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p_map.pas
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p_map.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_map;
interface
uses
m_bbox,
m_rnd,
i_system,
doomdef,
p_local,
p_mobj_h,
s_sound,
m_fixed,
tables,
d_player,
r_defs,
// Data.
sounds;
//==============================================================================
//
// P_TeleportMove
//
//==============================================================================
function P_TeleportMove(thing: Pmobj_t; x, y: fixed_t): boolean;
//==============================================================================
//
// P_CheckPosition
//
//==============================================================================
function P_CheckPosition(thing: Pmobj_t; x, y: fixed_t): boolean;
//==============================================================================
//
// P_TryMove
//
//==============================================================================
function P_TryMove(thing: Pmobj_t; x, y: fixed_t): boolean;
//==============================================================================
//
// P_AimLineAttack
//
//==============================================================================
function P_AimLineAttack(t1: Pmobj_t; angle: angle_t; distance: fixed_t): fixed_t;
//==============================================================================
//
// P_LineAttack
//
//==============================================================================
procedure P_LineAttack(t1: Pmobj_t; angle: angle_t;
distance: fixed_t; slope: fixed_t; damage: integer);
//==============================================================================
//
// P_UseLines
//
//==============================================================================
procedure P_UseLines(player: Pplayer_t);
//==============================================================================
//
// P_RadiusAttack
//
//==============================================================================
procedure P_RadiusAttack(spot: Pmobj_t; source: Pmobj_t; const damage: integer);
//==============================================================================
//
// P_RadiusAttackEx
//
//==============================================================================
procedure P_RadiusAttackEx(spot: Pmobj_t; source: Pmobj_t; const damage, distance: integer);
//==============================================================================
//
// P_ChangeSector
//
//==============================================================================
function P_ChangeSector(sector: Psector_t; crunch: boolean): boolean;
//==============================================================================
//
// P_SlideMove
//
//==============================================================================
procedure P_SlideMove(mo: Pmobj_t);
var
linetarget: Pmobj_t; // who got hit (or NULL)
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
floatok: boolean;
tmfloorz: fixed_t;
tmceilingz: fixed_t;
tmdropoffz: fixed_t;
const
// keep track of special lines as they are hit,
// but don't process them until the move is proven valid
MAXSPECIALCROSS = 64;
var
spechit: array[0..MAXSPECIALCROSS - 1] of Pline_t;
numspechit: integer;
// keep track of the line that lowers the ceiling,
// so missiles don't explode against sky hack walls
ceilingline: Pline_t;
attackrange: fixed_t;
//==============================================================================
//
// P_SectorJumpOverhead
//
//==============================================================================
function P_SectorJumpOverhead(const s: Psector_t): integer;
implementation
uses
d_fpc,
doomdata,
g_game,
info_h,
info,
p_setup,
p_maputl,
p_inter,
p_mobj,
p_spec,
p_sight,
p_switch,
p_tick,
r_main,
r_intrpl,
r_sky;
var
tmbbox: array[0..3] of fixed_t;
tmthing: Pmobj_t;
tmflags: integer;
tmx: fixed_t;
tmy: fixed_t;
//==============================================================================
//
// TELEPORT MOVE
//
// PIT_StompThing
//
//==============================================================================
function PIT_StompThing(thing: Pmobj_t): boolean;
var
blockdist: fixed_t;
begin
if thing.flags and MF_SHOOTABLE = 0 then
begin
result := true;
exit;
end;
blockdist := thing.radius + tmthing.radius;
if (abs(thing.x - tmx) >= blockdist) or (abs(thing.y - tmy) >= blockdist) then
begin
// didn't hit it
result := true;
exit;
end;
// don't clip against self
if thing = tmthing then
begin
result := true;
exit;
end;
// monsters don't stomp things except on boss level
if (tmthing.player = nil) and (gamemap <> 30) then
begin
result := false;
exit;
end;
P_DamageMobj(thing, tmthing, tmthing, 10000);
result := true;
end;
//==============================================================================
//
// P_TeleportMove
//
//==============================================================================
function P_TeleportMove(thing: Pmobj_t; x, y: fixed_t): boolean;
var
xl: integer;
xh: integer;
yl: integer;
yh: integer;
bx: integer;
by: integer;
newsubsec: Psubsector_t;
begin
// 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 := nil;
// The base floor/ceiling is from the subsector
// that contains the point.
// Any contacted lines the step closer together
// will adjust them.
tmdropoffz := newsubsec.sector.floorheight;
tmfloorz := tmdropoffz;
tmceilingz := newsubsec.sector.ceilingheight + P_SectorJumpOverhead(newsubsec.sector);
inc(validcount);
numspechit := 0;
// stomp on any things contacted
xl := MapBlockInt(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS);
xh := MapBlockInt(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS);
yl := MapBlockInt(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS);
yh := MapBlockInt(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS);
for bx := xl to xh do
for by := yl to yh do
if not P_BlockThingsIterator(bx, by, PIT_StompThing) then
begin
result := false;
exit;
end;
// 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);
if thing.player = viewplayer then
R_SetInterpolateSkipTicks(1);
thing.intrplcnt := 0;
result := true;
end;
//==============================================================================
//
// MOVEMENT ITERATOR FUNCTIONS
//
// PIT_CheckLine
// Adjusts tmfloorz and tmceilingz as lines are contacted
//
//==============================================================================
function PIT_CheckLine(ld: Pline_t): boolean;
begin
if (tmbbox[BOXRIGHT] <= ld.bbox[BOXLEFT]) or
(tmbbox[BOXLEFT] >= ld.bbox[BOXRIGHT]) or
(tmbbox[BOXTOP] <= ld.bbox[BOXBOTTOM]) or
(tmbbox[BOXBOTTOM] >= ld.bbox[BOXTOP]) then
begin
result := true;
exit;
end;
if P_BoxOnLineSide(@tmbbox, ld) <> -1 then
begin
result := true;
exit;
end;
// 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 = nil then
begin
result := false; // one sided line
exit;
end;
if tmthing.flags and MF_MISSILE = 0 then
begin
if ld.flags and ML_BLOCKING <> 0 then
begin
result := false; // explicitly blocking everything
exit;
end;
if (tmthing.player = nil) and ((ld.flags and ML_BLOCKMONSTERS) <> 0) then
begin
result := false; // block monsters only
exit;
end;
end;
// set openrange, opentop, openbottom
P_LineOpening(ld);
// adjust floor / ceiling heights
if opentop < tmceilingz then
begin
tmceilingz := opentop;
ceilingline := ld;
end;
if openbottom > tmfloorz then
tmfloorz := openbottom;
if lowfloor < tmdropoffz then
tmdropoffz := lowfloor;
// if contacted a special line, add it to the list
if ld.special <> 0 then
begin
spechit[numspechit] := ld;
inc(numspechit);
end;
result := true;
end;
//==============================================================================
//
// PIT_CheckThing
//
//==============================================================================
function PIT_CheckThing(thing: Pmobj_t): boolean;
var
blockdist: fixed_t;
solid: boolean;
damage: integer;
begin
if (thing.flags and (MF_SOLID or MF_SPECIAL or MF_SHOOTABLE)) = 0 then
begin
result := true;
exit;
end;
// don't clip against self
if thing = tmthing then
begin
result := true;
exit;
end;
blockdist := thing.radius + tmthing.radius;
if (abs(thing.x - tmx) >= blockdist) or (abs(thing.y - tmy) >= blockdist) then
begin
// didn't hit it
result := true;
exit;
end;
// check for skulls slamming into things
if tmthing.flags and MF_SKULLFLY <> 0 then
begin
damage := ((P_Random mod 8) + 1) * tmthing.info.damage;
P_DamageMobj(thing, tmthing, tmthing, damage);
tmthing.flags := tmthing.flags and not MF_SKULLFLY;
tmthing.momx := 0;
tmthing.momy := 0;
tmthing.momz := 0;
P_SetMobjState(tmthing, statenum_t(tmthing.info.spawnstate));
result := false; // stop moving
exit;
end;
// missiles can hit other things
if tmthing.flags and MF_MISSILE <> 0 then
begin
if (thing.flags_ex and MF_EX_GHOST <> 0) and (tmthing.flags_ex and MF_EX_THRUGHOST <> 0) then
begin
result := true;
exit;
end;
// see if it went over / under
if tmthing.z > thing.z + thing.height then
begin
result := true; // overhead
exit;
end;
if tmthing.z + tmthing.height < thing.z then
begin
result := true; // underneath
exit;
end;
if (tmthing.target <> nil) and (
(tmthing.target._type = thing._type) or
((tmthing.target._type = Ord(MT_KNIGHT)) and (thing._type = Ord(MT_BRUISER))) or
((tmthing.target._type = Ord(MT_BRUISER)) and (thing._type = Ord(MT_KNIGHT)))) then
begin
// Don't hit same species as originator.
if thing = tmthing.target then
begin
result := true;
exit;
end;
if thing._type <> Ord(MT_PLAYER) then
begin
// Explode, but do no damage.
// Let players missile other players.
result := false;
exit;
end;
end;
if thing.flags and MF_SHOOTABLE = 0 then
begin
// didn't do any damage
result := (thing.flags and MF_SOLID) = 0;
exit;
end;
// damage / explode
damage := ((P_Random mod 8) + 1) * tmthing.info.damage;
P_DamageMobj(thing, tmthing, tmthing.target, damage);
// don't traverse any more
result := false;
exit;
end;
// check for special pickup
if thing.flags and MF_SPECIAL <> 0 then
begin
solid := thing.flags and MF_SOLID <> 0;
if tmflags and MF_PICKUP <> 0 then
begin
// can remove thing
P_TouchSpecialThing(thing, tmthing);
end;
result := not solid;
end
else
result := thing.flags and MF_SOLID = 0;
end;
//==============================================================================
//
// 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
//
//==============================================================================
function P_CheckPosition(thing: Pmobj_t; x, y: fixed_t): boolean;
var
xl: integer;
xh: integer;
yl: integer;
yh: integer;
bx: integer;
by: integer;
newsubsec: Psubsector_t;
begin
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 := nil;
// The base floor / ceiling is from the subsector
// that contains the point.
// Any contacted lines the step closer together
// will adjust them.
tmdropoffz := newsubsec.sector.floorheight;
tmfloorz := tmdropoffz;
tmceilingz := newsubsec.sector.ceilingheight + P_SectorJumpOverhead(newsubsec.sector);
inc(validcount);
numspechit := 0;
if tmflags and MF_NOCLIP <> 0 then
begin
result := true;
exit;
end;
// 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 := MapBlockInt(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS);
xh := MapBlockInt(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS);
yl := MapBlockInt(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS);
yh := MapBlockInt(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS);
for bx := xl to xh do
for by := yl to yh do
if not P_BlockThingsIterator(bx, by, PIT_CheckThing) then
begin
result := false;
exit;
end;
// check lines
xl := MapBlockInt(tmbbox[BOXLEFT] - bmaporgx);
xh := MapBlockInt(tmbbox[BOXRIGHT] - bmaporgx);
yl := MapBlockInt(tmbbox[BOXBOTTOM] - bmaporgy);
yh := MapBlockInt(tmbbox[BOXTOP] - bmaporgy);
for bx := xl to xh do
for by := yl to yh do
if not P_BlockLinesIterator(bx, by, PIT_CheckLine) then
begin
result := false;
exit;
end;
result := true;
end;
//==============================================================================
//
// P_TryMove
// Attempt to move to a new position,
// crossing special lines unless MF_TELEPORT is set.
//
//==============================================================================
function P_TryMove(thing: Pmobj_t; x, y: fixed_t): boolean;
var
oldx: fixed_t;
oldy: fixed_t;
side: integer;
oldside: integer;
ld: Pline_t;
begin
floatok := false;
if not P_CheckPosition(thing, x, y) then
begin
result := false; // solid wall or thing
exit;
end;
if thing.flags and MF_NOCLIP = 0 then
begin
if tmceilingz - tmfloorz < thing.height then
begin
result := false; // doesn't fit
exit;
end;
floatok := true;
if (thing.flags and MF_TELEPORT = 0) and
(tmceilingz - thing.z < thing.height) then
begin
result := false; // mobj must lower itself to fit
exit;
end;
if (thing.flags and MF_TELEPORT = 0) and
(tmfloorz - thing.z > 24 * FRACUNIT) then
begin
result := false; // too big a step up
exit;
end;
if ((thing.flags and (MF_DROPOFF or MF_FLOAT)) = 0) and
(tmfloorz - tmdropoffz > 24 * FRACUNIT) then
begin
result := false; // don't stand over a dropoff
exit;
end;
end;
// 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 and (MF_TELEPORT or MF_NOCLIP) = 0 then
begin
while numspechit > 0 do
begin
// see if the line was crossed
dec(numspechit);
ld := spechit[numspechit];
side := P_PointOnLineSide(thing.x, thing.y, ld);
oldside := P_PointOnLineSide(oldx, oldy, ld);
if side <> oldside then
begin
if ld.special <> 0 then
P_CrossSpecialLinePtr(ld, oldside, thing);
end;
end;
end;
result := true;
end;
//==============================================================================
//
// 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.
//
//==============================================================================
function P_ThingHeightClip(thing: Pmobj_t): boolean;
var
onfloor: boolean;
begin
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 then
begin
// walking monsters rise and fall with the floor
thing.z := thing.floorz;
end
else
begin
// don't adjust a floating monster unless forced to
if thing.z + thing.height > thing.ceilingz then
thing.z := thing.ceilingz - thing.height;
end;
result := thing.ceilingz - thing.floorz >= thing.height;
end;
//
// SLIDE MOVE
// Allows the player to slide along any angled walls.
//
var
bestslidefrac: fixed_t;
bestslideline: Pline_t;
slidemo: Pmobj_t;
tmxmove: fixed_t;
tmymove: fixed_t;
//==============================================================================
//
// P_HitSlideLine
// Adjusts the xmove / ymove
// so that the next move will slide along the wall.
//
//==============================================================================
procedure P_HitSlideLine(ld: Pline_t);
var
side: integer;
lineangle: angle_t;
moveangle: angle_t;
deltaangle: angle_t;
movelen: fixed_t;
newlen: fixed_t;
begin
if ld.slopetype = ST_HORIZONTAL then
begin
tmymove := 0;
exit;
end;
if ld.slopetype = ST_VERTICAL then
begin
tmxmove := 0;
exit;
end;
side := P_PointOnLineSide(slidemo.x, slidemo.y, ld);
lineangle := P_PointToAngle(0, 0, ld.dx, ld.dy);
if side = 1 then
lineangle := lineangle + ANG180;
moveangle := P_PointToAngle(0, 0, tmxmove, tmymove);
deltaangle := moveangle - lineangle;
if deltaangle > ANG180 then
deltaangle := deltaangle + ANG180;
lineangle := _SHRW(lineangle, ANGLETOFINESHIFT);
deltaangle := _SHRW(deltaangle, ANGLETOFINESHIFT);
movelen := P_AproxDistance(tmxmove, tmymove);
newlen := FixedMul(movelen, finecosine[deltaangle]);
tmxmove := FixedMul(newlen, finecosine[lineangle]);
tmymove := FixedMul(newlen, finesine[lineangle]);
end;
//==============================================================================
//
// PTR_SlideTraverse
//
//==============================================================================
function PTR_SlideTraverse(_in: Pintercept_t): boolean;
var
li: Pline_t;
procedure isblocking;
begin
// the line does block movement,
// see if it is closer than best so far
if _in.frac < bestslidefrac then
begin
bestslidefrac := _in.frac;
bestslideline := li;
end;
end;
begin
if not _in.isaline then
I_Error('PTR_SlideTraverse(): not a line?');
li := _in.d.line;
if li.flags and ML_TWOSIDED = 0 then
begin
if P_PointOnLineSide(slidemo.x, slidemo.y, li) <> 0 then
begin
// don't hit the back side
result := true;
exit;
end;
isblocking;
result := false; // stop
exit;
end;
// set openrange, opentop, openbottom
P_LineOpening(li);
if openrange < slidemo.height then
begin
isblocking; // doesn't fit
result := false; // stop
exit;
end;
if opentop - slidemo.z < slidemo.height then
begin
isblocking; // mobj is too high
result := false; // stop
exit;
end;
if openbottom - slidemo.z > 24 * FRACUNIT then
begin
isblocking; // too big a step up
result := false; // stop
exit;
end;
// this line doesn't block movement
result := true;
end;
//==============================================================================
//
// 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.
//
//==============================================================================
procedure P_SlideMove(mo: Pmobj_t);
var
leadx: fixed_t;
leady: fixed_t;
trailx: fixed_t;
traily: fixed_t;
newx: fixed_t;
newy: fixed_t;
hitcount: integer;
procedure stairstep;
begin
if not P_TryMove(mo, mo.x, mo.y + mo.momy) then
P_TryMove(mo, mo.x + mo.momx, mo.y);
end;
begin
slidemo := mo;
hitcount := 0;
repeat
inc(hitcount);
if hitcount = 3 then
begin
stairstep;
exit; // don't loop forever
end;
// trace along the three leading corners
if mo.momx > 0 then
begin
leadx := mo.x + mo.radius;
trailx := mo.x - mo.radius;
end
else
begin
leadx := mo.x - mo.radius;
trailx := mo.x + mo.radius;
end;
if mo.momy > 0 then
begin
leady := mo.y + mo.radius;
traily := mo.y - mo.radius;
end
else
begin
leady := mo.y - mo.radius;
traily := mo.y + mo.radius;
end;
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 then
begin
// the move most have hit the middle, so stairstep
stairstep;
exit;
end;
// fudge a bit to make sure it doesn't hit
bestslidefrac := bestslidefrac - $800;
if bestslidefrac > 0 then
begin
newx := FixedMul(mo.momx, bestslidefrac);
newy := FixedMul(mo.momy, bestslidefrac);
if not P_TryMove(mo, mo.x + newx, mo.y + newy) then
begin
stairstep;
exit;
end;
end;
// Now continue along the wall.
// First calculate remainder.
bestslidefrac := FRACUNIT - (bestslidefrac + $800);
if bestslidefrac > FRACUNIT then
bestslidefrac := FRACUNIT;
if bestslidefrac <= 0 then
exit;
tmxmove := FixedMul(mo.momx, bestslidefrac);
tmymove := FixedMul(mo.momy, bestslidefrac);
P_HitSlideLine(bestslideline); // clip the moves
mo.momx := tmxmove;
mo.momy := tmymove;
until P_TryMove(mo, mo.x + tmxmove, mo.y + tmymove);
end;
//
// P_LineAttack
//
var
shootthing: Pmobj_t;
// Height if not aiming up or down
// ???: use slope for monsters?
shootz: fixed_t;
la_damage: integer;
aimslope: fixed_t;