// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Movement, collision handling. // Shooting and aiming. // //----------------------------------------------------------------------------- #include "doom_config.h" #include "m_bbox.h" #include "m_random.h" #include "i_system.h" #include "doomdef.h" #include "p_local.h" #include "s_sound.h" #include "doomstat.h" // State. #include "r_state.h" // State. #include "sounds.h" // Data. #define MAXSPECIALCROSS 8 fixed_t tmbbox[4]; mobj_t* tmthing; int tmflags; fixed_t tmx; fixed_t tmy; // If "floatok" true, move would be ok // if within "tmfloorz - tmceilingz". doom_boolean floatok; fixed_t tmfloorz; fixed_t tmceilingz; fixed_t tmdropoffz; // keep track of the line that lowers the ceiling, // so missiles don't explode against sky hack walls line_t* ceilingline; // keep track of special lines as they are hit, // but don't process them until the move is proven valid line_t* spechit[MAXSPECIALCROSS]; int numspechit; mobj_t* linetarget; // who got hit (or 0) mobj_t* shootthing; // Height if not aiming up or down // ???: use slope for monsters? fixed_t shootz; int la_damage; fixed_t attackrange; fixed_t aimslope; mobj_t* usething; doom_boolean crushchange; doom_boolean nofit; // slopes to top and bottom of target extern fixed_t topslope; extern fixed_t bottomslope; // // TELEPORT MOVE // // // PIT_StompThing // doom_boolean PIT_StompThing(mobj_t* thing) { fixed_t blockdist; if (!(thing->flags & MF_SHOOTABLE)) return true; blockdist = thing->radius + tmthing->radius; if (doom_abs(thing->x - tmx) >= blockdist || doom_abs(thing->y - tmy) >= blockdist) { // didn't hit it return true; } // don't clip against self if (thing == tmthing) return true; // monsters don't stomp things except on boss level if (!tmthing->player && gamemap != 30) return false; P_DamageMobj(thing, tmthing, tmthing, 10000); return true; } // // P_TeleportMove // doom_boolean P_TeleportMove(mobj_t* thing, fixed_t x, fixed_t y) { int xl; int xh; int yl; int yh; int bx; int by; subsector_t* newsubsec; // kill anything occupying the position tmthing = thing; tmflags = thing->flags; tmx = x; tmy = y; tmbbox[BOXTOP] = y + tmthing->radius; tmbbox[BOXBOTTOM] = y - tmthing->radius; tmbbox[BOXRIGHT] = x + tmthing->radius; tmbbox[BOXLEFT] = x - tmthing->radius; newsubsec = R_PointInSubsector(x, y); ceilingline = 0; // The base floor/ceiling is from the subsector // that contains the point. // Any contacted lines the step closer together // will adjust them. tmfloorz = tmdropoffz = newsubsec->sector->floorheight; tmceilingz = newsubsec->sector->ceilingheight; validcount++; numspechit = 0; // stomp on any things contacted xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT; xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT; yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT; yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT; for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) if (!P_BlockThingsIterator(bx, by, PIT_StompThing)) return false; // the move is ok, // so link the thing into its new position P_UnsetThingPosition(thing); thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; thing->x = x; thing->y = y; P_SetThingPosition(thing); return true; } // // MOVEMENT ITERATOR FUNCTIONS // // // PIT_CheckLine // Adjusts tmfloorz and tmceilingz as lines are contacted // doom_boolean PIT_CheckLine(line_t* ld) { if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM] || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP]) return true; if (P_BoxOnLineSide(tmbbox, ld) != -1) return true; // A line has been hit // The moving thing's destination position will cross // the given line. // If this should not be allowed, return false. // If the line is special, keep track of it // to process later if the move is proven ok. // NOTE: specials are NOT sorted by order, // so two special lines that are only 8 pixels apart // could be crossed in either order. if (!ld->backsector) return false; // one sided line if (!(tmthing->flags & MF_MISSILE)) { if (ld->flags & ML_BLOCKING) return false; // explicitly blocking everything if (!tmthing->player && ld->flags & ML_BLOCKMONSTERS) return false; // block monsters only } // set openrange, opentop, openbottom P_LineOpening(ld); // adjust floor / ceiling heights if (opentop < tmceilingz) { tmceilingz = opentop; ceilingline = ld; } if (openbottom > tmfloorz) tmfloorz = openbottom; if (lowfloor < tmdropoffz) tmdropoffz = lowfloor; // if contacted a special line, add it to the list if (ld->special) { spechit[numspechit] = ld; numspechit++; } return true; } // // PIT_CheckThing // doom_boolean PIT_CheckThing(mobj_t* thing) { fixed_t blockdist; doom_boolean solid; int damage; if (!(thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE))) return true; blockdist = thing->radius + tmthing->radius; if (doom_abs(thing->x - tmx) >= blockdist || doom_abs(thing->y - tmy) >= blockdist) { // didn't hit it return true; } // don't clip against self if (thing == tmthing) return true; // check for skulls slamming into things if (tmthing->flags & MF_SKULLFLY) { damage = ((P_Random() % 8) + 1) * tmthing->info->damage; P_DamageMobj(thing, tmthing, tmthing, damage); tmthing->flags &= ~MF_SKULLFLY; tmthing->momx = tmthing->momy = tmthing->momz = 0; P_SetMobjState(tmthing, tmthing->info->spawnstate); return false; // stop moving } // missiles can hit other things if (tmthing->flags & MF_MISSILE) { // see if it went over / under if (tmthing->z > thing->z + thing->height) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath if (tmthing->target && ( tmthing->target->type == thing->type || (tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER) || (tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT))) { // Don't hit same species as originator. if (thing == tmthing->target) return true; if (thing->type != MT_PLAYER) { // Explode, but do no damage. // Let players missile other players. return false; } } if (!(thing->flags & MF_SHOOTABLE)) { // didn't do any damage return !(thing->flags & MF_SOLID); } // damage / explode damage = ((P_Random() % 8) + 1) * tmthing->info->damage; P_DamageMobj(thing, tmthing, tmthing->target, damage); // don't traverse any more return false; } // check for special pickup if (thing->flags & MF_SPECIAL) { solid = thing->flags & MF_SOLID; if (tmflags & MF_PICKUP) { // can remove thing P_TouchSpecialThing(thing, tmthing); } return !solid; } return !(thing->flags & MF_SOLID); } // // MOVEMENT CLIPPING // // // P_CheckPosition // This is purely informative, nothing is modified // (except things picked up). // // in: // a mobj_t (can be valid or invalid) // a position to be checked // (doesn't need to be related to the mobj_t->x,y) // // during: // special things are touched if MF_PICKUP // early out on solid lines? // // out: // newsubsec // floorz // ceilingz // tmdropoffz // the lowest point contacted // (monsters won't move to a dropoff) // speciallines[] // numspeciallines // doom_boolean P_CheckPosition(mobj_t* thing, fixed_t x, fixed_t y) { int xl; int xh; int yl; int yh; int bx; int by; subsector_t* newsubsec; tmthing = thing; tmflags = thing->flags; tmx = x; tmy = y; tmbbox[BOXTOP] = y + tmthing->radius; tmbbox[BOXBOTTOM] = y - tmthing->radius; tmbbox[BOXRIGHT] = x + tmthing->radius; tmbbox[BOXLEFT] = x - tmthing->radius; newsubsec = R_PointInSubsector(x, y); ceilingline = 0; // The base floor / ceiling is from the subsector // that contains the point. // Any contacted lines the step closer together // will adjust them. tmfloorz = tmdropoffz = newsubsec->sector->floorheight; tmceilingz = newsubsec->sector->ceilingheight; validcount++; numspechit = 0; if (tmflags & MF_NOCLIP) return true; // Check things first, possibly picking things up. // The bounding box is extended by MAXRADIUS // because mobj_ts are grouped into mapblocks // based on their origin point, and can overlap // into adjacent blocks by up to MAXRADIUS units. xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT; xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT; yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT; yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT; for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) if (!P_BlockThingsIterator(bx, by, PIT_CheckThing)) return false; // check lines xl = (tmbbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT; xh = (tmbbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT; yl = (tmbbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT; yh = (tmbbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT; for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) if (!P_BlockLinesIterator(bx, by, PIT_CheckLine)) return false; return true; } // // P_TryMove // Attempt to move to a new position, // crossing special lines unless MF_TELEPORT is set. // doom_boolean P_TryMove(mobj_t* thing, fixed_t x, fixed_t y) { fixed_t oldx; fixed_t oldy; int side; int oldside; line_t* ld; floatok = false; if (!P_CheckPosition(thing, x, y)) return false; // solid wall or thing if (!(thing->flags & MF_NOCLIP)) { if (tmceilingz - tmfloorz < thing->height) return false; // doesn't fit floatok = true; if (!(thing->flags & MF_TELEPORT) && tmceilingz - thing->z < thing->height) return false; // mobj must lower itself to fit if (!(thing->flags & MF_TELEPORT) && tmfloorz - thing->z > 24 * FRACUNIT) return false; // too big a step up if (!(thing->flags & (MF_DROPOFF | MF_FLOAT)) && tmfloorz - tmdropoffz > 24 * FRACUNIT) return false; // don't stand over a dropoff } // the move is ok, // so link the thing into its new position P_UnsetThingPosition(thing); oldx = thing->x; oldy = thing->y; thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; thing->x = x; thing->y = y; P_SetThingPosition(thing); // if any special lines were hit, do the effect if (!(thing->flags & (MF_TELEPORT | MF_NOCLIP))) { while (numspechit--) { // see if the line was crossed ld = spechit[numspechit]; side = P_PointOnLineSide(thing->x, thing->y, ld); oldside = P_PointOnLineSide(oldx, oldy, ld); if (side != oldside) { if (ld->special) P_CrossSpecialLine((int)(ld - lines), oldside, thing); } } } return true; } // // P_ThingHeightClip // Takes a valid thing and adjusts the thing->floorz, // thing->ceilingz, and possibly thing->z. // This is called for all nearby monsters // whenever a sector changes height. // If the thing doesn't fit, // the z will be set to the lowest value // and false will be returned. // doom_boolean P_ThingHeightClip(mobj_t* thing) { doom_boolean onfloor; onfloor = (thing->z == thing->floorz); P_CheckPosition(thing, thing->x, thing->y); // what about stranding a monster partially off an edge? thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; if (onfloor) { // walking monsters rise and fall with the floor thing->z = thing->floorz; } else { // don't adjust a floating monster unless forced to if (thing->z + thing->height > thing->ceilingz) thing->z = thing->ceilingz - thing->height; } if (thing->ceilingz - thing->floorz < thing->height) return false; return true; } // // SLIDE MOVE // Allows the player to slide along any angled walls. // fixed_t bestslidefrac; fixed_t secondslidefrac; line_t* bestslideline; line_t* secondslideline; mobj_t* slidemo; fixed_t tmxmove; fixed_t tmymove; // // P_HitSlideLine // Adjusts the xmove / ymove // so that the next move will slide along the wall. // void P_HitSlideLine(line_t* ld) { int side; angle_t lineangle; angle_t moveangle; angle_t deltaangle; fixed_t movelen; fixed_t newlen; if (ld->slopetype == ST_HORIZONTAL) { tmymove = 0; return; } if (ld->slopetype == ST_VERTICAL) { tmxmove = 0; return; } side = P_PointOnLineSide(slidemo->x, slidemo->y, ld); lineangle = R_PointToAngle2(0, 0, ld->dx, ld->dy); if (side == 1) lineangle += ANG180; moveangle = R_PointToAngle2(0, 0, tmxmove, tmymove); deltaangle = moveangle - lineangle; if (deltaangle > ANG180) deltaangle += ANG180; lineangle >>= ANGLETOFINESHIFT; deltaangle >>= ANGLETOFINESHIFT; movelen = P_AproxDistance(tmxmove, tmymove); newlen = FixedMul(movelen, finecosine[deltaangle]); tmxmove = FixedMul(newlen, finecosine[lineangle]); tmymove = FixedMul(newlen, finesine[lineangle]); } // // PTR_SlideTraverse // doom_boolean PTR_SlideTraverse(intercept_t* in) { line_t* li; if (!in->isaline) I_Error("Error: PTR_SlideTraverse: not a line?"); li = in->d.line; if (!(li->flags & ML_TWOSIDED)) { if (P_PointOnLineSide(slidemo->x, slidemo->y, li)) { // don't hit the back side return true; } goto isblocking; } // set openrange, opentop, openbottom P_LineOpening(li); if (openrange < slidemo->height) goto isblocking; // doesn't fit if (opentop - slidemo->z < slidemo->height) goto isblocking; // mobj is too high if (openbottom - slidemo->z > 24 * FRACUNIT) goto isblocking; // too big a step up // this line doesn't block movement return true; // the line does block movement, // see if it is closer than best so far isblocking: if (in->frac < bestslidefrac) { secondslidefrac = bestslidefrac; secondslideline = bestslideline; bestslidefrac = in->frac; bestslideline = li; } return false; // stop } // // P_SlideMove // The momx / momy move is bad, so try to slide // along a wall. // Find the first line hit, move flush to it, // and slide along it // // This is a kludgy mess. // void P_SlideMove(mobj_t* mo) { fixed_t leadx; fixed_t leady; fixed_t trailx; fixed_t traily; fixed_t newx; fixed_t newy; int hitcount; slidemo = mo; hitcount = 0; retry: if (++hitcount == 3) goto stairstep; // don't loop forever // trace along the three leading corners if (mo->momx > 0) { leadx = mo->x + mo->radius; trailx = mo->x - mo->radius; } else { leadx = mo->x - mo->radius; trailx = mo->x + mo->radius; } if (mo->momy > 0) { leady = mo->y + mo->radius; traily = mo->y - mo->radius; } else { leady = mo->y - mo->radius; traily = mo->y + mo->radius; } bestslidefrac = FRACUNIT + 1; P_PathTraverse(leadx, leady, leadx + mo->momx, leady + mo->momy, PT_ADDLINES, PTR_SlideTraverse); P_PathTraverse(trailx, leady, trailx + mo->momx, leady + mo->momy, PT_ADDLINES, PTR_SlideTraverse); P_PathTraverse(leadx, traily, leadx + mo->momx, traily + mo->momy, PT_ADDLINES, PTR_SlideTraverse); // move up to the wall if (bestslidefrac == FRACUNIT + 1) { // the move most have hit the middle, so stairstep stairstep: if (!P_TryMove(mo, mo->x, mo->y + mo->momy)) P_TryMove(mo, mo->x + mo->momx, mo->y); return; } // fudge a bit to make sure it doesn't hit bestslidefrac -= 0x800; if (bestslidefrac > 0) { newx = FixedMul(mo->momx, bestslidefrac); newy = FixedMul(mo->momy, bestslidefrac); if (!P_TryMove(mo, mo->x + newx, mo->y + newy)) goto stairstep; } // Now continue along the wall. // First calculate remainder. bestslidefrac = FRACUNIT - (bestslidefrac + 0x800); if (bestslidefrac > FRACUNIT) bestslidefrac = FRACUNIT; if (bestslidefrac <= 0) return; tmxmove = FixedMul(mo->momx, bestslidefrac); tmymove = FixedMul(mo->momy, bestslidefrac); P_HitSlideLine(bestslideline); // clip the moves mo->momx = tmxmove; mo->momy = tmymove; if (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove)) { goto retry; } } // // P_LineAttack // // // PTR_AimTraverse // Sets linetaget and aimslope when a target is aimed at. // doom_boolean PTR_AimTraverse(intercept_t* in) { line_t* li; mobj_t* th; fixed_t slope; fixed_t thingtopslope; fixed_t thingbottomslope; fixed_t dist; if (in->isaline) { li = in->d.line; if (!(li->flags & ML_TWOSIDED)) return false; // stop // Crosses a two sided line. // A two sided line will restrict // the possible target ranges. P_LineOpening(li); if (openbottom >= opentop) return false; // stop dist = FixedMul(attackrange, in->frac); if (li->frontsector->floorheight != li->backsector->floorheight) { slope = FixedDiv(openbottom - shootz, dist); if (slope > bottomslope) bottomslope = slope; } if (li->frontsector->ceilingheight != li->backsector->ceilingheight) { slope = FixedDiv(opentop - shootz, dist); if (slope < topslope) topslope = slope; } if (topslope <= bottomslope) return false; // stop return true; // shot continues } // shoot a thing th = in->d.thing; if (th == shootthing) return true; // can't shoot self if (!(th->flags & MF_SHOOTABLE)) return true; // corpse or something // check angles to see if the thing can be aimed at dist = FixedMul(attackrange, in->frac); thingtopslope = FixedDiv(th->z + th->height - shootz, dist); if (thingtopslope < bottomslope) return true; // shot over the thing thingbottomslope = FixedDiv(th->z - shootz, dist); if (thingbottomslope > topslope) return true; // shot under the thing // this thing can be hit! if (thingtopslope > topslope) thingtopslope = topslope; if (thingbottomslope < bottomslope) thingbottomslope = bottomslope; aimslope = (thingtopslope + thingbottomslope) / 2; linetarget = th; return false; // don't go any farther } // // PTR_ShootTraverse // doom_boolean PTR_ShootTraverse(intercept_t* in) { fixed_t x; fixed_t y; fixed_t z; fixed_t frac; line_t* li; mobj_t* th; fixed_t slope; fixed_t dist; fixed_t thingtopslope; fixed_t thingbottomslope; if (in->isaline) { li = in->d.line; if (li->special) P_ShootSpecialLine(shootthing, li); if (!(li->flags & ML_TWOSIDED)) goto hitline; // crosses a two sided line P_LineOpening(li); dist = FixedMul(attackrange, in->frac); if (li->frontsector->floorheight != li->backsector->floorheight) { slope = FixedDiv(openbottom - shootz, dist); if (slope > aimslope) goto hitline; } if (li->frontsector->ceilingheight != li->backsector->ceilingheight) { slope = FixedDiv(opentop - shootz, dist); if (slope < aimslope) goto hitline; } // shot continues return true; // hit line hitline: // position a bit closer frac = in->frac - FixedDiv(4 * FRACUNIT, attackrange); x = trace.x + FixedMul(trace.dx, frac); y = trace.y + FixedMul(trace.dy, frac); z = shootz + FixedMul(aimslope, FixedMul(frac, attackrange)); if (li->frontsector->ceilingpic == skyflatnum) { // don't shoot the sky! if (z > li->frontsector->ceilingheight) return false; // it's a sky hack wall if (li->backsector && li->backsector->ceilingpic == skyflatnum) return false; } // Spawn bullet puffs. P_SpawnPuff(x, y, z); // don't go any farther return false; } // shoot a thing th = in->d.thing; if (th == shootthing) return true; // can't shoot self if (!(th->flags & MF_SHOOTABLE)) return true; // corpse or something // check angles to see if the thing can be aimed at dist = FixedMul(attackrange, in->frac); thingtopslope = FixedDiv(th->z + th->height - shootz, dist); if (thingtopslope < aimslope) return true; // shot over the thing thingbottomslope = FixedDiv(th->z - shootz, dist); if (thingbottomslope > aimslope) return true; // shot under the thing // hit thing // position a bit closer frac = in->frac - FixedDiv(10 * FRACUNIT, attackrange); x = trace.x + FixedMul(trace.dx, frac); y = trace.y + FixedMul(trace.dy, frac); z = shootz + FixedMul(aimslope, FixedMul(frac, attackrange)); // Spawn bullet puffs or blod spots, // depending on target type. if (in->d.thing->flags & MF_NOBLOOD) P_SpawnPuff(x, y, z); else P_SpawnBlood(x, y, z, la_damage); if (la_damage) P_DamageMobj(th, shootthing, shootthing, la_damage); // don't go any farther return false; } // // P_AimLineAttack // fixed_t P_AimLineAttack(mobj_t* t1, angle_t angle, fixed_t distance) { fixed_t x2; fixed_t y2; angle >>= ANGLETOFINESHIFT; shootthing = t1; x2 = t1->x + (distance >> FRACBITS) * finecosine[angle]; y2 = t1->y + (distance >> FRACBITS) * finesine[angle]; shootz = t1->z + (t1->height >> 1) + 8 * FRACUNIT; // can't shoot outside view angles topslope = 100 * FRACUNIT / 160; bottomslope = -100 * FRACUNIT / 160; attackrange = distance; linetarget = 0; P_PathTraverse(t1->x, t1->y, x2, y2, PT_ADDLINES | PT_ADDTHINGS, PTR_AimTraverse); if (linetarget) return aimslope; return 0; } // // P_LineAttack // If damage == 0, it is just a test trace // that will leave linetarget set. // void P_LineAttack(mobj_t* t1, angle_t angle, fixed_t distance, fixed_t slope, int damage) { fixed_t x2; fixed_t y2; angle >>= ANGLETOFINESHIFT; shootthing = t1; la_damage = damage; x2 = t1->x + (distance >> FRACBITS) * finecosine[angle]; y2 = t1->y + (distance >> FRACBITS) * finesine[angle]; shootz = t1->z + (t1->height >> 1) + 8 * FRACUNIT; attackrange = distance; aimslope = slope; P_PathTraverse(t1->x, t1->y, x2, y2, PT_ADDLINES | PT_ADDTHINGS, PTR_ShootTraverse); } // // USE LINES // doom_boolean PTR_UseTraverse(intercept_t* in) { int side; if (!in->d.line->special) { P_LineOpening(in->d.line); if (openrange <= 0) { S_StartSound(usething, sfx_noway); // can't use through a wall return false; } // not a special line, but keep checking return true; } side = 0; if (P_PointOnLineSide(usething->x, usething->y, in->d.line) == 1) side = 1; P_UseSpecialLine(usething, in->d.line, side); // can't use for than one special line in a row return false; } // // P_UseLines // Looks for special lines in front of the player to activate. // void P_UseLines(player_t* player) { int angle; fixed_t x1; fixed_t y1; fixed_t x2; fixed_t y2; usething = player->mo; angle = player->mo->angle >> ANGLETOFINESHIFT; x1 = player->mo->x; y1 = player->mo->y; x2 = x1 + (USERANGE >> FRACBITS) * finecosine[angle]; y2 = y1 + (USERANGE >> FRACBITS) * finesine[angle]; P_PathTraverse(x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse); } // // RADIUS ATTACK // mobj_t* bombsource; mobj_t* bombspot; int bombdamage; // // PIT_RadiusAttack // "bombsource" is the creature // that caused the explosion at "bombspot". // doom_boolean PIT_RadiusAttack(mobj_t* thing) { fixed_t dx; fixed_t dy; fixed_t dist; if (!(thing->flags & MF_SHOOTABLE)) return true; // Boss spider and cyborg // take no damage from concussion. if (thing->type == MT_CYBORG || thing->type == MT_SPIDER) return true; dx = doom_abs(thing->x - bombspot->x); dy = doom_abs(thing->y - bombspot->y); dist = dx > dy ? dx : dy; dist = (dist - thing->radius) >> FRACBITS; if (dist < 0) dist = 0; if (dist >= bombdamage) return true; // out of range if (P_CheckSight(thing, bombspot)) { // must be in direct path P_DamageMobj(thing, bombspot, bombsource, bombdamage - dist); } return true; } // // P_RadiusAttack // Source is the creature that caused the explosion at spot. // void P_RadiusAttack(mobj_t* spot, mobj_t* source, int damage) { int x; int y; int xl; int xh; int yl; int yh; fixed_t dist; dist = (damage + MAXRADIUS) << FRACBITS; yh = (spot->y + dist - bmaporgy) >> MAPBLOCKSHIFT; yl = (spot->y - dist - bmaporgy) >> MAPBLOCKSHIFT; xh = (spot->x + dist - bmaporgx) >> MAPBLOCKSHIFT; xl = (spot->x - dist - bmaporgx) >> MAPBLOCKSHIFT; bombspot = spot; bombsource = source; bombdamage = damage; for (y = yl; y <= yh; y++) for (x = xl; x <= xh; x++) P_BlockThingsIterator(x, y, PIT_RadiusAttack); } // // SECTOR HEIGHT CHANGING // After modifying a sectors floor or ceiling height, // call this routine to adjust the positions // of all things that touch the sector. // // If anything doesn't fit anymore, true will be returned. // If crunch is true, they will take damage // as they are being crushed. // If Crunch is false, you should set the sector height back // the way it was and call P_ChangeSector again // to undo the changes. // // // PIT_ChangeSector // doom_boolean PIT_ChangeSector(mobj_t* thing) { mobj_t* mo; if (P_ThingHeightClip(thing)) { // keep checking return true; } // crunch bodies to giblets if (thing->health <= 0) { P_SetMobjState(thing, S_GIBS); thing->flags &= ~MF_SOLID; thing->height = 0; thing->radius = 0; // keep checking return true; } // crunch dropped items if (thing->flags & MF_DROPPED) { P_RemoveMobj(thing); // keep checking return true; } if (!(thing->flags & MF_SHOOTABLE)) { // assume it is bloody gibs or something return true; } nofit = true; if (crushchange && !(leveltime & 3)) { P_DamageMobj(thing, 0, 0, 10); // spray blood in a random direction mo = P_SpawnMobj(thing->x, thing->y, thing->z + thing->height / 2, MT_BLOOD); mo->momx = (P_Random() - P_Random()) << 12; mo->momy = (P_Random() - P_Random()) << 12; } // keep checking (crush other things) return true; } // // P_ChangeSector // doom_boolean P_ChangeSector(sector_t* sector, doom_boolean crunch) { int x; int y; nofit = false; crushchange = crunch; // re-check heights for all things near the moving sector for (x = sector->blockbox[BOXLEFT]; x <= sector->blockbox[BOXRIGHT]; x++) for (y = sector->blockbox[BOXBOTTOM]; y <= sector->blockbox[BOXTOP]; y++) P_BlockThingsIterator(x, y, PIT_ChangeSector); return nofit; }