup));
bubblewantsreflect =
((_playerinflate) && (!(thing->flags & (MF_NOCLIP | MF_NOCLIPTHING))) &&
(K_BubbleShieldReflectSpecialCase(g_tm.thing)));
}
if ((thing->flags & MF_NOCLIPTHING) ||
!((thing->flags & (MF_SOLID | MF_SPECIAL | MF_PAIN | MF_SHOOTABLE /*|MF_SPRING*/)) ||
bubblewantsreflect)) // we still use MF_SOLID for springs
{
return BMIT_CONTINUE;
}
// Get rid of the "just flipped" flag.
// We only use that to confirm flipover hits.
if (thing->player)
thing->player->pflags &= ~PF_JUSTFLIPPED;
if (g_tm.thing->player)
g_tm.thing->player->pflags &= ~PF_JUSTFLIPPED;
blockdist = thing->radius + g_tm.thing->radius;
if (thing->flags & MF_SPRING)
{
// Testing a spring object; check if the other object:
// * Has a player
// * Is smaller than usual
// If this is true, fudge collisions for this interaction.
if (g_tm.thing->player && (g_tm.thing->scale < mapobjectscale))
{
const fixed_t radiusrescale = FixedDiv(mapobjectscale, g_tm.thing->scale);
blockdist = thing->radius + FixedMul(g_tm.thing->radius, radiusrescale);
shrinkleeway = true;
}
}
else if (g_tm.thing->flags & MF_SPRING)
{
// Testing a spring object; check if the other object:
// * Has a player
// * Is smaller than usual
// If this is true, fudge collisions for this interaction.
if (thing->player && (thing->scale < mapobjectscale))
{
const fixed_t radiusrescale = FixedDiv(mapobjectscale, thing->scale);
blockdist = FixedMul(thing->radius, radiusrescale) + g_tm.thing->radius;
shrinkleeway = true;
}
}
if (abs(thing->x - g_tm.x) >= blockdist || abs(thing->y - g_tm.y) >= blockdist)
return BMIT_CONTINUE; // didn't hit it
if (thing->flags & MF_PAPERCOLLISION) // CAUTION! Very easy to get stuck inside MF_SOLID objects. Giving the player MF_PAPERCOLLISION is a bad idea unless you know what you're doing.
{
fixed_t cosradius, sinradius;
vertex_t v1, v2; // fake vertexes
line_t junk; // fake linedef
cosradius = FixedMul(thing->radius, FINECOSINE(thing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(thing->radius, FINESINE(thing->angle>>ANGLETOFINESHIFT));
v1.x = thing->x - cosradius;
v1.y = thing->y - sinradius;
v2.x = thing->x + cosradius;
v2.y = thing->y + sinradius;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = 2*cosradius; // v2.x - v1.x;
junk.dy = 2*sinradius; // v2.y - v1.y;
if (g_tm.thing->flags & MF_PAPERCOLLISION) // more strenuous checking to prevent clipping issues
{
INT32 check1, check2, check3, check4;
fixed_t tmcosradius = FixedMul(g_tm.thing->radius, FINECOSINE(g_tm.thing->angle>>ANGLETOFINESHIFT));
fixed_t tmsinradius = FixedMul(g_tm.thing->radius, FINESINE(g_tm.thing->angle>>ANGLETOFINESHIFT));
if (abs(thing->x - g_tm.x) >= (abs(tmcosradius) + abs(cosradius)) || abs(thing->y - g_tm.y) >= (abs(tmsinradius) + abs(sinradius)))
return BMIT_CONTINUE; // didn't hit it
check1 = P_PointOnLineSide(g_tm.x - tmcosradius, g_tm.y - tmsinradius, &junk);
check2 = P_PointOnLineSide(g_tm.x + tmcosradius, g_tm.y + tmsinradius, &junk);
check3 = P_PointOnLineSide(g_tm.x + g_tm.thing->momx - tmcosradius, g_tm.y + g_tm.thing->momy - tmsinradius, &junk);
check4 = P_PointOnLineSide(g_tm.x + g_tm.thing->momx + tmcosradius, g_tm.y + g_tm.thing->momy + tmsinradius, &junk);
if ((check1 == check2) && (check2 == check3) && (check3 == check4))
return BMIT_CONTINUE; // the line doesn't cross between collider's start or end
}
else
{
if (abs(thing->x - g_tm.x) >= (g_tm.thing->radius + abs(cosradius)) || abs(thing->y - g_tm.y) >= (g_tm.thing->radius + abs(sinradius)))
return BMIT_CONTINUE; // didn't hit it
if ((P_PointOnLineSide(g_tm.x - g_tm.thing->radius, g_tm.y - g_tm.thing->radius, &junk)
== P_PointOnLineSide(g_tm.x + g_tm.thing->radius, g_tm.y + g_tm.thing->radius, &junk))
&& (P_PointOnLineSide(g_tm.x + g_tm.thing->radius, g_tm.y - g_tm.thing->radius, &junk)
== P_PointOnLineSide(g_tm.x - g_tm.thing->radius, g_tm.y + g_tm.thing->radius, &junk)))
return BMIT_CONTINUE; // the line doesn't cross between either pair of opposite corners
}
}
else if (g_tm.thing->flags & MF_PAPERCOLLISION)
{
fixed_t tmcosradius, tmsinradius;
vertex_t v1, v2; // fake vertexes
line_t junk; // fake linedef
tmcosradius = FixedMul(g_tm.thing->radius, FINECOSINE(g_tm.thing->angle>>ANGLETOFINESHIFT));
tmsinradius = FixedMul(g_tm.thing->radius, FINESINE(g_tm.thing->angle>>ANGLETOFINESHIFT));
if (abs(thing->x - g_tm.x) >= (thing->radius + abs(tmcosradius)) || abs(thing->y - g_tm.y) >= (thing->radius + abs(tmsinradius)))
return BMIT_CONTINUE; // didn't hit it
v1.x = g_tm.x - tmcosradius;
v1.y = g_tm.y - tmsinradius;
v2.x = g_tm.x + tmcosradius;
v2.y = g_tm.y + tmsinradius;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = 2*tmcosradius; // v2.x - v1.x;
junk.dy = 2*tmsinradius; // v2.y - v1.y;
// no need to check whether other thing has MF_PAPERCOLLISION, since would fall under other condition
if ((P_PointOnLineSide(thing->x - thing->radius, thing->y - thing->radius, &junk)
== P_PointOnLineSide(thing->x + thing->radius, thing->y + thing->radius, &junk))
&& (P_PointOnLineSide(thing->x + thing->radius, thing->y - thing->radius, &junk)
== P_PointOnLineSide(thing->x - thing->radius, thing->y + thing->radius, &junk)))
return BMIT_CONTINUE; // the line doesn't cross between either pair of opposite corners
}
{
UINT8 shouldCollide = LUA_Hook2Mobj(thing, g_tm.thing, MOBJ_HOOK(MobjCollide)); // checks hook for thing's type
if (P_MobjWasRemoved(g_tm.thing) || P_MobjWasRemoved(thing))
return BMIT_CONTINUE; // one of them was removed???
if (shouldCollide == 1)
return BMIT_ABORT; // force collide
else if (shouldCollide == 2)
return BMIT_CONTINUE; // force no collide
shouldCollide = LUA_Hook2Mobj(g_tm.thing, thing, MOBJ_HOOK(MobjMoveCollide)); // checks hook for g_tm.thing's type
if (P_MobjWasRemoved(g_tm.thing) || P_MobjWasRemoved(thing))
return BMIT_CONTINUE; // one of them was removed???
if (shouldCollide == 1)
return BMIT_ABORT; // force collide
else if (shouldCollide == 2)
return BMIT_CONTINUE; // force no collide
}
// When solid spikes move, assume they just popped up and teleport things on top of them to hurt.
if (g_tm.thing->type == MT_SPIKE && g_tm.thing->flags & MF_SOLID)
{
if (thing->z > g_tm.thing->z + g_tm.thing->height)
return BMIT_CONTINUE; // overhead
if (thing->z + thing->height < g_tm.thing->z)
return BMIT_CONTINUE; // underneath
if (g_tm.thing->eflags & MFE_VERTICALFLIP)
P_SetOrigin(thing, thing->x, thing->y, g_tm.thing->z - thing->height - FixedMul(FRACUNIT, g_tm.thing->scale));
else
P_SetOrigin(thing, thing->x, thing->y, g_tm.thing->z + g_tm.thing->height + FixedMul(FRACUNIT, g_tm.thing->scale));
if (thing->flags & MF_SHOOTABLE)
P_DamageMobj(thing, g_tm.thing, g_tm.thing, 1, 0);
return BMIT_CONTINUE;
}
// Bubble Shield reflect
if (thing->type == MT_BUBBLESHIELD && !P_MobjWasRemoved(thing->target) && thing->target->player && thing->target->player->bubbleblowup)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_BubbleShieldCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
else if (g_tm.thing->type == MT_BUBBLESHIELD && !P_MobjWasRemoved(g_tm.thing->target) && g_tm.thing->target->player && g_tm.thing->target->player->bubbleblowup)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_BubbleShieldCollide(g_tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
// double make sure bubbles won't collide with anything else
if (thing->type == MT_BUBBLESHIELD || g_tm.thing->type == MT_BUBBLESHIELD)
return BMIT_CONTINUE;
// Triple-check: anything the Bubble Shield reflects should phase through players inflating their shield.
if (bubbleleeway)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
if (movingbubble && K_BubbleShieldCanReflect(thing))
{
g_tm.thing->player->bubblegraze =
ApproachOneWayUINT32(g_tm.thing->player->bubblegraze,
BUBBLEGRAZE_MAX,
BUBBLEGRAZE_INCREMENT);
return BMIT_CONTINUE;
}
if (movedbubble && K_BubbleShieldCanReflect(g_tm.thing))
{
thing->player->bubblegraze =
ApproachOneWayUINT32(thing->player->bubblegraze,
BUBBLEGRAZE_MAX,
BUBBLEGRAZE_INCREMENT);
return BMIT_CONTINUE;
}
// Anything else falls through as a possible false positive.
}
if (thing->flags & MF_PAIN)
{ // Player touches painful thing sitting on the floor
// see if it went over / under
if (thing->z > g_tm.thing->z + g_tm.thing->height)
return BMIT_CONTINUE; // overhead
if (thing->z + thing->height < g_tm.thing->z)
return BMIT_CONTINUE; // underneath
if (g_tm.thing->player && g_tm.thing->flags & MF_SHOOTABLE && thing->health > 0)
{
UINT32 damagetype = (thing->info->mass & DMG_TYPEMASK);
if (thing->info->compatmode || !damagetype) // OWWWWW!
damagetype = DMG_NORMAL;
P_DamageMobj(g_tm.thing, thing, thing, 1, damagetype);
}
return BMIT_CONTINUE;
}
else if (g_tm.thing->flags & MF_PAIN)
{ // Painful thing splats player in the face
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
if (thing->player && thing->flags & MF_SHOOTABLE && g_tm.thing->health > 0)
{
UINT32 damagetype = (g_tm.thing->info->mass & DMG_TYPEMASK);
if (g_tm.thing->info->compatmode || !damagetype) // OWWWWW!
damagetype = DMG_NORMAL;
P_DamageMobj(thing, g_tm.thing, g_tm.thing, 1, damagetype);
}
return BMIT_CONTINUE;
}
// check for skulls slamming into things
if (g_tm.thing->flags2 & MF2_SKULLFLY)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
g_tm.thing->flags2 &= ~MF2_SKULLFLY;
g_tm.thing->momx = g_tm.thing->momy = g_tm.thing->momz = 0;
return BMIT_ABORT; // stop moving
}
// SRB2kart 011617 - Colission[sic] code for kart items //{
if (thing->type == MT_SMK_ICEBLOCK)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_SMKIceBlockCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
if (g_tm.thing->type == MT_EGGMANITEM || g_tm.thing->type == MT_EGGMANITEM_SHIELD)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_EggItemCollide(g_tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
else if (thing->type == MT_EGGMANITEM || thing->type == MT_EGGMANITEM_SHIELD)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_EggItemCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
if (g_tm.thing->type == MT_EGGMINE)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_EggMineCollide(g_tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
else if (thing->type == MT_EGGMINE)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_EggMineCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
if (g_tm.thing->type == MT_EGGMINE_SHIELD)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_EggMineShieldCollide(g_tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
else if (thing->type == MT_EGGMINE_SHIELD)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_EggMineShieldCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
if (g_tm.thing->type == MT_RANDOMITEM)
return BMIT_CONTINUE;
if (g_tm.thing->type == MT_ORBINAUT || g_tm.thing->type == MT_JAWZ || g_tm.thing->type == MT_JAWZ_DUD
|| g_tm.thing->type == MT_ORBINAUT_SHIELD || g_tm.thing->type == MT_JAWZ_SHIELD)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_OrbinautJawzCollide(g_tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
else if (thing->type == MT_ORBINAUT || thing->type == MT_JAWZ || thing->type == MT_JAWZ_DUD
|| thing->type == MT_ORBINAUT_SHIELD || thing->type == MT_JAWZ_SHIELD)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_OrbinautJawzCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
if (g_tm.thing->type == MT_BANANA || g_tm.thing->type == MT_BANANA_SHIELD || g_tm.thing->type == MT_BALLHOG)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_BananaBallhogCollide(g_tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
else if (thing->type == MT_BANANA || thing->type == MT_BANANA_SHIELD || thing->type == MT_BALLHOG)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_BananaBallhogCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
if (g_tm.thing->type == MT_SSMINE || g_tm.thing->type == MT_SSMINE_SHIELD)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_MineCollide(g_tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
else if (thing->type == MT_SSMINE || thing->type == MT_SSMINE_SHIELD)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_MineCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
if (g_tm.thing->type == MT_MINEEXPLOSION)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_MineExplosionCollide(g_tm.thing, thing);
}
else if (thing->type == MT_MINEEXPLOSION)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_MineExplosionCollide(thing, g_tm.thing);
}
if (g_tm.thing->type == MT_LANDMINE)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_LandMineCollide(g_tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
else if (thing->type == MT_LANDMINE)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_LandMineCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
if (g_tm.thing->type == MT_SINK)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_KitchenSinkCollide(g_tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
else if (thing->type == MT_SINK)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_KitchenSinkCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
if (g_tm.thing->type == MT_FALLINGROCK)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_FallingRockCollide(g_tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
else if (thing->type == MT_FALLINGROCK)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
return K_FallingRockCollide(thing, g_tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
}
if (thing->type == MT_SNEAKERPANEL)
{
Obj_SneakerPanelCollide(thing, g_tm.thing);
return BMIT_CONTINUE;
}
else if (g_tm.thing->type == MT_SNEAKERPANEL)
{
Obj_SneakerPanelCollide(g_tm.thing, thing);
return BMIT_CONTINUE;
}
//}
if ((thing->type == MT_SPRINGSHELL || thing->type == MT_YELLOWSHELL) && thing->health > 0
&& (g_tm.thing->player || (g_tm.thing->flags & MF_PUSHABLE)) && g_tm.thing->health > 0)
{
// Multiplying by -1 inherently flips "less than" and "greater than"
fixed_t tmz = ((thing->eflags & MFE_VERTICALFLIP) ? -(g_tm.thing->z + g_tm.thing->height) : g_tm.thing->z);
fixed_t tmznext = ((thing->eflags & MFE_VERTICALFLIP) ? -g_tm.thing->momz : g_tm.thing->momz) + tmz;
fixed_t thzh = ((thing->eflags & MFE_VERTICALFLIP) ? -thing->z : thing->z + thing->height);
//fixed_t sprarea = FixedMul(8*FRACUNIT, thing->scale) * P_MobjFlip(thing);
//if ((tmznext <= thzh && tmz > thzh) || (tmznext > thzh - sprarea && tmznext < thzh))
if (tmznext <= thzh)
{
P_DoSpring(thing, g_tm.thing);
// return BMIT_CONTINUE;
}
//else if (tmz > thzh - sprarea && tmz < thzh) // Don't damage people springing up / down
return BMIT_CONTINUE;
}
// missiles can hit other things
if (g_tm.thing->flags & MF_MISSILE)
{
UINT8 damagetype = g_tm.thing->info->mass;
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
if (g_tm.thing->target && g_tm.thing->target->type == thing->type)
{
// Don't hit same species as originator.
if (thing == g_tm.thing->target)
return BMIT_CONTINUE;
if (thing->type != MT_PLAYER)
{
// Explode, but do no damage.
// Let players missile other players.
return BMIT_ABORT;
}
}
if (!(thing->flags & MF_SHOOTABLE))
{
// didn't do any damage
return (thing->flags & MF_SOLID) ? BMIT_ABORT : BMIT_CONTINUE;
}
// damage / explode
P_DamageMobj(thing, g_tm.thing, g_tm.thing->target, 1, damagetype);
// don't traverse any more
return BMIT_ABORT;
}
if (thing->flags & MF_PUSHABLE && (g_tm.thing->player || g_tm.thing->flags & MF_PUSHABLE)
&& g_tm.thing->z + g_tm.thing->height > thing->z && g_tm.thing->z < thing->z + thing->height
&& !(netgame && g_tm.thing->player && g_tm.thing->player->spectator)) // Push thing!
{
if (thing->flags2 & MF2_SLIDEPUSH) // Make it slide
{
if (g_tm.thing->momy > 0 && g_tm.thing->momy > FixedMul(4*FRACUNIT, thing->scale) && g_tm.thing->momy > thing->momy)
{
thing->momy += FixedMul(PUSHACCEL, thing->scale);
g_tm.thing->momy -= FixedMul(PUSHACCEL, thing->scale);
}
else if (g_tm.thing->momy < 0 && g_tm.thing->momy < FixedMul(-4*FRACUNIT, thing->scale)
&& g_tm.thing->momy < thing->momy)
{
thing->momy -= FixedMul(PUSHACCEL, thing->scale);
g_tm.thing->momy += FixedMul(PUSHACCEL, thing->scale);
}
if (g_tm.thing->momx > 0 && g_tm.thing->momx > FixedMul(4*FRACUNIT, thing->scale)
&& g_tm.thing->momx > thing->momx)
{
thing->momx += FixedMul(PUSHACCEL, thing->scale);
g_tm.thing->momx -= FixedMul(PUSHACCEL, thing->scale);
}
else if (g_tm.thing->momx < 0 && g_tm.thing->momx < FixedMul(-4*FRACUNIT, thing->scale)
&& g_tm.thing->momx < thing->momx)
{
thing->momx -= FixedMul(PUSHACCEL, thing->scale);
g_tm.thing->momx += FixedMul(PUSHACCEL, thing->scale);
}
if (thing->momx > FixedMul(thing->info->speed, thing->scale))
thing->momx = FixedMul(thing->info->speed, thing->scale);
else if (thing->momx < -FixedMul(thing->info->speed, thing->scale))
thing->momx = -FixedMul(thing->info->speed, thing->scale);
if (thing->momy > FixedMul(thing->info->speed, thing->scale))
thing->momy = FixedMul(thing->info->speed, thing->scale);
else if (thing->momy < -FixedMul(thing->info->speed, thing->scale))
thing->momy = -FixedMul(thing->info->speed, thing->scale);
}
else
{
if (g_tm.thing->momx > FixedMul(4*FRACUNIT, thing->scale))
g_tm.thing->momx = FixedMul(4*FRACUNIT, thing->scale);
else if (g_tm.thing->momx < FixedMul(-4*FRACUNIT, thing->scale))
g_tm.thing->momx = FixedMul(-4*FRACUNIT, thing->scale);
if (g_tm.thing->momy > FixedMul(4*FRACUNIT, thing->scale))
g_tm.thing->momy = FixedMul(4*FRACUNIT, thing->scale);
else if (g_tm.thing->momy < FixedMul(-4*FRACUNIT, thing->scale))
g_tm.thing->momy = FixedMul(-4*FRACUNIT, thing->scale);
thing->momx = g_tm.thing->momx;
thing->momy = g_tm.thing->momy;
}
if (thing->type != MT_GARGOYLE || P_IsObjectOnGround(thing))
S_StartSound(thing, thing->info->activesound);
P_SetTarget(&thing->target, g_tm.thing);
}
// check for special pickup
if (thing->flags & MF_SPECIAL && g_tm.thing->player)
{
P_TouchSpecialThing(thing, g_tm.thing, true); // can remove thing
return BMIT_CONTINUE;
}
// check again for special pickup
if (g_tm.thing->flags & MF_SPECIAL && thing->player)
{
P_TouchSpecialThing(g_tm.thing, thing, true); // can remove thing
return BMIT_CONTINUE;
}
// Sprite Spikes!
// Do not return because solidity code comes below.
if (g_tm.thing->type == MT_SPIKE && g_tm.thing->flags & MF_SOLID && thing->player) // moving spike rams into player?!
{
if (g_tm.thing->eflags & MFE_VERTICALFLIP)
{
if (thing->z + thing->height <= g_tm.thing->z + FixedMul(FRACUNIT, g_tm.thing->scale)
&& thing->z + thing->height + thing->momz >= g_tm.thing->z + FixedMul(FRACUNIT, g_tm.thing->scale) + g_tm.thing->momz)
P_DamageMobj(thing, g_tm.thing, g_tm.thing, 1, DMG_NORMAL);
}
else if (thing->z >= g_tm.thing->z + g_tm.thing->height - FixedMul(FRACUNIT, g_tm.thing->scale)
&& thing->z + thing->momz <= g_tm.thing->z + g_tm.thing->height - FixedMul(FRACUNIT, g_tm.thing->scale) + g_tm.thing->momz)
P_DamageMobj(thing, g_tm.thing, g_tm.thing, 1, DMG_NORMAL);
}
else if (thing->type == MT_SPIKE && thing->flags & MF_SOLID && g_tm.thing->player) // unfortunate player falls into spike?!
{
if (thing->eflags & MFE_VERTICALFLIP)
{
if (g_tm.thing->z + g_tm.thing->height <= thing->z - FixedMul(FRACUNIT, thing->scale)
&& g_tm.thing->z + g_tm.thing->height + g_tm.thing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale))
P_DamageMobj(g_tm.thing, thing, thing, 1, DMG_NORMAL);
}
else if (g_tm.thing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
&& g_tm.thing->z + g_tm.thing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale))
P_DamageMobj(g_tm.thing, thing, thing, 1, DMG_NORMAL);
}
if (g_tm.thing->type == MT_WALLSPIKE && g_tm.thing->flags & MF_SOLID && thing->player) // wall spike impales player
{
fixed_t bottomz, topz;
bottomz = g_tm.thing->z;
topz = g_tm.thing->z + g_tm.thing->height;
if (g_tm.thing->eflags & MFE_VERTICALFLIP)
bottomz -= FixedMul(FRACUNIT, g_tm.thing->scale);
else
topz += FixedMul(FRACUNIT, g_tm.thing->scale);
if (thing->z + thing->height > bottomz // above bottom
&& thing->z < topz) // below top
// don't check angle, the player was clearly in the way in this case
P_DamageMobj(thing, g_tm.thing, g_tm.thing, 1, DMG_NORMAL);
}
else if (thing->type == MT_WALLSPIKE && thing->flags & MF_SOLID && g_tm.thing->player)
{
fixed_t bottomz, topz;
angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, g_tm.thing->x, g_tm.thing->y);
if (P_PlayerInPain(g_tm.thing->player) && (g_tm.thing->momx || g_tm.thing->momy))
{
angle_t playerangle = R_PointToAngle2(0, 0, g_tm.thing->momx, g_tm.thing->momy) - touchangle;
if (playerangle > ANGLE_180)
playerangle = InvAngle(playerangle);
if (playerangle < ANGLE_90)
return BMIT_CONTINUE; // Yes, this is intentionally outside the z-height check. No standing on spikes whilst moving away from them.
}
bottomz = thing->z;
topz = thing->z + thing->height;
if (thing->eflags & MFE_VERTICALFLIP)
bottomz -= FixedMul(FRACUNIT, thing->scale);
else
topz += FixedMul(FRACUNIT, thing->scale);
if (g_tm.thing->z + g_tm.thing->height > bottomz // above bottom
&& g_tm.thing->z < topz // below top
&& !P_MobjWasRemoved(thing->tracer)) // this probably wouldn't work if we didn't have a tracer
{ // use base as a reference point to determine what angle you touched the spike at
touchangle = thing->angle - touchangle;
if (touchangle > ANGLE_180)
touchangle = InvAngle(touchangle);
if (touchangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked!
P_DamageMobj(g_tm.thing, thing, thing, 1, DMG_NORMAL);
}
}
if (thing->flags & MF_PUSHABLE)
{
if (g_tm.thing->type == MT_FAN || g_tm.thing->type == MT_STEAM)
P_DoFanAndGasJet(g_tm.thing, thing);
}
if (g_tm.thing->flags & MF_PUSHABLE)
{
if (thing->type == MT_FAN || thing->type == MT_STEAM)
{
P_DoFanAndGasJet(thing, g_tm.thing);
return BMIT_CONTINUE;
}
else if (thing->flags & MF_SPRING)
{
if ( thing->z <= g_tm.thing->z + g_tm.thing->height
&& g_tm.thing->z <= thing->z + thing->height)
if (P_DoSpring(thing, g_tm.thing))
return BMIT_ABORT;
return BMIT_CONTINUE;
}
}
// thanks to sal for solidenemies dot lua
/*if (thing->flags & (MF_ENEMY|MF_BOSS) && g_tm.thing->flags & (MF_ENEMY|MF_BOSS))
{
if ((thing->z + thing->height >= g_tm.thing->z)
&& (g_tm.thing->z + g_tm.thing->height >= thing->z))
return BMIT_ABORT;
}*/
// Damage other players when possible.
// Handle before bumpcode to prevent lower weights from getting affected.
if (g_tm.thing->player && thing->player
// Make sure they aren't able to damage you ANYWHERE along the Z axis, you have to be TOUCHING the person.
&& !(thing->z + thing->height < g_tm.thing->z || thing->z > g_tm.thing->z + g_tm.thing->height))
{
mobj_t *mo1 = g_tm.thing;
mobj_t *mo2 = thing;
K_PvPTouchDamage(mo1, mo2);
}
if (thing->player)
{
if (g_tm.thing->type == MT_FAN || g_tm.thing->type == MT_STEAM)
P_DoFanAndGasJet(g_tm.thing, thing);
}
if (g_tm.thing->player) // Is the moving/interacting object the player?
{
if (!g_tm.thing->health)
return BMIT_CONTINUE;
if (thing->type == MT_FAN || thing->type == MT_STEAM)
P_DoFanAndGasJet(thing, g_tm.thing);
else if (thing->flags & MF_SPRING)
{
fixed_t tm_thing_height = 0;
if (shrinkleeway)
{
const fixed_t radiusrescale = FixedDiv(mapobjectscale, g_tm.thing->scale);
tm_thing_height = FixedMul(g_tm.thing->height, radiusrescale);
}
else
{
tm_thing_height = g_tm.thing->height;
}
if ( thing->z <= g_tm.thing->z + tm_thing_height
&& g_tm.thing->z <= thing->z + thing->height)
if (P_DoSpring(thing, g_tm.thing))
return BMIT_ABORT;
return BMIT_CONTINUE;
}
else if (thing->player) // bounce when players collide
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
// If antibump is active, ignore player collisions.
if (leveltime < starttime + antibumptime)
{
return BMIT_CONTINUE;
}
// If we're inflating, don't do PvP bumps.
// I do not doubt the previous bubbleleeway check'll fall through, so, yeah.
if (bubbleleeway)
{
if (movingbubble)
{
g_tm.thing->player->bubblegraze =
ApproachOneWayUINT32(g_tm.thing->player->bubblegraze,
BUBBLEGRAZE_MAX,
BUBBLEGRAZE_INCREMENT);
}
if (movedbubble)
{
thing->player->bubblegraze =
ApproachOneWayUINT32(thing->player->bubblegraze,
BUBBLEGRAZE_MAX,
BUBBLEGRAZE_INCREMENT);
}
return BMIT_CONTINUE;
}
if (thing->player->squishedtimer || thing->player->hyudorotimer
|| thing->player->justbumped || thing->scale > g_tm.thing->scale + (mapobjectscale/8)
|| g_tm.thing->player->squishedtimer || g_tm.thing->player->hyudorotimer
|| g_tm.thing->player->justbumped || g_tm.thing->scale > thing->scale + (mapobjectscale/8)
|| thing->player->bubblegraze || g_tm.thing->player->bubblegraze)
{
return BMIT_CONTINUE;
}
if ((gametypes[gametype]->rules & GTR_BUMPERS)
&& ((thing->player->bumper && !g_tm.thing->player->bumper)
|| (g_tm.thing->player->bumper && !thing->player->bumper)))
{
return BMIT_CONTINUE;
}
{
// The bump has to happen last
if (P_IsObjectOnGround(thing) && g_tm.thing->momz < 0)
{
if (g_tm.thing->player->pogospring)
P_DamageMobj(thing, g_tm.thing, g_tm.thing, 1, DMG_WIPEOUT|DMG_STEAL);
}
else if (P_IsObjectOnGround(g_tm.thing) && thing->momz < 0)
{
if (thing->player->pogospring)
P_DamageMobj(g_tm.thing, thing, thing, 1, DMG_WIPEOUT|DMG_STEAL);
}
P_SetTarget(&g_tm.hitthing, thing);
}
return BMIT_CONTINUE;
}
else if (thing->type == MT_BLUEROBRA_HEAD || thing->type == MT_BLUEROBRA_JOINT)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
if (!thing->health)
return BMIT_CONTINUE; // dead
if (K_PlayerCanPunt(g_tm.thing->player))
{
if (thing->type == MT_BLUEROBRA_JOINT)
P_KillMobj(thing->target, g_tm.thing, g_tm.thing, DMG_NORMAL);
else
P_KillMobj(thing, g_tm.thing, g_tm.thing, DMG_NORMAL);
return BMIT_CONTINUE;
}
else
{
P_SetTarget(&g_tm.hitthing, thing);
return BMIT_ABORT;
}
}
else if (thing->type == MT_SMK_PIPE)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
if (!thing->health)
return BMIT_CONTINUE; // dead
if (K_PlayerCanPunt(g_tm.thing->player))
{
P_KillMobj(thing, g_tm.thing, g_tm.thing, DMG_NORMAL);
return BMIT_CONTINUE; // kill
}
P_SetTarget(&g_tm.hitthing, thing);
return BMIT_ABORT;
}
else if (thing->type == MT_SMK_THWOMP)
{
if (!thing->health)
return BMIT_CONTINUE; // dead
if (!thwompsactive)
return BMIT_CONTINUE; // not active yet
if ((g_tm.thing->z < thing->z) && (thing->z >= thing->movefactor-(256<<FRACBITS)))
{
thing->extravalue1 = 1; // purposely try to stomp on players early
//S_StartSound(thing, sfx_s1bb);
}
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
// kill
if (K_PlayerCanPunt(g_tm.thing->player))
{
P_KillMobj(thing, g_tm.thing, g_tm.thing, DMG_NORMAL);
return BMIT_CONTINUE;
}
// no interaction
if (g_tm.thing->player->flashing > 0 || g_tm.thing->player->hyudorotimer > 0 || K_IsPlayerDamaged(g_tm.thing->player))
return BMIT_CONTINUE;
// collide
if (g_tm.thing->z < thing->z && thing->momz < 0)
P_DamageMobj(g_tm.thing, thing, thing, 1, DMG_SQUISH);
else
{
if (thing->flags2 & MF2_AMBUSH)
P_DamageMobj(g_tm.thing, thing, thing, 1, DMG_WIPEOUT);
P_SetTarget(&g_tm.hitthing, thing);
}
return BMIT_ABORT;
}
else if (thing->type == MT_KART_LEFTOVER)
{
if (bubbleleeway)
return BMIT_CONTINUE; // If we're inflating, don't do PvP bumps.
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
P_SetTarget(&g_tm.hitthing, thing);
return BMIT_CONTINUE;
}
else if (thing->flags & MF_SOLID)
{
// see if it went over / under
if (g_tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (g_tm.thing->z + g_tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
P_SetTarget(&g_tm.hitthing, thing);
return BMIT_ABORT;
}
}
#if 0
if ((g_tm.thing->flags & MF_SPRING || g_tm.thing->type == MT_STEAM || g_tm.thing->type == MT_SPIKE || g_tm.thing->type == MT_WALLSPIKE) && (thing->player))
; // springs, gas jets and springs should never be able to step up onto a player
// z checking at last
// Treat noclip things as non-solid!
else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID
&& (g_tm.thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID)
{
fixed_t topz, tmtopz;
if (g_tm.thing->eflags & MFE_VERTICALFLIP)
{
// pass under
tmtopz = g_tm.thing->z;
if (tmtopz > thing->z + thing->height)
{
if (thing->z + thing->height > g_tm.floorz)
{
g_tm.floorz = thing->z + thing->height;
g_tm.floorrover = NULL;
g_tm.floorslope = NULL;
g_tm.floorpic = -1;
}
return BMIT_CONTINUE;
}
topz = thing->z - thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
// block only when jumping not high enough,
// (dont climb max. 24units while already in air)
// since return false doesn't handle momentum properly,
// we lie to P_TryMove() so it's always too high
if (g_tm.thing->player && g_tm.thing->z + g_tm.thing->height > topz
&& g_tm.thing->z + g_tm.thing->height < g_tm.thing->ceilingz)
{
if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->info->flags & MF_MONITOR)) // Gold monitor hack...
return BMIT_ABORT;
g_tm.floorz = g_tm.ceilingz = topz; // block while in air
g_tm.ceilingrover = NULL;
g_tm.ceilingslope = NULL;
g_tm.ceilingpic = -1;
P_SetTarget(&g_tm.floorthing, thing); // needed for side collision
}
else if (topz < g_tm.ceilingz && g_tm.thing->z <= thing->z+thing->height)
{
g_tm.ceilingz = topz;
g_tm.ceilingrover = NULL;
g_tm.ceilingslope = NULL;
g_tm.ceilingpic = -1;
P_SetTarget(&g_tm.floorthing, thing); // thing we may stand on
}
}
else
{
// pass under
tmtopz = g_tm.thing->z + g_tm.thing->height;
if (tmtopz < thing->z)
{
if (thing->z < g_tm.ceilingz)
{
g_tm.ceilingz = thing->z;
g_tm.ceilingrover = NULL;
g_tm.ceilingslope = NULL;
g_tm.ceilingpic = -1;
}
return BMIT_CONTINUE;
}
topz = thing->z + thing->height + thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
// block only when jumping not high enough,
// (dont climb max. 24units while already in air)
// since return false doesn't handle momentum properly,
// we lie to P_TryMove() so it's always too high
if (g_tm.thing->player && g_tm.thing->z < topz
&& g_tm.thing->z > g_tm.thing->floorz)
{
if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->info->flags & MF_MONITOR)) // Gold monitor hack...
return BMIT_ABORT;
g_tm.floorz = g_tm.ceilingz = topz; // block while in air
g_tm.floorrover = NULL;
g_tm.floorslope = NULL;
g_tm.floorpic = -1;
P_SetTarget(&g_tm.floorthing, thing); // needed for side collision
}
else if (topz > g_tm.floorz && g_tm.thing->z+g_tm.thing->height >= thing->z)
{
g_tm.floorz = topz;
g_tm.floorrover = NULL;
g_tm.floorslope = NULL;
g_tm.floorpic = -1;
P_SetTarget(&g_tm.floorthing, thing); // thing we may stand on
}
}
}
#endif
// not solid not blocked
return BMIT_CONTINUE;
}
// PIT_CheckCameraLine
// Adjusts g_tm.floorz and g_tm.ceilingz as lines are contacted - FOR CAMERA ONLY
static BlockItReturn_t PIT_CheckCameraLine(line_t *ld)
{
opening_t open = {0};
if (ld->polyobj && !(ld->polyobj->flags & POF_SOLID))
return BMIT_CONTINUE;
if (g_tm.bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || g_tm.bbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| g_tm.bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || g_tm.bbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
{
return BMIT_CONTINUE;
}
if (P_BoxOnLineSide(g_tm.bbox, ld) != -1)
return BMIT_CONTINUE;
// A line has been hit
// The moving thing's destination position will cross
// the given line.
// If this should not be allowed, return false.
// If the line is special, keep track of it
// to process later if the move is proven ok.
// NOTE: specials are NOT sorted by order,
// so two special lines that are only 8 pixels apart
// could be crossed in either order.
// this line is out of the if so upper and lower textures can be hit by a splat
if (!ld->backsector) // one sided line
{
if (P_PointOnLineSide(mapcampointer->x, mapcampointer->y, ld))
return BMIT_CONTINUE; // don't hit the back side
return BMIT_ABORT;
}
// set openrange, opentop, openbottom
P_CameraLineOpening(ld, &open);
// adjust floor / ceiling heights
if (open.ceiling < g_tm.ceilingz)
{
g_tm.ceilingz = open.ceiling;
g_tm.ceilingline = ld;
}
if (open.floor > g_tm.floorz)
{
g_tm.floorz = open.floor;
}
if (open.highceiling > g_tm.drpoffceilz)
g_tm.drpoffceilz = open.highceiling;
if (open.lowfloor < g_tm.dropoffz)
g_tm.dropoffz = open.lowfloor;
return BMIT_CONTINUE;
}
boolean P_IsLineBlocking(const line_t *ld, const mobj_t *thing)
{
// missiles can cross uncrossable lines
if ((thing->flags & MF_MISSILE))
{
return false;
}
else
{
if (thing->player && thing->player->spectator)
{
// Allow spectators thru blocking lines.
return false;
}
if (ld->flags & ML_IMPASSABLE)
{
// block objects from moving through this linedef.
return true;
}
if (thing->player)
{
return ld->blockplayers;
}
else if (thing->flags & (MF_ENEMY|MF_BOSS))
{
return ((ld->flags & ML_BLOCKMONSTERS) == ML_BLOCKMONSTERS);
}
}
return false;
}
boolean P_IsLineTripWire(const line_t *ld)
{
return ld->tripwire;
}
static boolean P_UsingStepUp(mobj_t *thing)
{
if (thing->flags & MF_NOCLIP)
{
return false;
}
// orbits have no collision
if (thing->player && thing->player->loop.radius)
{
return false;
}
return true;
}
//
// PIT_CheckLine
// Adjusts g_tm.floorz and g_tm.ceilingz as lines are contacted
//
static BlockItReturn_t PIT_CheckLine(line_t *ld)
{
const fixed_t thingtop = g_tm.thing->z + g_tm.thing->height;
opening_t open = {0};
if (ld->polyobj && !(ld->polyobj->flags & POF_SOLID))
return BMIT_CONTINUE;
if (g_tm.bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || g_tm.bbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| g_tm.bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || g_tm.bbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
return BMIT_CONTINUE;
if (P_BoxOnLineSide(g_tm.bbox, ld) != -1)
return BMIT_CONTINUE;
if (g_tm.thing->flags & MF_PAPERCOLLISION) // Caution! Turning whilst up against a wall will get you stuck. You probably shouldn't give the player this flag.
{
fixed_t cosradius, sinradius;
cosradius = FixedMul(g_tm.thing->radius, FINECOSINE(g_tm.thing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(g_tm.thing->radius, FINESINE(g_tm.thing->angle>>ANGLETOFINESHIFT));
if (P_PointOnLineSide(g_tm.x - cosradius, g_tm.y - sinradius, ld)
== P_PointOnLineSide(g_tm.x + cosradius, g_tm.y + sinradius, ld))
return BMIT_CONTINUE; // the line doesn't cross between collider's start or end
#ifdef PAPER_COLLISIONCORRECTION
{
fixed_t dist;
vertex_t result;
angle_t langle;
P_ClosestPointOnLine(g_tm.x, g_tm.y, ld, &result);
langle = R_PointToAngle2(ld->v1->x, ld->v1->y, ld->v2->x, ld->v2->y);
langle += ANGLE_90*(P_PointOnLineSide(g_tm.x, g_tm.y, ld) ? -1 : 1);
dist = abs(FixedMul(g_tm.thing->radius, FINECOSINE((g_tm.thing->angle - langle)>>ANGLETOFINESHIFT)));
cosradius = FixedMul(dist, FINECOSINE(langle>>ANGLETOFINESHIFT));
sinradius = FixedMul(dist, FINESINE(langle>>ANGLETOFINESHIFT));
g_tm.thing->flags |= MF_NOCLIP;
P_MoveOrigin(g_tm.thing, result.x + cosradius - g_tm.thing->momx, result.y + sinradius - g_tm.thing->momy, g_tm.thing->z);
g_tm.thing->flags &= ~MF_NOCLIP;
}
#endif
}
// A line has been hit
// The moving thing's destination position will cross
// the given line.
// If this should not be allowed, return false.
// If the line is special, keep track of it
// to process later if the move is proven ok.
// NOTE: specials are NOT sorted by order,
// so two special lines that are only 8 pixels apart
// could be crossed in either order.
// this line is out of the if so upper and lower textures can be hit by a splat
{
UINT8 shouldCollide = LUA_HookMobjLineCollide(g_tm.thing, ld); // checks hook for thing's type
if (P_MobjWasRemoved(g_tm.thing))
return BMIT_CONTINUE; // one of them was removed???
if (shouldCollide == 1)
{
if (g_tm.sweep)
{
P_TestLine(ld);
}
g_tm.blocking = true; // force collide
return BMIT_CONTINUE;
}
else if (shouldCollide == 2)
return BMIT_CONTINUE; // force no collide
}
if (!ld->backsector) // one sided line
{
if (P_PointOnLineSide(g_tm.thing->x, g_tm.thing->y, ld))
return BMIT_CONTINUE; // don't hit the back side
if (g_tm.sweep)
{
P_TestLine(ld);
}
g_tm.blocking = true;
return BMIT_CONTINUE;
}
if (P_IsLineBlocking(ld, g_tm.thing))
{
if (g_tm.sweep)
{
P_TestLine(ld);
}
g_tm.blocking = true;
return BMIT_CONTINUE;
}
// set openrange, opentop, openbottom
P_LineOpening(ld, g_tm.thing, &open);
if (g_tm.sweep && P_UsingStepUp(g_tm.thing))
{
// copied from P_TryMove
// TODO: refactor this into one place
if (ld->frontsector == ld->backsector && !P_MidtextureIsSolid(ld, g_tm.thing))
{
// if you reach this point, you've hit the planes of a FOF, or perhaps a polyobject,
// but you can't hit a non-solid midtexture sharing the same front and back sectors!
}
else if (open.range < g_tm.thing->height)
{
P_TestLine(ld);
}
else
{
if (g_tm.thing->z < open.floor)
{
if (open.floor - g_tm.thing->z > g_tm.maxstep)
{
P_TestLine(ld);
}
}
else if (open.ceiling < g_tm.thing->z + g_tm.thing->height)
{
if ((g_tm.thing->z + g_tm.thing->height) - open.ceiling > g_tm.maxstep)
{
P_TestLine(ld);
}
}
}
}
// adjust floor / ceiling heights
if (open.ceiling < g_tm.ceilingz)
{
g_tm.ceilingz = open.ceiling;
g_tm.ceilingline = ld;
g_tm.ceilingrover = open.ceilingrover;
g_tm.ceilingslope = open.ceilingslope;
g_tm.ceilingpic = open.ceilingpic;
g_tm.ceilingstep = open.ceilingstep;
if (thingtop == g_tm.thing->ceilingz)
{
g_tm.thing->ceilingdrop = open.ceilingdrop;
}
}
if (open.floor > g_tm.floorz)
{
g_tm.floorz = open.floor;
g_tm.floorrover = open.floorrover;
g_tm.floorslope = open.floorslope;
g_tm.floorpic = open.floorpic;
g_tm.floorstep = open.floorstep;
if (g_tm.thing->z == g_tm.thing->floorz)
{
g_tm.thing->floordrop = open.floordrop;
}
}
if (open.highceiling > g_tm.drpoffceilz)
g_tm.drpoffceilz = open.highceiling;
if (open.lowfloor < g_tm.dropoffz)
g_tm.dropoffz = open.lowfloor;
// we've crossed the line
if (P_SpecialIsLinedefCrossType(ld))
{
add_spechit(ld);
}
else if (P_IsLineTripWire(ld))
{
fixed_t textop, texbottom;
P_GetTripwireTopBottom(ld, g_tm.x, g_tm.y,
&textop, &texbottom);
/* The effect handling is done later but it won't
know the height values anymore. So don't even add
this line to the list unless this thing clips the
tripwire's midtexture. */
if (g_tm.thing->z <= textop && thingtop >= texbottom)
add_spechit(ld);
}
return BMIT_CONTINUE;
}
// =========================================================================
// MOVEMENT CLIPPING
// =========================================================================
//
// P_CheckPosition
// This is purely informative, nothing is modified
// (except things picked up).
//
// in:
// a mobj_t (can be valid or invalid)
// a position to be checked
// (doesn't need to be related to the mobj_t->x,y)
//
// during:
// special things are touched if MF_PICKUP
// early out on solid lines?
//
// out:
// newsubsec
// g_tm.floorz
// g_tm.ceilingz
// g_tm.dropoffz
// g_tm.drpoffceilz
// the lowest point contacted
// (monsters won't move to a dropoff)
// speciallines[]
// numspeciallines
//
// g_tm.floorz
// the nearest floor or thing's top under g_tm.thing
// g_tm.ceilingz
// the nearest ceiling or thing's bottom over g_tm.thing
//
static const fixed_t hoopblockdist = 16*FRACUNIT + 8*FRACUNIT;
static const fixed_t hoophalfheight = (56*FRACUNIT)/2;
boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y, TryMoveResult_t *result)
{
INT32 thingtop = thing->z + thing->height;
INT32 xl, xh, yl, yh, bx, by;
subsector_t *newsubsec;
boolean blockval = true;
ps_checkposition_calls++;
I_Assert(thing != NULL);
#ifdef PARANOIA
if (P_MobjWasRemoved(thing))
I_Error("Previously-removed Thing of type %u crashes P_CheckPosition!", thing->type);
#endif
P_SetTarget(&g_tm.thing, thing);
g_tm.flags = thing->flags;
g_tm.x = x;
g_tm.y = y;
g_tm.bbox[BOXTOP] = y + g_tm.thing->radius;
g_tm.bbox[BOXBOTTOM] = y - g_tm.thing->radius;
g_tm.bbox[BOXRIGHT] = x + g_tm.thing->radius;
g_tm.bbox[BOXLEFT] = x - g_tm.thing->radius;
if (thing->x != x || thing->y != y || thing->subsector == NULL)
newsubsec = R_PointInSubsector(x, y);
else
newsubsec = thing->subsector;
g_tm.ceilingline = NULL;
g_tm.blocking = false;
// The base floor / ceiling is from the subsector
// that contains the point.
// Any contacted lines the step closer together
// will adjust them.
g_tm.floorz = g_tm.dropoffz = P_GetFloorZ(thing, newsubsec->sector, x, y, NULL); //newsubsec->sector->floorheight;
g_tm.ceilingz = P_GetCeilingZ(thing, newsubsec->sector, x, y, NULL); //newsubsec->sector->ceilingheight;
g_tm.floorrover = NULL;
g_tm.ceilingrover = NULL;
g_tm.floorslope = newsubsec->sector->f_slope;
g_tm.ceilingslope = newsubsec->sector->c_slope;
g_tm.floorpic = newsubsec->sector->floorpic;
g_tm.ceilingpic = newsubsec->sector->ceilingpic;
g_tm.floorstep = 0;
g_tm.ceilingstep = 0;
if (thingtop < thing->ceilingz)
{
thing->ceilingdrop = 0;
}
if (thing->z > thing->floorz)
{
thing->floordrop = 0;
}
// Check list of fake floors and see if g_tm.floorz/g_tm.ceilingz need to be altered.
if (newsubsec->sector->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2;
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight, midheight;
if (!(rover->fofflags & FOF_EXISTS))
continue;
topheight = P_GetFOFTopZ(thing, newsubsec->sector, rover, x, y, NULL);
bottomheight = P_GetFOFBottomZ(thing, newsubsec->sector, rover, x, y, NULL);
if ((rover->fofflags & (FOF_SWIMMABLE|FOF_GOOWATER)) == (FOF_SWIMMABLE|FOF_GOOWATER) && !(thing->flags & MF_NOGRAVITY))
{
// If you're inside goowater and slowing down
fixed_t sinklevel = FixedMul(thing->info->height/6, thing->scale);
fixed_t minspeed = FixedMul(thing->info->height/9, thing->scale);
if (thing->z < topheight && bottomheight < thingtop
&& abs(thing->momz) < minspeed)
{
// Oh no! The object is stick in between the surface of the goo and sinklevel! help them out!
if (!(thing->eflags & MFE_VERTICALFLIP) && thing->z > topheight - sinklevel
&& thing->momz >= 0 && thing->momz < (minspeed>>2))
thing->momz += minspeed>>2;
else if (thing->eflags & MFE_VERTICALFLIP && thingtop < bottomheight + sinklevel
&& thing->momz <= 0 && thing->momz > -(minspeed>>2))
thing->momz -= minspeed>>2;
// Land on the top or the bottom, depending on gravity flip.
if (!(thing->eflags & MFE_VERTICALFLIP) && thing->z >= topheight - sinklevel && thing->momz <= 0)
{
if (g_tm.floorz < topheight - sinklevel)
{
g_tm.floorz = topheight - sinklevel;
g_tm.floorrover = rover;
g_tm.floorslope = *rover->t_slope;
g_tm.floorpic = *rover->toppic;
}
}
else if (thing->eflags & MFE_VERTICALFLIP && thingtop <= bottomheight + sinklevel && thing->momz >= 0)
{
if (g_tm.ceilingz > bottomheight + sinklevel)
{
g_tm.ceilingz = bottomheight + sinklevel;
g_tm.ceilingrover = rover;
g_tm.ceilingslope = *rover->b_slope;
g_tm.ceilingpic = *rover->bottompic;
}
}
}
continue;
}
if (P_CheckSolidFFloorSurface(thing, rover))
;
else if (thing->type == MT_SKIM && (rover->fofflags & FOF_SWIMMABLE))
;
else if (!((rover->fofflags & FOF_BLOCKPLAYER && thing->player)
|| (rover->fofflags & FOF_BLOCKOTHERS && !thing->player)
|| rover->fofflags & FOF_QUICKSAND))
continue;
if (rover->fofflags & FOF_QUICKSAND)
{
if (thing->z < topheight && bottomheight < thingtop)
{
if (g_tm.floorz < thing->z)
{
g_tm.floorz = thing->z;
g_tm.floorrover = rover;
g_tm.floorslope = NULL;
g_tm.floorpic = *rover->toppic;
}
}
// Quicksand blocks never change heights otherwise.
continue;
}
midheight = (bottomheight + ((topheight - bottomheight)/2));
delta1 = thing->z - midheight;
delta2 = thingtop - midheight;
if (topheight > g_tm.floorz && abs(delta1) < abs(delta2)
&& !(rover->fofflags & FOF_REVERSEPLATFORM))
{
g_tm.floorz = g_tm.dropoffz = topheight;
g_tm.floorrover = rover;
g_tm.floorslope = *rover->t_slope;
g_tm.floorpic = *rover->toppic;
}
if (bottomheight < g_tm.ceilingz && abs(delta1) >= abs(delta2)
&& !(rover->fofflags & FOF_PLATFORM)
&& !(thing->type == MT_SKIM && (rover->fofflags & FOF_SWIMMABLE)))
{
g_tm.ceilingz = g_tm.drpoffceilz = bottomheight;
g_tm.ceilingrover = rover;
g_tm.ceilingslope = *rover->b_slope;
g_tm.ceilingpic = *rover->bottompic;
}
}
}
P_ClearTestLines();
// The bounding box is extended by MAXRADIUS
// because mobj_ts are grouped into mapblocks
// based on their origin point, and can overlap
// into adjacent blocks by up to MAXRADIUS units.
xl = (unsigned)(g_tm.bbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (unsigned)(g_tm.bbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (unsigned)(g_tm.bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (unsigned)(g_tm.bbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
// Check polyobjects and see if g_tm.floorz/g_tm.ceilingz need to be altered
// do we really have to iterate through the complete blockmap for polyobjects if there are no polyobjects on the map?
if (numPolyObjects)
{
validcount++;
for (by = yl; by <= yh; by++)
{
for (bx = xl; bx <= xh; bx++)
{
INT32 offset;
polymaplink_t *plink; // haleyjd 02/22/06
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
continue;
offset = by*bmapwidth + bx;
// haleyjd 02/22/06: consider polyobject lines
plink = polyblocklinks[offset];
while (plink)
{
polyobj_t *po = plink->po;
if (po->validcount != validcount) // if polyobj hasn't been checked
{
sector_t *polysec;
fixed_t delta1, delta2;
fixed_t polytop, polybottom;
po->validcount = validcount;
if (!P_BBoxInsidePolyobj(po, g_tm.bbox)
|| !(po->flags & POF_SOLID))
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
// We're inside it! Yess...
polysec = po->lines[0]->backsector;
if (po->flags & POF_CLIPPLANES)
{
polytop = polysec->ceilingheight;
polybottom = polysec->floorheight;
}
else
{
polytop = INT32_MAX;
polybottom = INT32_MIN;
}
delta1 = thing->z - (polybottom + ((polytop - polybottom)/2));
delta2 = thingtop - (polybottom + ((polytop - polybottom)/2));
if (polytop > g_tm.floorz && abs(delta1) < abs(delta2))
{
g_tm.floorz = g_tm.dropoffz = polytop;
g_tm.floorslope = NULL;
g_tm.floorrover = NULL;
g_tm.floorpic = polysec->ceilingpic;
}
if (polybottom < g_tm.ceilingz && abs(delta1) >= abs(delta2))
{
g_tm.ceilingz = g_tm.drpoffceilz = polybottom;
g_tm.ceilingslope = NULL;
g_tm.ceilingrover = NULL;
g_tm.ceilingpic = polysec->floorpic;
}
}
plink = (polymaplink_t *)(plink->link.next);
}
}
}
}
// g_tm.floorthing is set when g_tm.floorz comes from a thing's top
P_SetTarget(&g_tm.floorthing, NULL);
P_SetTarget(&g_tm.hitthing, NULL);
validcount++;
// reset special lines
numspechit = 0U;
if (g_tm.flags & MF_NOCLIP)
return true;
// Check things first, possibly picking things up.
// MF_NOCLIPTHING: used by camera to not be blocked by things
// Respawning things should also be intangible to other things
if (!(thing->flags & MF_NOCLIPTHING))
{
for (bx = xl; bx <= xh; bx++)
{
for (by = yl; by <= yh; by++)
{
if (!P_BlockThingsIterator(bx, by, PIT_CheckThing))
{
blockval = false;
}
if (P_MobjWasRemoved(g_tm.thing))
{
return false;
}
}
}
}
// object bounces!
// ideally, this should NOT be located within P_CheckPosition, and should be placed in
// the respective collision response code... but that ship sailed decades ago, so here we are!
// this is a compromise to ensure consistent behavior with kart v1 (bumps should always happen,
// even for checkposition/teleportmove calls), while still letting us pass K_KartBouncing's
// result back via P_TryMove, so you slide off of solid mobjs, rather than clipping inside or
// getting stuck or bouncing multiple times... you get the idea.
if (!P_MobjWasRemoved(g_tm.hitthing))
{
mobj_t *mo1 = thing, *mo2 = g_tm.hitthing;
boolean stomp = false;
if (mo1->player != NULL && mo2->player != NULL) // bounce when players collide
{
if (P_IsObjectOnGround(mo2) && mo1->momz < 0)
{
stomp = true;
}
else if (P_IsObjectOnGround(mo1) && mo2->momz < 0)
{
stomp = true;
mo1 = g_tm.hitthing;
mo2 = thing;
}
}
else switch (mo2->type)
{
case MT_BLUEROBRA_HEAD:
case MT_BLUEROBRA_JOINT:
case MT_SMK_PIPE:
case MT_SMK_THWOMP:
case MT_SMK_ICEBLOCK:
case MT_ORBINAUT:
case MT_ORBINAUT_SHIELD:
case MT_JAWZ:
case MT_JAWZ_SHIELD:
case MT_JAWZ_DUD:
case MT_FALLINGROCK:
break;
default:
case MT_KART_LEFTOVER:
stomp = P_IsObjectOnGround(mo2) && mo1->momz < 0; // huh? gravity flip? never heard of it :^)
break;
}
// no more special logic! if you want a solid bounce, return BMIT_ABORT
boolean bounced = K_KartBouncing(mo1, mo2, stomp, !blockval);
// the first object you bump into is the one that gets returned
if (result != NULL && result->mo == NULL)
{
result->mo = g_tm.hitthing;
if (!blockval && !bounced) // if you can't bounce off a solid mobj,
result->slideout = true; // slide off instead of getting trapped
}
// items must be flung AFTER bouncing, to ensure correct physics
if (mo1->type == MT_ORBINAUT || mo1->type == MT_ORBINAUT_SHIELD
|| mo1->type == MT_JAWZ || mo1->type == MT_JAWZ_SHIELD || mo1->type == MT_JAWZ_DUD)
{
K_ItemDamage(mo1, mo2, false);
}
else if (mo2->type == MT_ORBINAUT || mo2->type == MT_ORBINAUT_SHIELD
|| mo2->type == MT_JAWZ || mo2->type == MT_JAWZ_SHIELD || mo2->type == MT_JAWZ_DUD)
{
K_ItemDamage(mo2, mo1, false);
}
}
validcount++;
// check lines
for (bx = xl; bx <= xh; bx++)
{
for (by = yl; by <= yh; by++)
{
P_BlockLinesIterator(bx, by, PIT_CheckLine);
}
}
if (g_tm.blocking)
{
blockval = false;
}
if (result != NULL)
{
result->line = NULL;
}
else
{
P_ClearTestLines();
}
g_tm.sweep = false;
return blockval;
}
// P_CheckPosition optimized for the MT_HOOPCOLLIDE object. This needs to be as fast as possible!
void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius)
{
INT32 i;
(void)radius; //unused
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || !players[i].mo || players[i].spectator)
continue;
if (abs(players[i].mo->x - x) >= hoopblockdist ||
abs(players[i].mo->y - y) >= hoopblockdist ||
abs((players[i].mo->z+hoophalfheight) - z) >= hoopblockdist)
continue; // didn't hit it
// can remove thing
P_TouchSpecialThing(hoopthing, players[i].mo, false);
break;
}
return;
}
//
// P_CheckCameraPosition
//
boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam)
{
INT32 xl, xh, yl, yh, bx, by;
subsector_t *newsubsec;
g_tm.x = x;
g_tm.y = y;
g_tm.bbox[BOXTOP] = y + thiscam->radius;
g_tm.bbox[BOXBOTTOM] = y - thiscam->radius;
g_tm.bbox[BOXRIGHT] = x + thiscam->radius;
g_tm.bbox[BOXLEFT] = x - thiscam->radius;
if (thiscam->x != x || thiscam->y != y || thiscam->subsector == NULL)
newsubsec = R_PointInSubsector(x, y);
else
newsubsec = thiscam->subsector;
g_tm.ceilingline = NULL;
mapcampointer = thiscam;
if (newsubsec->sector->flags & MSF_NOCLIPCAMERA)
{ // Camera noclip on entire sector.
g_tm.floorz = g_tm.dropoffz = thiscam->z;
g_tm.ceilingz = g_tm.drpoffceilz = thiscam->z + thiscam->height;
return true;
}
// The base floor / ceiling is from the subsector
// that contains the point.
// Any contacted lines the step closer together
// will adjust them.
g_tm.floorz = g_tm.dropoffz = P_CameraGetFloorZ(thiscam, newsubsec->sector, x, y, NULL);
g_tm.ceilingz = P_CameraGetCeilingZ(thiscam, newsubsec->sector, x, y, NULL);
// Cameras use the heightsec's heights rather then the actual sector heights.
// If you can see through it, why not move the camera through it too?
if (newsubsec->sector->heightsec >= 0)
{
g_tm.floorz = g_tm.dropoffz = sectors[newsubsec->sector->heightsec].floorheight;
g_tm.ceilingz = g_tm.drpoffceilz = sectors[newsubsec->sector->heightsec].ceilingheight;
}
// Use preset camera clipping heights if set with Sector Special Parameters whose control sector has Camera Intangible special -Red
if (newsubsec->sector->camsec >= 0)
{
g_tm.floorz = g_tm.dropoffz = sectors[newsubsec->sector->camsec].floorheight;
g_tm.ceilingz = g_tm.drpoffceilz = sectors[newsubsec->sector->camsec].ceilingheight;
}
// Check list of fake floors and see if g_tm.floorz/g_tm.ceilingz need to be altered.
if (newsubsec->sector->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2;
INT32 thingtop = thiscam->z + thiscam->height;
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!(rover->fofflags & FOF_BLOCKOTHERS) || !(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_RENDERALL) || (rover->master->frontsector->flags & MSF_NOCLIPCAMERA))
continue;
topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, x, y, NULL);
bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, x, y, NULL);
delta1 = thiscam->z - (bottomheight
+ ((topheight - bottomheight)/2));
delta2 = thingtop - (bottomheight
+ ((topheight - bottomheight)/2));
if (topheight > g_tm.floorz && abs(delta1) < abs(delta2))
{
g_tm.floorz = g_tm.dropoffz = topheight;
}
if (bottomheight < g_tm.ceilingz && abs(delta1) >= abs(delta2))
{
g_tm.ceilingz = g_tm.drpoffceilz = bottomheight;
}
}
}
// The bounding box is extended by MAXRADIUS
// because mobj_ts are grouped into mapblocks
// based on their origin point, and can overlap
// into adjacent blocks by up to MAXRADIUS units.
xl = (unsigned)(g_tm.bbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(g_tm.bbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(g_tm.bbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(g_tm.bbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
// Check polyobjects and see if g_tm.floorz/g_tm.ceilingz need to be altered
// do we really have to iterate through the complete blockmap for polyobjects if there are no polyobjects on the map?
if (numPolyObjects)
{
validcount++;
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
{
INT32 offset;
polymaplink_t *plink; // haleyjd 02/22/06
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
continue;
offset = by*bmapwidth + bx;
// haleyjd 02/22/06: consider polyobject lines
plink = polyblocklinks[offset];
while (plink)
{
polyobj_t *po = plink->po;
if (po->validcount != validcount) // if polyobj hasn't been checked
{
sector_t *polysec;
fixed_t delta1, delta2, thingtop;
fixed_t polytop, polybottom;
po->validcount = validcount;
if (!P_PointInsidePolyobj(po, x, y) || !(po->flags & POF_SOLID))
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
// We're inside it! Yess...
polysec = po->lines[0]->backsector;
if (polysec->flags & MSF_NOCLIPCAMERA)
{ // Camera noclip polyobj.
plink = (polymaplink_t *)(plink->link.next);
continue;
}
if (po->flags & POF_CLIPPLANES)
{
polytop = polysec->ceilingheight;
polybottom = polysec->floorheight;
}
else
{
polytop = INT32_MAX;
polybottom = INT32_MIN;
}
thingtop = thiscam->z + thiscam->height;
delta1 = thiscam->z - (polybottom + ((polytop - polybottom)/2));
delta2 = thingtop - (polybottom + ((polytop - polybottom)/2));
if (polytop > g_tm.floorz && abs(delta1) < abs(delta2))
g_tm.floorz = g_tm.dropoffz = polytop;
if (polybottom < g_tm.ceilingz && abs(delta1) >= abs(delta2))
g_tm.ceilingz = g_tm.drpoffceilz = polybottom;
}
plink = (polymaplink_t *)(plink->link.next);
}
}
}
// check lines
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
if (!P_BlockLinesIterator(bx, by, PIT_CheckCameraLine))
return false;
return true;
}
// The highest the camera will "step up" onto another floor.
#define MAXCAMERASTEPMOVE MAXSTEPMOVE
//
// P_TryCameraMove
//
// Attempt to move the camera to a new position
//
// Return true if the move succeeded and no sliding should be done.
//
boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam)
{
subsector_t *s = NULL;
boolean retval = true;
UINT8 i;
g_tm.floatok = false;
for (i = 0; i <= r_splitscreen; i++)
{
if (thiscam == &camera[i])
{
// i is now splitscreen cam num
break;
}
}
if (i > r_splitscreen)
{
// Shouldn't happen
return false;
}
if (players[displayplayers[i]].mo)
{
fixed_t tryx = thiscam->x;
fixed_t tryy = thiscam->y;
if (!(players[displayplayers[i]].pflags & PF_NOCONTEST)) // Time Over should not clip through walls
{
g_tm.floatok = true;
thiscam->floorz = thiscam->z;
thiscam->ceilingz = thiscam->z + thiscam->height;
thiscam->x = x;
thiscam->y = y;
thiscam->subsector = s;
return true;
}
do {
if (x-tryx > MAXRADIUS)
tryx += MAXRADIUS;
else if (x-tryx < -MAXRADIUS)
tryx -= MAXRADIUS;
else
tryx = x;
if (y-tryy > MAXRADIUS)
tryy += MAXRADIUS;
else if (y-tryy < -MAXRADIUS)
tryy -= MAXRADIUS;
else
tryy = y;
if (!P_CheckCameraPosition(tryx, tryy, thiscam))
return false; // solid wall or thing
if (g_tm.ceilingz - g_tm.floorz < thiscam->height)
return false; // doesn't fit
g_tm.floatok = true;
if (thiscam->x != x || thiscam->y != y || thiscam->subsector == NULL)
s = R_PointInSubsector(x, y);
else
s = thiscam->subsector;
if (g_tm.ceilingz - thiscam->z < thiscam->height)
{
if (s == thiscam->subsector && g_tm.ceilingz >= thiscam->z)
{
g_tm.floatok = true;
thiscam->floorz = g_tm.floorz;
thiscam->ceilingz = g_tm.floorz + thiscam->height;
thiscam->x = x;
thiscam->y = y;
thiscam->subsector = s;
return true;
}
else
return false; // mobj must lower itself to fit
}
if ((g_tm.floorz - thiscam->z > MAXCAMERASTEPMOVE))
return false; // too big a step up
} while(tryx != x || tryy != y);
}
else
{
g_tm.floorz = P_CameraGetFloorZ(thiscam, thiscam->subsector->sector, x, y, NULL);
g_tm.ceilingz = P_CameraGetCeilingZ(thiscam, thiscam->subsector->sector, x, y, NULL);
}
// the move is ok,
// so link the thing into its new position
thiscam->floorz = g_tm.floorz;
thiscam->ceilingz = g_tm.ceilingz;
thiscam->x = x;
thiscam->y = y;
thiscam->subsector = s;
return retval;
}
//
// PIT_PushableMoved
//
// Move things standing on top
// of pushable things being pushed.
//
static mobj_t *stand;
static fixed_t standx, standy;
BlockItReturn_t PIT_PushableMoved(mobj_t *thing)
{
fixed_t blockdist;
if (!(thing->flags & MF_SOLID)
|| (thing->flags & MF_NOGRAVITY))
return BMIT_CONTINUE; // Don't move something non-solid!
// Only pushables are supported... in 2.0. Now players can be moved too!
if (!(thing->flags & MF_PUSHABLE || thing->player))
return BMIT_CONTINUE;
if (thing == stand)
return BMIT_CONTINUE;
blockdist = stand->radius + thing->radius;
if (abs(thing->x - stand->x) >= blockdist || abs(thing->y - stand->y) >= blockdist)
return BMIT_CONTINUE; // didn't hit it
if ((!(stand->eflags & MFE_VERTICALFLIP) && thing->z != stand->z + stand->height + FixedMul(FRACUNIT, stand->scale))
|| ((stand->eflags & MFE_VERTICALFLIP) && thing->z + thing->height != stand->z - FixedMul(FRACUNIT, stand->scale)))
return BMIT_CONTINUE; // Not standing on top
if (!stand->momx && !stand->momy)
return BMIT_CONTINUE;
// Move this guy!
if (thing->player)
{
// Monster Iestyn - 29/11/13
// Ridiculous amount of newly declared stuff so players can't get stuck in walls AND so gargoyles don't break themselves at the same time either
// These are all non-static map variables that are changed for each and every single mobj
// See, changing player's momx/y would possibly trigger stuff as if the player were running somehow, so this must be done to keep the player standing
// All this so players can ride gargoyles!
tm_t oldtm = g_tm;
// Move the player
P_TryMove(thing, thing->x + stand->momx, thing->y + stand->momy, true, NULL);
// Now restore EVERYTHING so the gargoyle doesn't keep the player's tmstuff and break
P_RestoreTMStruct(oldtm);
thing->momz = stand->momz;
}
else
{
thing->momx = stand->momx;
thing->momy = stand->momy;
thing->momz = stand->momz;
}
return BMIT_CONTINUE;
}
boolean P_WaterRunning(mobj_t *thing)
{
ffloor_t *rover = thing->floorrover;
return rover && (rover->fofflags & FOF_SWIMMABLE) &&
P_IsObjectOnGround(thing) && (thing->flags2 & MF2_WATERRUN);
}
static boolean P_WaterStepUp(mobj_t *thing)
{
return P_WaterRunning(thing);
}
fixed_t P_BaseStepUp(void)
{
return FixedMul(MAXSTEPMOVE, mapobjectscale);
}
fixed_t P_GetThingStepUp(mobj_t *thing, fixed_t destX, fixed_t destY)
{
const fixed_t maxstepmove = P_BaseStepUp();
fixed_t maxstep = maxstepmove;
if (P_WaterStepUp(thing) == true)
{
// Add some extra stepmove when waterrunning
maxstep += maxstepmove;
}
if (P_MobjTouchingSectorSpecialFlag(thing, SSF_DOUBLESTEPUP)
|| (R_PointInSubsector(destX, destY)->sector->specialflags & SSF_DOUBLESTEPUP))
{
// If using type Section1:13, double the maxstep.
maxstep <<= 1;
}
else if (P_MobjTouchingSectorSpecialFlag(thing, SSF_NOSTEPUP)
|| (R_PointInSubsector(destX, destY)->sector->specialflags & SSF_NOSTEPUP))
{
// If using type Section1:12, no maxstep. For short walls, like Egg Zeppelin
maxstep = 0;
}
return maxstep;
}
// temporary(?) measure to improve the kodachrome situation
static boolean P_SlopeWedgeHit(const mobj_t *thing, fixed_t tryx, fixed_t tryy, vector2_t *outnormal)
{
if (g_tm.floorslope == NULL && g_tm.ceilingslope == NULL)
return false;
// which slope to pick? first, check if there's only one slope
pslope_t *hitslope =
g_tm.floorslope == NULL ? g_tm.ceilingslope :
g_tm.ceilingslope == NULL ? g_tm.floorslope :
// otherwise, pick one or the other depending on mobj flip
// i don't even know how to factor in both slopes...
thing->eflags & MFE_VERTICALFLIP ? g_tm.floorslope :
g_tm.ceilingslope;
// don't ask me why this needs to copy the sign bits from normal
// it's the only way i could make this damn thing work
INT32 flip = P_GetSlopeZAt(hitslope, tryx, tryy) >= thing->z + thing->height/2 ? -1 : 1;
outnormal->x = abs(hitslope->d.x) * intsign(hitslope->normal.x) * flip;
outnormal->y = abs(hitslope->d.y) * intsign(hitslope->normal.y) * flip;
return true;
}
static boolean
increment_move
( mobj_t * thing,
fixed_t x,
fixed_t y,
boolean allowdropoff,
TryMoveResult_t * result)
{
fixed_t tryx = thing->x;
fixed_t tryy = thing->y;
fixed_t radius = thing->radius;
fixed_t thingtop;
g_tm.floatok = false;
// This makes sure that there are no freezes from computing extremely small movements.
// Originally was MAXRADIUS/2, but that causes some inconsistencies for small players.
radius = max(radius, mapobjectscale);
// And Big Large (tm) movements can skip over slopes.
radius = min(radius, 8*mapobjectscale);
// (This whole "step" system is flawed; it was OK before, but the addition of slopes has
// exposed the problems with doing it like this. The right thing to do would be to use
// raycasting for physics to fix colliding in weird order, double-checking collisions,
// randomly colliding with slopes instead of going up them, etc. I don't feel like porting
// that from RR, as its both a huge sweeping change and still incomplete at the time of
// writing. Clamping radius to make our steps more precise will work just fine as long
// as you keep all of your crazy intentions to poke any of the other deep-rooted movement
// code to yourself. -- Sal 6/5/2023)
do {
if (thing->flags & MF_NOCLIP) {
tryx = x;
tryy = y;
} else {
if (x-tryx > radius)
tryx += radius;
else if (x-tryx < -radius)
tryx -= radius;
else
tryx = x;
if (y-tryy > radius)
tryy += radius;
else if (y-tryy < -radius)
tryy -= radius;
else
tryy = y;
}
if (P_UsingStepUp(thing))
{
g_tm.maxstep = P_GetThingStepUp(thing, tryx, tryy);
}
if (result)
{
g_tm.sweep = true;
}
boolean move_ok = P_CheckPosition(thing, tryx, tryy, result);
if (P_MobjWasRemoved(thing))
{
return false;
}
if (result)
{
result->line = P_SweepTestLines(thing->x, thing->y, x, y, thing->radius, &result->normal);
}
if (!move_ok)
{
return false; // solid wall or thing
}
// copy into the spechitint buffer from spechit
spechitint_copyinto();
if (P_UsingStepUp(thing))
{
//All things are affected by their scale.
fixed_t maxstep = g_tm.maxstep;
if (thing->type == MT_SKIM)
maxstep = 0;
if (g_tm.ceilingz - g_tm.floorz < thing->height)
{
if (g_tm.floorthing != NULL)
{
P_SetTarget(&g_tm.hitthing, g_tm.floorthing);
}
// if you didn't hit a linedef or an mobj, it might be a slope wedge blocking you
if (result != NULL && result->line == NULL && result->mo == NULL)
P_SlopeWedgeHit(thing, tryx, tryy, &result->normal);
return false; // doesn't fit
}
g_tm.floatok = true;
thingtop = thing->z + thing->height;
// Step up
if (thing->z < g_tm.floorz)
{
if (g_tm.floorz - thing->z <= maxstep)
{
thing->z = thing->floorz = g_tm.floorz;
thing->floorrover = g_tm.floorrover;
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
}
else
{
return false; // mobj must raise itself to fit
}
}
else if (g_tm.ceilingz < thingtop)
{
if (thingtop - g_tm.ceilingz <= maxstep)
{
thing->z = ( thing->ceilingz = g_tm.ceilingz ) - thing->height;
thing->ceilingrover = g_tm.ceilingrover;
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
}
else
{
return false; // mobj must lower itself to fit
}
}
else if (thing->momz * P_MobjFlip(thing) <= 0 // Step down requires moving down.
&& !(P_MobjTouchingSectorSpecialFlag(thing, SSF_NOSTEPDOWN)
|| (R_PointInSubsector(x, y)->sector->specialflags & SSF_NOSTEPDOWN)))
{
// If the floor difference is MAXSTEPMOVE or less, and the sector isn't Section1:14, ALWAYS
// step down! Formerly required a Section1:13 sector for the full MAXSTEPMOVE, but no more.
if (thingtop == thing->ceilingz && g_tm.ceilingz > thingtop && g_tm.ceilingz - thingtop <= maxstep)
{
thing->z = (thing->ceilingz = g_tm.ceilingz) - thing->height;
thing->ceilingrover = g_tm.ceilingrover;
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
thing->ceilingdrop = 0;
}
else if (thing->z == thing->floorz && g_tm.floorz < thing->z && thing->z - g_tm.floorz <= maxstep)
{
thing->z = thing->floorz = g_tm.floorz;
thing->floorrover = g_tm.floorrover;
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
thing->floordrop = 0;
}
}
if (!allowdropoff && !(thing->flags & MF_FLOAT) && thing->type != MT_SKIM && !g_tm.floorthing)
{
if (thing->eflags & MFE_VERTICALFLIP)
{
if (g_tm.drpoffceilz - g_tm.ceilingz > maxstep)
return false;
}
else if (g_tm.floorz - g_tm.dropoffz > maxstep)
return false; // don't stand over a dropoff
}
}
} while (tryx != x || tryy != y);
return true;
}
//
// P_CheckMove
// Check if a P_TryMove would be successful.
//
boolean P_CheckMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff, TryMoveResult_t *result)
{
boolean moveok = false;
mobj_t *hack = P_SpawnMobjFromMobj(thing, 0, 0, 0, MT_RAY);
hack->radius = thing->radius;
hack->height = thing->height;
moveok = increment_move(hack, x, y, allowdropoff, result);
P_RemoveMobj(hack);
return moveok;
}
//
// P_TryMove
// Attempt to move to a new position.
//
boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff, TryMoveResult_t *result)
{
fixed_t oldx = thing->x;
fixed_t oldy = thing->y;
fixed_t startingonground = P_IsObjectOnGround(thing);
sector_t *oldsector = thing->subsector->sector;
// Is the move OK?
if (!increment_move(thing, x, y, allowdropoff, result))
{
if (result != NULL)
result->success = false;
return false;
}
// If it's a pushable object, check if anything is
// standing on top and move it, too.
if (thing->flags & MF_PUSHABLE)
{
INT32 bx, by, xl, xh, yl, yh;
yh = (unsigned)(thing->y + MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT;
yl = (unsigned)(thing->y - MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT;
xh = (unsigned)(thing->x + MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(thing->x - MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
stand = thing;
standx = x;
standy = y;
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
P_BlockThingsIterator(bx, by, PIT_PushableMoved);
}
// Link the thing into its new position
P_UnsetThingPosition(thing);
thing->floorz = g_tm.floorz;
thing->ceilingz = g_tm.ceilingz;
thing->floorrover = g_tm.floorrover;
thing->ceilingrover = g_tm.ceilingrover;
if (!(thing->flags & MF_NOCLIPHEIGHT))
{
// Assign thing's standingslope if needed
if (thing->z <= g_tm.floorz && !(thing->eflags & MFE_VERTICALFLIP))
{
K_UpdateMobjTerrain(thing, g_tm.floorpic);
if (!startingonground && g_tm.floorslope)
{
P_HandleSlopeLanding(thing, g_tm.floorslope);
}
if (thing->momz <= 0)
{
thing->standingslope = g_tm.floorslope;
P_SetPitchRollFromSlope(thing, thing->standingslope);
if (thing->momz == 0 && thing->player && !startingonground)
{
P_PlayerHitFloor(thing->player, true);
}
}
}
else if (thing->z+thing->height >= g_tm.ceilingz && (thing->eflags & MFE_VERTICALFLIP))
{
K_UpdateMobjTerrain(thing, g_tm.ceilingpic);
if (!startingonground && g_tm.ceilingslope)
{
P_HandleSlopeLanding(thing, g_tm.ceilingslope);
}
if (thing->momz >= 0)
{
thing->standingslope = g_tm.ceilingslope;
P_SetPitchRollFromSlope(thing, thing->standingslope);
if (thing->momz == 0 && thing->player && !startingonground)
{
P_PlayerHitFloor(thing->player, true);
}
}
}
}
else
{
// don't set standingslope if you're not going to clip against it
thing->standingslope = NULL;
thing->terrain = NULL;
}
thing->x = x;
thing->y = y;
if (g_tm.floorthing)
thing->eflags &= ~MFE_ONGROUND; // not on real floor
else
thing->eflags |= MFE_ONGROUND;
P_SetThingPosition(thing);
P_CheckSectorTransitionalEffects(thing, oldsector, startingonground);
// remove any duplicates that may be in spechitint
spechitint_removedups();
// handle any of the special lines that were crossed
if (!(thing->flags & (MF_NOCLIP)))
{
line_t *ld = NULL;
INT32 side = 0, oldside = 0;
while (numspechitint--)
{
ld = &lines[spechitint[numspechitint]];
side = P_PointOnLineSide(thing->x, thing->y, ld);
oldside = P_PointOnLineSide(oldx, oldy, ld);
if (side != oldside)
{
P_CrossSpecialLine(ld, oldside, thing);
}
}
}
numspechitint = 0U;
if (result != NULL)
result->success = true;
return true;
}
boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y, TryMoveResult_t *result)
{
fixed_t tryx, tryy;
tryx = thing->x;
tryy = thing->y;
do {
if (x-tryx > MAXRADIUS)
tryx += MAXRADIUS;
else if (x-tryx < -MAXRADIUS)
tryx -= MAXRADIUS;
else
tryx = x;
if (y-tryy > MAXRADIUS)
tryy += MAXRADIUS;
else if (y-tryy < -MAXRADIUS)
tryy -= MAXRADIUS;
else
tryy = y;
// yeah yeah, performance, but the result needs a line now!!!
if (result != NULL)
g_tm.sweep = true;
if (!P_CheckPosition(thing, tryx, tryy, result))
return false; // solid wall or thing
if (result != NULL)
result->line = P_SweepTestLines(thing->x, thing->y, tryx, tryy, thing->radius, &result->normal);
if (!(thing->flags & MF_NOCLIP))
{
const fixed_t maxstep = P_BaseStepUp();
if (g_tm.ceilingz - g_tm.floorz < thing->height)
return false; // doesn't fit
if (g_tm.ceilingz - thing->z < thing->height)
return false; // mobj must lower itself to fit
if (g_tm.floorz - thing->z > maxstep)
return false; // too big a step up
}
} while(tryx != x || tryy != y);
// the move is ok,
// so link the thing into its new position
P_UnsetThingPosition(thing);
thing->floorz = g_tm.floorz;
thing->ceilingz = g_tm.ceilingz;
thing->floorrover = g_tm.floorrover;
thing->ceilingrover = g_tm.ceilingrover;
thing->x = x;
thing->y = y;
if (g_tm.floorthing)
thing->eflags &= ~MFE_ONGROUND; // not on real floor
else
thing->eflags |= MFE_ONGROUND;
P_SetThingPosition(thing);
return true;
}
//
// PTR_GetSpecialLines
//
static boolean PTR_GetSpecialLines(intercept_t *in)
{
line_t *ld;
I_Assert(in->isaline);
ld = in->d.line;
if (!ld->backsector)
{
return true;
}
if (P_SpecialIsLinedefCrossType(ld))
{
add_spechit(ld);
}
return true;
}
//
// P_HitSpecialLines
// Finds all special lines in the provided path and tries to cross them.
// For zoom tubes and respawning, which noclip but need to cross finish lines.
//
void P_HitSpecialLines(mobj_t *thing, fixed_t x, fixed_t y, fixed_t momx, fixed_t momy)
{
fixed_t leadx, leady;
fixed_t trailx, traily;
line_t *ld = NULL;
INT32 side = 0, oldside = 0;
I_Assert(thing != NULL);
#ifdef PARANOIA
if (P_MobjWasRemoved(thing))
I_Error("Previously-removed Thing of type %u crashes P_CheckPosition!", thing->type);
#endif
// trace along the three leading corners
if (momx > 0)
{
leadx = x + thing->radius;
trailx = x - thing->radius;
}
else
{
leadx = x - thing->radius;
trailx = x + thing->radius;
}
if (momy > 0)
{
leady = y + thing->radius;
traily = y - thing->radius;
}
else
{
leady = y - thing->radius;
traily = y + thing->radius;
}
P_PathTraverse(leadx, leady, leadx + momx, leady + momy, PT_ADDLINES, PTR_GetSpecialLines);
P_PathTraverse(trailx, leady, trailx + momx, leady + momy, PT_ADDLINES, PTR_GetSpecialLines);
P_PathTraverse(leadx, traily, leadx + momx, traily + momy, PT_ADDLINES, PTR_GetSpecialLines);
spechitint_copyinto();
// remove any duplicates that may be in spechitint
spechitint_removedups();
// handle any of the special lines that were crossed
while (numspechitint--)
{
ld = &lines[spechitint[numspechitint]];
side = P_PointOnLineSide(x + momx, y + momy, ld);
oldside = P_PointOnLineSide(x, y, ld);
if (side != oldside)
{
P_CrossSpecialLine(ld, oldside, thing);
}
}
// reset special lines
numspechitint = numspechit = 0U;
}
//
// P_ThingHeightClip
// Takes a valid thing and adjusts the thing->floorz,
// thing->ceilingz, and possibly thing->z.
// This is called for all nearby monsters
// whenever a sector changes height.
// If the thing doesn't fit,
// the z will be set to the lowest value
// and false will be returned.
//
static boolean P_ThingHeightClip(mobj_t *thing)
{
boolean floormoved;
fixed_t oldfloorz = thing->floorz, oldz = thing->z;
ffloor_t *oldfloorrover = thing->floorrover;
ffloor_t *oldceilingrover = thing->ceilingrover;
boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz);
ffloor_t *rover = NULL;
boolean hitfloor = false;
if (thing->flags & MF_NOCLIPHEIGHT)
return true;
P_CheckPosition(thing, thing->x, thing->y, NULL);
if (P_MobjWasRemoved(thing))
return true;
floormoved = (thing->eflags & MFE_VERTICALFLIP && g_tm.ceilingz != thing->ceilingz)
|| (!(thing->eflags & MFE_VERTICALFLIP) && g_tm.floorz != thing->floorz);
thing->floorz = g_tm.floorz;
thing->ceilingz = g_tm.ceilingz;
thing->floorrover = g_tm.floorrover;
thing->ceilingrover = g_tm.ceilingrover;
// Ugly hack?!?! As long as just ceilingz is the lowest,
// you'll still get crushed, right?
if (g_tm.floorz > oldfloorz+thing->height)
return true;
if (onfloor && !(thing->flags & MF_NOGRAVITY) && floormoved)
{
rover = (thing->eflags & MFE_VERTICALFLIP) ? oldceilingrover : oldfloorrover;
// Match the Thing's old floorz to an FOF and check for FOF_EXISTS
// If ~FOF_EXISTS, don't set mobj Z.
if (!rover || ((rover->fofflags & FOF_EXISTS) && (rover->fofflags & FOF_SOLID)))
{
hitfloor = false;
if (thing->eflags & MFE_VERTICALFLIP)
thing->pmomz = thing->ceilingz - (thing->z + thing->height);
else
thing->pmomz = thing->floorz - thing->z;
thing->eflags |= MFE_APPLYPMOMZ;
if (thing->eflags & MFE_VERTICALFLIP)
thing->z = thing->ceilingz - thing->height;
else
thing->z = thing->floorz;
}
}
else if (!g_tm.floorthing)
{
// don't adjust a floating monster unless forced to
if (thing->eflags & MFE_VERTICALFLIP)
{
if (!onfloor && thing->z < g_tm.floorz)
thing->z = thing->floorz;
}
else if (!onfloor && thing->z + thing->height > g_tm.ceilingz)
thing->z = thing->ceilingz - thing->height;
}
if ((P_MobjFlip(thing)*(thing->z - oldz) > 0 || hitfloor) && thing->player)
P_PlayerHitFloor(thing->player, !onfloor);
// debug: be sure it falls to the floor
thing->eflags &= ~MFE_ONGROUND;
if (thing->ceilingz - thing->floorz < thing->height && thing->z >= thing->floorz)
// BP: i know that this code cause many trouble but this also fixes
// a lot of problems, mainly this is implementation of the stepping
// for mobj (walk on solid corpse without jumping or fake 3d bridge)
// problem is imp into imp at map01 and monster going at top of others
return false;
return true;
}
//
// SLIDE MOVE
// Allows the player to slide along any angled walls.
//
static mobj_t *slidemo;
static fixed_t tmxmove, tmymove;
//
// P_HitSlideLine
// Adjusts the xmove / ymove
// so that the next move will slide along the wall.
//
static void P_HitSlideLine(line_t *ld)
{
INT32 side;
angle_t lineangle;
fixed_t nx, ny;
fixed_t d;
side = P_PointOnLineSide(slidemo->x, slidemo->y, ld);
lineangle = ld->angle - ANGLE_90;
if (side == 1)
lineangle += ANGLE_180;
lineangle >>= ANGLETOFINESHIFT;
nx = FINECOSINE(lineangle);
ny = FINESINE(lineangle);
d = FixedMul(tmxmove, nx) + FixedMul(tmymove, ny);
tmxmove -= FixedMul(nx, d);
tmymove -= FixedMul(ny, d);
}
//
// P_PlayerHitBounceLine
//
// HitBounceLine, for players
//
static void P_PlayerHitBounceLine(const vector2_t *normal, boolean tripwire)
{
fixed_t movelen;
fixed_t x, y;
movelen = P_AproxDistance(tmxmove, tmymove);
if (slidemo->player && movelen < (15*mapobjectscale))
movelen = (15*mapobjectscale);
x = FixedMul(movelen, normal->x);
y = FixedMul(movelen, normal->y);
if (tripwire)
{
tmxmove = FixedMul(x, FRACUNIT+(FRACUNIT/2));
tmymove = FixedMul(y, FRACUNIT+(FRACUNIT/2));
}
else
{
tmxmove += x;
tmymove += y;
}
}
//
// P_HitBounceLine
//
// Adjusts the xmove / ymove so that the next move will bounce off the wall.
//
static void P_HitBounceLine(line_t *ld)
{
angle_t lineangle, moveangle, deltaangle;
fixed_t movelen;
if (ld->slopetype == ST_HORIZONTAL)
{
tmymove = -tmymove;
return;
}
if (ld->slopetype == ST_VERTICAL)
{
tmxmove = -tmxmove;
return;
}
lineangle = ld->angle;
if (lineangle >= ANGLE_180)
lineangle -= ANGLE_180;
moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove);
deltaangle = moveangle + 2*(lineangle - moveangle);
lineangle >>= ANGLETOFINESHIFT;
deltaangle >>= ANGLETOFINESHIFT;
movelen = P_AproxDistance(tmxmove, tmymove);
tmxmove = FixedMul(movelen, FINECOSINE(deltaangle));
tmymove = FixedMul(movelen, FINESINE(deltaangle));
deltaangle = R_PointToAngle2(0, 0, tmxmove, tmymove);
}
/*
static boolean PTR_LineIsBlocking(line_t *li)
{
opening_t open = {0};
// one-sided linedefs are always solid to sliding movement.
if (!li->backsector)
return !P_PointOnLineSide(slidemo->x, slidemo->y, li);
if (P_IsLineBlocking(li, slidemo))
return true;
// set openrange, opentop, openbottom
P_LineOpening(li, slidemo, &open);
if (open.range < slidemo->height)
return true; // doesn't fit
if (open.ceiling - slidemo->z < slidemo->height)
return true; // mobj is too high
if (open.floor - slidemo->z > P_GetThingStepUp(slidemo, slidemo->x, slidemo->y))
return true; // too big a step up
return false;
}
*/
/*
static boolean PTR_SlideTraverse(intercept_t *in)
{
line_t *li;
I_Assert(in->isaline);
li = in->d.line;
if (!PTR_LineIsBlocking(li))
return true;
// the line blocks movement,
// see if it is closer than best so far
if (li->polyobj && slidemo->player)
{
if ((li->polyobj->lines[0]->backsector->flags & MSF_TRIGGERSPECIAL_TOUCH) && !(li->polyobj->flags & POF_NOSPECIALS))
P_ProcessSpecialSector(slidemo->player, slidemo->subsector->sector, li->polyobj->lines[0]->backsector);
}
if (in->frac < bestslidefrac)
{
secondslidefrac = bestslidefrac;
secondslideline = bestslideline;
bestslidefrac = in->frac;
bestslideline = li;
}
return false; // stop
}
*/
static void P_CheckLavaWall(mobj_t *mo, sector_t *sec)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS))
continue;
if (!(rover->fofflags & FOF_SWIMMABLE))
continue;
if (rover->master->frontsector->damagetype != SD_LAVA)
continue;
topheight = P_GetFFloorTopZAt(rover, mo->x, mo->y);
if (mo->eflags & MFE_VERTICALFLIP)
{
if (topheight < mo->z - mo->height)
continue;
}
else
{
if (topheight < mo->z)
continue;
}
bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y);
if (mo->eflags & MFE_VERTICALFLIP)
{
if (bottomheight > mo->z)
continue;
}
else
{
if (bottomheight > mo->z + mo->height)
continue;
}
P_DamageMobj(mo, NULL, NULL, 1, DMG_NORMAL);
return;
}
}
//
// P_SlideMove
// The momx / momy move is bad, so try to slide
// along a wall.
// Find the first line hit, move flush to it,
// and slide along it
//
// This is a kludgy mess.
//
void P_SlideMove(mobj_t *mo, TryMoveResult_t *result)
{
line_t *bestslideline;
fixed_t newx, newy;
boolean success = false;
vertex_t v1, v2; // fake vertexes
line_t junk; // fake linedef
if (P_MobjWasRemoved(mo))
return;
I_Assert(result != NULL);
if (result->mo && mo->z + mo->height > result->mo->z && mo->z < result->mo->z + result->mo->height)
{
// Don't mess with your momentum if it's a pushable object. Pushables do their own crazy things already.
if (result->mo->flags & MF_PUSHABLE)
return;
if (result->mo->flags & MF_PAPERCOLLISION)
{
fixed_t cosradius, sinradius;
slidemo = mo;
bestslideline = &junk;
cosradius = FixedMul(result->mo->radius, FINECOSINE(result->mo->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(result->mo->radius, FINESINE(result->mo->angle>>ANGLETOFINESHIFT));
v1.x = result->mo->x - cosradius;
v1.y = result->mo->y - sinradius;
v2.x = result->mo->x + cosradius;
v2.y = result->mo->y + sinradius;
// gotta fuck around with a fake linedef!
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = 2*cosradius; // v2.x - v1.x;
junk.dy = 2*sinradius; // v2.y - v1.y;
junk.slopetype = !cosradius ? ST_VERTICAL : !sinradius ? ST_HORIZONTAL :
((sinradius > 0) == (cosradius > 0)) ? ST_POSITIVE : ST_NEGATIVE;
goto papercollision;
}
// Thankfully box collisions are a lot simpler than arbitrary lines. There's only four possible cases.
if (mo->y + mo->radius <= result->mo->y - result->mo->radius)
{
mo->momy = 0;
P_TryMove(mo, mo->x + mo->momx, result->mo->y - result->mo->radius - mo->radius, true, NULL);
}
else if (mo->y - mo->radius >= result->mo->y + result->mo->radius)
{
mo->momy = 0;
P_TryMove(mo, mo->x + mo->momx, result->mo->y + result->mo->radius + mo->radius, true, NULL);
}
else if (mo->x + mo->radius <= result->mo->x - result->mo->radius)
{
mo->momx = 0;
P_TryMove(mo, result->mo->x - result->mo->radius - mo->radius, mo->y + mo->momy, true, NULL);
}
else if (mo->x - mo->radius >= result->mo->x + result->mo->radius)
{
mo->momx = 0;
P_TryMove(mo, result->mo->x + result->mo->radius + mo->radius, mo->y + mo->momy, true, NULL);
}
else
mo->momx = mo->momy = 0;
return;
}
slidemo = mo;
bestslideline = result->line;
if (bestslideline == NULL)
return;
if (bestslideline && mo->player && bestslideline->sidenum[1] != 0xffff)
{
sector_t *sec = P_PointOnLineSide(mo->x, mo->y, bestslideline) ? bestslideline->frontsector : bestslideline->backsector;
P_CheckLavaWall(mo, sec);
}
papercollision:
// TODO: sadly, we need to recreate kart's slidemove jank to fix the grand metropolis wall
// this thing here only works for 90-degree lines, can't be assed to deal with anything else
if (mapnamespace == MNS_SRB2KART && (bestslideline->slopetype == ST_HORIZONTAL || bestslideline->slopetype == ST_VERTICAL))
{
fixed_t leadx = mo->x + (mo->momx > 0 ? mo->radius : -mo->radius);
fixed_t leady = mo->y + (mo->momy > 0 ? mo->radius : -mo->radius);
// P_InterceptVector (bestslidefrac)
fixed_t den = FixedMul(bestslideline->dy>>8, mo->momx) - FixedMul(bestslideline->dx>>8, mo->momy);
fixed_t num = FixedMul((bestslideline->v1->x - leadx)>>8, bestslideline->dy) + FixedMul((leady - bestslideline->v1->y)>>8, bestslideline->dx);
fixed_t frac = den ? FixedDiv(num, den) : 0;
// fudge a bit to make sure it doesn't hit
frac -= 0x800;
if (frac > 0)
{
newx = FixedMul(mo->momx, frac);
newy = FixedMul(mo->momy, frac);
if (!P_TryMove(mo, mo->x + newx, mo->y + newy, true, NULL))
{
if (!P_TryMove(mo, mo->x, mo->y + mo->momy, true, NULL)) //Allow things to drop off.
P_TryMove(mo, mo->x + mo->momx, mo->y, true, NULL);
return;
}
}
frac = FRACUNIT - (frac + 0x800);
if (frac > FRACUNIT)
frac = FRACUNIT;
if (frac <= 0)
return;
tmxmove = FixedMul(mo->momx, frac);
tmymove = FixedMul(mo->momy, frac);
}
else
{
tmxmove = mo->momx;
tmymove = mo->momy;
}
P_HitSlideLine(bestslideline); // clip the moves
mo->momx = tmxmove;
mo->momy = tmymove;
do {
if (tmxmove > mo->radius)
{
newx = mo->x + mo->radius;
tmxmove -= mo->radius;
}
else if (tmxmove < -mo->radius)
{
newx = mo->x - mo->radius;
tmxmove += mo->radius;
}
else
{
newx = mo->x + tmxmove;
tmxmove = 0;
}
if (tmymove > mo->radius)
{
newy = mo->y + mo->radius;
tmymove -= mo->radius;
}
else if (tmymove < -mo->radius)
{
newy = mo->y - mo->radius;
tmymove += mo->radius;
}
else
{
newy = mo->y + tmymove;
tmymove = 0;
}
if (!P_TryMove(mo, newx, newy, true, NULL))
{
if (success || P_MobjWasRemoved(mo))
return; // Good enough!!
// the move must have hit the middle, so stairstep
if (!P_TryMove(mo, mo->x, mo->y + mo->momy, true, NULL)) // Allow things to drop off.
P_TryMove(mo, mo->x + mo->momx, mo->y, true, NULL);
return;
}
success = true;
} while(tmxmove || tmymove);
}
//
// P_BouncePlayerMove
//
// Bounce move, for players.
//
static void P_BouncePlayerMove(mobj_t *mo, TryMoveResult_t *result)
{
fixed_t mmomx = 0, mmomy = 0;
fixed_t oldmomx = mo->momx, oldmomy = mo->momy;
if (P_MobjWasRemoved(mo) == true)
return;
if (mo->player == NULL)
return;
I_Assert(result != NULL);
if (mo->player->spectator || (result->slideout && result->line == NULL))
{
P_SlideMove(mo, result);
return;
}
boolean tripwire = result->line != NULL && P_IsLineTripWire(result->line);
if (result->normal.x == 0 && result->normal.y == 0)
return; // nope, nothing we can do
mmomx = mo->player->rmomx;
mmomy = mo->player->rmomy;
UINT32 bumpspark = K_GetBumpSpark();
// The easy solution is to do this :^)
UINT32 basecharge = min(mo->player->driftcharge, K_GetKartDriftSparkValue(mo->player));
if ((bumpspark < BUMPSPARK_ALL) ||
(modeattacking != ATTACKING_NONE && G_CompatLevel(0x000A)))
{
if (!bumpspark)
{
// Bumps removing spark would be less frustrating if you didn't get your drift
// removed too. Losing sparks is a fair punishment, drifting RIGHT for
// daring to scrape a wall for a wide LEFT turn is horrendous and leads to
// awful gluewalling.
// TL;DR: I hate wrongdrifts and hopefully this is an okay middle ground.
mo->player->drift = 0;
}
mo->player->driftcharge = (bumpspark == BUMPSPARK_RESET100) ? basecharge : 0;
}
// Regardless of bumpspark, tell bots to stop drifting if they bonk a wall.
K_BotSetDriftState(mo->player, DRIFTSTATE_AUTO, TICRATE);
if (!cv_kartbumpspring.value || (modeattacking != ATTACKING_NONE && G_CompatLevel(0x000A)))
{
K_ResetPogoSpring(mo->player);
}
slidemo = mo;
/*if (mo->health <= 0)
{
tmxmove = mo->momx;
tmymove = mo->momy;
}
else if*/
if (mo->eflags & MFE_JUSTBOUNCEDWALL) // Stronger push-out
{
tmxmove = mmomx;
tmymove = mmomy;
}
else
{
tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
}
if (tripwire)
{
// TRIPWIRE CANNOT BE MADE NONBOUNCY
K_ApplyTripWire(mo->player, TRIPSTATE_BLOCKED);
}
else
{
// Some walls aren't bouncy even if you are
if (result->line != NULL && result->line->flags & ML_NOTBOUNCY)
{
// SRB2Kart: Non-bouncy line!
P_SlideMove(mo, result);
return;
}
K_SpawnBumpEffect(mo);
}
P_PlayerHitBounceLine(&result->normal, tripwire);
mo->eflags |= MFE_JUSTBOUNCEDWALL;
if (mo->player)
mo->player->bumpUnstuck += 5;
mo->momx = tmxmove;
mo->momy = tmymove;
mo->player->cmomx = tmxmove;
mo->player->cmomy = tmymove;
if (!tripwire)
{
if (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove, true, NULL))
{
P_TryMove(mo, mo->x - oldmomx, mo->y - oldmomy, true, NULL);
}
}
}
//
// P_BounceMove
//
// The momx / momy move is bad, so try to bounce off a wall.
//
void P_BounceMove(mobj_t *mo, TryMoveResult_t *result)
{
fixed_t mmomx = 0, mmomy = 0;
if (P_MobjWasRemoved(mo))
return;
I_Assert(result != NULL);
if (mo->player)
{
P_BouncePlayerMove(mo, result);
return;
}
if (mo->eflags & MFE_JUSTBOUNCEDWALL || (result->slideout && result->line == NULL))
{
P_SlideMove(mo, result);
return;
}
if (result->line == NULL)
return;
mmomx = mo->momx;
mmomy = mo->momy;
slidemo = mo;
if (mo->type == MT_SHELL)
{
tmxmove = mmomx;
tmymove = mmomy;
}
else if (mo->type == MT_THROWNBOUNCE)
{
tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>6) - (FRACUNIT>>5)));
tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>6) - (FRACUNIT>>5)));
}
else if (mo->type == MT_EGGMINE)
{
tmxmove = mmomx/3;
tmymove = mmomy/3;
}
else if (mo->type == MT_THROWNGRENADE || mo->type == MT_CYBRAKDEMON_NAPALM_BOMB_LARGE)
{
// Quickly decay speed as it bounces
tmxmove = FixedDiv(mmomx, 2*FRACUNIT);
tmymove = FixedDiv(mmomy, 2*FRACUNIT);
}
else
{
tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
}
P_HitBounceLine(result->line); // clip the moves
mo->momx = tmxmove;
mo->momy = tmymove;
if (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove, true, NULL))
{
if (P_MobjWasRemoved(mo))
return;
// the move must have hit the middle, so bounce straight back
mo->momx *= -1;
mo->momy *= -1;
mo->momx = FixedMul(mo->momx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
mo->momy = FixedMul(mo->momy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
}
}
//
// RADIUS ATTACK
//
static fixed_t bombdamage;
static mobj_t *bombsource;
static mobj_t *bombspot;
static UINT8 bombdamagetype;
static boolean bombsightcheck;
//
// PIT_RadiusAttack
// "bombsource" is the creature
// that caused the explosion at "bombspot".
//
static BlockItReturn_t PIT_RadiusAttack(mobj_t *thing)
{
fixed_t dx, dy, dz, dist;
if (thing == bombspot) // ignore the bomb itself (Deton fix)
return BMIT_CONTINUE;
if ((bombdamagetype & DMG_CANTHURTSELF) && bombsource && thing->type == bombsource->type) // ignore the type of guys who dropped the bomb (Jetty-Syn Bomber or Skim can bomb eachother, but not themselves.)
return BMIT_CONTINUE;
if ((thing->flags & (MF_MONITOR|MF_SHOOTABLE)) != MF_SHOOTABLE)
return BMIT_CONTINUE;
dx = abs(thing->x - bombspot->x);
dy = abs(thing->y - bombspot->y);
dz = abs(thing->z + (thing->height>>1) - bombspot->z);
dist = P_AproxDistance(P_AproxDistance(dx, dy), dz);
dist -= thing->radius;
if (dist < 0)
dist = 0;
if (dist >= bombdamage)
return BMIT_CONTINUE; // out of range
if (thing->floorz > bombspot->z && bombspot->ceilingz < thing->z)
return BMIT_CONTINUE;
if (thing->ceilingz < bombspot->z && bombspot->floorz > thing->z)
return BMIT_CONTINUE;
if (!bombsightcheck || P_CheckSight(thing, bombspot))
{ // must be in direct path
P_DamageMobj(thing, bombspot, bombsource, 1, bombdamagetype); // Tails 01-11-2001
}
return BMIT_CONTINUE;
}
//
// P_RadiusAttack
// Source is the creature that caused the explosion at spot.
//
void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist, UINT8 damagetype, boolean sightcheck)
{
INT32 x, y;
INT32 xl, xh, yl, yh;
fixed_t dist;
dist = FixedMul(damagedist, spot->scale) + MAXRADIUS;
yh = (unsigned)(spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
yl = (unsigned)(spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
xh = (unsigned)(spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
bombspot = spot;
bombsource = source;
bombdamage = FixedMul(damagedist, spot->scale);
bombdamagetype = damagetype;
bombsightcheck = sightcheck;
for (y = yl; y <= yh; y++)
for (x = xl; x <= xh; x++)
P_BlockThingsIterator(x, y, PIT_RadiusAttack);
}
//
// SECTOR HEIGHT CHANGING
// After modifying a sectors floor or ceiling height,
// call this routine to adjust the positions
// of all things that touch the sector.
//
// If anything doesn't fit anymore, true will be returned.
// If crunch is true, they will take damage
// as they are being crushed.
// If Crunch is false, you should set the sector height back
// the way it was and call P_CheckSector (? was P_ChangeSector - Graue) again
// to undo the changes.
//
static boolean crushchange;
static boolean nofit;
//
// PIT_ChangeSector
//
static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush)
{
mobj_t *killer = NULL;
//If a thing is both pushable and vulnerable, it doesn't block the crusher because it gets killed.
boolean immunepushable = ((thing->flags & (MF_PUSHABLE | MF_SHOOTABLE)) == MF_PUSHABLE);
if (P_ThingHeightClip(thing))
{
//thing fits, check next thing
return true;
}
if (!(thing->flags & (MF_SHOOTABLE|MF_PUSHABLE))
|| thing->flags & MF_NOCLIPHEIGHT)
{
//doesn't interact with the crusher, just ignore it
return true;
}
// Thing doesn't fit. If thing is vulnerable, that means it's being crushed. If thing is pushable, it might
// just be blocked by another object - check if it's really a ceiling!
if (thing->z + thing->height > thing->ceilingz && thing->z <= thing->ceilingz)
{
if (immunepushable && thing->z + thing->height > thing->subsector->sector->ceilingheight)
{
//Thing is a pushable and blocks the moving ceiling
nofit = true;
return false;
}
//Check FOFs in the sector
if (thing->subsector->sector->ffloors && (realcrush || immunepushable))
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
fixed_t delta1, delta2;
INT32 thingtop = thing->z + thing->height;
for (rover = thing->subsector->sector->ffloors; rover; rover = rover->next)
{
if (!(((rover->fofflags & FOF_BLOCKPLAYER) && thing->player)
|| ((rover->fofflags & FOF_BLOCKOTHERS) && !thing->player)) || !(rover->fofflags & FOF_EXISTS))
continue;
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
//topheight = P_GetFFloorTopZAt (rover, thing->x, thing->y);
//bottomheight = P_GetFFloorBottomZAt(rover, thing->x, thing->y);
delta1 = thing->z - (bottomheight + topheight)/2;
delta2 = thingtop - (bottomheight + topheight)/2;
if (bottomheight <= thing->ceilingz && abs(delta1) >= abs(delta2))
{
if (immunepushable)
{
//FOF is blocked by pushable
nofit = true;
return false;
}
else
{
//If the thing was crushed by a crumbling FOF, reward the player who made it crumble!
thinker_t *think;
crumble_t *crumbler;
for (think = thlist[THINK_MAIN].next; think != &thlist[THINK_MAIN]; think = think->next)
{
if (think->function != (actionf_p1)T_StartCrumble)
continue;
crumbler = (crumble_t *)think;
if (crumbler->player && crumbler->player->mo
&& crumbler->player->mo != thing
&& crumbler->actionsector == thing->subsector->sector
&& crumbler->sector == rover->master->frontsector)
{
killer = crumbler->player->mo;
}
}
}
}
}
}
if (realcrush)
{
// Crush the object
if (netgame && thing->player && thing->player->spectator)
P_DamageMobj(thing, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators
else if (!thing->player)
P_DamageMobj(thing, killer, killer, 1, DMG_CRUSHED);
else
P_DamageMobj(thing, NULL, NULL, 1, DMG_SQUISH);
return true;
}
}
if (realcrush && crushchange)
P_DamageMobj(thing, NULL, NULL, 1, DMG_NORMAL);
// keep checking (crush other things)
return true;
}
//
// P_CheckSector
//
boolean P_CheckSector(sector_t *sector, boolean crunch)
{
msecnode_t *n;
size_t i;
nofit = false;
crushchange = crunch;
// killough 4/4/98: scan list front-to-back until empty or exhausted,
// restarting from beginning after each thing is processed. Avoids
// crashes, and is sure to examine all things in the sector, and only
// the things which are in the sector, until a steady-state is reached.
// Things can arbitrarily be inserted and removed and it won't mess up.
//
// killough 4/7/98: simplified to avoid using complicated counter
// First, let's see if anything will keep it from crushing.
// Sal: This stupid function chain is required to fix polyobjects not being able to crush.
// Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead
validcount++;
for (i = 0; i < sector->linecount; i++)
{
if (sector->lines[i]->polyobj)
{
polyobj_t *po = sector->lines[i]->polyobj;
if (po->validcount == validcount)
continue; // skip if already checked
if (!(po->flags & POF_SOLID))
continue;
if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector
{
INT32 x, y;
po->validcount = validcount;
for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
{
for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
{
mobj_t *mo;
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
continue;
mo = blocklinks[y * bmapwidth + x];
for (; mo; mo = mo->bnext)
{
// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
if (!P_MobjInsidePolyobj(po, mo))
continue;
if (!PIT_ChangeSector(mo, false))
{
nofit = true;
return nofit;
}
}
}
}
}
}
}
if (sector->numattached)
{
sector_t *sec;
for (i = 0; i < sector->numattached; i++)
{
sec = &sectors[sector->attached[i]];
for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
n->visited = false;
sec->moved = true;
P_RecalcPrecipInSector(sec);
if (!sector->attachedsolid[i])
continue;
do
{
for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
if (!n->visited)
{
n->visited = true;
if (!(n->m_thing->flags & MF_NOBLOCKMAP))
{
if (!PIT_ChangeSector(n->m_thing, false))
{
nofit = true;
return nofit;
}
}
break;
}
} while (n);
}
}
// Mark all things invalid
sector->moved = true;
for (n = sector->touching_thinglist; n; n = n->m_thinglist_next)
n->visited = false;
do
{
for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list
if (!n->visited) // unprocessed thing found
{
n->visited = true; // mark thing as processed
if (!(n->m_thing->flags & MF_NOBLOCKMAP)) //jff 4/7/98 don't do these
{
if (!PIT_ChangeSector(n->m_thing, false)) // process it
{
nofit = true;
return nofit;
}
}
break; // exit and start over
}
} while (n); // repeat from scratch until all things left are marked valid
// Nothing blocked us, so lets crush for real!
// Sal: This stupid function chain is required to fix polyobjects not being able to crush.
// Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead
validcount++;
for (i = 0; i < sector->linecount; i++)
{
if (sector->lines[i]->polyobj)
{
polyobj_t *po = sector->lines[i]->polyobj;
if (po->validcount == validcount)
continue; // skip if already checked
if (!(po->flags & POF_SOLID))
continue;
if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector
{
INT32 x, y;
po->validcount = validcount;
for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
{
for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
{
mobj_t *mo;
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
continue;
mo = blocklinks[y * bmapwidth + x];
for (; mo; mo = mo->bnext)
{
// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
if (!P_MobjInsidePolyobj(po, mo))
continue;
PIT_ChangeSector(mo, true);
return nofit;
}
}
}
}
}
}
if (sector->numattached)
{
sector_t *sec;
for (i = 0; i < sector->numattached; i++)
{
sec = &sectors[sector->attached[i]];
for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
n->visited = false;
sec->moved = true;
P_RecalcPrecipInSector(sec);
if (!sector->attachedsolid[i])
continue;
do
{
for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
if (!n->visited)
{
n->visited = true;
if (!(n->m_thing->flags & MF_NOBLOCKMAP))
{
PIT_ChangeSector(n->m_thing, true);
return nofit;
}
break;
}
} while (n);
}
}
// Mark all things invalid
sector->moved = true;
for (n = sector->touching_thinglist; n; n = n->m_thinglist_next)
n->visited = false;
do
{
for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list
if (!n->visited) // unprocessed thing found
{
n->visited = true; // mark thing as processed
if (!(n->m_thing->flags & MF_NOBLOCKMAP)) //jff 4/7/98 don't do these
{
PIT_ChangeSector(n->m_thing, true); // process it
return nofit;
}
break; // exit and start over
}
} while (n); // repeat from scratch until all things left are marked valid
return nofit;
}
/*
SoM: 3/15/2000
Lots of new Boom functions that work faster and add functionality.
*/
void P_Initsecnode(void)
{
}
// P_GetSecnode() retrieves a node from the freelist. The calling routine
// should make sure it sets all fields properly.
static msecnode_t *P_GetSecnode(void)
{
return Z_LevelPoolCalloc(sizeof(msecnode_t));
}
static mprecipsecnode_t *P_GetPrecipSecnode(void)
{
return Z_LevelPoolCalloc(sizeof(mprecipsecnode_t));
}
// P_PutSecnode() returns a node to the freelist.
static inline void P_PutSecnode(msecnode_t *node)
{
Z_LevelPoolFree(node, sizeof(msecnode_t));
}
// Tails 08-25-2002
static inline void P_PutPrecipSecnode(mprecipsecnode_t *node)
{
Z_LevelPoolFree(node, sizeof(mprecipsecnode_t));
}
// P_AddSecnode() searches the current list to see if this sector is
// already there. If not, it adds a sector node at the head of the list of
// sectors this object appears in. This is called when creating a list of
// nodes that will get linked in later. Returns a pointer to the new node.
static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode)
{
msecnode_t *node;
node = nextnode;
while (node)
{
if (node->m_sector == s) // Already have a node for this sector?
{
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
return nextnode;
}
node = node->m_sectorlist_next;
}
// Couldn't find an existing node for this sector. Add one at the head
// of the list.
node = P_GetSecnode();
// mark new nodes unvisited.
node->visited = 0;
node->m_sector = s; // sector
node->m_thing = thing; // mobj
node->m_sectorlist_prev = NULL; // prev node on Thing thread
node->m_sectorlist_next = nextnode; // next node on Thing thread
if (nextnode)
nextnode->m_sectorlist_prev = node; // set back link on Thing
// Add new node at head of sector thread starting at s->touching_thinglist
node->m_thinglist_prev = NULL; // prev node on sector thread
node->m_thinglist_next = s->touching_thinglist; // next node on sector thread
if (s->touching_thinglist)
node->m_thinglist_next->m_thinglist_prev = node;
s->touching_thinglist = node;
return node;
}
// More crazy crap Tails 08-25-2002
static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mprecipsecnode_t *nextnode)
{
mprecipsecnode_t *node;
node = nextnode;
while (node)
{
if (node->m_sector == s) // Already have a node for this sector?
{
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
return nextnode;
}
node = node->m_sectorlist_next;
}
// Couldn't find an existing node for this sector. Add one at the head
// of the list.
node = P_GetPrecipSecnode();
// mark new nodes unvisited.
node->visited = 0;
node->m_sector = s; // sector
node->m_thing = thing; // mobj
node->m_sectorlist_prev = NULL; // prev node on Thing thread
node->m_sectorlist_next = nextnode; // next node on Thing thread
if (nextnode)
nextnode->m_sectorlist_prev = node; // set back link on Thing
// Add new node at head of sector thread starting at s->touching_thinglist
node->m_thinglist_prev = NULL; // prev node on sector thread
node->m_thinglist_next = s->touching_preciplist; // next node on sector thread
if (s->touching_preciplist)
node->m_thinglist_next->m_thinglist_prev = node;
s->touching_preciplist = node;
return node;
}
// P_DelSecnode() deletes a sector node from the list of
// sectors this object appears in. Returns a pointer to the next node
// on the linked list, or NULL.
static msecnode_t *P_DelSecnode(msecnode_t *node)
{
msecnode_t *tp; // prev node on thing thread
msecnode_t *tn; // next node on thing thread
msecnode_t *sp; // prev node on sector thread
msecnode_t *sn; // next node on sector thread
if (!node)
return NULL;
// Unlink from the Thing thread. The Thing thread begins at
// sector_list and not from mobj_t->touching_sectorlist.
tp = node->m_sectorlist_prev;
tn = node->m_sectorlist_next;
if (tp)
tp->m_sectorlist_next = tn;
if (tn)
tn->m_sectorlist_prev = tp;
// Unlink from the sector thread. This thread begins at
// sector_t->touching_thinglist.
sp = node->m_thinglist_prev;
sn = node->m_thinglist_next;
if (sp)
sp->m_thinglist_next = sn;
else
node->m_sector->touching_thinglist = sn;
if (sn)
sn->m_thinglist_prev = sp;
// Return this node to the freelist
P_PutSecnode(node);
return tn;
}
// Tails 08-25-2002
static mprecipsecnode_t *P_DelPrecipSecnode(mprecipsecnode_t *node)
{
mprecipsecnode_t *tp; // prev node on thing thread
mprecipsecnode_t *tn; // next node on thing thread
mprecipsecnode_t *sp; // prev node on sector thread
mprecipsecnode_t *sn; // next node on sector thread
if (!node)
return NULL;
// Unlink from the Thing thread. The Thing thread begins at
// sector_list and not from mobj_t->touching_sectorlist.
tp = node->m_sectorlist_prev;
tn = node->m_sectorlist_next;
if (tp)
tp->m_sectorlist_next = tn;
if (tn)
tn->m_sectorlist_prev = tp;
// Unlink from the sector thread. This thread begins at
// sector_t->touching_thinglist.
sp = node->m_thinglist_prev;
sn = node->m_thinglist_next;
if (sp)
sp->m_thinglist_next = sn;
else
node->m_sector->touching_preciplist = sn;
if (sn)
sn->m_thinglist_prev = sp;
// Return this node to the freelist
P_PutPrecipSecnode(node);
return tn;
}
// Delete an entire sector list
void P_DelSeclist(msecnode_t *node)
{
while (node)
node = P_DelSecnode(node);
}
// Tails 08-25-2002
void P_DelPrecipSeclist(mprecipsecnode_t *node)
{
while (node)
node = P_DelPrecipSecnode(node);
}
// PIT_GetSectors
// Locates all the sectors the object is in by looking at the lines that
// cross through it. You have already decided that the object is allowed
// at this location, so don't bother with checking impassable or
// blocking lines.
static inline BlockItReturn_t PIT_GetSectors(line_t *ld)
{
if (g_tm.bbox[BOXRIGHT] <= ld->bbox[BOXLEFT] ||
g_tm.bbox[BOXLEFT] >= ld->bbox[BOXRIGHT] ||
g_tm.bbox[BOXTOP] <= ld->bbox[BOXBOTTOM] ||
g_tm.bbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
return BMIT_CONTINUE;
if (P_BoxOnLineSide(g_tm.bbox, ld) != -1)
return BMIT_CONTINUE;
if (ld->polyobj) // line belongs to a polyobject, don't add it
return BMIT_CONTINUE;
// This line crosses through the object.
// Collect the sector(s) from the line and add to the
// sector_list you're examining. If the Thing ends up being
// allowed to move to this position, then the sector_list
// will be attached to the Thing's mobj_t at touching_sectorlist.
sector_list = P_AddSecnode(ld->frontsector,g_tm.thing,sector_list);
// Don't assume all lines are 2-sided, since some Things
// like MT_TFOG are allowed regardless of whether their radius takes
// them beyond an impassable linedef.
// Use sidedefs instead of 2s flag to determine two-sidedness.
if (ld->backsector)
sector_list = P_AddSecnode(ld->backsector, g_tm.thing, sector_list);
return BMIT_CONTINUE;
}
// Tails 08-25-2002
static inline BlockItReturn_t PIT_GetPrecipSectors(line_t *ld)
{
if (g_tm.precipbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] ||
g_tm.precipbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] ||
g_tm.precipbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] ||
g_tm.precipbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
return BMIT_CONTINUE;
if (P_BoxOnLineSide(g_tm.precipbbox, ld) != -1)
return BMIT_CONTINUE;
if (ld->polyobj) // line belongs to a polyobject, don't add it
return BMIT_CONTINUE;
// This line crosses through the object.
// Collect the sector(s) from the line and add to the
// sector_list you're examining. If the Thing ends up being
// allowed to move to this position, then the sector_list
// will be attached to the Thing's mobj_t at touching_sectorlist.
precipsector_list = P_AddPrecipSecnode(ld->frontsector, g_tm.precipthing, precipsector_list);
// Don't assume all lines are 2-sided, since some Things
// like MT_TFOG are allowed regardless of whether their radius takes
// them beyond an impassable linedef.
// Use sidedefs instead of 2s flag to determine two-sidedness.
if (ld->backsector)
precipsector_list = P_AddPrecipSecnode(ld->backsector, g_tm.precipthing, precipsector_list);
return BMIT_CONTINUE;
}
// P_CreateSecNodeList alters/creates the sector_list that shows what sectors
// the object resides in.
void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
{
INT32 xl, xh, yl, yh, bx, by;
msecnode_t *node = sector_list;
tm_t ptm = g_tm;
/* cph - see comment at func end */
// First, clear out the existing m_thing fields. As each node is
// added or verified as needed, m_thing will be set properly. When
// finished, delete all nodes where m_thing is still NULL. These
// represent the sectors the Thing has vacated.
while (node)
{
node->m_thing = NULL;
node = node->m_sectorlist_next;
}
P_SetTarget(&g_tm.thing, thing);
g_tm.flags = thing->flags;
g_tm.x = x;
g_tm.y = y;
g_tm.bbox[BOXTOP] = y + g_tm.thing->radius;
g_tm.bbox[BOXBOTTOM] = y - g_tm.thing->radius;
g_tm.bbox[BOXRIGHT] = x + g_tm.thing->radius;
g_tm.bbox[BOXLEFT] = x - g_tm.thing->radius;
validcount++; // used to make sure we only process a line once
xl = (unsigned)(g_tm.bbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(g_tm.bbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(g_tm.bbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(g_tm.bbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
P_BlockLinesIterator(bx, by, PIT_GetSectors);
// Add the sector of the (x, y) point to sector_list.
sector_list = P_AddSecnode(thing->subsector->sector, thing, sector_list);
// Now delete any nodes that won't be used. These are the ones where
// m_thing is still NULL.
node = sector_list;
while (node)
{
if (!node->m_thing)
{
if (node == sector_list)
sector_list = node->m_sectorlist_next;
node = P_DelSecnode(node);
}
else
node = node->m_sectorlist_next;
}
/* cph -
* This is the strife we get into for using global variables. g_tm.thing
* is being used by several different functions calling
* P_BlockThingIterator, including functions that can be called *from*
* P_BlockThingIterator. Using a global g_tm.thing is not reentrant.
* OTOH for Boom/MBF demos we have to preserve the buggy behavior.
* Fun. We restore its previous value unless we're in a Boom/MBF demo.
*/
P_RestoreTMStruct(ptm);
}
// More crazy crap Tails 08-25-2002
void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
{
INT32 xl, xh, yl, yh, bx, by;
mprecipsecnode_t *node = precipsector_list;
tm_t ptm = g_tm;
/* cph - see comment at func end */
// First, clear out the existing m_thing fields. As each node is
// added or verified as needed, m_thing will be set properly. When
// finished, delete all nodes where m_thing is still NULL. These
// represent the sectors the Thing has vacated.
while (node)
{
node->m_thing = NULL;
node = node->m_sectorlist_next;
}
g_tm.precipthing = thing;
g_tm.precipbbox[BOXTOP] = y + 2*FRACUNIT;
g_tm.precipbbox[BOXBOTTOM] = y - 2*FRACUNIT;
g_tm.precipbbox[BOXRIGHT] = x + 2*FRACUNIT;
g_tm.precipbbox[BOXLEFT] = x - 2*FRACUNIT;
validcount++; // used to make sure we only process a line once
xl = (unsigned)(g_tm.precipbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(g_tm.precipbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(g_tm.precipbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(g_tm.precipbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
P_BlockLinesIterator(bx, by, PIT_GetPrecipSectors);
// Add the sector of the (x, y) point to sector_list.
precipsector_list = P_AddPrecipSecnode(thing->subsector->sector, thing, precipsector_list);
// Now delete any nodes that won't be used. These are the ones where
// m_thing is still NULL.
node = precipsector_list;
while (node)
{
if (!node->m_thing)
{
if (node == precipsector_list)
precipsector_list = node->m_sectorlist_next;
node = P_DelPrecipSecnode(node);
}
else
node = node->m_sectorlist_next;
}
/* cph -
* This is the strife we get into for using global variables. g_tm.thing
* is being used by several different functions calling
* P_BlockThingIterator, including functions that can be called *from*
* P_BlockThingIterator. Using a global g_tm.thing is not reentrant.
* OTOH for Boom/MBF demos we have to preserve the buggy behavior.
* Fun. We restore its previous value unless we're in a Boom/MBF demo.
*/
P_RestoreTMStruct(ptm);
}
/* cphipps 2004/08/30 -
* Must clear g_tm.thing at tic end, as it might contain a pointer to a removed thinker, or the level might have ended/been ended and we clear the objects it was pointing too. Hopefully we don't need to carry this between tics for sync. */
void P_MapStart(void)
{
if (g_tm.thing)
I_Error("P_MapStart: g_tm.thing set!");
}
void P_MapEnd(void)
{
P_SetTarget(&g_tm.thing, NULL);
}
// P_FloorzAtPos
// Returns the floorz of the XYZ position
// Tails 05-26-2003
fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
{
sector_t *sec = R_PointInSubsector(x, y)->sector;
fixed_t floorz = P_GetSectorFloorZAt(sec, x, y);
// Intercept the stupid 'fall through 3dfloors' bug Tails 03-17-2002
if (sec->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2, thingtop = z + height;
for (rover = sec->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!(rover->fofflags & FOF_EXISTS))
continue;
if (!((rover->fofflags & FOF_SOLID) || (rover->fofflags & FOF_QUICKSAND)) || (rover->fofflags & FOF_SWIMMABLE))
continue;
topheight = P_GetFFloorTopZAt (rover, x, y);
bottomheight = P_GetFFloorBottomZAt(rover, x, y);
if (rover->fofflags & FOF_QUICKSAND)
{
if (z < topheight && bottomheight < thingtop)
{
if (floorz < z)
floorz = z;
}
continue;
}
delta1 = z - (bottomheight + ((topheight - bottomheight)/2));
delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
if (topheight > floorz && abs(delta1) < abs(delta2))
floorz = topheight;
}
}
return floorz;
}
// P_CeilingZAtPos
// Returns the ceilingz of the XYZ position
fixed_t P_CeilingzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
{
sector_t *sec = R_PointInSubsector(x, y)->sector;
fixed_t ceilingz = P_GetSectorCeilingZAt(sec, x, y);
if (sec->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2, thingtop = z + height;
for (rover = sec->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!(rover->fofflags & FOF_EXISTS))
continue;
if ((!(rover->fofflags & FOF_SOLID || rover->fofflags & FOF_QUICKSAND) || (rover->fofflags & FOF_SWIMMABLE)))
continue;
topheight = P_GetFFloorTopZAt (rover, x, y);
bottomheight = P_GetFFloorBottomZAt(rover, x, y);
if (rover->fofflags & FOF_QUICKSAND)
{
if (thingtop > bottomheight && topheight > z)
{
if (ceilingz > z)
ceilingz = z;
}
continue;
}
delta1 = z - (bottomheight + ((topheight - bottomheight)/2));
delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
if (bottomheight < ceilingz && abs(delta1) > abs(delta2))
ceilingz = bottomheight;
}
}
return ceilingz;
}
INT32 P_GetSectorLightNumAt(sector_t *sector, fixed_t x, fixed_t y, fixed_t z)
{
if (!sector->numlights)
return -1;
INT32 light = sector->numlights - 1;
// R_GetPlaneLight won't work on sloped lights!
for (INT32 lightnum = 1; lightnum < sector->numlights; lightnum++) {
fixed_t h = P_GetLightZAt(&sector->lightlist[lightnum], x, y);
if (h <= z) {
light = lightnum - 1;
break;
}
}
return light;
}
INT32 P_GetLightLevelFromSectorAt(sector_t *sector, fixed_t x, fixed_t y, fixed_t z)
{
if (sector->numlights)
return *sector->lightlist[P_GetSectorLightNumAt(sector, x, y, z)].lightlevel;
else
return sector->lightlevel;
}
INT32 P_GetSectorLightLevelAt(fixed_t x, fixed_t y, fixed_t z)
{
return P_GetLightLevelFromSectorAt(R_PointInSubsector(x, y)->sector, x, y, z);
}
extracolormap_t *P_GetColormapFromSectorAt(sector_t *sector, fixed_t x, fixed_t y, fixed_t z)
{
if (sector->numlights)
return *sector->lightlist[P_GetSectorLightNumAt(sector, x, y, z)].extra_colormap;
else
return sector->extra_colormap;
}
extracolormap_t *P_GetSectorColormapAt(fixed_t x, fixed_t y, fixed_t z)
{
return P_GetColormapFromSectorAt(R_PointInSubsector(x, y)->sector, x, y, z);
}
fixed_t
P_VeryTopOfFOF (ffloor_t *rover)
{
if (*rover->t_slope)
return (*rover->t_slope)->highz;
else
return *rover->topheight;
}
fixed_t
P_VeryBottomOfFOF (ffloor_t *rover)
{
if (*rover->b_slope)
return (*rover->b_slope)->lowz;
else
return *rover->bottomheight;
}