in doom_py/src/vizdoom/src/p_mobj.cpp [2272:2554]
void P_ZMovement (AActor *mo, fixed_t oldfloorz)
{
fixed_t dist;
fixed_t delta;
fixed_t oldz = mo->Z();
fixed_t grav = mo->GetGravity();
//
// check for smooth step up
//
if (mo->player && mo->player->mo == mo && mo->Z() < mo->floorz)
{
mo->player->viewheight -= mo->floorz - mo->Z();
mo->player->deltaviewheight = mo->player->GetDeltaViewHeight();
}
mo->AddZ(mo->velz);
//
// apply gravity
//
if (mo->Z() > mo->floorz && !(mo->flags & MF_NOGRAVITY))
{
fixed_t startvelz = mo->velz;
if (mo->waterlevel == 0 || (mo->player &&
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
{
// [RH] Double gravity only if running off a ledge. Coming down from
// an upward thrust (e.g. a jump) should not double it.
if (mo->velz == 0 && oldfloorz > mo->floorz && mo->Z() == oldfloorz)
{
mo->velz -= grav + grav;
}
else
{
mo->velz -= grav;
}
}
if (mo->player == NULL)
{
if (mo->waterlevel >= 1)
{
fixed_t sinkspeed;
if ((mo->flags & MF_SPECIAL) && !(mo->flags3 & MF3_ISMONSTER))
{ // Pickup items don't sink if placed and drop slowly if dropped
sinkspeed = (mo->flags & MF_DROPPED) ? -WATER_SINK_SPEED / 8 : 0;
}
else
{
sinkspeed = -WATER_SINK_SPEED;
// If it's not a player, scale sinkspeed by its mass, with
// 100 being equivalent to a player.
if (mo->player == NULL)
{
sinkspeed = Scale(sinkspeed, clamp(mo->Mass, 1, 4000), 100);
}
}
if (mo->velz < sinkspeed)
{ // Dropping too fast, so slow down toward sinkspeed.
mo->velz -= MAX(sinkspeed*2, -FRACUNIT*8);
if (mo->velz > sinkspeed)
{
mo->velz = sinkspeed;
}
}
else if (mo->velz > sinkspeed)
{ // Dropping too slow/going up, so trend toward sinkspeed.
mo->velz = startvelz + MAX(sinkspeed/3, -FRACUNIT*8);
if (mo->velz < sinkspeed)
{
mo->velz = sinkspeed;
}
}
}
}
else
{
if (mo->waterlevel > 1)
{
fixed_t sinkspeed = -WATER_SINK_SPEED;
if (mo->velz < sinkspeed)
{
mo->velz = (startvelz < sinkspeed) ? startvelz : sinkspeed;
}
else
{
mo->velz = startvelz + ((mo->velz - startvelz) >>
(mo->waterlevel == 1 ? WATER_SINK_SMALL_FACTOR : WATER_SINK_FACTOR));
}
}
}
}
// Hexen compatibility handling for floatbobbing. Ugh...
// Hexen yanked all items to the floor, except those being spawned at map start in the air.
// Those were kept at their original height.
// Do this only if the item was actually spawned by the map above ground to avoid problems.
if (mo->special1 > 0 && (mo->flags2 & MF2_FLOATBOB) && (ib_compatflags & BCOMPATF_FLOATBOB))
{
mo->SetZ(mo->floorz + mo->special1);
}
//
// adjust height
//
if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
{ // float down towards target if too close
if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
{
dist = mo->AproxDistance (mo->target);
delta = (mo->target->Z() + (mo->height>>1)) - mo->Z();
if (delta < 0 && dist < -(delta*3))
mo->AddZ(-mo->FloatSpeed);
else if (delta > 0 && dist < (delta*3))
mo->AddZ(mo->FloatSpeed);
}
}
if (mo->player && (mo->flags & MF_NOGRAVITY) && (mo->Z() > mo->floorz))
{
if (!mo->IsNoClip2())
{
mo->AddZ(finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8);
}
mo->velz = FixedMul (mo->velz, FRICTION_FLY);
}
if (mo->waterlevel && !(mo->flags & MF_NOGRAVITY))
{
mo->velz = FixedMul (mo->velz, mo->Sector->friction);
}
//
// clip movement
//
if (mo->Z() <= mo->floorz)
{ // Hit the floor
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->floorplane.ZatPoint(mo) == mo->floorz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
}
P_CheckFor3DFloorHit(mo);
// [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer below the floor.
if (mo->Z() <= mo->floorz)
{
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
{
mo->SetZ(mo->floorz);
if (mo->BounceFlags & BOUNCE_Floors)
{
mo->FloorBounceMissile (mo->floorsector->floorplane);
/* if (!(mo->flags6 & MF6_CANJUMP)) */ return;
}
else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
{
P_HitFloor (mo);
mo->velz = 0;
return;
}
else if (mo->flags3 & MF3_FLOORHUGGER)
{ // Floor huggers can go up steps
return;
}
else
{
if (mo->floorpic == skyflatnum && !(mo->flags3 & MF3_SKYEXPLODE))
{
// [RH] Just remove the missile without exploding it
// if this is a sky floor.
mo->Destroy ();
return;
}
P_HitFloor (mo);
P_ExplodeMissile (mo, NULL, NULL);
return;
}
}
else if (mo->BounceFlags & BOUNCE_MBF && mo->velz) // check for MBF-like bounce on non-missiles
{
mo->FloorBounceMissile(mo->floorsector->floorplane);
}
if (mo->flags3 & MF3_ISMONSTER) // Blasted mobj falling
{
if (mo->velz < -(23*FRACUNIT))
{
P_MonsterFallingDamage (mo);
}
}
mo->SetZ(mo->floorz);
if (mo->velz < 0)
{
const fixed_t minvel = -8*FRACUNIT; // landing speed from a jump with normal gravity
// Spawn splashes, etc.
P_HitFloor (mo);
if (mo->DamageType == NAME_Ice && mo->velz < minvel)
{
mo->tics = 1;
mo->velx = 0;
mo->vely = 0;
mo->velz = 0;
return;
}
// Let the actor do something special for hitting the floor
mo->HitFloor ();
if (mo->player)
{
if (mo->player->jumpTics < 0 || mo->velz < minvel)
{ // delay any jumping for a short while
mo->player->jumpTics = 7;
}
if (mo->velz < minvel && !(mo->flags & MF_NOGRAVITY))
{
// Squat down.
// Decrease viewheight for a moment after hitting the ground (hard),
// and utter appropriate sound.
PlayerLandedOnThing (mo, NULL);
}
}
mo->velz = 0;
}
if (mo->flags & MF_SKULLFLY)
{ // The skull slammed into something
mo->velz = -mo->velz;
}
mo->Crash();
}
}
if (mo->flags2 & MF2_FLOORCLIP)
{
mo->AdjustFloorClip ();
}
if (mo->Top() > mo->ceilingz)
{ // hit the ceiling
if ((!mo->player || !(mo->player->cheats & CF_PREDICTING)) &&
mo->Sector->SecActTarget != NULL &&
mo->Sector->ceilingplane.ZatPoint(mo) == mo->ceilingz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
}
P_CheckFor3DCeilingHit(mo);
// [RH] Need to recheck this because the sector action might have
// teleported the actor so it is no longer above the ceiling.
if (mo->Top() > mo->ceilingz)
{
mo->SetZ(mo->ceilingz - mo->height);
if (mo->BounceFlags & BOUNCE_Ceilings)
{ // ceiling bounce
mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
/*if (!(mo->flags6 & MF6_CANJUMP))*/ return;
}
if (mo->flags & MF_SKULLFLY)
{ // the skull slammed into something
mo->velz = -mo->velz;
}
if (mo->velz > 0)
mo->velz = 0;
if ((mo->flags & MF_MISSILE) && !(mo->flags & MF_NOCLIP))
{
if (mo->flags3 & MF3_CEILINGHUGGER)
{
return;
}
if (mo->ceilingpic == skyflatnum && !(mo->flags3 & MF3_SKYEXPLODE))
{
mo->Destroy ();
return;
}
P_ExplodeMissile (mo, NULL, NULL);
return;
}
}
}
P_CheckFakeFloorTriggers (mo, oldz);
}