p_map.c (18661B)
1 #include <stdlib.h> 2 3 #include "m_bbox.h" 4 #include "m_random.h" 5 #include "i_system.h" 6 #include "doomdef.h" 7 #include "p_local.h" 8 #include "s_sound.h" 9 #include "doomstat.h" 10 #include "r_state.h" 11 #include "sounds.h" 12 13 #define MAXSPECIALCROSS 8 14 15 fixed_t tmbbox[4]; 16 mobj_t* tmthing; 17 int tmflags; 18 fixed_t tmx; 19 fixed_t tmy; 20 boolean floatok; 21 fixed_t tmfloorz; 22 fixed_t tmceilingz; 23 fixed_t tmdropoffz; 24 line_t* ceilingline; 25 line_t* spechit[MAXSPECIALCROSS]; 26 int numspechit; 27 28 boolean 29 PIT_StompThing (mobj_t* thing) 30 { 31 fixed_t blockdist; 32 33 if (!(thing->flags & MF_SHOOTABLE)) return true; 34 blockdist = thing->radius + tmthing->radius; 35 if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist ) 36 { 37 38 return true; 39 } 40 41 42 if (thing == tmthing) 43 return true; 44 45 46 if ( !tmthing->player && gamemap != 30) 47 return false; 48 49 P_DamageMobj (thing, tmthing, tmthing, 10000); 50 51 return true; 52 } 53 54 55 56 57 58 boolean 59 P_TeleportMove 60 ( mobj_t* thing, 61 fixed_t x, 62 fixed_t y ) 63 { 64 int xl; 65 int xh; 66 int yl; 67 int yh; 68 int bx; 69 int by; 70 71 subsector_t* newsubsec; 72 73 74 tmthing = thing; 75 tmflags = thing->flags; 76 77 tmx = x; 78 tmy = y; 79 80 tmbbox[BOXTOP] = y + tmthing->radius; 81 tmbbox[BOXBOTTOM] = y - tmthing->radius; 82 tmbbox[BOXRIGHT] = x + tmthing->radius; 83 tmbbox[BOXLEFT] = x - tmthing->radius; 84 85 newsubsec = R_PointInSubsector (x,y); 86 ceilingline = NULL; 87 88 89 90 91 92 tmfloorz = tmdropoffz = newsubsec->sector->floorheight; 93 tmceilingz = newsubsec->sector->ceilingheight; 94 95 validcount++; 96 numspechit = 0; 97 98 99 xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; 100 xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; 101 yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; 102 yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; 103 104 for (bx=xl ; bx<=xh ; bx++) 105 for (by=yl ; by<=yh ; by++) 106 if (!P_BlockThingsIterator(bx,by,PIT_StompThing)) 107 return false; 108 109 110 111 P_UnsetThingPosition (thing); 112 113 thing->floorz = tmfloorz; 114 thing->ceilingz = tmceilingz; 115 thing->x = x; 116 thing->y = y; 117 118 P_SetThingPosition (thing); 119 120 return true; 121 } 122 123 124 125 126 127 128 129 130 131 132 133 boolean PIT_CheckLine (line_t* ld) 134 { 135 if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] 136 || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] 137 || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] 138 || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] ) 139 return true; 140 141 if (P_BoxOnLineSide (tmbbox, ld) != -1) 142 return true; 143 144 145 146 147 148 149 150 151 152 153 154 155 if (!ld->backsector) 156 return false; 157 158 if (!(tmthing->flags & MF_MISSILE) ) 159 { 160 if ( ld->flags & ML_BLOCKING ) 161 return false; 162 163 if ( !tmthing->player && ld->flags & ML_BLOCKMONSTERS ) 164 return false; 165 } 166 167 168 P_LineOpening (ld); 169 170 171 if (opentop < tmceilingz) 172 { 173 tmceilingz = opentop; 174 ceilingline = ld; 175 } 176 177 if (openbottom > tmfloorz) 178 tmfloorz = openbottom; 179 180 if (lowfloor < tmdropoffz) 181 tmdropoffz = lowfloor; 182 183 184 if (ld->special) 185 { 186 spechit[numspechit] = ld; 187 numspechit++; 188 } 189 190 return true; 191 } 192 193 194 195 196 boolean PIT_CheckThing (mobj_t* thing) 197 { 198 fixed_t blockdist; 199 boolean solid; 200 int damage; 201 202 if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE) )) 203 return true; 204 205 blockdist = thing->radius + tmthing->radius; 206 207 if ( abs(thing->x - tmx) >= blockdist 208 || abs(thing->y - tmy) >= blockdist ) 209 { 210 211 return true; 212 } 213 214 215 if (thing == tmthing) 216 return true; 217 218 219 if (tmthing->flags & MF_SKULLFLY) 220 { 221 damage = ((P_Random()%8)+1)*tmthing->info->damage; 222 223 P_DamageMobj (thing, tmthing, tmthing, damage); 224 225 tmthing->flags &= ~MF_SKULLFLY; 226 tmthing->momx = tmthing->momy = tmthing->momz = 0; 227 228 P_SetMobjState (tmthing, tmthing->info->spawnstate); 229 230 return false; 231 } 232 233 234 235 if (tmthing->flags & MF_MISSILE) 236 { 237 238 if (tmthing->z > thing->z + thing->height) 239 return true; 240 if (tmthing->z+tmthing->height < thing->z) 241 return true; 242 243 if (tmthing->target && ( 244 tmthing->target->type == thing->type || 245 (tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER)|| 246 (tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT) ) ) 247 { 248 249 if (thing == tmthing->target) 250 return true; 251 252 if (thing->type != MT_PLAYER) 253 { 254 255 256 return false; 257 } 258 } 259 260 if (! (thing->flags & MF_SHOOTABLE) ) 261 { 262 263 return !(thing->flags & MF_SOLID); 264 } 265 266 267 damage = ((P_Random()%8)+1)*tmthing->info->damage; 268 P_DamageMobj (thing, tmthing, tmthing->target, damage); 269 270 271 return false; 272 } 273 274 275 if (thing->flags & MF_SPECIAL) 276 { 277 solid = thing->flags&MF_SOLID; 278 if (tmflags&MF_PICKUP) 279 { 280 281 P_TouchSpecialThing (thing, tmthing); 282 } 283 return !solid; 284 } 285 286 return !(thing->flags & MF_SOLID); 287 } 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 boolean 319 P_CheckPosition 320 ( mobj_t* thing, 321 fixed_t x, 322 fixed_t y ) 323 { 324 int xl; 325 int xh; 326 int yl; 327 int yh; 328 int bx; 329 int by; 330 subsector_t* newsubsec; 331 332 tmthing = thing; 333 tmflags = thing->flags; 334 335 tmx = x; 336 tmy = y; 337 338 tmbbox[BOXTOP] = y + tmthing->radius; 339 tmbbox[BOXBOTTOM] = y - tmthing->radius; 340 tmbbox[BOXRIGHT] = x + tmthing->radius; 341 tmbbox[BOXLEFT] = x - tmthing->radius; 342 343 newsubsec = R_PointInSubsector (x,y); 344 ceilingline = NULL; 345 346 347 348 349 350 tmfloorz = tmdropoffz = newsubsec->sector->floorheight; 351 tmceilingz = newsubsec->sector->ceilingheight; 352 353 validcount++; 354 numspechit = 0; 355 356 if ( tmflags & MF_NOCLIP ) 357 return true; 358 359 360 361 362 363 364 xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; 365 xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; 366 yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; 367 yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; 368 369 for (bx=xl ; bx<=xh ; bx++) 370 for (by=yl ; by<=yh ; by++) 371 if (!P_BlockThingsIterator(bx,by,PIT_CheckThing)) 372 return false; 373 374 375 xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; 376 xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; 377 yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; 378 yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; 379 380 for (bx=xl ; bx<=xh ; bx++) 381 for (by=yl ; by<=yh ; by++) 382 if (!P_BlockLinesIterator (bx,by,PIT_CheckLine)) 383 return false; 384 385 return true; 386 } 387 388 389 390 391 392 393 394 boolean 395 P_TryMove 396 ( mobj_t* thing, 397 fixed_t x, 398 fixed_t y ) 399 { 400 fixed_t oldx; 401 fixed_t oldy; 402 int side; 403 int oldside; 404 line_t* ld; 405 406 floatok = false; 407 if (!P_CheckPosition (thing, x, y)) 408 return false; 409 410 if ( !(thing->flags & MF_NOCLIP) ) 411 { 412 if (tmceilingz - tmfloorz < thing->height) 413 return false; 414 415 floatok = true; 416 417 if ( !(thing->flags&MF_TELEPORT) 418 &&tmceilingz - thing->z < thing->height) 419 return false; 420 421 if ( !(thing->flags&MF_TELEPORT) 422 && tmfloorz - thing->z > 24*FRACUNIT ) 423 return false; 424 425 if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT)) 426 && tmfloorz - tmdropoffz > 24*FRACUNIT ) 427 return false; 428 } 429 430 431 432 P_UnsetThingPosition (thing); 433 434 oldx = thing->x; 435 oldy = thing->y; 436 thing->floorz = tmfloorz; 437 thing->ceilingz = tmceilingz; 438 thing->x = x; 439 thing->y = y; 440 441 P_SetThingPosition (thing); 442 443 444 if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) ) 445 { 446 while (numspechit--) 447 { 448 449 ld = spechit[numspechit]; 450 side = P_PointOnLineSide (thing->x, thing->y, ld); 451 oldside = P_PointOnLineSide (oldx, oldy, ld); 452 if (side != oldside) 453 { 454 if (ld->special) 455 P_CrossSpecialLine (ld-lines, oldside, thing); 456 } 457 } 458 } 459 460 return true; 461 } 462 463 464 465 466 467 468 469 470 471 472 473 474 boolean P_ThingHeightClip (mobj_t* thing) 475 { 476 boolean onfloor; 477 478 onfloor = (thing->z == thing->floorz); 479 480 P_CheckPosition (thing, thing->x, thing->y); 481 482 483 thing->floorz = tmfloorz; 484 thing->ceilingz = tmceilingz; 485 486 if (onfloor) 487 { 488 489 thing->z = thing->floorz; 490 } 491 else 492 { 493 494 if (thing->z+thing->height > thing->ceilingz) 495 thing->z = thing->ceilingz - thing->height; 496 } 497 498 if (thing->ceilingz - thing->floorz < thing->height) 499 return false; 500 501 return true; 502 } 503 504 505 506 507 508 509 510 fixed_t bestslidefrac; 511 fixed_t secondslidefrac; 512 513 line_t* bestslideline; 514 line_t* secondslideline; 515 516 mobj_t* slidemo; 517 518 fixed_t tmxmove; 519 fixed_t tmymove; 520 521 522 523 524 525 526 527 528 void P_HitSlideLine (line_t* ld) 529 { 530 int side; 531 532 angle_t lineangle; 533 angle_t moveangle; 534 angle_t deltaangle; 535 536 fixed_t movelen; 537 fixed_t newlen; 538 539 540 if (ld->slopetype == ST_HORIZONTAL) 541 { 542 tmymove = 0; 543 return; 544 } 545 546 if (ld->slopetype == ST_VERTICAL) 547 { 548 tmxmove = 0; 549 return; 550 } 551 552 side = P_PointOnLineSide (slidemo->x, slidemo->y, ld); 553 554 lineangle = R_PointToAngle2 (0,0, ld->dx, ld->dy); 555 556 if (side == 1) 557 lineangle += ANG180; 558 559 moveangle = R_PointToAngle2 (0,0, tmxmove, tmymove); 560 deltaangle = moveangle-lineangle; 561 562 if (deltaangle > ANG180) 563 deltaangle += ANG180; 564 565 566 lineangle >>= ANGLETOFINESHIFT; 567 deltaangle >>= ANGLETOFINESHIFT; 568 569 movelen = P_AproxDistance (tmxmove, tmymove); 570 newlen = FixedMul (movelen, finecosine[deltaangle]); 571 572 tmxmove = FixedMul (newlen, finecosine[lineangle]); 573 tmymove = FixedMul (newlen, finesine[lineangle]); 574 } 575 576 577 578 579 580 boolean PTR_SlideTraverse (intercept_t* in) 581 { 582 line_t* li; 583 584 if (!in->isaline) 585 I_Error ("PTR_SlideTraverse: not a line?"); 586 587 li = in->d.line; 588 589 if ( ! (li->flags & ML_TWOSIDED) ) 590 { 591 if (P_PointOnLineSide (slidemo->x, slidemo->y, li)) 592 { 593 594 return true; 595 } 596 goto isblocking; 597 } 598 599 600 P_LineOpening (li); 601 602 if (openrange < slidemo->height) 603 goto isblocking; 604 605 if (opentop - slidemo->z < slidemo->height) 606 goto isblocking; 607 608 if (openbottom - slidemo->z > 24*FRACUNIT ) 609 goto isblocking; 610 611 612 return true; 613 614 615 616 isblocking: 617 if (in->frac < bestslidefrac) 618 { 619 secondslidefrac = bestslidefrac; 620 secondslideline = bestslideline; 621 bestslidefrac = in->frac; 622 bestslideline = li; 623 } 624 625 return false; 626 } 627 628 629 630 631 632 633 634 635 636 637 638 639 void P_SlideMove (mobj_t* mo) 640 { 641 fixed_t leadx; 642 fixed_t leady; 643 fixed_t trailx; 644 fixed_t traily; 645 fixed_t newx; 646 fixed_t newy; 647 int hitcount; 648 649 slidemo = mo; 650 hitcount = 0; 651 652 retry: 653 if (++hitcount == 3) 654 goto stairstep; 655 656 657 658 if (mo->momx > 0) 659 { 660 leadx = mo->x + mo->radius; 661 trailx = mo->x - mo->radius; 662 } 663 else 664 { 665 leadx = mo->x - mo->radius; 666 trailx = mo->x + mo->radius; 667 } 668 669 if (mo->momy > 0) 670 { 671 leady = mo->y + mo->radius; 672 traily = mo->y - mo->radius; 673 } 674 else 675 { 676 leady = mo->y - mo->radius; 677 traily = mo->y + mo->radius; 678 } 679 680 bestslidefrac = FRACUNIT+1; 681 682 P_PathTraverse ( leadx, leady, leadx+mo->momx, leady+mo->momy, 683 PT_ADDLINES, PTR_SlideTraverse ); 684 P_PathTraverse ( trailx, leady, trailx+mo->momx, leady+mo->momy, 685 PT_ADDLINES, PTR_SlideTraverse ); 686 P_PathTraverse ( leadx, traily, leadx+mo->momx, traily+mo->momy, 687 PT_ADDLINES, PTR_SlideTraverse ); 688 689 690 if (bestslidefrac == FRACUNIT+1) 691 { 692 693 stairstep: 694 if (!P_TryMove (mo, mo->x, mo->y + mo->momy)) 695 P_TryMove (mo, mo->x + mo->momx, mo->y); 696 return; 697 } 698 699 700 bestslidefrac -= 0x800; 701 if (bestslidefrac > 0) 702 { 703 newx = FixedMul (mo->momx, bestslidefrac); 704 newy = FixedMul (mo->momy, bestslidefrac); 705 706 if (!P_TryMove (mo, mo->x+newx, mo->y+newy)) 707 goto stairstep; 708 } 709 710 711 712 bestslidefrac = FRACUNIT-(bestslidefrac+0x800); 713 714 if (bestslidefrac > FRACUNIT) 715 bestslidefrac = FRACUNIT; 716 717 if (bestslidefrac <= 0) 718 return; 719 720 tmxmove = FixedMul (mo->momx, bestslidefrac); 721 tmymove = FixedMul (mo->momy, bestslidefrac); 722 723 P_HitSlideLine (bestslideline); 724 725 mo->momx = tmxmove; 726 mo->momy = tmymove; 727 728 if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove)) 729 { 730 goto retry; 731 } 732 } 733 734 735 736 737 738 mobj_t* linetarget; 739 mobj_t* shootthing; 740 741 742 743 fixed_t shootz; 744 745 int la_damage; 746 fixed_t attackrange; 747 748 fixed_t aimslope; 749 750 751 extern fixed_t topslope; 752 extern fixed_t bottomslope; 753 754 755 756 757 758 759 boolean 760 PTR_AimTraverse (intercept_t* in) 761 { 762 line_t* li; 763 mobj_t* th; 764 fixed_t slope; 765 fixed_t thingtopslope; 766 fixed_t thingbottomslope; 767 fixed_t dist; 768 769 if (in->isaline) 770 { 771 li = in->d.line; 772 773 if ( !(li->flags & ML_TWOSIDED) ) 774 return false; 775 776 777 778 779 P_LineOpening (li); 780 781 if (openbottom >= opentop) 782 return false; 783 784 dist = FixedMul (attackrange, in->frac); 785 786 if (li->frontsector->floorheight != li->backsector->floorheight) 787 { 788 slope = FixedDiv (openbottom - shootz , dist); 789 if (slope > bottomslope) 790 bottomslope = slope; 791 } 792 793 if (li->frontsector->ceilingheight != li->backsector->ceilingheight) 794 { 795 slope = FixedDiv (opentop - shootz , dist); 796 if (slope < topslope) 797 topslope = slope; 798 } 799 800 if (topslope <= bottomslope) 801 return false; 802 803 return true; 804 } 805 806 807 th = in->d.thing; 808 if (th == shootthing) 809 return true; 810 811 if (!(th->flags&MF_SHOOTABLE)) 812 return true; 813 814 815 dist = FixedMul (attackrange, in->frac); 816 thingtopslope = FixedDiv (th->z+th->height - shootz , dist); 817 818 if (thingtopslope < bottomslope) 819 return true; 820 821 thingbottomslope = FixedDiv (th->z - shootz, dist); 822 823 if (thingbottomslope > topslope) 824 return true; 825 826 827 if (thingtopslope > topslope) 828 thingtopslope = topslope; 829 830 if (thingbottomslope < bottomslope) 831 thingbottomslope = bottomslope; 832 833 aimslope = (thingtopslope+thingbottomslope)/2; 834 linetarget = th; 835 836 return false; 837 } 838 839 840 841 842 843 boolean PTR_ShootTraverse (intercept_t* in) 844 { 845 fixed_t x; 846 fixed_t y; 847 fixed_t z; 848 fixed_t frac; 849 850 line_t* li; 851 852 mobj_t* th; 853 854 fixed_t slope; 855 fixed_t dist; 856 fixed_t thingtopslope; 857 fixed_t thingbottomslope; 858 859 if (in->isaline) 860 { 861 li = in->d.line; 862 863 if (li->special) 864 P_ShootSpecialLine (shootthing, li); 865 866 if ( !(li->flags & ML_TWOSIDED) ) 867 goto hitline; 868 869 870 P_LineOpening (li); 871 872 dist = FixedMul (attackrange, in->frac); 873 874 if (li->frontsector->floorheight != li->backsector->floorheight) 875 { 876 slope = FixedDiv (openbottom - shootz , dist); 877 if (slope > aimslope) 878 goto hitline; 879 } 880 881 if (li->frontsector->ceilingheight != li->backsector->ceilingheight) 882 { 883 slope = FixedDiv (opentop - shootz , dist); 884 if (slope < aimslope) 885 goto hitline; 886 } 887 888 889 return true; 890 891 892 893 hitline: 894 895 frac = in->frac - FixedDiv (4*FRACUNIT,attackrange); 896 x = trace.x + FixedMul (trace.dx, frac); 897 y = trace.y + FixedMul (trace.dy, frac); 898 z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); 899 900 if (li->frontsector->ceilingpic == skyflatnum) 901 { 902 903 if (z > li->frontsector->ceilingheight) 904 return false; 905 906 907 if (li->backsector && li->backsector->ceilingpic == skyflatnum) 908 return false; 909 } 910 911 912 P_SpawnPuff (x,y,z); 913 914 915 return false; 916 } 917 918 919 th = in->d.thing; 920 if (th == shootthing) 921 return true; 922 923 if (!(th->flags&MF_SHOOTABLE)) 924 return true; 925 926 927 dist = FixedMul (attackrange, in->frac); 928 thingtopslope = FixedDiv (th->z+th->height - shootz , dist); 929 930 if (thingtopslope < aimslope) 931 return true; 932 933 thingbottomslope = FixedDiv (th->z - shootz, dist); 934 935 if (thingbottomslope > aimslope) 936 return true; 937 938 939 940 941 frac = in->frac - FixedDiv (10*FRACUNIT,attackrange); 942 943 x = trace.x + FixedMul (trace.dx, frac); 944 y = trace.y + FixedMul (trace.dy, frac); 945 z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange)); 946 947 948 949 if (in->d.thing->flags & MF_NOBLOOD) 950 P_SpawnPuff (x,y,z); 951 else 952 P_SpawnBlood (x,y,z, la_damage); 953 954 if (la_damage) 955 P_DamageMobj (th, shootthing, shootthing, la_damage); 956 957 958 return false; 959 960 } 961 962 963 964 965 966 fixed_t 967 P_AimLineAttack 968 ( mobj_t* t1, 969 angle_t angle, 970 fixed_t distance ) 971 { 972 fixed_t x2; 973 fixed_t y2; 974 975 angle >>= ANGLETOFINESHIFT; 976 shootthing = t1; 977 978 x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; 979 y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; 980 shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; 981 982 983 topslope = 100*FRACUNIT/160; 984 bottomslope = -100*FRACUNIT/160; 985 986 attackrange = distance; 987 linetarget = NULL; 988 989 P_PathTraverse ( t1->x, t1->y, 990 x2, y2, 991 PT_ADDLINES|PT_ADDTHINGS, 992 PTR_AimTraverse ); 993 994 if (linetarget) 995 return aimslope; 996 997 return 0; 998 } 999 1000 1001 1002 1003 1004 1005 1006 void 1007 P_LineAttack 1008 ( mobj_t* t1, 1009 angle_t angle, 1010 fixed_t distance, 1011 fixed_t slope, 1012 int damage ) 1013 { 1014 fixed_t x2; 1015 fixed_t y2; 1016 1017 angle >>= ANGLETOFINESHIFT; 1018 shootthing = t1; 1019 la_damage = damage; 1020 x2 = t1->x + (distance>>FRACBITS)*finecosine[angle]; 1021 y2 = t1->y + (distance>>FRACBITS)*finesine[angle]; 1022 shootz = t1->z + (t1->height>>1) + 8*FRACUNIT; 1023 attackrange = distance; 1024 aimslope = slope; 1025 1026 P_PathTraverse ( t1->x, t1->y, 1027 x2, y2, 1028 PT_ADDLINES|PT_ADDTHINGS, 1029 PTR_ShootTraverse ); 1030 } 1031 1032 1033 1034 1035 1036 1037 mobj_t* usething; 1038 1039 boolean PTR_UseTraverse (intercept_t* in) 1040 { 1041 int side; 1042 1043 if (!in->d.line->special) 1044 { 1045 P_LineOpening (in->d.line); 1046 if (openrange <= 0) 1047 { 1048 S_StartSound (usething, sfx_noway); 1049 1050 1051 return false; 1052 } 1053 1054 return true ; 1055 } 1056 1057 side = 0; 1058 if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1) 1059 side = 1; 1060 1061 1062 1063 P_UseSpecialLine (usething, in->d.line, side); 1064 1065 1066 return false; 1067 } 1068 1069 1070 1071 1072 1073 1074 void P_UseLines (player_t* player) 1075 { 1076 int angle; 1077 fixed_t x1; 1078 fixed_t y1; 1079 fixed_t x2; 1080 fixed_t y2; 1081 1082 usething = player->mo; 1083 1084 angle = player->mo->angle >> ANGLETOFINESHIFT; 1085 1086 x1 = player->mo->x; 1087 y1 = player->mo->y; 1088 x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle]; 1089 y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle]; 1090 1091 P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse ); 1092 } 1093 1094 1095 1096 1097 1098 mobj_t* bombsource; 1099 mobj_t* bombspot; 1100 int bombdamage; 1101 1102 1103 1104 1105 1106 1107 1108 boolean PIT_RadiusAttack (mobj_t* thing) 1109 { 1110 fixed_t dx; 1111 fixed_t dy; 1112 fixed_t dist; 1113 1114 if (!(thing->flags & MF_SHOOTABLE) ) 1115 return true; 1116 1117 1118 1119 if (thing->type == MT_CYBORG 1120 || thing->type == MT_SPIDER) 1121 return true; 1122 1123 dx = abs(thing->x - bombspot->x); 1124 dy = abs(thing->y - bombspot->y); 1125 1126 dist = dx>dy ? dx : dy; 1127 dist = (dist - thing->radius) >> FRACBITS; 1128 1129 if (dist < 0) 1130 dist = 0; 1131 1132 if (dist >= bombdamage) 1133 return true; 1134 1135 if ( P_CheckSight (thing, bombspot) ) 1136 { 1137 1138 P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist); 1139 } 1140 1141 return true; 1142 } 1143 1144 1145 1146 1147 1148 1149 void 1150 P_RadiusAttack 1151 ( mobj_t* spot, 1152 mobj_t* source, 1153 int damage ) 1154 { 1155 int x; 1156 int y; 1157 1158 int xl; 1159 int xh; 1160 int yl; 1161 int yh; 1162 1163 fixed_t dist; 1164 1165 dist = (damage+MAXRADIUS)<<FRACBITS; 1166 yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT; 1167 yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT; 1168 xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT; 1169 xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT; 1170 bombspot = spot; 1171 bombsource = source; 1172 bombdamage = damage; 1173 1174 for (y=yl ; y<=yh ; y++) 1175 for (x=xl ; x<=xh ; x++) 1176 P_BlockThingsIterator (x, y, PIT_RadiusAttack ); 1177 } 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 boolean crushchange; 1195 boolean nofit; 1196 1197 1198 1199 1200 1201 boolean PIT_ChangeSector (mobj_t* thing) 1202 { 1203 mobj_t* mo; 1204 1205 if (P_ThingHeightClip (thing)) 1206 { 1207 1208 return true; 1209 } 1210 1211 1212 1213 if (thing->health <= 0) 1214 { 1215 P_SetMobjState (thing, S_GIBS); 1216 1217 thing->flags &= ~MF_SOLID; 1218 thing->height = 0; 1219 thing->radius = 0; 1220 1221 1222 return true; 1223 } 1224 1225 1226 if (thing->flags & MF_DROPPED) 1227 { 1228 P_RemoveMobj (thing); 1229 1230 1231 return true; 1232 } 1233 1234 if (! (thing->flags & MF_SHOOTABLE) ) 1235 { 1236 1237 return true; 1238 } 1239 1240 nofit = true; 1241 1242 if (crushchange && !(leveltime&3) ) 1243 { 1244 P_DamageMobj(thing,NULL,NULL,10); 1245 1246 1247 mo = P_SpawnMobj (thing->x, 1248 thing->y, 1249 thing->z + thing->height/2, MT_BLOOD); 1250 1251 mo->momx = (P_Random() - P_Random ())<<12; 1252 mo->momy = (P_Random() - P_Random ())<<12; 1253 } 1254 1255 1256 return true; 1257 } 1258 1259 1260 1261 1262 1263 1264 boolean 1265 P_ChangeSector 1266 ( sector_t* sector, 1267 boolean crunch ) 1268 { 1269 int x; 1270 int y; 1271 1272 nofit = false; 1273 crushchange = crunch; 1274 1275 1276 for (x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++) 1277 for (y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++) 1278 P_BlockThingsIterator (x, y, PIT_ChangeSector); 1279 1280 1281 return nofit; 1282 } 1283