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p_local.pas
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p_local.pas
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//------------------------------------------------------------------------------
//
// FPCDoom - Port of Doom to Free Pascal Compiler
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2004-2007 by Jim Valavanis
// Copyright (C) 2017-2022 by Jim Valavanis
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//------------------------------------------------------------------------------
// E-Mail: [email protected]
// Site : https://sourceforge.net/projects/fpcdoom/
//------------------------------------------------------------------------------
{$I FPCDoom.inc}
unit p_local;
interface
uses
doomtype,
m_fixed,
p_mobj_h,
r_defs;
const
TOCENTER = -8;
TOFORWARD = -8;
FLOATSPEED = FRACUNIT * 4;
// Player VIEWHEIGHT
PVIEWHEIGHT = 41 * FRACUNIT;
// mapblocks are used to check movement
// against lines and things
MAPBLOCKUNITS = 128;
MAPBLOCKSIZE = MAPBLOCKUNITS * FRACUNIT;
MAPBLOCKSHIFT = FRACBITS + 7;
MAPBMASK = MAPBLOCKSIZE - 1;
MAPBTOFRAC = MAPBLOCKSHIFT - FRACBITS;
// player radius for movement checking
PLAYERRADIUS = 16 * FRACUNIT;
// MAXRADIUS is for precalculated sector block boxes
// the spider demon is larger,
// but we do not have any moving sectors nearby
MAXRADIUS = 32 * FRACUNIT;
GRAVITY = FRACUNIT;
MAXMOVE = 30 * FRACUNIT;
USERANGEINT = 64;
USERANGE = USERANGEINT * FRACUNIT;
MELEERANGE = 64 * FRACUNIT;
MISSILERANGE = (32 * 64) * FRACUNIT;
// follow a player exlusively for 3 seconds
BASETHRESHOLD = 100;
ONFLOORZ = MININT;
ONCEILINGZ = MAXINT;
ONFLOATZ = MAXINT - 1;
type
divline_t = record
x: fixed_t;
y: fixed_t;
dx: fixed_t;
dy: fixed_t;
end;
Pdivline_t = ^divline_t;
thingORline_t = record
case integer of
0: (thing: Pmobj_t);
1: (line: Pline_t);
end;
intercept_t = record
frac: fixed_t; // along trace line
isaline: boolean;
d: thingORline_t;
end;
Pintercept_t = ^intercept_t;
intercept_tArray = array[0..$FFFF] of intercept_t;
Pintercept_tArray = ^intercept_tArray;
type
traverser_t = function(f: Pintercept_t): boolean;
ltraverser_t = function(p: Pline_t): boolean;
ttraverser_t = function(p: Pmobj_t): boolean;
const
PT_ADDLINES = 1;
PT_ADDTHINGS = 2;
PT_EARLYOUT = 4;
//==============================================================================
//
// MapBlockInt
//
//==============================================================================
function MapBlockInt(const x: integer): integer;
//==============================================================================
//
// MapToFrac
//
//==============================================================================
function MapToFrac(const x: integer): integer;
implementation
//==============================================================================
//
// MapBlockInt
//
//==============================================================================
function MapBlockInt(const x: integer): integer; assembler;
asm
sar eax, MAPBLOCKSHIFT
end;
//==============================================================================
//
// MapToFrac
//
//==============================================================================
function MapToFrac(const x: integer): integer; assembler;
asm
sar eax, MAPBTOFRAC
end;
end.